Videogames and the Middle Ages

By on July 28th, 2025 in Articles, Artificial Intelligence (AI), Commentary, Human Impacts, Magazine Articles, Social Implications of Technology, Societal Impact

Elon Musk, Who began his appointment to the Department of Government Efficiency in 2025 as one of the wealthiest and most powerful men in the world, has been critiqued by gamers for a screenshot he posted on May 24, 2022 of his character “build” for Elden Ring (From Software, 2022; Figure 1) on his social media platform X [1]. The screenshot shows Musk’s build carrying a heavy load of equipment, which gives him a significant disadvantage in short-range combat that could only be justified if there were some major strategic advantage gained from the array of equipment carried. Instead, Musk’s build carries two swords and two shields though, in most combat situations, you will only be able to use one of each at a time. Many X users asked: why on Earth would Musk carry the extra sword and shield, unless he is deliberately trying to make things difficult for himself?

At the time of this writing, it is estimated that over 28.6 million copies of Elden Ring have been sold worldwide. Thus, there is a significant global community of players who are able to understand firsthand the arguments made in publications such as Vice and Kotaku, claiming that the poor design of Musk’s Elden Ring build reflects larger shortcomings in the ability and character of Musk himself.

It is remarkable that a key figure at this critical moment in American (and, indeed, global) political history has invited public scrutiny of the way he chooses to play a medieval fantasy adventure videogame [2], [3].

My research asks: how would we explain to an alien visitor how it makes sense in our present milieu for a Silicon Valley venture capitalist like Musk to go out of his way to make sure everyone knows how much he likes medieval fantasy adventure videogames?

Nor is this Musk’s only game-related bid for credibility. In a surprise Election Day appearance on Joe Rogan’s podcast in 2024, Musk said he was charted as the number 19-ranked player of Diablo 4 in the world by pit completion times [4]—a claim that has since been complicated by revelations about Musk paying other players to boost his account. The ongoing public dialog about Musk’s play styles and their strategic efficacy reflects the more general truth that medieval fantasy intellectual properties (IPs) have been increasingly important to global politics and culture since the advent of the personal computer, and they are likely to become even more important in the years to come [5]. My research asks: how would we explain to an alien visitor how it makes sense in our present milieu for a Silicon Valley venture capitalist like Musk to go out of his way to make sure everyone knows how much he likes medieval fantasy adventure videogames? In the following, I have identified some starting points for exploring this question further.

Computation is Medieval

Virtual simulations in the digital realm are thoroughly circumscribed by our fantastic reimaginings of European history between approximately 500 and 1500 CE to an extent that is difficult to name, much less account for [6]. Consider the terminology of digital technology. Above, for example, I have used the medieval political term “realm” (meaning “kingdom” [7, Definition 1]) to name the abstract, conceptual space of the digital, following a usage first attested in the 18th century [7, Definition 4]. There are many other words for organizing information in digital computation, which are similarly first attested in medieval texts [8], including, for example, “organization” [9, “organizatio, s.v.,” Definition 1], “information” [9, “informatio, s.v.” Definition 3], “digital” in its sense of counting (Figure 2[10], “protocol” [11], “hierarchy” [12], the “virtual” ([9] “virtualis, s.v.”), “program” ([9] “programma, s.v.,”), and “code” [12].

Figure 2.Medieval computus manuscripts, using fingers or digits to represent numbers: Morgan Library MS M.925 fol. 38v.

In the early-modern period, European thinkers asserted that they were part of a “Renaissance” or “rebirth” of ancient Greek and Roman thought, as they set aside the scholastic Latin and Arabic-language commentaries on the philosophers such as Plato and Aristotle written by medieval philosophers such as Thomas Aquinas and Ibn Sina to engage directly with the original Greek texts. The largest and most obvious exception to this larger trend is found in the disciplines of mathematics and computation, where Arabic-derived terms and concepts such as “algebra,” “algorithm,” “average,” and the Arabic system of numerals survive into our present day. No wonder, then, that the technology of the computer still signifies to modern users as “medieval”: the technology may be modern but the structures and systems of thought that the technology models were formatively articulated in the Middle Ages.

