Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
by Frank Bosman
Ubisoft’s Assassin’s Creed does a remarkable – though not flawless – job inpresenting a well-balanced game narrative, which incorporates not only ahistorically justified representation of the Nizari Isma’ilis, but also implicitlycorrects one of the most famous Western legends about the so-called ‘Assassins’.In doing so, Ubisoft succeeds (at least partially) in discarding the stereotypicalrepresentation of Muslims/Arabs associated with Western orientalism, at the cost,however, of a multi-leveled but functionalistic view on the phenomenon of religionin the video game series with regards to the Assassin and Templar fractions.
The article delivers an analysis of the first of Ubisoft’s long and popular franchise Assassin’s Creed (2007–) in order to show how it conforms as well as how it distinguishes itself from similar cases of Orientalism in video games. If Orientalism traditionally depicted a negative picture of the Oriental Other in general and the so-called Assassins in particular (seldom associ- ated with extremism and terrorism), then in Assassin’s Creed we find at work a certain self-orientalistic sub- version that mediates a positive identification, rather then disqualification of this privileged Arabo-Islamic Other. Thus, the article proposes a close examination of the orientalistic and self-orientalistic elements in the selected video game from a cultural studies approach in order to answer the question of how is it possible that the Assassins, traditionally understood as forerunners of modern terrorism, became the heroic protagonists of a western video game.
In the Assassin’s Creed game series, developer Ubisoft reinterprets traditional Christian mythology in a rationalistic-reductionist manner. Core narratives of the Old and New Testament, especially the miracle stories, are reimagined as produced by hyper-advanced scientific objects once possessed by an ancient but eradicated civilization. Gnostic, Docetic and Islamic theological traces can be identified in this process of reinventing traditional Christian mythology. Starting point of this article is the so-called ‘Shroud of Eden’ in the video game Assassin’s Creed. Syndicate (2015), which is based on the real-life Shroud of Turin (Italy), believed by many Christians to be the burial shroud of Jesus of Nazareth himself.
Another in the series of long critical reviews for the JGVW, I examine Ubisoft's Assassin's Creed. Firstly, I perform a mechanical assessment, comparing the mechanical affordances created by the game, and analyze their effectiveness for creating experiencing Altair's adventures. Does the game make me "feel" like an assassin? Secondly, I examine characteristics of the Assassin legend, as an intersection between history, legend and contemporary fiction. Understanding the game not as a historically real 'simulation' is important in enjoying the historical fiction it supports.
2014, Magazine Stichting Instituut voor Maatschappelijke Verbeelding
In 2007, Ubisoft launched ASSASSIN’S CREED, a game set in the Near East during the Third Crusade. The protagonist, Altaïr, is an Assassin of Arab origin. He is depicted as an Arab man, blending in naturally with the rich oriental surroundings. However, when he speaks we hear an American accent. This raises the question if he really is different or if he is just another American game hero.
The article analyzes the novelistic representations of the Assassins, originally a nickname for the Islamic sect of Nizari Ismailis that gained an almost independent currency in Western popular culture. The analysis will be based on a the following selection of past and contemporary Western historical-fiction literature: Vladimir Bartol’s Alamut from 1938, translated into French in 1988 and into English in 2004; Judith Tarr’s Alamut from 1989; James Boschert’s Assassins of Alamut from 2010, the first book of his Talon trilogy; and, finally, Scott Oden’s Lion of Cairo from 2010. The scope of the article is to demonstrate a double-bind re-orientalization of the Assassins in this selection of novels that significantly changes their traditional representations: on one side, they reshape the Assassins in forerunners of modern Islamic fundamentalism and terrorism, while on the other side, the Assassin is gradually transformed from an orientalized villain into an occidentalized hero, thus enabling a self-othering of the Western subject and an identification, rather than disqualification, with this specific Arabo-Islamic Other. The article’s highlighting of this double-bind re-orientalization therefore challenges Orientalism’s binary dichotomy of Occident/Orient and its ideological implications through the concept of self-Orientalism as a self-othering process.
2018, Religions
In their article 'Transmedial worlds: Rethinking cyberworld design', Klastrup and Tosca show that the core elements of a Transmedial World are: Mythos, the lore of the world, the central knowledge necessary to interpret and successfully interact with events in the world; Topos, the setting and detailed geography of the world; and Ethos, the explicit and implicit ethics and (moral) codex of behaviour. Though other terms are used, in essence similar distinctions are made in game worlds and storyworlds. In this article, I will first discuss the game world and the storyworld and show that the storyworld in games is different from that in non-interactive narrative media. I then focus on the Mythos and Ethos elements in the world of the Assassin's Creed series as both govern the moral choices in the series and, by doing so, subtly direct the behaviour of the player.
