Shashvat Singh (Uppsala University)
One of the most defining hierarchical systems in Europe during the medieval period was the feudal system. The feudal system existed in a myriad of forms over time and land. The lords had the utmost authority over land – sometimes spanning across national boundaries. These pieces of land would then be further split and put under the authority of lesser lords and vassals. All of this carving up of land led to Europe being divided along seemingly arbitrary lines all to benefit the chain of power while the wishes of most of the common folk who resided on the land were not taken into consideration. The feudal period was also marked by conflict which arose between these smaller land states. The conflict would in the end benefit the ones in power, who would use the plebians to fight their wars.
Something similar exists in the gaming industry today when it comes to power dynamics. The industry titans, large companies and hardware manufacturers are not that different from feudal lords. They own the market which spans across multiple nations of genres. These entities often bully and influence smaller companies and studios which are, in turn, not that different from lesser lords. The final piece seems to be the content creators who make content based on the game, expanding the player bases and controlling the narrative when it comes to games. These content creators can range from video content creators and streamers to journalists and modders. At the very bottom, the common folk of this allegory are the players and consumers. They exist in the larger picture to play games and, in turn, give the entities above them in the ladder, money and power.
One case of this happening right before our eyes is the animosity between the player communities of Overwatch 2 and Valorant. On paper, these 2 games are extremely similar. Both of the games are class-based first-person shooters. We acknowledge that the aesthetics and experiences of both games are different. On the other hand, one has to also acknowledge the overlap and inter-migration of the player bases between the two games. There exist more similarities than differences when it comes to these communities, yet, there is conflict. In an attempt to get a clearer picture, we circulated a survey through the subreddits for both of the games in order to get data on their opinions. When asked about the source of this negative opinion both of the communities had similar trends. The two reigning opinions are that either the animosity does not exist or the animosity is perpetuated by the community. This split between communities, though arbitrary, seems to have some community-backed ill-will. These communities and group identities have been identified in other gaming literature however the wars that they go to are both lesser studied and definitely medieval.
Further Reading
Kim, D. (2021). For the Horde!: Nationalism and Group Identity in World of Warcraft.
This is definitely an interesting perspective! Do you think your ‘metaphor’ (but I’d say it is more than that), could be extended by taking into consideration also issues of property, its loans and its uses? Particularly concerning platforms (Steam, etc…), but also games themselves.
That is an amazing idea. I am intending to fully flesh this out further down the line and that is definetly an idea that can be looked into.
I think there’s a theory that we live in the new Middle Ages today, which may be the one reason people are so fascinated with medieval culture.
Your picture of feudalism is rather bleak – are there any positive characteristics in feudalism that can be helpful to bear in mind today?
Wow, I love the idea of applying the medieval lens not just to the games but to their communities!
My question is: Do you think these current hierarchies help further the kind of toxic behavior that seems to be so ingrained in these communities – specially in Overwatch, and – if so – what can be done (if anything) to help reduce this kind of toxic behavior and its justification from within the community?
I am not sure at the moment, and personally hope any academic attention can help us reach the answer.