Crusader Kings (2012-2020) a Digital Theory of Feudalism: Dynasty, Power, Vassalage and State in the Game Crusader Kings (2012-2020)

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Crusader Kings (2012-2020) a Digital Theory of Feudalism: Dynasty, Power, Vassalage and State in the Game Crusader Kings (2012-2020) Medievalia, 53:1, abr-sept, año 2021: 191-219 DOI: https://doi.org/10.19130/medievalia.2021.53.1.25628 Uma teoria digital do feudalismo: dinastia, poder, vassalagem e Estado no game Crusader Kings (2012-2020) A Digital Theory of Feudalism: Dynasty, Power, Vassalage and State in the Game Crusader Kings (2012-2020) Felipe Augusto Ribeiro Universidade Federal de Pernambuco, Brasil [email protected] Resumo Este texto trata da representação de elementos considerados “medievais” no mundo dos vi- deogames. Abordando a série Crusader Kings, ele investiga como os desenvolvedores do jogo operaram alguns conceitos caros à História Medieval, como dinastia (ou família), vassalagem e Estado, a fim de propor desafios capazes de entreter os jogadores. A problematização lan- çada sobre a obra passa por algumas perguntas: como o game retrata a dinastia ou a família medieval? Como ele compreende a vassalagem? Que conceitos tem de poder, feudalismo e Estado? Em vista delas, o trabalho objetiva fazer uma análise introdutória ao título, mediante o emprego de um método descritivo que observa, parte a parte, os elementos centrais do jogo. Partindo da premissa de que os videogames, enquanto obras da cultura neomedievalista, assumem e reconstroem visões particulares da História, a reflexão esboça uma hipótese: a de que, para dar significado aos desafios que deseja propor aos jogadores, o game veicularia uma verdadeira teoria digital do que teria sido a Idade Média, com o seu feudalismo supostamente intrínseco. Palavras-chave: game, feudalismo, vassalagem, Estado, neomedievalismo Abstract This paper deals with the representation of elements considered “medieval” in the world of videogames. Approaching the Crusader Kings series, it investigates how the game’s developers operated some important concepts in Medieval History, such as dynasty (or family), vassala- ge and State. The problematization involves some questions: how does the game portray a dy- nasty or a medieval family? How does it understand vassalage? What concepts it has of power, feudalism and State? With such questions, the work aims to make an introductory analysis to the game, using a descriptive method that observe, part by part, its basic elements. Based on 191 Uma teoria digital do feudalismo the premise that videogames, as works of neo-medievalist culture, assume and reconstruct visions of History, the paper outlines a hypothesis: in order to give meaning to the challenges that it poses to players, the game would convey a true “digital theory” of what the Middle Ages would have been, with its supposedly intrinsic feudalism. Keywords: game, feudalism, vassality, State, neomedievalism Fecha de recepción: 12/12/2020 Fecha de aceptación: 12/03/2021 ecentemente, no dia 1º de setembro de 2020, o estúdio sueco Para- dox1 lançou a nova versão da sua mais popular série de jogos eletrôni- cos: Crusader Kings III. O game, feito para plataformas de computa- 192 Rdor, foi muito aguardado pelos fãs da franquia, reputada como o melhor título do subgênero grand strategy, pertencente ao gênero dos jogos de estratégia.2 Até aqui, transcorridos alguns dias desde o lançamento, o jogo tem recebido boas avaliações e sido aclamado pelos fãs e pela crítica especializada.3 Uma das principais características de Crusader Kings é o seu enredo historicizado. Em uma escolha inusual dentro do seu ramo, o game coloca o jogador no comando de uma dinastia, que ele deve fazer sobreviver durante 1 A Paradox é tanto a desenvolvedora do game, por meio da Paradox Development, quan- to a sua distribuidora, por meio da Paradox Interactive. Para o lançamento, ela montou um hotsite exclusivo que concentra todas as informações sobre o título, inclusive seu trailer (dis- ponível em: https://www.crusaderkings.com/en. Acesso em: 29 set 2020). 2 As classificações dos games são bastante fluidas: não há, para eles, um catálogo universal e definitivo. A tipificação depende da perspectiva de cada analista. Aqui, optei por aceitar a classificação feita pela própria produtora —aceita também por alguns críticos— e anunciada em seu site (Paradox, Crusader Kings III), mas outros rótulos podem ser encontrados pela in- ternet, como o de dynasty simulator (Wikipedia, Crusader Kings II) e mesmo o de role-playing game (Hall, Crusader Kings 3 is one; Borsili, “Crusader Kings III Review”). Uma definição sobre os grand strategy games pode ser encontrada na própria Wikipedia (Grand Strategy Wargame). 