This paper outlines research towards strengthening our understanding of the representation of cultural artifacts in video games. The approach described outlines steps towards utilising a framework using dimensions of cultural heritage as reference points for games analysis. This framework is then used as a mechanism to analyse two games: Assassin's Creed I and Unearthed: Trail of Ibn Battuta. The case study analysis presents concerns regarding cultural representation in the selected games. This is followed by a discussion of the main concerns coming out of the analysis. These concerns are effectively grouped under five sections: 'cultural appropriation'; 'hollywoodisation and beautification'; 'selectivity'; 'game dynamics rule design decision'; and 'ideological constraints'. The research raises issues about how video game designers approach the inclusion of items with cultural meaning in their products. Next stages in the work involve interviewing of games designers to better understand how the design decisions presented in this paper occur.
The Assassins of Alamut are presented in popular media and academic studies as the 11th century forerunners of today's "suicide terrorists"---thus producing a genealogy of spectacular Middle Eastern suicide-homicides that stretches back some 900 years. "Sex, Lies, and Paradise" analyzes accretions of stories about the Assassins: to see how the Assassins got their name, were believed to anticipate an Islamic paradise in the afterlife, and came to represent for the West a volatile nexus of sex and violence. This effort of literary archeology considers both eastern and western fabulations, and examines in particular how two popular, widely-circulating European texts---Marco Polo's Travels, and Mandeville's Travels---were key in shaping western understanding. The article begins and ends by reflecting on the stakes involved---today, and in the past.
With the start of the Kenway Saga in 2012, Ubisoft introduced an ambiguity into the Assassin's Creed series (2007-present) that drastically changed the way the games are played and evaluated. These changes mainly take place on the three levels of narrative (from linearity to non-linearity), storyworld (the way the Templar-Assassin conflict is portrayed), and transmedia storytelling (the way the different media relate to one another). This thesis shows that Haytham Kenway can be understood as a pivotal character who catalyses these changes. On the basis of a theoretical framework consisting of game studies, character studies and transmedia storytelling, a bottom-up approach is taken to demonstrate this. First, Haytham's various gameplay and narrative functions in Assassin's Creed III are analysed, followed by an exploration of the changing portrayal of the Templar-Assassin storyworld. Finally, the saga is approached within the larger context of transmedia storytelling, particularly focusing on the relationships between media chronology and their relation to actual consumer responses. All these aspects emphasise the growing complexity of the series on various levels, paving the way for a more complex storyworld and more complex inter- and transmedial interactions.
The Ismailis are the second largest Shi'i Muslim community with a long and varied history. This reading guide provides a summary of Farhad Daftary's book "A Short History of the Ismailis," including a discussion of historiography and sources of history, and a narrative of historical events broken into four phases: the early Shi'a and early Ismaili period, the Fatimid age, the Alamut period, and the post-Alamut phase, including the modern history of the Aga Khans. This is followed by a discussion of passages of relevance, including guiding questions.
2019, Playing Utopia: Futures in Digital Games
The aim of this essay is to explore the game space in Assassin’s Creed: Revelations (2011). The game takes place in 1511 in three cities: Constantinople, Cappadocia and Masyaf. This essay will only address Constantinople through an analysis of Henri Lefebvre’s and Edward W. Soja’s triad of spatiality. The game’s one of the most important elements is the virtual reality device Animus, and its function will be questioned within Michel Foucault’s concept of heterotopia. In addition to the analysis of the game, several works regarding video games and game spaces will be cited within the context.
2016, Libri
Underestimating the Consequences in the 21st Century of the Middle Ages Jeremy Scahill’s book, Dirty Wars: The World is a Battlefield, (there is also the film from the book, entitled, “Dirty Wars”, a Sundance Film Festival official selection in 2013) is an exposure of an aspect of covert warfare, focusing upon targeted killings, meaning State sponsored-State directed assassinations, in the 21st century. A state-regime employing a policy of assassination, although not noted in this book, would seem to be one of history’s markers, as it seems that the adoption by a state/regime of a policy of assassination can be associated with the decline of the state that employs it, together with isolation - the bunker-mentality and with some threatened, or perceived as threatened formerly powerful minority ideology or faction.
