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.
***
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]
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.
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.
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.
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.
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.
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.
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
YEAR | GAME TITLE | PUBLISHER |
1989 | Iron Lord | Ubisoft |
1990 | Conquests of Camelot: The Search for the Grail | Sierra On-Line |
1991 | Conquests of the Longbow: The Legends of Robin Hood | Sierra Entertainment |
1995 | Conqueror AD 1086 | Sierra Entertainment |
1996 | Broken Sword: The Shadow of the Templars | Revolution Software |
1999 | Age of Empires 2 | Microsoft/Konami |
2001 | Stronghold Crusader | Gathering of Developers |
2003 | The Battle for Wesnoth | David White et al |
2005 | Civilization 4 | 2K Games/Aspyr |
2007 | Assassin’s Creed | Ubisoft |
2008 | Mount & Blade | Paradox Interactive |
2009 | Medieval Games | Vir2L Studios |
2009 | Anno 1404 | Ubisoft |
2010 | Mount & Blade: Warband | Paradox Interactive |
2010 | Arcania Gothic 4 | JoWooD Entertainment |
2011 | The First Templar | Kalypso Media |
2011 | Sims Medieval | Electronic Arts |
2012 | Hero of the Kingdom | Lonely Troops |
2012 | War of the Roses | Paradox Interactive |
2012 | Chivalry: Medieval Warfare | Tom Banner Studios/Activision |
2014 | Banished | Shining Rock Software |
2014 | Life is Feudal: Your Own | Bitbox Ltd |
2015 | Besiege | Spiderling Studios |
2015 | Grand Ages: Medieval | Kalypso Media |
2015 | Mordheim: City of the Damned | Focus Home Interactive |
2016 | Gloria Victis | Black Eye Games |
2017 | The Guild 3 | THQ Nordic |
2017 | Ken Follett’s Pillars of the Earth | Daedalic Entertainment |
2018 | Apocalipsis: Harry at the End of the World | Punch Punk Games |
2018 | Graveyard Keeper | tinyBuild Games |
2018 | Ancestors Legacy | 1C Company |
2018 | Bad North | Raw Fury |
2018 | Kingdom Come: Deliverance | Warhorse Studios/Deep Silver |
2018 | Total War Saga: Thrones of Brittania | Sega |
2018 | Northgard | Shiro Unlimited |
2019 | A Plague Tale: Innocence | Focus Home Interactive |
2020 | Assassin’s Creed Valhalla | Ubisoft |
2020 | Crusader Kings 3 | Paradox Interactive |
2020 | Medieval Dynasty | Toplitz Productions |
2020 | Going Medieval | The Irregular Corporation |
2021 | Castle Flipper | Gaming Factory |
2021 | Age of Empires 4 | Xbox Game Studios |
2021 | Hood: Outlaws and Legends | Focus Entertainment |
2021 | Valheim | Coffee Stain Studios |
2024 | Robin Hood: Sherwood Builders | MeanAstronauts |
nd | Foundation | Foundation |
Bibliography
Arnold, John H., and Caroline Goodson. “Resounding Community: The History and Meaning of Medieval Church Bells.” Viator 43, no. 1 (2012): 99–130.
Berkaak, Odd Are. “Noise and Tranquility at Stonehenge: The Political Acoustics of Cultural Heritage.” In The Oxford Handbook of Sound and Imagination, edited by Mark Grimshaw-Aagaard, Martin Knakkergaard, and Mads Walther-Hansen, Vol. 1. New York: Oxford University Press, 2019.
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/.
Cook, Karen M. “‘The Things I Do for Lust …’: Humor and Subversion in The Bard’s Tale.” In Music in the Role-Playing Game, 21–34. New York: Routledge, 2019.
Cook, Karen M. “Assassin’s Creed II: Ezio Trilogy.” In The Museum of Renaissance Music: A History in 100 Exhibits, edited by Vincenzo Borghetti and Tim Shephard, 438–41. Brepols, 2023.
Cook, Karen M. “Hearing Problems: Sounding Medieval in Video Games.” In The Middle Ages in Modern Games: Conference Proceedings, edited by Robert Houghton, 1:10. Winchester, UK: University of Winchester Centre for Medieval and Renaissance Research, 2020. https://issuu.com/theuniversityofwinchester/docs/mamg22_proceedings.
Cook, Karen M. “Gaming the Medievalist World in Harry Potter.” In The Oxford Handbook of Music and Medievalism, edited by Kirsten Yri and Stephen C. Meyer, 750–63. Oxford: Oxford University Press, 2020.
Coupe, Laurence, ed. The Green Studies Reader: From Romanticism to Ecocriticism. New York: Routledge, 2000.
Dickerson, Matthew T., and Jonathan Evans. Ents, Elves, and Eriador: The Environmental Vision of J.R.R. Tolkien. University Press of Kentucky, 2006.
Dillon, Emma. The Sense of Sound: Musical Meaning in France, 1260-1330. New Cultural History of Music. New York: Oxford University Press, 2012.
Doolittle, Emily L. “‘Hearken to the Hermit-Thrush’1: A Case Study in Interdisciplinary Listening.” Frontiers in Psychology 11 (2020).
Galloway, Kate. “Soundwalking and the Aurality of Stardew Valley: An Ethnography of Listening to and Interacting with Environmental Game Audio.” In Music in the Role-Playing Game: Heroes & Harmonies, edited by William Gibbons and Steven Reale, 159–78. New York: Routledge, 2019.
Grollemond, Larisa and Bryan C. Keene. The Fantasy of the Middle Ages: An Epic Journey through Imaginary Medieval Worlds. Los Angeles: J. Paul Getty Museum, 2022.
Kowalik, Barbara. “Those Wholesome Feasts: John Keats’s Green Medievalism.” Acta Philologica 47 (2015): 37–49.
Lilley, Keith. Urban Life in the Middle Ages: 1000-1450. Houndsmills: Palgrave, 2002.
Mundy, Rachel. “Birdsong and the Image of Evolution.” Society and Animals 17, no. 3 (2009): 206–23.
Niiler, Lucas P. “Green Reading: Tolkien, Leopold and the Land Ethic.” Journal of the Fantastic in the Arts 10, no. 3 (39) (1999): 276–85.
Peters, Gretchen. The Musical Sounds of Medieval French Cities: Players, Patrons, and Politics. Cambridge University Press, 2012.
Strohm, Reinhard. The Rise of European Music, 1380-1500. Cambridge: Cambridge University Press, 2005.
Summers, Tim. Understanding Video Game Music. Cambridge, UK: Cambridge University Press, 2016.
[i] http://www.oldbookart.com/2008/08/25/howard-pyle-king-arthur-and-his-knights/
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?
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!
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?
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!