Karen Cook (Hartt School, University of Hartford)

This keynote is culled from a chapter forthcoming in Music and Sonic Environments in Video Games: Listening to and Performing Ludic Soundscapes, eds. Kate Galloway and Elizabeth Hambleton, Routledge, 2024. I am grateful for my editors’ permission to reuse material for this talk.

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The Middle Ages has often been idealized as a time in which humankind lived in unity with nature, often in contrast to industrialization and urbanization. Such a Romantic view of the past has long literary roots, from Chaucer to Shakespeare to Keats. In Gothic novels, the past haunts the present, sometimes literally, and the natural world is wild and dangerous. Perhaps no one combined rural idyll, untamable nature, and ancient danger more than Tolkien, whose influence on modern games need not be reviewed here.

Art relayed similar ideas of the medieval past. See, for example, Howard Pyle’s illustrations for The Story of King Arthur and his Knights (1903), in which the human-made dwellings hide behind the old, overgrown landscape.[i]

Example 1: Pyle, The Story of King Arthur and his Knights

In modern media, I argue, these trends have continued in sound. My previous work explores how games construct “past-ness” through music, but here I examine diegetic soundscapes in medievalist games and suggest that they participate in Kowalik’s “green medievalist” stereotypes.

Overwhelmingly, the primary environmental sound in these games is birdsong. Usually it is a generic part of the game’s soundworld, but occasionally one might distinguish an owl or a crow. In games with night cycles, one might hear frogs or insects such as crickets or gnats. Few insect sounds occur during daytime, but in larger open-world games like Assassin’s Creed: Valhalla, flies might buzz around a stagnant pond or a corpse.

Example 2: Nighttime Insects in The First Templar, at 5:12:00: https://www.youtube.com/watch?v=DKeCIKk8J3E

Assassin’s Creed: Valhalla and The First Templar feature wolves, and in games involving forests, players might hear deer, elk, or bear. In games like A Plague Tale: Innocence, the player might encounter mice, rats, and snakes, especially on farms or in underground areas.

Horse hoofbeats are omnipresent in games such as Iron Lord, Age of Empires 2, Mount & Blade, or Pillars of the Earth. Other games, like the Civilization series, include whinnies and neighs. In games with rural settings, the player might hear chickens, roosters, cows, sheep, and pigs, and in many cases dogs. Cats, however, are rare.

Example 3a: Hoofbeats in Iron Lord, at 3:58: https://www.youtube.com/watch?v=Z0EWm9y1n5s&t=240s
Example 3b: Hoofbeats inMount & Blade: Warband: https://www.youtube.com/watch?v=6HGTHOaTGlY

In-game people create myriad sounds. Footsteps are sonically textured to reflect the character’s environment, actions, and attire: sand, dirt, wood, stone, snow, mud, water; inside vs. outside; walking, running, climbing, jumping, sliding; soft boots, hard-soled sandals, armor. The sounds of various tools or weapons and modes of transportation are commonplace. World-building, simulation, and adventure games emphasize industrial sounds such as axes, pickaxes, hammers and saws, constructing buildings and extracting resources from the land. Fishing poles, arrows, swords, and spears denote either hunting or battle; boats, wheelbarrows, and carts signify travel and trade. Some games also utilize speech or singing.

Example 4: Footsteps in Castle Flipper https://www.youtube.com/watch?v=SvHRXqfCCfA
Example 5: Bow and Arrow sounds in Conquests of the Longbow: The Legends of Robin Hood, at 8:45:https://www.youtube.com/watch?v=VRhnKIn4EN4

Games also depict weather and flora through sound. Most of these games include the sounds of wind: trees creak, drop branches, lose their leaves; grasses swish. Rain hitting rooftops or leaves is common, on some occasions accompanied by thunder and lightning. Snow also occurs in a few games, resulting in a softer, more muffled soundscape.