2017, The Arab World and Islam in Cultural-Historical Perspective: Studies in Honor of Professor Yordan Peev. Edited by Pavel Pavlovitch and Simeon Evstatiev. East-West: Sofia, 2017 // Арабският свят и ислямът в културно-историческа перспектива: Изследвания в чест на проф. д.и.н. Йордан Пеев
Arriving and settling in the Levant, the crusaders brought with them their specific Western culture. Its blending with the powerful local tradition gave birth to rather curious historical and cultural phenomena resulting from their mutual influence. Contrary to the dominant his-toriographic concept, defining knighthood and military orders as phenomena strictly inherent to mediaeval Western European civilisation, the present article focuses rather on their Middle Eastern origins. Reflecting upon the background of the Levantine knightly confraternities, the author seeks their prototype in the Muslim institutions, closely related to the doctrine of jihād. At the core of the text is the Ismāʿīlī organisation, which became infamous as " The Order of Assassins ". Relying on an extensive amount of local and Western sources, the author reviews its history, structure and methods – something which gives him grounds to consider it among the military religious brotherhoods typical of the crusading era in the Middle East. ======================================================== С пристигането и заселването си в Леванта кръстоносците донасят своята специфична западна култура. Съчетаването й със силната местна традиция ражда твърде любопитни исторически и културни явления - плод на взаимното им влияние. Противно на властващата концепция, определяща рицарството и военно-монашеските ордени като феномени, принадлежащи изключително на средновековната западноевропейска цивилизация, настоящият текст се съсредоточава по-скоро върху близкоизточните им корени. Разсъждавайки върху произхода на Левантийските рицарски братства, авторът търси първообраза им в ислямски институции, свързани с доктрината за джихада. Централно място в текста заема организацията на исмаʿилитите, добила слава като „Ордена на асасините“. Опирайки се на обилно количество местни и западни извори, авторът разглежда неговата история, структура и методи, предоставящи му основание да го причисли към военно-религиозните братства, така типични за кръстоносната епоха в Близкия изток.
Este artigo constitui uma versão ampliada de um texto publicado nos anais do VIII Encontro de Estudantes de História e I Encontro de Pós-graduandos em História: História e Identidades, realizados em 2011. Resumo: Este trabalho analisa o videojogo Assassin's Creed que, lançado em 2007, pela empresa Ubisoft Montreal, evoca representações do período medieval, destacando a Seita dos Assassinos e vários personagens históricos em meio à Terceira Cruzada. Devido à pouca produção bibliográfica envolvendo o assunto, lançamos mão de parte da teoria cinematográfica para subsidiar este trabalho. Exploramos em que medida a história representada no jogo dialoga com o momento de sua produção. Além disso, procuramos colocar em evidência o modo como os consumidores dessa trama, através da convergência das mídias, buscaram estabelecer uma relação mais próxima do enredo apresentado à sua experiência cotidiana. Palavras chave: Assassin's Creed. Cruzadas. Medievalidade. Abstract: This study analysis Assassin's Creed videogame that, released by Ubisoft Montreal in 2007, evoke representations of medieval period and emphasizes the assassins' sect and several historic characters in the middle of third Crusade. Because of the lack of bibliographic production about this subject, we prefer use part of the cinematographic theory to develop this work. We explore how the game's story dialogues with the moment's production. Besides, we also put in evidence the way that consumers of this plot, through the convergence of medias, sought to establish a closer relation of spot presented to your everyday experience.
2019, Romano-Arabica
The Travels of Marco Polo, and, especially, his descriptions of China and the Mongol Empire were, for a long time a work that captured the imagination of the European public regarding the people and cultures of Asia and considered a reference for this geographical space. However, his writings also helped establish as truth legends such as the secret religious “Order of the Assassins” and their mysterious leader, “The Old Man of the Mountain”, myth that had already appeared during the Crusades. For many years the story went unchallenged as little information was available about who “The Assassins” really were. The current study focuses on Marco Polo’s travel to Persia, more exactly to Alamūt, the headquarter of the Nizārī state, founded by Ḥasan-i Ṣabbāḥ, and on his account as the main resource. In addition, based on the most recent research I proposed a few answers to questions regarding the origin of terms used by Marco Polo and to shed light on the legend of the Assassins.
