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DrSleepless, do games w Why medieval city-builder video games are historically inaccurate - Leiden Medievalists Blog

Video games aren’t supposed to be realistic, they’re supposed to be fun

DonAntonioMagino,
@DonAntonioMagino@feddit.nl avatar

It’s still interesting to analyse them like the cultural products they are.

FartMaster69,

Yeah, examining the ways they are inaccurate tells us a lot about ourselves.

ampersandrew,
@ampersandrew@lemmy.world avatar

You can do all sorts of things with video games, even when sticking to realism, if it helps you achieve your goals.

Valmond,

Noo I want to spend 50 years before I can have a second well!

umbrella,
@umbrella@lemmy.ml avatar

realistic is sometimes fun

IlovePizza,

Simulator then?

MurrayL, do games w Why medieval city-builder video games are historically inaccurate - Leiden Medievalists Blog

Written in 2020 but still an interesting read. I wonder what the author thinks of games that have released in the intervening years, like Manor Lords, Going Medieval, and Farthest Frontier?

RipLemmDotEE,

Well, it looks like someone did an interview with a medieval historian about Manor Lords.

youtu.be/KS56GUgb-08

it_depends_man, do games w Why medieval city-builder video games are historically inaccurate - Leiden Medievalists Blog

Pretty insightful. Key takeaways:

  1. linear growth didn’t really happen like that
  2. pre-planning would be good
  3. experience of tax collectors skimming the surplus, plus hazards of rural life.
sukhmel,

Yeah, I thought life was hard but sustainable mostly, turns out one was always at risk of extinction:

Medieval villagers were often living on the edge of subsistence. Agricultural surpluses were skimmed by the church and the feudal lords. Bad harvests, banditry, warfare and disease might decimate a village community at any time. For this very reason, the demography of many European villages remained relatively stable between the twelfth and the eighteenth century.

leftzero,

relatively stable between the twelfth and the eighteenth century

Hm… wasn’t there like a 33% dip back in the fourteenth, not counting subsequent migration to the cities and whatnot…?

sukhmel,

I don’t know, we need a medievalist here

Aqarius,

If I remember Devereaux, the village itself was set up to minimise that risk first and foremost, at the expense of optimisation for max yields. So, every year was around subsistence, never much above, but also never much lower.

HailSeitan, do games w Why medieval city-builder video games are historically inaccurate - Leiden Medievalists Blog
Ephera,

It’s pretty much just a hook into infodumping about medieval cities…

HailSeitan,

In a games community…

GrantUsEyes,

Some of us like getting insight into the stuff that inspires the things we consume.

makingrain, do gaming w Why medieval city-builder video games are historically inaccurate
@makingrain@lemmy.world avatar

Five year old article. No Manor Lords, which would win the author over on a few points.

CheeseNoodle, do gaming w Why medieval city-builder video games are historically inaccurate

TLDR: IRL there was a soldier and/or priest that would take all the resources in your spare resource pile preventing you ever building anything beyond the buildings you started with.

EarMaster, do games w Why medieval city-builder video games are historically inaccurate - Leiden Medievalists Blog
@EarMaster@lemmy.world avatar

Well then I guess the Wolfenstein games aren’t historically accurate either…?

What a shock!

FishFace, do gaming w Why medieval city-builder video games are historically inaccurate

The central point is that villages and towns grew only very slowly, and were planned, but if you get rid of the first constraint in order to be fun, you naturally end up with something like “organic” growth.

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