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Darmok and Jalad at Tanagra
‘Darmok’, Season 5 Episode 2, Star Trek: The Next Generation
No, I’m not insane (yet). It’s not the jet-lag. Or
a virus-corrupted slideshow.
Postcolonialism, History and Videogames
Playing Alternative Histories
What history? Whose history?
Perhaps in the
future there will be
some African
history to teach;
But at present
there is none …
Africa has
no history!
Indian society has no
history at all, at least no
known history. What
we call its history, is
but the history of the
successive intruders
India’s history is a
highly interesting
portion of British
History
Colonial Cybertypes: Indians are just Indians!
Consider, for example, the history
of India as told by Age of Empires 3
which has Brahmin healers riding
elephants and an infantry comprised
of Rajputs, Gurkhas, and Sepoys. For
those not familiar with Indian
culture and history, this can be
misleading: the Sepoy, unlike the
Rajput and the Gurkha, is not an
ethnic community but the standard
name for a soldier in the East India
Company’s time. Finally, elephants
were traditionally used by the
warrior class or the Kshatriyas;
Brahmins, or the priestly class,
would seldom be seen near them
Colonial Cybertypes : ‘Virtual UnAustralia’
One of the more controversial aspects of Europa
Universalis II, which contributes to Australia’s popularity as
a destination for colonization, is the ease with which the
‘natives’ may be either exterminated or assimilated. […]
This native population is assimilated into the colony once it
has become a certain size, and the natives automatically
become productive citizens in the economic output of the
colonies’ economy. A peaceable native population can be
easily assimilated to create a large thriving colony without
having to allocate troops to protect the colonists. Australia
is a desirable colony in the game because it has a large and
peaceful native population. However, trying to set up a
colony or even a trading post in a province that has large
and aggressive native population will often lead to the
extermination of the colonists. This can be prevented by
stationing the colony with troops, as even the weakest
colonizing troops can usually defeat a large native army.
- (Tom Apperley ‘Virtual UnAustralia: Videogames and
Australia’s Colonial History’ 2006).
E.H Carr – ‘idle parlour games’
E.P. Thompson – ‘unhistorical shit’
Johan Huizinga – ‘The historian must [...] constantly put himself at a point in the past at which the known factors will
seem to permit different outcomes. If he speaks of Salamis, then it must be as if the Persians might still win; if he speaks
of the coup d'état of Brumaire, then it must remain to be seen if Bonaparte will be ignominiously repulsed.’
Stephen Weber – ‘raise tough questions about things we think we know and […] suggest unfamiliar or uncomfortable
arguments about things we had best consider’
Niall Ferguson – ‘those which are essentially the products of imagination but (generally) lack an empirical basis; and
those designed to test hypotheses by (supposedly) empirical means, which eschew imagination in favour of computation’
(on videogames such as Civ and Empire Earth): ‘a crude caricature of the historical process’
Tom Apperley – ‘Europa Universalis II provides scope for players to articulate and explore their counterfactual imaginary.’
Adam Chapman – ‘These games’ function as counterfactual history is not entirely self-contained […] there are still
historiographical expectations that are more problematic.’
Counterfactual History and Historians
In Which Civilization is deeply hurtful to me:
Counterfactuality and the Persistence of Colonial
Stereotypes.
- Luke Plunkett in Kotaku.com, 2014
In later games this bug was obviously not an issue, but as a tribute/easter egg of sorts, parts of
his white-hot rage have been kept around. In Civilization V, for example, while Gandhi’s regular
diplomatic approach is more peaceful than other leaders, he’s also the most likely to go dropping
a-bombs when pushed. (Plunkett 2014)
[A]larming and also nauseating to see Mr Gandhi, a seditious Middle Temple lawyer, now posing
as a fakir of a type well known in the East, striding half-naked up the steps of the Viceregal
palace, while he is still organizing and conducting a defiant campaign of civil disobedience, to
parley on equal terms with the representative of the King-Emperor. (Winston Churchill 1931)
Reverse colonialism in the Maratha victory over Europe: the code pure and simple is the fetishization of the imperial perspective.
