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Games Provide a Healthy Dose of History
Religion Plays a Major Role in ‘Medieval II’
BY THOMAS L. MCDONALD
April 26-May 2, 2009 Issue |
Posted 4/17/09 at 6:01 AM
Although “empire-building” strategy games almost
always include some element of faith, they rarely explore the subject in any
depth.
One of the few exceptions is the
“Total War” series, a sophisticated line of historical games for the PC.
Begun 10 years ago by The Creative
Assembly, “Total War” games have tackled the Roman Empire in “Rome,” the Middle
Ages in “Medieval” and “Medieval II,” Sengoku Japan (roughly the 15th through
17th centuries) in “Shogun,” and now the 18th century, with its world-spanning
empires, colonization and revolutions, in the latest entry, “Empire.”
The hallmark of the “Total War”
series is its two levels of play. At the highest grand-strategic level, you
control conquest, diplomacy, construction, economics, taxation, education and
the other engines of civilization across a vast map in turn-based play. This is
a deliberative, intricate system designed to simulate the elements, nations and
personalities that shaped history.
For “Empire,” this means building up
colonies and then riding out the upheavals of revolution as people throw off
the bonds of monarchy.
The second level comes into play
during battles, as the game zooms into a real-time, lavishly detailed 3-D
tactical battlefield game. These are huge encounters featuring thousands of
riflemen, musketeers, cavalry and artillery fighting over detailed landscapes
or laying siege to enclosed fortifications and cities.
The camera can zoom all the way back
to see the entire battlefield or right down to ground level to see a single
man. There’s great attention to detail, with realistic tactics, leaders,
weapons and uniforms.
To emphasize the importance of
navies in this age of sail, real-time naval battles are also included for the
first time in the “Total War” series.
Religion is still a factor in
“Empire,” but it’s not the all-pervasive element it was in the last “Total War”
game, “Medieval II.” In “Empire,” the historical religion of your nation or
leader generally determines whether your people are mostly Catholic,
Protestant, Orthodox, Hindu or Muslim. If you conquer a region with a different
dominant religion, you’ll have trouble controlling it at first — until you
level the holy buildings, replace them with those of your own faith, and send
out priests or imams to convert the people and combat heresy.
For a more complex handling of
religion in history, gamers should take a look at “Medieval II,” which remains
a beautiful, cutting-edge piece of software. (Since “Empire: Total War” is
designed for advanced computers, users might find “Medieval II” runs better on
their PCs.)
In “Medieval II,” religion plays a
dominant role in all the actions and decisions of empire, for both Catholic and
Muslim nations. As designer Dan Toose remarked, “A strategy game in a medieval
setting that doesn’t consider matters of faith would be taking away some of the
greatest challenges rulers of the time faced: how to be seen as an angel as you
conquer like a devil.”
The main religions of “Medieval II”
are Catholic, Orthodox and Muslim. Paganism is on the decline, and heresy
represents outbreaks of opposition to the dominant religions. Heresy is a force
of chaos in the game and must be dealt with by the tools of the time: trials
and assassination.
If heretics are allowed too free a
hand in your realm, you can expect a visit from the Inquisition. Once the
inquisitors start looking for heretics, they often find them in high places,
perhaps even among your family members and generals, with executions quick to
follow.
Although, in reality, executions by
the Inquisition were far fewer than the popular imagination would have you
believe, it’s an effective way for the game to eliminate key people from your
empire as a punishment for failing to pay attention to faith.
Since, historically, heresy was the
root of a great deal of civil unrest in the time period covered, it’s an
important part of simulating the tangled politics of the Middle Ages.
The Church and the pope figure large
in “Medieval II.” Priests help keep heresy down, and if they are in a major
church (such as a cathedral), they emerge as bishops. If a priest is
particularly pious, he may be chosen by the Church to fill one of the seats in
the sacred College of Cardinals.
A cardinal develops a unique
personality, with various traits emerging that might make him papabile
(called “preferati” in the game) at the next conclave. Generally, only the
three most pious cardinals are in the “running” for pope.
If your faction has a cardinal in
the college, it will be able to vote in the election and haggle with other
nations for their votes. If things get particularly cutthroat, a faction might
even choose to assassinate a “preferati” to make way for its chosen candidate.
A friendly pope is an important
factor in “Medieval II.” Catholic nations cannot attack each other with
impunity. They need approval from the Church or their leaders (you) risk
excommunication. An excommunicated leader is very unpopular among both his
people and other nations, and he can count on a hard fight to stay in power.
Additionally, only the pope can
approve a crusade, which brings with it certain bonuses and benefits. Taken
together, these elements offer a remarkably complex recreation of Church
history and politics.
Although
the “Total War” games carry a Teen rating for alcohol and tobacco references,
some mild language, and battlefield blood and violence, they are not
gratuitously graphic or offensive games. All of the “Total War” games are
permeated with a healthy dose of history (real names and events common), making
them excellent teaching tools.
Granted,
it is possible, in theory, to assassinate a pope or even wield undue control
over the Church, but one need look no further than the Avignon papacy to see
that such things were sadly possible at the time.
Thomas
L. McDonald is
editor-at-large
of Games magazine and a catechist in the
Diocese of Trenton, New Jersey.
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