Resumo: Este trabalho analisa o videojogo Assassin’s Creed que, lançado em 2007, pela empresa Ubisoft Montreal, evoca representações do período medieval, destacando a Seita dos Assassinos e vários personagens históricos em meio à Terceira Cruzada. Devido à pouca produção bibliográfica envolvendo o assunto, lançamos mão de parte da teoria cinematográfica para subsidiar este trabalho. Exploramos em que medida a história representada no jogo dialoga com o momento de sua produção. Além disso, procuramos colocar em evidência o modo como os consumidores dessa trama, através da convergência das mídias, buscaram estabelecer uma relação mais próxima do enredo apresentado à sua experiência cotidiana. Abstract: This study analysis Assassin’s Creed videogame that, released by Ubisoft Montreal in 2007, evoke representations of medieval period and emphasizes the assassins’ sect and several historic characters in the middle of third Crusade. Because of the lack of bibliographic production about this subject, we prefer use part of the cinematographic theory to develop this work. We explore how the game’s story dialogues with the moment’s production. Besides, we also put in evidence the way that consumers of this plot, through the convergence of medias, sought to establish a closer relation of spot presented to your everyday experience.
This paper explores the individualism portrayed by the lead character, Altair Ibn La'ahad, in Oliver Bowden's novel Assassin's Creed: The Secret Crusade. The discussion revolves around the protagonist's quest for self-discovery, which leads to his transformation through a series of incidents. In this exploration of individualism, much has been taken from the definition of Ralph Waldo Emerson, a towering American transcendentalist, whose terms such as " self-reliance " and " non-conformity " carry universal and timeless messages. Examining how individualism is integrated into a fictionalized society in Bowden's novel, the study first looks at the story's protagonist as the archetype of individualism and identifies the individual qualities established as a product of the chaotic environment. Additionally, this study attempts to show how the theme of exile is used to further character development and how it encourages Altair to rely on his individual intuition, even when he is required to function within a society. Literature of the twenty-first century is the homeground for hordes of celebrated novel series and video games that attract countless teenagers and adults alike, each year. One example from the ranks of top fictional material is the Assassin's Creed novel saga that was based upon its namesake video game franchaise. The plot centres around the " Assassin " who belongs to an organization that is involved in a feuding rivalry with the legendary " Knights of Templar " , while the storyline is narrated from a first person view of Altair –usually a member of the Assassin group− in the neverending war against Templar ideology and world domination. As a story that features a human protagonist, this paper is interested in expounding the relationship between individualism and romantic exile by observing the changes in personality and attitude which occurs when a character undergoes self-exile for extended periods of time. Another purpose of this study is directed at exploring how individualism is actualized by the protagonist character and also to include findings from past researches in order to generate adequate discussion as well as provide supporting facts.Individualism is a study which aims to pinpoint the reason of existence from an " individual " perspective. Although the theory itself came into the foreground by a wider philosophy known as " Existentialism " which in general, is concerned about existence as a " whole " , the topic also shares certain ties to humanism, starting from the Renaissance era. The idealism of " individuality " is a concept that takes into consideration of autonomy, non-conformity, and freedom for a person regardless of status, race, or culture to be in control of themselves in certain aspects of life.
O objetivo deste trabalho é investigar as relações entre a representação da História e os jogos eletrônicos (Videogames) através da análise dos jogos da série, produzidos entre 2007 e 2015, Assassins Creed. A série representou múltiplos tempos históricos em narrativas, jogabilidades e espaços virtuais que reconstituíram cenários do passado para exploração e interação de um jogador que controla o avatar de um Assassino. Nossa investigação pretende compreender este produto, ainda pouco estudado nas ciências humanas, em sua especificidade, estabelecendo sua posição dentro da Indústria Cultural em seus suportes materiais e distintos gêneros e em relação a outros jogos. Utilizamos um dos episódios em específico, Assassins Creed III (2012), para nos aprofundarmos sobre o desenvolvimento da narrativa de acontecimentos, a elaboração do espaço, a interatividade proposta, para então compreender como as várias temporalidades são sistematizadas em uma estrutura narrativa e lúdica no conjunto da série, que expressa uma determinada visão sobre o multiculturalismo e a História. The goal of this work is to investigate relations between the representation of History and electronic games (Videogames) by analyzing the game series Assassins Creed (between 2007 and 2015), which has representations of multiple historic times in narratives, gameplays and virtual spaces that reconstitute sceneries of the past for a player to explore and interact controlling the character of an Assassin. Our investigation intends to understand this product, which has been very little studied in the Humanities, within its specificity, and to pinpoint its position within the Culture Industry with its material supports and many genres as well as in relation to other games. One specific episode of the game, Assassins Creed III (2012), has been used for in-depth analysis of the narrative development of events, the creation of space and the proposed interactivity, so as to understand how the many temporalities are systemized in a ludic and narrative structure throughout the whole series, which expresses a specific view on multiculturalism and History itself.
