Home > dialogues, Historical Problem Space, Theory and Practice > GTP Dialogue with Vinicius Marino Carvalho Part II Historical Problem Spaces and Beyond

GTP Dialogue with Vinicius Marino Carvalho Part II Historical Problem Spaces and Beyond

This is the second part in a planned series of dialogues with historian, educator, and historical game designer, Vinicius Marino Carvalho, about the Historical Problem Space Framework as set of concepts and tools for analyzing and designing historical games in any medium. (Read Part I)

Vinicius: So, Jeremiah. I think I owe your readers an apology. I ended the first part of our collaborative blog post on a *massive* cliffhanger, promising to introduce a perspective that could in theory render the entire HPS framework moot.

(On hindsight, I really should make a note to tone down on the hubris…) But, more to the point, I think it’s fitting that I explain what I was talking about.

This might sound trivial, but there’s an explicit assumption in the “A.R.T.M.O.”. typology (Agents, Resources, Tools, Metrics and Obstacles) (Jeremiah’s note: it changed from A.R.T.O. to A.R.T.M.O.s for the upcoming book) that these four elements are different things. Meaning: there are entities that act, and entities that are acted upon. Moreover, in history, specifically, we generally assume that agents are human, groups of humans, or at least human-like in some capacity.

Herein lies the rub: there are some theorists who have been trying to problematize the distinction between ‘agents’ and ‘things’. You can find them in perspectives like posthuman theory, actor-network theory, animal history, interspecies history, archaeology (which deals with the agency of things), new materialism (which deals – among other things – with the agency of inanimate matter), etc.

Now, the principle that human history is impacted by non-human phenomena isn’t exactly new. The idea that material affordances shape how we make sense of and interact with the world is also a well-known problem in game design. It notably appeared in your blog conversation with Luke Holmes, in which you discussed Chris King’s principle that historical interpretations should be dictated by gameplay elements. In a way, it’s the return of the old ‘if your only tool is a hammer, everything looks like a nail’.

But these recent perspectives are trying to go a step further, arguing that humans and non-humans co-create the world together. Consequently, animals and things are not necessarily ‘objects’, and we’re not solely ‘agents’. If the human world is a collection of social ‘construct’, we’re not necessarily the ones doing the ‘constructing’.

Some games have had fun with this idea. In Nier: Replicant’s 2021 remake, for example, player character Kainé asks a machine intelligence why every interaction they have is violent, even though they are purportedly just trying to get to know one another. The machine replies (I’m paraphrasing): ‘because violence is the only word in your vocabulary’ – a metanarrative nod to the fact that ‘to kill’ is the default interaction in the game.

The visual novel Slay the Princess runs even wilder with the idea. One of the only objects are our disposal is a knife that we have to use to kill the eponymous princess. On a surface level, the blade is a tool: we need it to kill our target. However, picking up the knife also spawns the princess as a target worth killing. If we decide to get armed, the princess will appear as a villain or monster. If we approach her unarmed, she will be ‘generated’ as a much more sympathetic entity.

These are fantastic non-historical games, however, which have a lot of leeway to get away with this sort of things. But recently I’ve been wondering what this revision of the human-non-human divide means for history. What becomes of the A.R.T.M.O. typology  if we blur the hard distinction between agents and objects? Can the resulting framework still be called a HPS, or have we moved into a different kind of problem – one that is at odds with history itself?

Vinicius: This makes perfect sense to me, and it resonates with some of your previous writing and practice. Namely, about how history is a broad genre of selective representations of the past that can be found outside books and textbooks as much as within them.

I think that what exasperates me about historical games, in particular, is that there are tons of interesting stuff currently going on with historical theory, but historical games – and, to some extent, historical game studies – are being somewhat reluctant in keeping up with developments.

The more-than-human perspectives I mentioned earlier are a great example. This is a *huge* topic of research within many fields – and there are plenty of very talented people in other corners of game studies doing stellar work on that. But I don’t hear as much about that coming from historical game studies (even though history itself is slowly but gradually incorporating these perspectives).

Would there be, I wonder, a way to tweak the frameworks with which we study and design historical games to incorporate these approaches?