Example 6: Rain in Valheim, at 2:32:00: https://www.youtube.com/watch?v=RNTAle714nY

Bodies of water routinely appear: characters settle near coastlines or live near oceans, seas, rivers, and creeks, as in Age of Empires. Players hear waves lapping or crashing over boats, as well as boats creaking, raindrops splashing, or characters swimming. Rock and stone are made audible through mining, climbing, crafting, or walking. Gravel paths crunch, dirt paths offer muffled thuds, mud squishes. Fire is omnipresent; campfires crackle, torches sputter, and raging infernos burn.

Example 7: Water sounds in Anno 1404, at 13:25: https://www.youtube.com/watch?v=w0ZV_q_Q5YM

The last category of diegetic sounds is human-made structures and devices. In most of these games, characters interact with buildings, from huts and tents to castles and cathedrals to mines, tunnels, and crypts. Many require the player to construct these buildings to grow one’s city (the Civilization series) or to destroy them (Besiege). In adventure and open-world games, players must enter the buildings to obtain supplies or seek shelter. Movement or speech reveals the buildings’ acoustic spaces and materials: an item dropped onto the stone floor of a castle creates a different reverberant sound than the same item dropped onto the dirt floor of a hut. Diegetic speech is not uncommon, but communication can also happen through bells or horns, which are used to tell time or sound alarms, as in the Assassin’s Creed series.

Example 8: Interaction with Buildings in Assassin’s Creed: Valhalla, at 25:30: https://www.youtube.com/watch?v=0iq5LfhkkTE&list=PLZA3ij3Nh6qqUw1EgsvoVLe4g2iRjgphD

The natural environments in these games are closely linked to stereotypes about the medieval period. In times of industrial growth, the medieval past was often envisioned as an idyllic time of oneness with nature. See, for example, Sherwood Forest as a safe haven for Robin Hood and his men, an impenetrable obstacle to his foes, and a buffer against urban, modernized forces, as seen in Conquests of the Longbow: The Legend of Robin Hood or Robin Hood: Sherwood Builders. Nature is constructed as anti-modernist, anti-industrialist, and representative of a purity that is in danger of being lost. In these games, sonic fidelity to a believably medieval landscape emphasizes “natural” sounds over and against modern, industrialized ones.

We know much about what kinds of sounds actually existed in the historical Middle Ages, and they certainly include the kinds of sounds I’ve mentioned thus far, in some fashion. Other historical sounds, however, have no real video game counterpart—musical moments, religious practices, and a host of public sounds. But most of the medieval sounds left out of modern video games are the ones most closely related to urban life, especially certain religious and civic practices that are no longer commonplace and therefore less sonically familiar. In short, the sonic cues used in these games are neither inauthentic nor inaccurate, but they are certainly incomplete; they err on the side of familiarity, and they connect modern notions of rurality to a long history of Romantic green medievalism.

While familiar sounds aid player engagement with a game’s environment, mechanics, and plot, they also conflate modern rural societies with a sense of pastness, even backwardness. This allows players to claim a game’s medieval lands and peoples as their own. And, in a neat case of circular logic, this reclamation of the past, coupled with game goals for growth, development, and “civilization,” leads the player to re-enact the kinds of settler-colonial and industrial activities upon the medieval landscape that led, in a manner of speaking, to the present day. While this has been explored in studies of gameplay, narrative, and visual features, I argue here it is also reinforced through sound.

