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Monday, November 4, 2024

Booknotes: Playing at War

New Arrival:

Playing at War: Identity and Memory in Civil War Video Games edited by Patrick A. Lewis & James Hill Welborn III (LSU Press, 2024).

If you're a Gen X wargamer like me you grew up in time to catch a part of the golden age of traditional board gaming and experienced the additional opportunity to participate in the new and exciting rise of computer gaming. For those who lacked an abundance of long-term table space and, just as important, a dearth of flesh and blood opponents, playing these types of games on the home PC held a great deal of interest and promise. Though the current military board game scene remains both vibrant and innovative (along with being very high priced!), it has evolved into a very small sub-niche within the recent board game industry revival. In terms of wider cultural appeal, the current state of the hobby cannot match its heyday when every shopping mall of size and consequence had a store that stocked board games simulating an awe-inspiring range of history's conflicts. Even local department stores in the relatively small town that I grew up in sold them. Broadly speaking, today's youthful wargamers undoubtedly are grounded not in games of the physical kind but in console, computer, and app-based ones.

Emphatically of the opinion that video games were not art, the popular movie reviewer Roger Ebert famously ignited an online grudge match with those who claim otherwise. I don't recall if the flood of responses that he received ever led him to walk back on that opinion to any great degree before his untimely passing. Art or not, it's clear that video games continue to have a significant cultural impact, and they're the subject of countless academic authored and themed papers, books, and articles. Unique in its American Civil War focus is Playing at War: Identity and Memory in Civil War Video Games, a new essay compilation edited by Patrick Lewis and James Hill Welborn. The editors apply a very broad-stroke definition of "video game" that encompasses everything from the most popularly appealing console-based first-person shooters to the most niche-oriented and micro-detailed wargames designed for the PC. In their volume, Lewis and Welborn enjoin their large group of contributors to apply the same serious critical eye toward video games that they would more traditionally apply to the media forms of fiction writing, movies, and music.

From the description: "Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights."

With the book's body of contributors consisting primarily of university-based historians and similar professionals, it's perhaps natural, as conveyed by the subtitle, that scholarly concerns surrounding identity, inclusivity, and memory would be the predominant themes explored by the essay writers. Though nuts and bolts matters such as design philosophies, gameplay mechanics, and gaming technology take a backseat to those concerns, there is also some discussion of game research methodologies and general issues related to differing perceptions of historical accuracy. An example of a particularly innovative approach is the Part III essay exploring game portrayals of the final-stage fight for the U.S. capital in the context of the common "boss battle" game convention.

More from the description: "Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture." A book of this type cannot offer more than a selective picture of its subject matter, thus many important games in the evolution of the genre are left out of the discussion, but it is nevertheless a bit odd that an entire essay is devoted to Oregon Trail, which is not by any stretch a Civil War game. On the other hand, one might consider that popular classic a roughly suitable stand-in for the great many violent conflicts that did occur along western emigrant trails during the 1861-65 period.

Playing at War "traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past." In a Civil War publishing sphere that often exhibits extended periods of thematic and topical sameness, editors Lewis and Welborn (along with publisher LSU Press) are to be commended for their collective wherewithal in putting out this fresh-focused and completely original anthology.

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