Bibliographische Detailangaben
Beteiligte: Rollinger, Christian
veröffentlicht: London : Bloomsbury Publishing Plc, 2020.
©2020.
Teil von: IMAGINES - Classical Receptions in the Visual and Performing Arts Series
Medientyp: Buch, E-Book

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weitere Informationen
Umfang: 1 online resource (313 pages)
ISBN: 9781350066649
Ausgabe: 1st ed.
Sprache: Englisch
Teil von: IMAGINES - Classical Receptions in the Visual and Performing Arts Series
Schlagwörter:
Print version:: Rollinger, Christian, Classical Antiquity in Video Games, London : Bloomsbury Publishing Plc,c2020
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Kollektion: E-Books adlr
Inhaltsangabe
Cover page
Halftitle page
Series page
Title page
Copyright page
Contents
Illustrations
Contributors
Preface
Prologue Playing with the Ancient World
Classical reception, history and video games
Existing scholarship
Resources
This book
A way forward
Notes
1 An Archaeology of Ancient Historical Video Games
Hardware and genre
Genre and history
Ancient history in video games
Antiquity, gamified
Notes
Part One A Brave Old World Re-Figurations of Ancient Cultures
2 Ludus (Not) Over
Classical reception in video games: A set of features
Notes
3 Playing in a 'Real' Past
Archaeogaming and the developing agenda
Fantastic pasts: Ryse: Son of Rome
Realism and representation: Assassin's Creed
Conclusion: The value of critical gaming
Notes
4 The Representation of Women in
Women as damsels in distress
Women as sexual objects
Women and sex, trauma and violence
Conclusion
Notes
Part Two A World at War Martial Re-Presentations of the Ancient World
5 Battle Narratives from Ancient Historiography to Total War: Rome II
The Battle of Teutoburg: A long history
From Suetonius to internet memes
Reimagining Arminius
Arminius the Liberator
Arminius the Victor?
Conclusion
Notes
6 Digital Legionaries
The face of battle in the Roman Republic: An outline
The common features of video game battles
The games
Conclusion: Video games as formal, dynamic, interactive, multimodal models
Notes
Part Three Digital Epics Role-Playing in the Ancient World
7 The Bethesda Style
Introduction
What is an RPG in relation to oral formulaic theory?
A distinctive alloy: Three hallmarks of the Bethesda style
Notes
8 Postcolonial Play in Ancient World Computer Role-Playing Games
'Ancient gameplay' and 'ancient CRPGs'.
Role-playing invaders and natives in Nethergate
Playing the Western hero in Titan Quest
Conclusion
Notes
9 Playing with an Ancient Veil
Behind the veil: Secret worlds of collective historical staging
What is historical about digital games?
A historical knowledge system for ancient history
Gaming communities and commemorative discourse about ancient history
Lifting the veil: Ancient history, commemorative culture and public history
Notes
Part Four Building an Ancient World Re-Imagining Antiquity
10 Choose Your Own Counterfactual
'Parlour-games with might-have-beens'
Thucydidean counterfactuals
The Melian Games
Conclusion
Notes
11 Mortal Immortals
The Greek mythic storyworld and its plasticity
Apotheon 's story in its post-apocalyptic and post-mythological setting
The startling idea of deicide and its origin within the Greek myth
Conclusions
Notes
12 The Complexities and Nuances of Portraying History in Age of Empires
Introduction
Emergent and embedded narratives in the Age of Empires series
Game modes as context
Narratives of progress and success in different contexts
Decisions and their narration
Freedom of play: Implicit and negotiated rules, and metagame
Conclusion
13 Simulating the Ancient World
Introduction
Game engines
Game engines in current archaeological research practice
The Pnyx research environment
Expanding the senses
Adapting the environment: The interface
Communicating results: Collaborative research with game engines
Conclusion
Notes
14 Epilogue
Form and content
Political contexts and accuracy
Production, consumption and people
(Ludo)narrative as form
Playing the past into the future
Notes
Glossary of Video Game Terms
Bibliography
Mediography
Ludography
Index.