2018, Mémoire
Mémoire réalisé par Thomas Dedieu pour l'obtention du grade de Master en langues et littératures françaises et romanes, orientation générale, finalité approfondie
This critical review of Assassin's Creed 2 examines functional gameplay features as well as aesthetics and its relationship to history. The meat of the review investigates the historical parallels with the many historically real characters and events found in the game, in a similar vein to the original Assassin's Creed.
Análise de um transmedia storytelling case study. Seminário Multimédia 2015/2016
2019
Ubisoft's Assassin's Creed series is one the entertainment industry's most popular titles set in the past. With a new game released on an annual basis-each full of distinct historical places, events, and people-the series has unfolded across post-classical history, from the Levant during the Third Crusade to Victorian-era London. The 2017 release of Assassin's Creed: Origins, which entailed a massive reconstruction of Hellenistic Egypt, pushed the series even further back in time. With it, Ubisoft also launched its Discovery Tour, allowing players to explore the game's setting at their leisure and without combat. These trends continued in 2018's Assassin's Creed: Odyssey, set in Greece during the Peloponnesian War. This review discusses the narrative, world, and gameplay of the latest Assassin's Creed within the series more broadly. We provide a critical appraisal of the experience that Odyssey offers and link it to this question: in the Assassin's Creed series, do we engage in meaningful play with the past, or are we simply assassinating our way through history?
2013, Studia graeco-arabica 3 (2013) ISSN 2281-2687
In recent past the already abundant bibliography on the Ismā‘īlī Nizārī sect, known in the Western world since the 12th century with the inappropriate and hostile definition of ‘Assassins sect’, was enriched by fundamental contributions of Farhad Daftary, co-director and head of the Department of Academic Research and Publications at the Institute of Ismaili Studies. However, in his work are not even mentioned some Byzantine sources on the sect, which are of considerable interest, and that scholarship has taken into account only seldom. The present paper can be regarded as a sort of small Appendix to Daftary’s work. It consists of two distinct parts: the first is dedicated to the image of the Ismāʿīlīs in the Byzantine sources (Anna Comnena, John Phokas and Niketas Choniates); the second one is an analysis of the dossier concerning a Fatimid dā‘ī sent to Constantinople.
A Handbook of Middle English Studies, ed. Marion Turner
2011
Dedicated to the achievements of Farhad Daftary, the foremost authority in Ismaili Studies of our time, this volume gathers together a number of studies on intellectual and political history, particularly in the three main areas where the significance of Daftary’s scholarship has had the largest impact – Ismaili Studies as well as Persian Studies and Shi‘i Studies in a wider context. It focuses, but not exclusively, on the intellectual production of the Ismailis and their role in history, with discussions ranging from some of the earliest Ismaili texts, to thinkers from the Fatimid and the Alamut periods as well as relations of the Fatimids with other dynasties. Containing essays from some of the most respected scholars in Ismaili, Shi‘i and Persian Studies (including Patricia Crone, M A Amir-Moezzi, C Edmund Bosworth and Robert Gleave), the book makes a significant contribution to wider scholarship in philosophical theology and medieval Islam. TABLE OF CONTENTS: --PORTRAIT of Farhad Daftary (p. ii) --Foreword (pp. xi-xiii) Azim Nanji --LIST of illustrations (p. xiv) --LIST of contributors (p. xv-xvi) --MAP: Centres of Learning in the Islamic World and other places mentioned in the volume (p. xvii) 1--Introduction: A Biographical Sketch (pp. 1-31) Omar Alí-de-Unzaga 2--Bibliography of the Works of Farhad Daftary (25 pp; books nos. 1-8; edited books nos. 9-14; articles and book chapters ; nos. 15-75; encyclopaedia articles nos. 76-211; book reviews nos. 212-245) (pp. 33-57) 3--Persian, the Other Sacred Language of Islam: Some Brief Notes (pp. 59-75) Mohammad Ali Amir-Moezzi 