Kingdom Come: Deliverance and the Aesthetics of Authenticity

Author:

Cook James

Abstract

Warhorse Studios’ award-winning action role-playing game Kingdom Come: Deliverance (2018) has—perhaps somewhat unkindly—been described as a “peasant simulator.” Nonetheless, “simulation” is a good description of the way in which its gameplay is conceived and framed, with a stated focus on historical accuracy and realism. This verisimilitude has been cited as having a noticeable cost in terms of accessibility for new players, with something of a steep learning curve required to master the game, but has also frequently been cited in positive reviews. The level of realism is indeed impressive. It extends not only to the need to eat, drink, and sleep, but also to the need to learn how to read (vernacular and Latin separately) if the player wishes to glean any information from written texts. But a focus on realism always brings with it challenges. The highly effective musical score of this game, written by Jan Valta and Adam Sporka, features an interactive and adaptive score, making use of a new engine developed specifically for the game called the Sequence Music Engine. There is already a neat tension here between the stated aim of historical fidelity and the modern expectation of an adaptive score; no preexistent “authentic” music can be used in this manner. As with all games, and indeed all screen media, composers and studios must work hard to balance authenticity to the medium and the genre with authenticity to the period. We expect fairly ubiquitous non-diegetic music in screen media—and its absence carries very particular semantics—but fifteenth-century Bohemia was conspicuous in its absence of invisible, itinerant symphony orchestras roaming its landscape. This article focuses on the interplay between fantasy and “authenticity,” especially considering the ways in which the composers work creatively to give an immersive and coherent soundworld, within the limits of what I term an “aesthetic of authenticity.” It explores the creative interplay between the “real” historical environment and that which is understood to be real in the popular consciousness, as well as the interconnected web of demands set by the medium, the interactive and narrative genres, and the historical setting.

Publisher

University of California Press

Reference40 articles.

1. Baska, Maciej. “Interviews: Jan Valta and Adam Sporka—We Decided to Sit Down and Implement our own Technology for Adaptive Music.” Gamemusic.net. December 23, 2019. Accessed January 3, 2024. https://gamemusic.net/jan-valta-and-adam-sporka-we-decided-to-sit-down-and-implement-our-own-technology-for-adaptive-music/.

2. Clapham, John, et al. revised by JanSmaczny. “Czech Republic.” Grove Music Online (2001). Accessed January 3, 2024. https://doi.org/10.1093/gmo/9781561592630.article.40479.

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3