3 Crusader Kings II já gozava de ótima reputação entre os gamers, mas tem havido consenso em concluir que ele tinha alguns defeitos de jogabilidade, os quais a terceira versão da série co- rrige. A recepção do lançamento no exterior pode ser vista em sites como o Metacritic (Crusader Kings III) e o NME (Oloman, Crusader Kings 3 Review). Em seu preview para o portal IGN, Ha- fer (Crusader Kings 3 Review) saudou a chegada do título de modo entusiástico: “vida longa ao novo rei da estratégia histórica”. No PC Gamer, Fraser Brown (Crusader Kings 3 Review) acolheu-o do mesmo modo, afirmando que havia chegado um “novo Rei Cruzado ao trono”. Outros adje- tivos usados pelos críticos foram “majestoso”, “soberbo” e “épico”. No Brasil a recepção tem sido similar (Moura, “Análise”; Murilo, “Análise”; Seixas, “Crítica”); no portal Gamerview, Stábile (“Crusader Kings III”) chegou a afirmar que o jogo já “mora sozinho em um Olimpo só seu”. Medievalia 53:1, 2021, pp. 191-219 Felipe Augusto Ribeiro toda a “Idade Média”: ele pode começar o jogo em diversos momentos do medievo, mas em todos os casos o jogo dura, no máximo, até 1453, ano da “Queda de Constantinopla”.4 Ao longo desse tempo, o jogador é colocado diante de vários desafios, que, grosso modo, giram em torno de uma missão primordial: enquanto líder familiar, ele deve governar o próprio Estado (que pode ser um condado, ducado, reino ou império),5 composto por dois eixos, os vassalos e o território. Tendo em vista essas três funções —dinastia ou fa- mília, vassalagem e território— ele deve realizar uma série de tarefas: legislar, presidir o conselho administrativo do Estado, cobrar impostos, fazer guerras, promover o desenvolvimento cultural e tecnológico de sua sociedade, entre outros. Todavia, ele deve conduzi-las não em prol de um bem comum ou de qualquer interesse coletivo, popular, nacional; ele deve governar pensando única e exclusivamente na sobrevivência de sua linhagem, pois o jogo acaba 193 e ele perde caso o seu personagem morra (assassinado, adoecido, em batalha ou mesmo de velhice) sem deixar herdeiros. Desse modo, o game sintetiza e reproduz uma perspectiva peculiar so- bre questões bastante caras à História Medieval. Tal operação não é acidental: os executivos da Paradox anunciam ao seu público que a série é produzida com a maior fidelidade histórica possível, alcançada por meio de consultorias junto a medievalistas,6 ainda que ele mescle história e ficção, na medida em 4 Embora Moura (“Análise”) tenha cogitado: “ninguém de fato termina uma partida de um jogo da Paradox”, dada a sua tradição de produzir games complicados e longos (consagra- da no próprio nome da empresa). Como o título da série denuncia, ela tem um forte cunho “cruzadista”, que foi reforçado na expansão “Deus vult”, lançada em 2007 para a primeira ver- são do jogo, que data de 2004. Por privilegiar contextos de conquista, a ambientação padrão de Crusader Kings começa em 1066, ano da Batalha de Hastings. Na segunda edição, data- da de 2012, o ponto de início do jogo foi diversificado por meio do lançamento de diversos downloadable contents (DLCs) que permitem ao jogador começar a sua saga no período ca- rolíngio ou na “era viking”, por exemplo. Já na terceira edição uma parte desse conteúdo foi incorporada ao jogo-base, que dá ao jogador duas opções de início: 867 ou 1066. O percurso de modificações da série está sumarizado nos verbetes da Wikipedia Crusader( Kings III; Cru- sader Kings II; Crusader Kings). 5 Há, ainda, os baronatos, as menores unidades sociopolíticas do jogo sejam, porém não é possível jogar como um barão. 6 Um dos consultores da Paradox é Robert Houghton (“It’s What you do with it Thats Counts”), que descreveu como se procedia à consultoria: “esse grupo [os beta-testers do pro- duto] compreende acadêmicos interessados [em games], historiadores amadores, estudantes e jogadores que apoiam a pesquisa por trás do jogo. A sua base de dados é compilada a partir de notas de aula e pesquisa, consulta a livros e sites e, ocasionalmente, pesquisas originais em fontes históricas”. A função da consultoria é, basicamente, colaborar para a precisão das repre- sentações genealógicas, feudovassálicas e territoriais. O autor frisou: “mas este é um jogo, não Medievalia 53:1, 2021, pp. 191-219 Uma teoria digital do feudalismo que as ações do jogador, por serem relativamente livres e imprevistas, podem envolver personagens fictícios e engendrar acontecimentos fora da história. O apelo histórico da série é tamanho que os fãs o consideram o título mais detalhista e verossímil do mercado —e isso é, para eles, o seu maior trunfo, o seu grande diferencial—. Neste trabalho, meu objetivo é investigar como esse jogo representa e opera os elementos supramencionados, como ele retrata a dinastia ou a famí- lia medieval, como compreende a vassalagem e que conceito tem de feuda- lismo e de Estado. Para responder a essas perguntas, farei, à guisa de método, uma descrição crítica do game, observando tais aspectos passo-a-passo, sem a pretensão de esgotá-lo. Partindo da premissa de que os videogames, enquan- to obras da cultura neomedievalista, assumem e reconstroem visões particu- 194 lares da História, tentarei concluir o texto com uma hipótese, a de que, para dar significado aos desafios que deseja propor aos jogadores,CK veicularia uma verdadeira teoria digital do que teria sido a Idade Média, com o seu feu- dalismo supostamente intrínseco.
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