Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/104520
Title: Work in neomedieval RPGs
Other Titles: 22 : Work in neomedieval RPGs
Authors: Bonello Rutter Giappone, Krista
Vella, Daniel
Keywords: Fantasy games -- Social aspects
Middle Ages in computer games
Quest for Glory (Game)
Kingdom Come: Deliverance (Game)
Grand Theft Auto games
Computer adventure games
Issue Date: 2022
Publisher: University of Winchester. Centre for Medieval and Renaissance Research
Citation: Bonello Rutter Giappone, K., & Vella, D. (2022). Work in neomedieval RPGs. In R. Houghton, J. Baillie, L. Lasausse, V. M. Carvalho, J. M. Rubio Arévalo, & T. Waterson (Eds.), The Middle Ages in Modern Games: Conference Proceedings, Vol. 3 (p. 59). University of Winchester. Centre for Medieval and Renaissance Research.
Abstract: While many RPG protagonists begin their journey running minor errands for a local community, such tasks are generally presented as being tied to an interest in self-progression. Work as a regular activity is rarely a defining feature. We take our cue from Quest for Glory: So You Want to Be a Hero (Sierra On-line 1989), to consider the place of labour in games with a [neo]medieval setting. In Quest for Glory, our aspiring wandering hero can gain some coins and levels in strength by raking out the stable. This is presented as tediously laborious and literally ‘unskilled,’ but with a neat reward at the end. Such work is optional and framed as something of a joke, mocking the hero’s aspirations in line with the game’s humour and affectionate parody of genre conventions. [Excerpt]
URI: https://www.um.edu.mt/library/oar/handle/123456789/104520
Appears in Collections:Scholarly Works - FacArtEng

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