Click here for my previous entry in ‘Games that warped my young mind,’ discussing Red Alert 2.
Around the start of this millennium, the adults were worried about how Grand Theft Auto would turn my generation into serial killers. The ultra-violence of GTA was probably too outrageous and obvious to have much effect. Meanwhile, far less controversial games were warping the way we thought about the world. Today I’m going to take a critical look at a classic that is still widely-played today: Age of Empires 2. AoE2 is a strategy game from 1999 that purports to be set in the Middle Ages. But it gives a totally wrong impression of how the Middle Ages worked.
What’s my angle here? Do I think Age of Empires and Command and Conquer should have been banned? No, the world would be a less fun place without them. But all the ink spilled condemning GTA would have been better spent making an informed, sympathetic criticism of a game like AoE2. People who liked and enjoyed the game, but also had read a few books about the actual Middle Ages, should have had a platform to tell us what it got wrong.
Strengths
First, the strengths of AoE2. You don’t need me to tell you it’s a satisfying and addictive game. Take that as read. As for how it depicts the Middle Ages, there are good points. The campaigns strike a balance between compelling narrative, satisfying challenges and historical fidelity. The William Wallace campaign is a perfectly-ramped-up tutorial with a good story, and to this day ‘Falkirk’ and ‘Stirling’ are taking up space in my memory banks. Also, there are paragraphs of proper historical information on offer, if you care to pause the game and do some reading.
The gameplay itself has its strengths. It conveys one important lesson about history: before you can put armies in the field, you need to have a lot of people working hard producing stuff. And unlike in C&C where there’s one all-purpose resource (ore or tiberium), AoE and AOE2 demand that you build a relatively complex and diverse economy. Twenty minutes into a game, you have built a busy little town: your villagers are mining, farming, hunting and gathering, slaughtering sheep, cutting down trees; little boats are bringing in nets full of fish to your docks; little carts and trade cogs are moving between settlements. It’s diverse and interdependent, and as you play, human activity gradually consumes the forests and the wildlife, and the grass is turned into neat rows of crops. It’s not just satisfying to play and nice to look at; this basic rhythm of gameplay is authentic.
Genocide
So here are my criticisms of AoE2 from a historical perspective. I’m not going to talk about how the Elite Long Swordsman has the wrong type of sword or the Frankish blacksmith model is inaccurate. I am going to talk about its overall concept of society and warfare in the Middle Ages, and how it gave a whole generation fundamentally the wrong idea.
AoE2 still depends on the C&C formula in its basic structure: build a base, build an army, destroy the enemy. That’s OK in a game where you play as a military commander and your task is to destroy a military base. But in the AoE variant, you are not destroying a military base. You are destroying a whole society. You have to exterminate the ‘enemy.’ You have to level his city and his infrastructure. Not take it over – demolish it.
I won’t labour this point as it was expressed well in this post from acoup.blog. But while the grown-ups were worried about us jacking a car and doing hit and runs, we were meanwhile playing a supposedly more wholesome and educational game, in which we were required to do genocide. And 100% anachronistic and unnecessary genocide, at that. The fact that so many who grew up playing AoE have stood by while their countries killed vast numbers of people with bombs and guns has broader roots than one videogame, of course. But games like this are part of the tapestry.

Society
Let’s return to that pretty medieval town you have built. How many farms have you got? Five, six, seven? And how many other buildings have you got – a monastery, a barracks, a castle, a market, a blacksmith, a stable, an archery range, a town centre…? You’ve got at least as many other building types as you have farms. You might easily have twice as many.
Throughout most of human history, and certainly in the Middle Ages in Europe, the overwhelming mass of the population worked in agriculture. In AoE2, the heavy toil which defined the lives of 95% of the population is represented by five villagers hoeing little plots of land. The farms, little patches on the margins of the base, are like gardening allotments on the edge of a housing estate.
Why does this matter? Because a lot of guys are walking around out there with the vague idea that if they had lived back in the middle ages they would have been knights. White people are actually the worst offenders with the ‘We used to be kings’ meme. In reality, most of us don’t have to go back as far as the Middle Ages to discover that our direct ancestors were super-exploited peasants with no freedom. It took the labour of a whole village to arm and mount a single knight. Again, AoE2 is only one artefact of the culture that produces these wrong ideas, but it is under-examined.
Sometimes you can see how shallowly the C&C formula is buried. Your attractive medieval settlement can stand in for a military camp, a city or an entire civilisation, depending on the scenario. But it is what it is: a base. Likewise the game treats the player as a commander in a modern military, with life-and-death control over the entire faction.
As soon as you read any real medieval history, it becomes clear how absurd this is. Medieval history is mostly about the church revolting against the king and/or the secular nobles, the nobles revolting against the king or feuding with one another, the peasants revolting against the nobility, and the town people revolting against all of the above. AoE2 is about players (human or AI) who have absolute control over an entire society, waging war on another equally monolithic society.
A real medieval polity was not united but feudal. A king had to negotiate through layers of autonomous lords and knights to get anything done. Its settlement pattern was very much dispersed, not nucleated like the AoE/C&C base. A ‘knight’ was not just a cavalry fighter who was good against archers and weak against pikes. For your medieval ancestor, the knight was the equivalent of your mayor, your boss in work, a military officer, and a made guy in the mafia.
There is a ‘Feudal Age’ in AoE2. But the game does not simulate feudalism – it simulates a caricature of a totalitarian communist state.

