Home > dialogues, Historical Problem Space, Theory and Practice > GTP Dialogue with Vinicius Marino Carvalho: HPS and Beyond (Part I)

GTP Dialogue with Vinicius Marino Carvalho: HPS and Beyond (Part I)

Vinicius: So, I just had the pleasure of reading your latest article “Agents, Goals, and Action-Choices”. You seem to be developing the Historical Problem Space framework toward an interesting new direction. I wonder if you’d be willing to discuss a couple of ideas in more detail?

1- It may be just my impression, but you seem to have taken the HPS to a more overtly structuralist direction than your previous papers (e.g. “historical games are games, and that means they take the form of historical problem spaces”; “At their core, each game, like all historical games, presents a historical problem space with a player agent”). Has your current work on your upcoming game design book prompted this shift? Or have you always thought about the HPS this way?

2- Have you thought about publishing a complete(-ish) (and stand-alone) typology of HPS structures? This is the one thing my students most frequently demand when I assign them HPS-based activities. I ask them “what is this game’s gameworld?” and they reply, “I want to know what all the options are”. Given how messy and inconsistent (commercial) genre conventions sometimes are, I can’t blame them.

Vinicius: Really glad I decided to reach you here, rather than on Blue Sky or Twitter. This conversation would have been mangled by the character limit.

It does make sense. I don’t think it is controversial to claim that games are based on inherent structural elements – although we might not always agree on how to describe them (e.g. I’m generally suspicious of the “quantifiable outcomes” thing, which I know sounds hypocritical coming from an economic historian. Lately, I’ve also been getting uneasy with the realist/conceptual distinction).

As for the typology: it would be quite useful to me, for a variety of (admittedly, very niche) reasons. However, I think it could be useful for you as well, as a way to map possible blind spots in the HPS.

E.g. I don’t recall you mentioning “witnessing” as a type of action before, like you did in this paper (although my memory could be wrong). I think this is quite big: witnessing is not an obvious action type like “getting resources”, and omitting it would mean leaving out entire genres of games (e.g. walking sims, many adventure games). There might, however, be other omissions out there, just as significant as “witnessing”. And maybe by accounting for them, fringe examples might turn out to be not so fringe after all.

Vinicius: I think embodied/unembodied sidesteps my major issues with the realist/conceptual distinction. I’ll elaborate these points in a forthcoming paper I’m writing with Amanda Viveiros Pina, but I think I can spoil some early thoughts:

1) The word ‘realist’ itself, is highly polysemic and can cause confusion depending on who’s talking to whom. Alexander Vanderwalle et al.’s discussion of perceived realism in historical games addresses this point, although things can get even more complex if we’re willing to dabble into philosophy. 

2) I think the distinction underestimates the conceptual workload behind “realist” simulations, and the capacity of such simulations to convey these concepts experientially (e.g. audio-visually). This is something Alex Martire and my other archaeologist friends opened my eyes for. They taught me that reconstructions are not necessarily ‘reconstructionist’, in the epistemic sense, but can also be used as defensible (and scrutinizable) models. E.g. Martire’s Vipasca Antiga game, which allows us to toggle an overlay of the actual Roman ruins of Vipasca, so we can compare with the in-game reconstruction.

3) I also have misgivings about applying the framework for games that challenge Cartesian understandings of space and perspective. I haven’t matured this point yet; but it comes from a feeling I had reading Alenda Chang’s analysis of the influences of the shan-shui-hua art style on the game Journey. As I understood from her introduction, shan-shui-hua is a traditional Chinese art style that focuses on mountains and flowing water courses, often dotted with depictions of human activity becoming integrated, rather than competing with, the non-human elements of the composition. Notably, it also challenges some conventions of Western painting – for example, by exploring multiple perspectives and vanishing points.       

Although Chang says she’s interested in the style “less as an aesthetic regime than as a […]  paradigm of human-environmental relation” – i.e. as a way of “decentering” human action and agency – I think it is a great example on how visual and spatial aesthetics go well beyond representation. The visual organization of elements in the scroll (or, in the case of games, in the screen/game board) can be used to construct arguments and tell a story, even in the absence of words and complex interfaces.

The fact that Thatgamecompany was apparently aware of the genre, and made use of its principles in “Journey”, makes me wonder if there aren’t games (or even whole genres) that we’re ignoring or underestimating because they don’t conform to Western ideas of realism/conceptualization.

Your embodied/unembodied distinction is much ‘lighter’ on its epistemic claims (if I understood it correctly), so it sounds good to me! (again, see McCall 2024 for the Thersites article that sparked this dialogue)

My only question regarding it would be: what if we have a “matryoshka” of embodied/unembodied layers of agency? E.g. like the map of Paris in “We. The Revolution”, in which we have a bird eye’s view of the action, but that also exists diegetically as an object in Alexis’ possession? I know the game doesn’t take it this far, but let’s assume our actions as Alexis in the courtroom levels affected the map somehow – e.g. blood spilled over it would compromise its legibility. How would this hypothetically fit your framework?

