Like Worms in the Belly of Some Great Beast: Family Values and Crusader Kings II

0.  Video Games as Purveyors of Moral Outrage

There are two main ways in which a work can provoke a moral reaction:

The first is by using the power of narrative to encourage feelings of sympathy for a particular moral view. This didactic form of narrative usually signals its presence through a system of winks and nods designed to make a particular worldview seem far more comfortable and welcoming. For example. Evelyn Waugh’s Brideshead Revisited is filled with nostalgic yearning for nobility in an age of encroaching egalitarianism. Waugh’s approval of the past and rejection of the present is evident in the fact that everyone in the past seems to eat, drink, dress and speak far better than anyone in the present.

The second is to embody a set of values so profoundly ugly that audiences feel compelled to react not only against the morality of the work itself but also against real world manifestations of that same more system. For example, Luis Bunuel’s The Exterminating Angel features a group of upper class people who attend a dinner party but find it impossible to leave. As the days go by and people begin to starve and die out of what is effectively politeness and fear of being the first person to leave a party, the audience cannot help but react against not only the absurd characters but also the bourgeois morality they so closely cling to.

Video games tend not to be particularly good at presenting arguments or advancing moral perspectives but they are very good indeed at prompting a moral reaction. Indeed, because virtual worlds must be created entirely from scratch, the beliefs and assumptions of the people who develop those worlds are frequently all too obvious. This phenomenon is being extensively catalogued in a thoroughly excellent on-going series of videos by Anita Sakeesian:

Though often entirely unintentional, the moral reactions provoked by these sorts of games are often incredibly enlightening. Indeed, many of America’s racist and warmongering attitudes towards China, Russia and the Middle East seemed half rational until a series of First-Person Shooters attempted to mine that particular set of popular fears and produced what was effectively a series of interactive neoconservative rants. Similarly, few head-on critiques of the culture surrounding rap music are as effective as the Saints Row series’ decision to slowly transform its gangland protagonists from a group of scrappy up-and-coming underworld entrepreneurs to the soda-shilling heads of a vast merchandising empire.

A couple of years ago, I experienced a similar moral reaction after deciding to play Civilization V and Europa Universalis III back-to-back. What I realised was that the reason liberal people behave like psychopaths when playing 4X strategy games is that those games emulate what it is like to see the world through the eyes of the state. Another moral reaction occurred while playing Paradox Interactive’s latest strategy game Crusader Kings II.

Much like Europa Universalis III, Crusader Kings II can be interpreted as a critique of a social institution in that it exposes not only the moral failings of that institution but also of the players who take control of the institution in the context of the game. However, while the Europa Universalis series demonstrates our willingness to surrender our principles for the sake of bureaucratic expediency, Crusader Kings II targets an institution that is much closer to home: The family.

In this essay I shall discuss not only what Crusader Kings II teaches us about what it means to be part of a family, I shall also consider why even the most wretched of families mean so much to us. In order to explore what the game tells us about family life, I must first discuss what it means to see the world through the eyes of an institution.

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Treme: Season 1 (2010) – Questioning the Value of Community

One of the enduring themes of David Simon’s award-winning series The Wire is the idea of the quiet apocalypse and of a society that is drifting into terminal decline not because of war or disease or alien invasion but because of stupidity, selfishness and the fundamental short-sighted perversity of human nature. After an uneven attempt at tackling the War in Iraq with Generation Kill (2008), Treme sees Simon teaming up with fellow Wire alumnus Eric Overmyer to take another look at America’s inevitable end.  However, unlike The Wire, there is nothing quiet about Treme’s apocalypse as the end of this particular world was caused by Hurricane Katrina and the collapse of the New Orleans levees that flooded the city leaving thousands of New Orleans residents, dead, disenfranchised and scattered to the four corners of a nation that simply did not care about the destruction of one of its most historical and culturally vibrant cities.  Treme is about the on-going attempts by the residents of New Orleans to rebuild their lives and their city. Treme is a story about community and returning home but, as you might expect from a series helmed by David Simon, the picture of community it paints is far from idyllic.

If I had to compare Treme to any other TV series of recent times, my choice would be to compare it to David Milch’s gritty western drama Deadwood in that both series are character-based dramas and both series are ultimately about the evolution of the community that these characters are a part of. However, while Milch’s series allowed the characters to dictate the action by effectively having them to walk out their door and interact with whoever happened to be walking past, Simon’s series is far more traditionally structured. Treme is built around a series of more or less discrete emotional communities composed of characters who interact chiefly with each other.

 

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