In a classic essay on popular “medievalism” [14], [15], [16], [17], [18], [19], [20], [21] in the 20th century, Umberto Eco observes that the Middle Ages are the point of origin for the material world that European nations and their settler-colonial offshoots presently inhabit [22]. In the English-speaking world, the institutions of not only the monarchy but also of parliament, the common law, and the university all begin in the Middle Ages. The English language itself was first written down in the medieval period, and one would be hard-pressed to identify an important text by a Greek or Roman author whose earliest known copy is not a medieval manuscript

In the English speaking world, the institutions of not only the monarchy but also of parliament, the common law, and the university all begin in the Middle Ages.

While the Middle Ages is an important point of reference for virtually all aspects of modern “civilization,” the culture of computing stands out for how enthusiastically it has embraced its memories of medieval European culture. Computers have taken older material technologies and techniques for data communication and storage, and they have made them virtual, commonly representing the underlying analogy to its users through an “icon”: a file directory is still represented by an image of a manila folder, the save function is still represented by an image of a 3.5 in floppy, and so on. In medieval videogames, we find the iconography of medieval romance—with its knights, wizards, damsels, monsters, ruined castles, and dangerous caves—serving to represent in a more general and abstract sense what the experience of inhabiting a virtual world of digital technology feels like. Gibson’s [23] classic grail-quest novel Neuromancer, whose name is a play on the term “necromancer” ([9] “necromantia, s.v.”), is a noteworthy and far-from-isolated example of how useful this medieval symbolic vocabulary has been for modeling what we imagine our experiences of computers could become.

Medievalism and Computing in the 20th Century

One useful starting point for investigating the long-standing medievalism of digital culture is the end of World War II. Jagoda [24] has identified two coemergent phenomena in this period that informed the development of videogames. The first is the development of economic “game theory,” extrapolated from military wargaming to shape global politics during the Cold War and after. The second is the invention and refinement of the modern general-purpose digital computer, beginning with ENIAC in 1945 and continuing in dedicated labs housed in universities such as MIT and Stanford and in private companies such as IBM and AT&T. By 1946, computers were also being used for medieval studies “digital humanities” projects, including the collaboration between IBM and the scholar Roberto Busa to develop a digital concordance to the works of Thomas Aquinas [25]. Meanwhile, Tenen [26] has also surveyed how computers drew on linguistic and cultural knowledge in early efforts to develop AI, integrating Noam Chomsky’s generative grammar models with the models for generating stories developed for pulp fiction in books following Polti’s [27] Thirty-six Dramatic Situations to try to teach computers how to tell stories, as a starting point for more complex and human-like modes of contemplation generally.

This convergence of games, pulp fiction storytelling, and linguistics in 1960s computing appears to be related to the emergence of the game system Dungeons and Dragons (D&D; Figure 3) and other fantasy role-playing games (RPGs) a decade later. As Peterson [28] has described, D&D began with a similar synthesis of wargames (like those that informed “game theory”) “sword and sorcery” fiction (which deployed pulp fiction formulae for storytelling) and the antecedent for generative grammar provided by J. R. R. Tolkien’s so-called “asterisk reality” [29], which worked from the philological methods for applying grammatical principles to reconstruct unattested words from attested ones to generate his imagined world of his Middle Earth. Hence, perhaps, the names of the rooms at the Stanford AI Laboratory in the 1970s were posted in not only the standard Latin alphabet but also Tolkien’s Elvish alphabet [30]. Like Tolkien, AI programmers were also invested in the task of “subcreation” [31, p. 122]; though Tolkien wished to build a world and the programmers wished to build a mind, there is a strong and obvious analogy between these two intentions.

 

Figure 3.D&D party campaign artwork, EnvakEnkaqti, DeviantArt January 22, 2022.

While the Middle Ages is an important point of reference for virtually all aspects of modern “civilization,” the culture of computing stands out for how enthusiastically it has embraced its memories of medieval European culture.

What the Digital World Feels Like

When I tell friends and colleagues about the research question behind this piece, “Why has the culture of computing always been so deeply interested in the Middle Ages?” they commonly ask: “Is it because of white supremacy?” I believe that this common guess is correct but only insofar as it names the stakes of my question. As I have already said, Eco makes a compelling argument when he suggests that the medieval period provided the basic material architecture of the white supremacist institutions and identities that the citizens of European nations and settler-colonial nations still inhabit. The way we remember this period and its aftermath reflects directly on our myths of national origin and so on our desired national destinies [22]. Accordingly, medieval studies have had a long and shameful history of complicity in the codification of white identity. For example, the first scholars studying the medieval “Old English” or “Anglo-Saxon” language of literature such as Beowulf explicitly argued that their work would uncover the origins of the modern white “Anglo-Saxon” race [35], [36].