Regarding the HPS, one idea I have been tinkering with ever since I’ve presented my paper for the 2025 DiGRA conference, is relationality. I personally arrived at the concept via the work of anthropologist Eduardo Viveiros de Castro on Amerindian cosmology, but there are plenty of people from different fields and backgrounds conceptualizing it in slightly particular ways.

Basically, relational beings are not inherently stable, and ‘change’ their nature (or acquire new ones) based on their relationships with other beings. The more – and more different – connections a given entity establishes, the more it ‘multiplies’ its potential agential space. The bottom line, however, tends to be a decentering of (historical) human agency.

There are many ways to develop these ideas, but, in terms of the A.R.T.M.O. framework, what strikes me as useful is that it allows entities to be all four letters at once – and possible multiple variations of the same letter.

Some possible examples:

  • ·   In relation to their vassals, a player-controlled faction leader in Crusader Kings III is a sovereign human agent. In relation to the plague, it is arguably part of the gamespace – as a network node it can use to hop onto new characters and spread, much in the way of the ‘tile’ of a board game. (Consequently, if we interpret a 14th c. playthrough of CKIII as an ABM on the Black Death, the player-agent loses its centrality, even though nothing in the HPS technically changed.)
  • ·   In relation to humans, “oil” can be a resource. Yet, in relation to the oil industry, *humanity* is the actual resource (or tool, if you will): we are subject to oil to the extent that we can’t get rid of it, lest our economy crashes and our society stops functioning. 
  • ·   If we extend the category of ‘personhood’ to non-humans, then humans can be both sentient agents and whatever these non-humans, with their non-human sensibilities, perceive us to be (Although, as Viveiros de Castro notices in respect to Amerindian cosmology, which does operate with an expanded concept of personhood,  not at the same time)
  • ·   If we take ‘witnessing’ as an action, then any game element that can ‘witness’ another (even if only in terms of tags in the code) can technically be thought of as an agent. And to the extent that the act of witnessing affects the reality of what is witnessed, each of these elements is simultaneously creating their own reality. I play with this notion a bit in my environmental history game, Galar. Its first chapter, now available as a prototype, features  a ‘double act’ of witnessing: the player-agent ‘watches’ the effects of their actions, as ripples in the ecological weave, and the system ‘watches’ the player in turn, and records their actions via progress variables.  

This can get very crazy really quickly, so I think I’ll just pass it over to you. Have you ever thought about exploring this dynamism within your framework (either at the level of analysis or game design, properly speaking)? Is the HPS really compatible with the sort of conceptual fiddling I’m attempting here, or am I just taking your ideas out of context? 

OR

Vinicius: Okay, about historical games: I admit that thinking about the structure vs. historical change conundrum has made me somewhat disillusioned with them – or, at least, with a certain way they tend to be invoked and designed.

Let me see if I can explain how I feel. As I see it, history is not just about models, but also about how we interact with them. Or, as post-structuralists would say, structures don’t exist independently of our observations. We got to take ourselves into account too.

We don’t simply chronicle facts or summarize systemic features. Sometimes we move backward, returning to the causes or origin of a phenomenon after assessing its consequences. Sometimes we ditch chronology almost entirely and divide our texts by theme. We zoom in and out of the historical fabric, either focusing on structures, either on local associations of people or even individuals. We move up or down the scale of abstraction, mix-and-matching concepts with things that exist experientially.

 All of this, too, is “history” – or “historying” as Adam Chapman once called it. And the possibilities this kind of operation offer us are immense. I dont think philosophers of history are being hyperbolic when they write that there’s a multiplicity of historical pasts, of futures, and of temporalities in general. Our snapshots may be limited in number (and in complexity), but there are so many ways we can assemble them that the possibilities are almost limitless.

Now, games *can* do all this, and there are some who argue, quite convincingly, that they are the medium par excellence in which these experiments can be tried out.  

But I have the feeling that historical computer games often treat this as an exploit, not as a feature. E.g. We scoff at the idea that time travel can be historically valid, but save scumming (which is literally time travel) is allowed (albeit tempered by Ironman modes and the like).  We don’t factor immortality or resurrection into our explanation schemes, but respawning doesn’t raise as many eyebrows.

Yet, if we all agree accuracy is overrated and games are constructed systems, why not go wild and incorporate these player agencies – which can have immense analytical value – into our simulations as well? And if so, would there be space in the HPS for them?

End of Part II

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