Last paper of #MAMG26 day one! Jéssica Iolanda Costa Bispo argues that the real-time temporality of The Longing (2020) allows it to reflect medieval western senses of temporality and meditation in a way few games allow: https://middleagesinmoderngames.net/mamg26/temporal-experience-and-medieval-contemplation-in-the-longing/
#mamg26 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #mamg26, aggregated by home.social.
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For our second paper of this session, Poppy Tester discusses the strange individualism of Medieval Dynasty where players take a nominally medieval setting but using far more permissive forms of landscape engagement:
https://middleagesinmoderngames.net/mamg26/the-wilderness-self-reliance-and-community-in-medieval-dynasty/ -
In our next #MAMG26 paper, "Tides of Pestilence", Blair Apgar explores how ecological anxiety is mechanised and gamified in the form and force of the rats of A Plague Tale, using medievalist aesthetics to reflect and explore a modern crisis: https://middleagesinmoderngames.net/mamg26/tides-of-pestilence-mechanizing-eco-anxiety-within-a-fourteenth-century-dystopia/
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And in our second paper for this session we have Andrew Griffiths talking about the puzzling question of why people use mods rather than building games when exploring historical and pseudo-historical puzzle building. Check that out here:
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We now have our #MAMG26 Game Modding panel! Two papers in this session: first, Maxime Kremer talks about mods as a way of exploring historiography, looking at the systems of Crusader Kings III and how requirements for modded historical events are shaped:
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Last, but certainly not least, is our third paper, 'Designing around medieval sources: a thought experiment' by James Baillie, demonstrating the possibilities of informed design experiments in this space! #MAMG26 James is online and keen to discuss this more in the comment section at: https://middleagesinmoderngames.net/?p=1472