Ages
Speaking of ‘ages’ – in AoE2, the player progresses through four: the Dark Age, the Feudal Age, the Castle Age and the Imperial Age. Each age unlocks new buildings, units, technologies, etc. But these ages do not correspond to anything in real life. In the first AoE they roughly did. But not here. The game covers the period from around 500CE to around 1500CE. The ‘Dark Age’ does not correspond even roughly to 500-750, nor the ‘Feudal Age’ to 750-1000, etc. There is too little in the early ages by way of buildings, tech and unit types, then all of a sudden too much in the later ages. No, the Catholic church was not ‘unlocked’ a hundred or two hundred years after the First Crusade. Stuff from the ‘Castle Age’ was 100% around throughout this whole millennium.
All in all, the game does a particularly poor job of depicting the early Middle Ages. A battle in the ‘Dark Age’ is limited to guys with clubs hitting each other. But there was a bit more than that going on during the age of Al-Andalus, the Merovingians and the Tang Dynasty.
In the real middle ages, The Catholic Church pretty much had a monopoly on literacy, education, social services and bureaucracy across most of Europe for most of a millennium. In AoE2, the clergy don’t show up until the third ‘age’ of four.
The Marxist idea of a mode of production offers a better template for social development than the idea of a linear progression of ‘ages.’ (Here, I went off on a tangent proposing how this could actually work in a game, but to spare the reader I have moved it to an appendix which I will post next week.)
All I’ll say now is, instead of different ages, I wish we could see different social orders. Returning to the Marxist criterion: sure, the mercantilist and feudal social orders have a greater productivity of labour than the nomadic society or the trans-egalitarian clan society. But depending on the situation, the former were still capable of losing wars to the latter.

Factions
In a way, there’s a refreshing universality in AoE2, an ethos of common humanity. Beneath the different models, every faction is essentially the same (barring a special unit which is often only unlocked late in the game – the Vikings only get Berserkers after, historically, the Norse and Danes had long since settled down and ceased to Vike). It is really laudable, too, that AoE2 even before the recent DLCs had a more diverse roster of factions and cultures than most of the Total War series. This balance and symmetry is also good for playability.
It’s certainly less problematic than the approach of Rise of Nations (2004), which presented a roster of ‘Nations’ such as the British, the Japanese and the Bantu, each of which had the same essential features from the Stone Age right through to the Information Age (‘The Russians have the power of the motherland, giving them plus 3 attrition damage…’) Though I should mention that I’ve spent many enjoyable hours on Rise of Nations, including recently.
The Middle Ages saw clashes not just of class or religion or people, but of different types of society, as we can see when the Anglo-Normans confronted the Irish (check out my series Celtic Communism), or when the Norse and the Danes came to Britain.
Warfare
This brings us to the nature of warfare in the Middle Ages. Here AoE2 not only does a bad job of being historically accurate – it’s an area which I’ve always found weak in terms of gameplay.
Consider the historical battles which occur in the campaigns – the aforementioned Falkirk and Stirling, or the Battle of Hastings in the expansion pack. In real life, these were distinct battles that happened in specific places. In AoE2, they are about building a base, gradually wearing down the enemy bases, then finally destroying them. Actual battles rarely happen in AoE2. Every war is a war of attrition.
Here’s something I noticed at the moment I decided to abandon the hitherto-promising Bari campaign in one of the recent DLCs: AoE2 is supposed to be set in the Middle Ages, but actually what it simulates is closer to 20th Century warfare. In some scenarios you have limited forces and have to use them cleverly; that’s both better fun and more accurate. But in most scenarios, and in the vanilla game, your task is to churn out soldiers and rush them to the front, where each wave will gain a little ground before its complete destruction. Tactics are rudimentary.
That is why a scenario like Vinlandsaga works so well: AoE2 is better at simulating a drawn-out process of development, exploration, conquest and settlement than at simulating an individual battle. But even in Vinlandsaga, you somehow find yourself besieging and demolishing stone castles in the early Middle Ages in Greenland.
The violent part of the game is actually not much fun. Since tactics barely matter and there are no set-piece field battles, winning a war is reduced to producing soldiers in greater diversity and quantity than the enemy. You spend a fortune on them only to watch them, usually, die for minimal gains. It’s not very satisfying.
Conclusion
Like a lot of people, there are large chunks of human history that first entered my ken through the medium of videogames. This stuff is really influential on how millions of people think about the past. So there needs to be a culture of friendly historical critiques. I’ll still play a historically inaccurate but fun game over one that’s more accurate but less fun – I’ve spent a lot more time playing Creative Assembly games than Paradox games. Fair enough if developers generally allow gameplay to trump authenticity. But let’s be aware of the choices they have made.
Instead of such a culture of friendly criticism, I think strategy videogames have functioned as a transmission belt for a mechanistic and essentialist understanding of societies, nations and conflict. For example, I once came across a Youtube video which justified the genocide of indigenous peoples in the Americas with reference to their ‘spawn points’ and ‘tech tree’ – evidently a conscious shorthand, but un-ironic. The idea of societies composed of antagonistic classes is quite incomprehensible to people brought up to assume that each given faction or nation was a monolithic and totalitarian entity.
I’ve read more than one recent novel with a pre-modern setting in which the characters use terms like ‘subconscious’ (coined by Freud in the 1890s, right?) ‘genocide’, (coined in 1947) and ‘the military.’ It’s that last one that concerns us here. AoE2 is part of a culture that reifies the state, that tells us that the standing army and the modern nation have always existed. But the real Middle Ages were much stranger and much more interesting.
Games that warped my young mind: Red Alert 2