The SAME LOGIC as THEIRS!
Enter Postcolonial History (re)Writing: The
Nationalist and the Subaltern
1. Nationality, nationalism. nativism: the progression is, I believe, more and more constraining.
In countries like Algeria and Kenya one can watch the heroic resistance of a community partly
formed out of colonial degradations, leading to a protracted armed and cultural conflict with
the imperial powers, in turn giving way to a one-party state with dictatorial rule. (Edward Said
1994)
2. Subaltern historiography involves ‘focusing on their blind-spots, silences and anxieties, these
historians seek to uncover the subaltern's myths, cults, ideologies and revolts that colonial and
nationalist elites sought to appropriate and conventional historiography has laid to waste by
their deadly weapon of cause and effect’ (Gyan Prakash 1992).
Bhagat Singh (Mitashi 2002) was a first-person shooter in the style of Doom and instead of
fighting monsters, the player would be shooting British colonial police officers.
Explanation of the narrative discontinuity between Nusantara Online's cutscene and the game itself lies in
understanding the cutscene as a unit operation of "playable" nationalism and disregarding its incongruity with the
game's narrative progression. The cutscene's narrative of invasions, as a unit operation, metaphorically indicates the
colonial domination that threatens the formation of an ideal Nusantara in the game realm. (Iskandar Zulkarnain 2014)
The hero of the game, Enzo Kori-Odan, is the
ruler of Zama - a diverse country free of an
imperialist past but now threatened by a coup.
The story centers around Enzo and his wife
Erine, and their fight to regain the throne. The
hero's power comes from the collective energy
of his ancestors, a force known as the Aurion.
(Patel 2016)
We have an advantage with our colonial past, in
that we can relate to people from different
countries. (Madibe Olivier, developer of Aurion)
Subaltern History
Subaltern historiography necessarily entailed
(a) a relative separation of the history of power from any universalist
histories of capital,
(b) a critique of the nation-form, and
(c) an interrogation of the relationship between power and knowledge
(hence of the archive itself and of history as a form of knowledge).
(Dipesh Chakraborty 2000)
Playing Beyond the Archive(able): 80 Days There are also times we use fantasy to
enable us to tell the kind of story we wanted
to be able to tell, to redress some of the
colonialism, sexism and racism of the
period. If you’re inventing a world, why not
make it more progressive?
Why not have women invent half the
technologies, and pilot half the airships?
Why not shift the balance of power so that
Haiti rather than barely postbellum United
States is ascendant in the region? Why not
have a strong automaton-using Zulu
Federation avert the Scramble for Africa?
Why not have characters who play with
gender and sexuality without fear of reprisal?
History is full of women, and people of
colour, and queer people, and minorities.
That part isn’t fantasy - the fantastical bit in
our game is that they’re (often but not
always) allowed to have their own stories
without being silenced and attacked. That
their stories are not told as if they’re
exceptional.
(Meg Jayanth 2014)Inkle Studios 2013.
Playing Beyond the Archive(able): Sîochân Leat (aka The Irish Game)
“You’re playing the Irish,” she said. “You’ve already lost.” A
successful game meant that we lost the fewest amount of
game pieces possible—each piece represented thousands of
Irish people. The game began with each square of the board
holding two game pieces, one green figure and one white
figure.
During each turn, we placed an orange cube that represented
Cromwell’s army into one of the spaces, thus displacing the
Irish people (game pieces) onto other squares. Each square
could hold up to four figures, which demonstrated the tale of
the Irish losing their land and huddling together in
increasingly crowded areas. If no free spaces remained, we
placed the Irish figures off to one side of the board. These
figures, Brenda explained, would be shipped to Barbados to
serve as slaves. [...]
I wondered about how many families split up, how many lost
parents or children to slavery, and whether the English
officers felt any remorse for their actions. (Shannon Symonds
2013)
Brenda Romero 2009. The game is exhibited at The
Strong Museum of Play, NY.