4--Sunni Claims to Imam Ja'far al-Sadiq (pp. 77-101) Hamid Algar 5--The Kitab al-Rusum wa’l-izdiwaj wa’l-tartib Attributed to 'Abdan (d. 286/899): Edition of the Arabic Text and Translation (pp. 103-165; Intro 103-110; trans 111-138; Arabic 139-165=1-28) Wilferd Madelung and Paul E. Walker 6--Abu Tammam on the Mubayyida (pp. 167-187) Patricia Crone 7--The Ikhwan al-Safa': Between al-Kindi and al-Farabi (pp. 189-212; table 200) Abbas Hamdani 8--Ibda', Divine Imperative and Prophecy in the Rasa'il Ikhwan al-Safa' (pp. 213-226) Carmela Baffioni 9--Some Aspects of the External Relations of the Qaramita in Bahrayn (pp. 227-260) István Hajnal 10--A Distinguished Slav Eunuch of the Early Fatimid Period: al-Ustadh Jawdhar (pp. 261-273) Hamid Haji 11--Al-Qadi al-Nu'man and His Refutation of Ibn Qutayba (pp. 275-307; Arabic table appendix pp. 304-307) Ismail K. Poonawala 12--The Risala al-Mudhhiba Attributed to al-Qadi al-Nu'man: Important Evidence for the Adoption of Neoplatonism by Fatimid Ismailism at the Time of al-Muʿizz? (pp. 309-341) Daniel De Smet 13--Cosmos into Verse: Two Examples of Islamic Philosophical Poetry in Persian (pp. 343-367) Alice C. Hunsberger 14--Early Evidence for the Reception of Nasir-i Khusraw’s Poetry in Sufism: 'Ayn al-Qudat’s Letter on the Ta'limis (pp. 369-386; translation appendix 375-380) Hermann Landolt 15--A Dream Come True: Empowerment Through Dreams Reflecting Fatimid–Sulayhid Relations (pp. 387-402 Delia Cortese 16--From the ‘Moses of Reason’ to the ‘Khidr of the Resurrection’: The Oxymoronic Transcendent in Shahrastani’s Majlis-i maktub...dar Khwarazm (pp. 416-429; diagrams 41, 416) Leonard Lewisohn 17--Poems of the Resurrection: Hasan-i Maḥmud-i Katib and his Diwan-i Qa'imiyyat (p. 431-442) S. Jalal Badakhchani 18--Further Notes on the Turkish Names in Abu’l-Fadl Bayhaqi’s Tarikh-i Mas'udi (pp. 443-452) C. Edmund Bosworth 19--A Book List from a Seventh/Thirteenth-Century Manuscript Found in Bamyan (pp. 453-458; table 456-458) Iraj Afshar (d. 2011) 20--What’s in a Name? Tughtegin – the ‘Minister of the Antichrist’? (pp. 459-471; figures 466) Carole Hillenbrand 21--Safavids and ‘Subalterns’: The Reclaiming of Voices (pp. 473-490) Andrew J. Newman 22--Compromise and Conciliation in the Akhbari–Usuli Dispute: Yusuf al-Bahrani's Assessment of 'Abd Allah al-Samahiji’s Munyat al-Mumarisin (pp. 491-519; translation 513-514) Robert Gleave -- Bibliography (pp. 521-571; primary 522-544; secondary 544-571) [each source is followed by the initials of the author in whose article it is found] --Index (pp. 573-600) (Cover illustration: Astronomers at work in the observatory of Maragha, from Jami' al-Tawarikh, manuscript in the Golestan Palace Museum, Tehran)
2018, European Journal of Cultural Studies
In contemporary 'post-secular society', videogames like Assassin's Creed, BioShock Infinite or World of Warcraft are suffused with religious elements. Departing from a critique on studies perceiving such in-game representations as discriminatory forms of religious Othering, the main research question of this article is: how does role-playing the (non-)religious Other in games affect the worldview of players? The study is based on a qualitative analysis of in-depth interviews held with 20 international players from different (non-)religious backgrounds. Rather than seeing religion in games as representations of 'Othering', the analysis demonstrates that players from different (non-)religious beliefs take on different worldviews while role-playing the (non-)religious Other. Atheists relativize their own position, opening up to the logic of religious worldviews; Christians, Hindus and Muslims, in turn, compare traditions and may draw conclusions about the similarities underlying different world religions. Other players 'slip into a secular mindset', gradually turning towards the position of a 'religious none'. It is concluded that playing the religious Other in videogames provides the opportunity to suspend (non-)religious worldviews and empathize with the (non-)religious Other. The relevance of these findings is related to broader sociological debates about 'post-secular society' and the alleged increase of religious fundamentalism, conflict and mutual Othering.