Given the reactionary politics of major constituencies in so-called “gamer culture,” most notoriously attested in the “#gamergate” controversy of 2015 [37], it is clearly the case that many gamers like medieval games because the Middle Ages provide white identities with their mythic point of origin. However, at the same time, the entire occasion of the #gamergate controversy was the growing diversity of game enthusiasts, and diversity has only grown in the decade since. The question, then, is what precisely are the deeper symbolic structures of thought developed through memories of the medieval period alongside the invention of modern white identities that continue to shape the white supremacist “algorithms of oppression,” [38] what is the precise relationship between those structures and the conventions of adventure videogames mandating that their heroes ought to wield swords and cast spells on their way to saving princesses, and why precisely do the games that result appeal so widely to players of all identities and subject positions?

In my ongoing work on this topic, I am investigating how the experiences of anxiety and depression can provide a useful starting point for finding answers to these questions. In his 2004 book Postcolonial Melancholia, the theorist Gilroy [39] argues that the resistance to multiculturalism in Britain after 1957 can be explained in emotional terms as an inability of the white majority to acknowledge, much less mourn, the “death” of the British Empire. Given that many studies have found a correlation between violent political extremism and mental illness in youth of all identities [40], we may also argue that the melancholia built into the violent extremist ideology of white supremacy is an aspect of its appeal to depressed and anxious youth. Given that white supremacists believe that marginalized folks pose a threat to their very existence and marginalized folks know that white supremacists pose a threat to theirs, what is it about medieval fantasy adventure videogames that make them so appealing to both groups? Why have the fandoms of these games been for almost a decade a major front in an ongoing culture war among the youth? A major factor appears to be the increase in anxiety and depression among adolescents from all demographics in the last 20 years, which has attended the “gamification” of culture through digital social media [41].

A striking aspect of the diverse corpus of commercially and critically successful medieval videogames from the last decade or so—ranging from Dark Souls (From Software 2011) to Monument Valley (Utsuo, 2013) to Undertale (Toby Fox, 2015) to Hellblade: Sensua’s Sacrifice (Ninja Theory, 2017; Figure 4) to Slay the Princess (Black Tabby, 2023)—is that more often than not they focus on anxiety, depression, and traumatic repetition as their major narrative themes. Since the early 1980s, the word “geek” has meant “a person who is extremely devoted to and knowledgeable about computers or related technology” ([7] “Geek, s.v.,” Definition 1.c.). This meaning is clearly closely associated with another, somewhat broader meaning first attested on university campuses in the mid-20th century: “An overly diligent, unsociable student; any unsociable person obsessively devoted to a particular pursuit” [7, Definition 1.b]. The semantic range of the term reflects how, for both historical and cultural reasons, information and computing technologies have always been associated with the experience of subjective alienation and the corresponding symptomology of anxiety and depression, of which obsessive-compulsive disorder is a well-known example (e.g., [42]). Not unrelatedly, the popular medievalism of the so-called “goth” subculture—overlapping with the subculture of computer programmers—is thought to correlate with depression and self-harm (e.g., [43], [44], [45], [46], [47], and [48]). These studies reflect the popular intuition that the modern heirs of the “gothic” neo-medievalism practiced by the Romantic and Decadent artists and authors (for whom, we should note, “gothic” was an art-historical period term that meant “medieval”) must share the melancholic temperament so valorized by those esthetic movements [49].

 

Figure 4. Screenshot, Hellblade: Sensuas Sacrifice (Ninja Theory, 2017), Sergio Baldiviezo, Flickr, uploaded November 8, 2018.

Whether computers and gamified social media have been the cause of the recent rise in anxiety and depression, computers have certainly provided in games an increasingly dominant artistic medium for expressing the feelings associated with these symptoms, and using iconography to express these emotions has drawn from our memories of the European Middle Ages. As our population has become more anxious, more depressed, and more dependent on computers to communicate, it has also become more and more fascinated with medieval fantasy worlds. This is a very strange trend to have inspired so little comment.

Author Information

Stephen Yeager is a Professor of English at Concordia University, Montreal, QC H3G 1M8, Canada. Email: stephen.yeager@concordia.ca.

 

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