The Middle Ages in Modern Games: Conference Proceedings, Vol. 2 (2021)

Page 37

16: Medieval Japanese Warfare and Building Construction in Total War: Shogun 2 João Paulo da Silva Roque, @JooP16996186 Total War: Shogun 2 (by Creative Assembly, 2011) is a turn-based strategy game set during the Sengoku period (1467-1616), when Kyoto was the capital of Japan and the country was in a state of constant civil war, which began with the Õnin War to decide who should succeed the Shogun. This was called the Warring States period, which is depicted in the video game, with twelve independent states (or factions), each ruled by a Daimyo whose objectives are to control Kyoto and become the Shogun. The video game details different characteristics of the Japanese warfare. There are different weapon types, from the lesser known Yumi (Japanese bow), Horokubiya (containers filled with gunpowder with a fuse), Naginata and Yari (both can be classified as spears, however the first has a sword-like blade, excelling in cutting and slashing), to the famous Katana, the samurai sword. However, the Yumi is the original samurai weapon: firstly made for hunting, this bow was improved over the ages until it became one of the deadliest weapons in the history of Japan. This is also represented in the video game. Furthermore, there are advantages in the use of different kinds of weapons in a playercontrolled army: e.g., the Katana, being fast, is better suited to fight against the slower Yari, but the Naginata has a longer reach and stronger strikes due to its weight, offering a counter to the smaller sword. Total War: Shogun 2 also accurately depicts Japanese castles. These differ from the European ones in both construction and function. Japan lies at the intersection of several tectonic plates, making it predisposed to earthquakes. This influenced how castles were made, with high stone walls built inward so they buttress themselves during tremors, and the living quarters were constructed with wood so as to absorb the shocks. Since natural disasters will randomly occur in the video game, such as earthquakes, these features keep the populace safe. It is interesting to note that in Rome: Total War, also developed by Creative Assembly (2004), natural disasters often end with ruined cities and population decline, due to deaths or the plague. Japanese castles often consisted of several defence rings, with gates placed at a 90-degree angle with each other, creating a heavily defended inner yard, with the inner castle tower (built to demonstrate the power of its owner) being the best defended structure. Earlier castles had a palace house which was lost over time. Total War: Shogun 2 presents the player with palace houses in the early game, which evolve to castles as the towns grow. However, Kyoto castle, the endgame objective, already depicts a castle tower with several defence rings, gates, guard towers and a moat, forcing the player to plan carefully before attacking. The player wins if they manage to secure Kyoto and a set number of provinces, decided by the video game difficulty, but getting close to completion will trigger an event called Realm Divide, in which all the remaining factions will become hostile and attack the player, bringing the video game’s narrative back to the state of civil war that was prevalent during this historical time period in Japan.

31


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46: Hearing the Middle Ages: Playing with and Contextualising Acoustical Heritage and Historical Soundscapes Research

6min
pages 81-83

42: Trying not to Fumble in Medieval Times: Role Playing Games as a Medium of Historiography, Authenticity, and Experiencing the Past

2min
page 76

41: What It Means To Be Swadian: Encoding Ethnic Identity in Medieval Games

2min
page 74

38: The Sovereign Code: The Eurocentric Mechanics of Nationhood in Strategy Games

1min
page 70

37: Erasing the Native Middle Ages: Greedfall and the Settler Colonial Imagination

2min
page 68

35: The Middle Age as Meme: Medieval Spaces Remixed and Reimagined

3min
pages 65-66

34: Fuck the Paladin and the Horse He Rode In On

2min
page 64

40: Problematising Representation: Elsinore and its Reimagination of Hamlet

2min
pages 72-73

33: What Comes After the Apocalypse? Theories of History in Horizon Zero Dawn

2min
page 62

31: The Middle Ages in Modern Board Games: Some Thoughts on an Underestimated Medium

5min
pages 59-61

28: Analysing and Developing Videogames for Experimental History: Kingdom Simulators and the Historians

2min
page 55

29: Age of Empires II as Gamic History: A Historical Problem Space Analysis

3min
page 56

26: Strange Sickness: Running a Crowdfunding Campaign for a Historical Research-Based Game

2min
page 53

25: Iconic Bastards and Bastardised Icons: Plebby Quest’s Neomedievalist Crusades

2min
pages 50-51

24: How to Survive a Plague of Flesh-Eating Rats: An Introductory Guide to Studying Remediated Gameplay Imaginations of Medieval Folklore and Beliefs in A Plague Tale: Innocence

2min
page 49

22: It's Medievalism Jim, but not as we know it: Super-Tropes and Bastard-Tropes in Medievalist Games

6min
pages 45-48

21: Watch your paths well! – On Medievalism, Digital Games and Chivalric Virtues

2min
page 43

20: “They're Rebelling Again?” Feudal Relations and Lawmaking as an Evolving Game Mechanic

2min
page 42

19: Feudal Law and MMOs: “I'm afraid he's AFK my liege”

2min
page 41

12: Dragons and their slayers: Skyrim in Comparison to Middle High German romances and Heroic Epics

3min
pages 30-31

14: What you Leave Behind – Tracing Actions in Digital Games about the Middle Ages

4min
pages 34-35

17: Visiting the Unvisitable: Using Architectural Models in Video Games to Enhance Sense-Oriented Learning

2min
page 38

16: Medieval Japanese Warfare and Building Construction in Total War: Shogun 2

2min
page 37

9: Unicorn Symbolism in The Witcher Storyworld

2min
pages 24-25

3: Where the Goddess Dwells: Faith and Interpretation in Fire Emblem

5min
pages 17-18

10: Dante in Limbo: Playing Hope and Fear

3min
pages 27-28

2: What to Expect from the Inquisition: Historical Myth-Unmaking in Dragon Age: Inquisition

3min
pages 15-16

1: Immersion as an Intermedial Phenomenon in Medieval Literature and Modern Games

7min
pages 10-13

6: “Everyone Knows Witches are Barren”: Images of Fertility, Witchcraft and Womanhood in Medievalist Video Games

2min
page 21

7: Cross Cultural Representation in Raji through Medieval Mythology and Architecture

2min
page 22

5: The Portrayal of the Third Crusade and Crusading Ideology in Dante’s Inferno

2min
page 19
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