The Middle Ages in Modern Games: Conference Proceedings, Vol. 2 (2021)

Page 17

3: Where the Goddess Dwells: Faith and Interpretation in Fire Emblem Charlie Edholm, @c_s_edholm, Lee University and Southern Adventist University Games often present religions in reductive ways, emphasizing objects of faith – ritual, sacred text, belief, authority, and so forth – at the expense of the subjective relationships these elements form within a faith practice. How can games better explore their faiths? Fire Emblem: Three Houses develops a complex religious system with no single preferred vantage point through its fictional Church of Seiros. Neo-medieval and alluding to Catholicism, the Church comes to life in the many interpretations of its practitioners and critics. At Garreg Mach Monastery students from across the realm study and train together in preparation for their futures as knights or in court. While the monastery hosts the most influential branch of the Church, everyone is keen to share their diverse religious opinions. Some students are devout, some believe reservedly, others don’t believe but join the church simply to help people. A few students from outside Fódlan describe their own religious traditions by contrast, like the polytheism of Duscar or the nature spirits of Brigid. Branches of the church fight over charges of heresy. Family members and nobles view the church’s power as evil, corrupt. One student studies the historical development of the Church, seeking to “read between the lines” and discover truths the Church would rather hide. This complexity shifts the thematic focus; by exploring conflicts within a tradition, Fire Emblem: Three Houses isn’t asking whether the faith is true, but what acts of faith are best for the world. The issue isn’t what to believe, but how, i.e. what actions should belief engender. Rachel Wagner connects this to playing games: “Play, then, is how much freedom we have within a given rule-based system. Play shapes how much wiggle room we have - how much we can change a received text or tradition and not find ourselves isolated from our religious peers.” Power complicates this relationship, though. Interpretation requires ambiguity, metaphor. When games turn faith into code, faith becomes literal. For example, in the game levelling up a ‘Faith’ skill grants magic powers (its dark magic opposite is ‘Reason’). Faith becomes a tool. In a game, a god can exist just as clearly as anything else. Virtually they are ‘real.’ In Fire Emblem: Three Houses the player character literally becomes the avatar of the goddess Sothis. Mechanized faith differs from contested faith in our world, in that there’s nothing left to ‘prove.’ This makes dissent all the more striking. What does it mean not to believe in a god standing right in front of you? If Fire Emblem: Three Houses was most concerned with an instrumentalized religion, powers and dragons would be enough. Its story isn’t about evidence, but interpretation. Faced with the Immaculate One - a divine dragon - students still question, doubt, and challenge the church. Each late game path takes a different approach, from forming a new theocratic state to reforming the Church or destroying it outright. Faith adapts to many ends. Reductive faiths in our games and stories reduce our understanding of the varied and dynamic roles faiths play across human societies. Fire Emblem: Three Houses shows how a more nuanced exploration of the old can bring us to new explorations of the faith and conflicts of our modern world.

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Articles inside

46: Hearing the Middle Ages: Playing with and Contextualising Acoustical Heritage and Historical Soundscapes Research

6min
pages 81-83

42: Trying not to Fumble in Medieval Times: Role Playing Games as a Medium of Historiography, Authenticity, and Experiencing the Past

2min
page 76

41: What It Means To Be Swadian: Encoding Ethnic Identity in Medieval Games

2min
page 74

38: The Sovereign Code: The Eurocentric Mechanics of Nationhood in Strategy Games

1min
page 70

37: Erasing the Native Middle Ages: Greedfall and the Settler Colonial Imagination

2min
page 68

35: The Middle Age as Meme: Medieval Spaces Remixed and Reimagined

3min
pages 65-66

34: Fuck the Paladin and the Horse He Rode In On

2min
page 64

40: Problematising Representation: Elsinore and its Reimagination of Hamlet

2min
pages 72-73

33: What Comes After the Apocalypse? Theories of History in Horizon Zero Dawn

2min
page 62

31: The Middle Ages in Modern Board Games: Some Thoughts on an Underestimated Medium

5min
pages 59-61

28: Analysing and Developing Videogames for Experimental History: Kingdom Simulators and the Historians

2min
page 55

29: Age of Empires II as Gamic History: A Historical Problem Space Analysis

3min
page 56

26: Strange Sickness: Running a Crowdfunding Campaign for a Historical Research-Based Game

2min
page 53

25: Iconic Bastards and Bastardised Icons: Plebby Quest’s Neomedievalist Crusades

2min
pages 50-51

24: How to Survive a Plague of Flesh-Eating Rats: An Introductory Guide to Studying Remediated Gameplay Imaginations of Medieval Folklore and Beliefs in A Plague Tale: Innocence

2min
page 49

22: It's Medievalism Jim, but not as we know it: Super-Tropes and Bastard-Tropes in Medievalist Games

6min
pages 45-48

21: Watch your paths well! – On Medievalism, Digital Games and Chivalric Virtues

2min
page 43

20: “They're Rebelling Again?” Feudal Relations and Lawmaking as an Evolving Game Mechanic

2min
page 42

19: Feudal Law and MMOs: “I'm afraid he's AFK my liege”

2min
page 41

12: Dragons and their slayers: Skyrim in Comparison to Middle High German romances and Heroic Epics

3min
pages 30-31

14: What you Leave Behind – Tracing Actions in Digital Games about the Middle Ages

4min
pages 34-35

17: Visiting the Unvisitable: Using Architectural Models in Video Games to Enhance Sense-Oriented Learning

2min
page 38

16: Medieval Japanese Warfare and Building Construction in Total War: Shogun 2

2min
page 37

9: Unicorn Symbolism in The Witcher Storyworld

2min
pages 24-25

3: Where the Goddess Dwells: Faith and Interpretation in Fire Emblem

5min
pages 17-18

10: Dante in Limbo: Playing Hope and Fear

3min
pages 27-28

2: What to Expect from the Inquisition: Historical Myth-Unmaking in Dragon Age: Inquisition

3min
pages 15-16

1: Immersion as an Intermedial Phenomenon in Medieval Literature and Modern Games

7min
pages 10-13

6: “Everyone Knows Witches are Barren”: Images of Fertility, Witchcraft and Womanhood in Medievalist Video Games

2min
page 21

7: Cross Cultural Representation in Raji through Medieval Mythology and Architecture

2min
page 22

5: The Portrayal of the Third Crusade and Crusading Ideology in Dante’s Inferno

2min
page 19
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The Middle Ages in Modern Games: Conference Proceedings, Vol. 2 (2021) by University of Winchester - Issuu