Ludography

YEARGAME TITLEPUBLISHER
1989Iron LordUbisoft
1990Conquests of Camelot: The Search for the GrailSierra On-Line
1991Conquests of the Longbow: The Legends of Robin HoodSierra Entertainment
1995Conqueror AD 1086Sierra Entertainment
1996Broken Sword: The Shadow of the TemplarsRevolution Software
1999Age of Empires 2Microsoft/Konami
2001Stronghold CrusaderGathering of Developers
2003The Battle for WesnothDavid White et al
2005Civilization 42K Games/Aspyr
2007Assassin’s CreedUbisoft
2008Mount & BladeParadox Interactive
2009Medieval GamesVir2L Studios
2009Anno 1404Ubisoft
2010Mount & Blade: WarbandParadox Interactive
2010Arcania Gothic 4JoWooD Entertainment
2011The First TemplarKalypso Media
2011Sims MedievalElectronic Arts
2012Hero of the KingdomLonely Troops
2012War of the RosesParadox Interactive
2012Chivalry: Medieval WarfareTom Banner Studios/Activision
2014BanishedShining Rock Software
2014Life is Feudal: Your OwnBitbox Ltd
2015BesiegeSpiderling Studios
2015Grand Ages: MedievalKalypso Media
2015Mordheim: City of the DamnedFocus Home Interactive
2016Gloria VictisBlack Eye Games
2017The Guild 3THQ Nordic
2017Ken Follett’s Pillars of the EarthDaedalic Entertainment
2018Apocalipsis: Harry at the End of the WorldPunch Punk Games
2018Graveyard KeepertinyBuild Games
2018Ancestors Legacy1C Company
2018Bad NorthRaw Fury
2018Kingdom Come: DeliveranceWarhorse Studios/Deep Silver
2018Total War Saga: Thrones of BrittaniaSega
2018NorthgardShiro Unlimited
2019A Plague Tale: InnocenceFocus Home Interactive
2020Assassin’s Creed ValhallaUbisoft
2020Crusader Kings 3Paradox Interactive
2020Medieval DynastyToplitz Productions
2020Going MedievalThe Irregular Corporation
2021Castle FlipperGaming Factory
2021Age of Empires 4Xbox Game Studios
2021Hood: Outlaws and LegendsFocus Entertainment
2021ValheimCoffee Stain Studios
2024Robin Hood: Sherwood BuildersMeanAstronauts
ndFoundationFoundation

Bibliography

Arnold, John H., and Caroline Goodson. “Resounding Community: The History and Meaning of Medieval Church Bells.” Viator 43, no. 1 (2012): 99–130.

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Blesser, Barry, and Linda-Ruth Salter. Spaces Speak, Are You Listening?: Experiencing Aural Architecture. Illustrated edition. Cambridge, Mass: MIT Press, 2009.

Cook, Karen. “Medievalism and Emotions in Video Game Music.” Postmedieval 10 (December 1, 2019): 482–97.

Cook, Karen M. “Beyond (the) Halo: Chant in Video Games.” In Studies in Medievalism, edited by Karl Fugelso, XXVII:183–200. Suffolk, UK: Boydell & Brewer, 2018.

Cook, Karen M. “Beyond the Grave: The ‘Dies Irae’ in Video Game Music.” Sounding Out! (blog), December 18, 2017. https://soundstudiesblog.com/2017/12/18/beyond-the-grave-the-dies-irae-in-video-game-music/.

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[i] http://www.oldbookart.com/2008/08/25/howard-pyle-king-arthur-and-his-knights/

4 thought on “The Sonic Environments of Medieval(ist) Games”
  1. Thanks for the paper, Karen!

    Alenda Chang wrote about how depictions of vegetation in games often suffers from the fact that many games rely on the same asset packages – contributing to problems like incorrect fauna in virtual biomes. Is this the same with sound? Do games record/produce their own sounds or just get them ready-made from other sources?

    1. Great question! I haven’t investigated every game’s sound sources, but in general there are plenty of stock sound libraries that game designers can and do pull from. I’m sure many of these sounds are shared amongst various games!

  2. Thanks so much for these insights Karen – I hadn’t realised quite how extensively the ambient and environmental audio within these games was driven by medievalist tropes. Do you think that the player’s agency in creating or engaging with these sounds mean that the audio of games has a substantively different impact on their experience than the use of similar sounds in other media?

    1. It’s challenging to speak to the experiences that different game-players might have – so much depends on prior knowledge, what they bring to the table already, their existing media literacy … I think it’s important to acknowledge that all this audio I’m discussing is likely ‘believable,’ regardless of whether or not it’s ‘authentic,’ and as players engage with it, that sense of believability is probably getting reinforced. As with music, I think that the fact that players have to manipulate or react to these sounds in some fashion is likely instilling, even subconsciously, the idea that these sounds are accurate representatives of the past, for better or for worse, and that can happen in other kinds of media, but the activity and engagement in games might make that process happen more quickly. I hope that addresses your question!

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