This article comes out of a longer project looking at digital commemorations of slave rebellion. In this excerpt from that work, the author considers the issues at stake in videogamic representations of colonial Saint Domingue and its denizens, particularly for their depiction of the prehistory of the Haitian Revolution. In two mainstream videogames, both part of the Assassin's Creed franchise, the history of Saint Domingue, its legacy of slave resistance, and the Haitian Revolution are made into fodder for an interactive entertainment experience that intervenes in and reshapes history in a complex manner. There are several issues at stake, which the author focuses on exclusively in terms of the commodification of Saint Domingue. First, the games place the history of slave revolt into the hands of game players of diverse ancestry, allowing for a redistribution of ownership over narratives of emancipation and empowerment. Second, the games identify themselves as tampering with history, and their mélange of fictional characters and real personages seems to risk rewriting the history of Saint Domingue's legacy of slave revolt and—by extension—of the Haitian Revolution itself. Given recent events in the United States, and increased attention to strategies of black resistance such as the Black Lives Matter movement, it seems all the more imperative that our depiction of slave revolts in popular culture be handled with care. And yet, the author finds a subversive maneuver visible in the games: the use of untranslated language, especially Haitian Kreyol, may work to preserve and limit the player's mastery over these histories. This article provides a tour of this complex territory of digital Saint Domingue. Online article: http://smallaxe.net/sxarchipelagos/issue02/playing-haiti.html
2020, The MELOW Journal of World Literature (ISSN: 2581-5768)
Utopia has been described as a world of desired perfection as conceived by the human imagination. However, perfection is a subjective concept, and one person’s vision of Utopia could easily become a dystopia for many others. Nazis, religious extremists, and several others have all erroneously considered their actions to be for the greater cause of bringing about a perfect world while placing ethical connotations of their actions under erasure. The Assassin’s Creed video game franchise also deals with this dichotomy of Utopia/Dystopia. Set in actual historical periods (Renaissance Italy, the French Revolution, etc.) and featuring prominent historical figures, such as Niccolò Machiavelli and Napoleon Bonaparte, the game describes the struggles between the fictional factions of Assassins and Templars. The Templars wish to build a utopia of order, where a select few make decisions for the rest by abolishing personal choice, while the Assassins want to bring about a world of freedom where everyone is free to live their life as they please, despite the disorder and chaos that might entail. This paper seeks to juxtapose these opposing utopic ideals, to examine how they are two sides of the same coin and how a true utopia remains only a hypothetical probability.
2015, The Play Versus Story Divide in Game Studies: Critical Essays
In this chapter we discuss key gameplay elements of one of the most important and influential videogame series of recent years, Ubisoft’s Assassin’s Creed series. We propose that an essential part of the success of this game is due to its making a significant and innovative intervention in the meta-reflexive thematization of the avatar-form: the imaginative staging of the experience of the user and consequently the user’s necessary relationship to the game software and hardware is the underlying theme of the narrative itself. Within this staging, the concerns of narrative and the ludic parameters of the game world are extraordinarily strongly aligned. This alignment further offers a strong interpretation of the “real world” in which the game is played: that is, what Michel Foucault called “biopolitics”.
The Assassin's Creed videogame series, developed by Ubisoft, is known for its representation of historical places and eras, such as Jerusalem during the Crusades and Paris during the French Revolution. This article takes an interest in the games' chronotopic appropriation of touristic attitudes; the ways in which the gameplay and game world involve a specific collocation of time and space within which touristic enactments can take place. Such a procedurally enacted chronotope is conceptualized here as a 'ludotope'. In Assassin's Creed, players are at once invited to admire and ultimately conquer the historical space they traverse. In order to do so, they are provided with a set of rules, behaviors, and narratives that fit in with a contemporary attitude in the Western travel industry—namely, that of anti-tourism.
In the Assassin’s Creed game series, the protagonist is connected to a device in a research lab which allows them to virtually travel back in time. While historical music styles are used to suggest the time period and geographic setting of the game (such as Gregorian chant in the original Assassin’s Creed game, set in Jerusalem during the Crusades), these historical snippets are subsumed within electronic music featuring digitally-altered sounds, rapid rhythmic pulses, and abrupt transitions from loud to soft. The resultant blend creates a disconnect for the player: a bleeding-over of ancient with modern. This paper will argue that disruptions, created through rhythm, tonality, and digital instrumentation, and depicting time-shift within the game, invoke a sense of aural discomfort in the player which mimics the protagonist’s physical distress. David Huron and Ben Winters' research on musical embodiment will provide a framework for discussing the physical effect of sound on the player. The outcome will establish a variety of ways in which musical disruption mimics aspects of the game narrative.