Vinicius: We absolutely can! I agree with your pragmaticism. In fact, this is one of the greatest shocks I had when I started designing games for research. I’d start with a super audacious idea only to see it chipped away, play test after play test, until I was back to the same old tropes I attempted to subvert. (JM: So true: I have the same experience in my own historical game design!) And this is just my perspective as someone who doesn’t design games commercially. I can’t even imagine all the constraints professionals operate under (aside from the glimpses we occasionally get from the media or from scholarly works like Ylva Grufstedt’s 2022).

Now, cohesion is an interesting one. There’s sure a lot to be said about external cohesion – how a game fits within a franchise, genre, etc. – but on the matter of internal cohesion, you might be onto something when you say that cohesion is shaping the histories.

Vinicius: I once commented that the HPS (in your 2012 formulation, at least) resembled an informal definition of “game” in game theory. (Jeremiah’s note: I think that parallel between how I have defined a historical problem space and some definitions of game continues into my most recent work)  Vinicius: This comes as no surprise if we consider that games (and computer games, above all) are formal models, and formal modeling does require a great deal of cohesion. If, at the beginning of a simulation (or playthrough) we stipulate that the rules work in a given way, we’re not supposed to change them mid run.

This, in fact, is one of the main criticisms made against model-based history. It’s not just that models are simplifications or that we lack data to substantiate our assumptions (that can be remedied to some extent). It’s that, in human history, we’re always changing our minds and tweaking our systems as we go! Game logic, in this sense, is at odds with history …

Vinicius: … And this is also true of the histories we write. In historiography, we follow the hermeneutic circle. As we read our sources, we often find out the criteria we came up with to guide our reading must be tweaked or abandoned (which, sometimes, means we have to start over, change subject or ditch whole chapters). (NEW Jeremiah: which interestingly parallels the circle of designing a historical game that in some sense is consistent with the historical sources)

So, to return to “We. The Revolution”, maybe I was too conservative with my metaphor. I called the game a “Matryoshka” because it piles several kinds of (playable) historical agency onto each other. But, in addition to this, it’s likely the game struggled with cohesion because the French Revolution itself wasn’t a temporally cohesive event – and the developers struggled to abstract it appropriately. It’s noteworthy that the game’s issues mostly become glaring in later acts, when it ditches game modes and incorporates new ones on the fly.

This is a very roundabout way of saying I think this imperative of cohesion might be just the tip of the iceberg to a bigger epistemic issue. How ‘historical’ is the HPS when it assumes a steady state that doesn’t correspond to how history works (or how we ourselves think and write about it)? And let’s say a game decides to “honor” the messiness of history/historiography at the expense of cohesion (I’m not sure We. The Revolution did this for this reason, but let’s assume it did). Would the resulting game be a more defensible historical game – even if it turned out to be a worse game overall?

Vinicius: I’m glad you brought contingency up – that’s a topic I love, and I have a lot to say about that! However, the epistemic issue I mentioned is a tad different (albeit related): systems don’t exist in static form. As far as triggers to systemic change go, Gavrilo Prinzip is an uniquely visible example, but every member of a system (even non-human ones) to some extent changes it by the very act of participating in it.

Language is probably a good example: every individual has an idiolect, which gradually influences (and is influenced by) local dialects, until we realize we’re not Latin speakers any more, but rather users of Portuguese, Romanian, French, etc. (And, possible unlike WWI, while it’s probably inevitable that languages drift apart, it wasn’t inevitable that the old Latin-speaking world would break up into these particular languages).

Contemporary politics might be another example. No single contingency (e.g. the rise of Trump) is responsible for the global rightward drift in political sentiment. We’re likely dealing with a bunch of local resentments, amplified by the global communications network, that gradually turn political culture into something else. 

This is a great strip by SMBC that illustrates the conundrum well, I think. The author is talking about individual action, but it works just as well for historical structures. https://www.smbc-comics.com/comic/economist-2

So, I’m saying that Games (and formal models in general) provide us with a snapshot of that system at a particular moment in time. But how robust this picture is when we’re dealing with moments before or after our photograph is taken? 

Vinicius: Well, my answer to the first questions is a very confident “yes” – for no other reason than because, as we’ve been discussing so far, most history games fall into this category.

We might question the inherent incompatibilities between these systems and the historical discipline. But, at the end of the day, this is what these games are, and if we want to understand, describe and use them critically, we need a framework.

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