Freemasonry is a social fraternity that studies morality through ritual, symbol and allegory; its main tenets are faith, hope and charity and focuses on the development of a man's moral and spiritual character. It is not a religion, so what religious path a mason chooses is his own affair. A deeper interpretation of the craft and its allegory, ritual, signs and symbols, allude to a more spiritual or esoteric undertone to the catechism of the fraternity. Thus, it can be assumed that the true masonic experience is not on the surface, but veiled underneath and leads to an inner mystical life journey. The Grand Lodge of Ohio states: " As a fraternal organization, Freemasonry unites men of good character who, though of different religious, ethnic, or social backgrounds, share a belief in the fatherhood of God and the brotherhood of mankind. The traditions of Freemasonry are founded upon the building of King Solomon's Temple, and its fraternal ceremonies use the working tools of the stonemasons to symbolize moral lessons and truths. For example, Masons are reminded at Lodge to "meet upon the level of equality, act by the plumb of uprightness, and part upon the square of virtue." The degrees of freemasonry retain the three grades of medieval craft guilds, the Entered Apprentice, journeyman or fellow (now called Fellowcraft), and Master Mason. On becoming a Master Mason today, one is eligible to expand his knowledge in concordant bodies, which expound on the foundation provided by the three main degrees. While the actual origin of the craft is somewhat obscure, many believe it to cover three phases. First, the emergence of organized lodges of operative masons during the Middle Ages, then the admission of lay members as "accepted" or speculative masons, and finally the evolution of purely speculative lodges, and the emergence of Grand Lodges to govern them. As said on Wikipedia of the origin of Freemasonry:
2012, Nouvelles « vues » sur le cinéma québécois
2017, The Fatimid Caliphate: Diversity of Traditions, ed. Farhad Daftary and Shainool Jiwa (London: I.B. Tauris and the Institute of Ismaili Studies)
The Fatimid era is ubiquitous today in the discourse of the Nizari Ismaili imamate. Yet this was not always the case. As with other societies and religious communities the world over, the arrangement and presentation of history in the Ismaili tradition has evolved in the course of time, with new historiographical agendas and subjects of emphasis emerging or receding in response to changes in the political and social contexts. In this chapter the place of the Fatimids in the cultural memory of the Nizari Ismailis in the post-Mongol era will be explored. It will be argued that the emphasis placed on the Fatimid era in present-day Nizari discourse is a relatively recent development, rooted in the dynamic changes that occurred in the social and political context of the community in the 18th and 19th centuries. Rather than the Fatimids, the primary locus of Nizari communal memory in the earlier period from the 7th/13th to the 12th/18th centuries was the Alamut era, and particularly the declaration of the qiyama (spiritual resurrection) under Imam Hasan 'ala dhikrihi'l-salam at Alamut in 559/1164. It was only in the 18th century, when the Nizari imamate emerged from a long period of concealment and entered into a new-found position of political and social prominence, that we see the first signs of a de-emphasis of the qiyama and a renewed focus on the Fatimid era and its legacy.
Beliefs associated with notions of the End Time vary significantly amongst different religious traditions and belief systems, but also within the Islamic tradition itself. Evidence of this is provided in the form of the interpretation and understandings given to these ideas by the Shīʿa Nizārī Ismāʿīlī Muslims, a sub-community within the Shīʿa tradition of Islam possessing a rich and diverse intellectual and literary tradition. For the Nizārī Ismāʿīlīs, the monumental proclamation of the End Time by the fourth Lord (Khuḍāvand) of Alamūt Ḥasan II, in the year 1164 CE, took on a hugely different meaning, consequently impacting upon the doctrinal development of Ismāʿīlī eschatology. Following this epoch-defining moment, notions of the Resurrection (Qiyāma) and what it represented in the Ismāʿīlī theological system and the messianic and eschatological figure who inaugurates the final era of human history – the Qāʾim – seemed to change. Through utilisation of (and recourse to) key primary source texts, this dissertation will trace the evolution in the Qāʾim and Qiyāma doctrines, as envisaged by the Nizārī Ismāʿīlī Muslim community, during two distinct phases of the community’s history - namely, the Fāṭimid and Alamūt (1094-1256) phases of Nizārī Ismā‘īlism
2019, Journal of Geek Studies
This thesis argues the current state of fictional story world production and methods for content spreadability across platforms, often known as Transmedia Storytelling. Assisted by examples of Star Wars and Assassin's Creed, this paper elaborates on migratory platform incentives, as well as the necessity of fundamental narrative structuralism within transmedial worldbuilding, in order to measure the level of Participative Consistency through the Hidden Markov Model.