It was a measure beneficial tthey said to
Ireland which was thus relieved of a
population that might trouble the Planters it
was a benefit to the people removed who
might thus be made English and Christians
and a great benefit to the West India sugar
planters who desired the men and boys for
their bondmen and the women and Irish girls
in a country where they had only Maroon
women and Negresses [sic] to solace them.
(J.P. Prendergast The Cromwellian Settlement
of Ireland 1868)
Set in an alternate reality post-colonial India,
the story follows a search for the mythical
city of Kayamgadh. According to the game’s
lore: “People of Kayamgadh do not speak.
They are afraid that their words might
penetrate the layers under which their
bodies are hidden. […]
As a comment on post-colonial nationalism,
Rituals reveals that fictions construct the
reality around us, while its mechanics show
that other people’s fictions can infect one’s
own sense of self.
(Jess Joho, KillScreen, 2014)
Playing Somewhere Beyond
the Archive(able)
Playing Alternative Histories
The historian must [...] constantly put himself at a point in the past at which the known factors will seem to
permit different outcomes. If he speaks of Salamis, then it must be as if the Persians might still win; if he speaks
of the coup d'état of Brumaire, then it must remain to be seen if Bonaparte will be ignominiously repulsed.
- Johan Huizinga, “The Idea of History.” 1973.
Postcolonialism, History and Videogamese-mail:souvik.eng@presiuniv.ac.in tweet: @prosperoscell https://tinyurl.com/gamepoco

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Digra 2017 keynote Playing Alternative Histories Mukherjee

  • 1. Darmok and Jalad at Tanagra ‘Darmok’, Season 5 Episode 2, Star Trek: The Next Generation No, I’m not insane (yet). It’s not the jet-lag. Or a virus-corrupted slideshow.
  • 2. Postcolonialism, History and Videogames Playing Alternative Histories
  • 3.
  • 4. What history? Whose history? Perhaps in the future there will be some African history to teach; But at present there is none … Africa has no history! Indian society has no history at all, at least no known history. What we call its history, is but the history of the successive intruders India’s history is a highly interesting portion of British History
  • 5.
  • 6. Colonial Cybertypes: Indians are just Indians! Consider, for example, the history of India as told by Age of Empires 3 which has Brahmin healers riding elephants and an infantry comprised of Rajputs, Gurkhas, and Sepoys. For those not familiar with Indian culture and history, this can be misleading: the Sepoy, unlike the Rajput and the Gurkha, is not an ethnic community but the standard name for a soldier in the East India Company’s time. Finally, elephants were traditionally used by the warrior class or the Kshatriyas; Brahmins, or the priestly class, would seldom be seen near them
  • 7. Colonial Cybertypes : ‘Virtual UnAustralia’ One of the more controversial aspects of Europa Universalis II, which contributes to Australia’s popularity as a destination for colonization, is the ease with which the ‘natives’ may be either exterminated or assimilated. […] This native population is assimilated into the colony once it has become a certain size, and the natives automatically become productive citizens in the economic output of the colonies’ economy. A peaceable native population can be easily assimilated to create a large thriving colony without having to allocate troops to protect the colonists. Australia is a desirable colony in the game because it has a large and peaceful native population. However, trying to set up a colony or even a trading post in a province that has large and aggressive native population will often lead to the extermination of the colonists. This can be prevented by stationing the colony with troops, as even the weakest colonizing troops can usually defeat a large native army. - (Tom Apperley ‘Virtual UnAustralia: Videogames and Australia’s Colonial History’ 2006).
  • 8. E.H Carr – ‘idle parlour games’ E.P. Thompson – ‘unhistorical shit’ Johan Huizinga – ‘The historian must [...] constantly put himself at a point in the past at which the known factors will seem to permit different outcomes. If he speaks of Salamis, then it must be as if the Persians might still win; if he speaks of the coup d'état of Brumaire, then it must remain to be seen if Bonaparte will be ignominiously repulsed.’ Stephen Weber – ‘raise tough questions about things we think we know and […] suggest unfamiliar or uncomfortable arguments about things we had best consider’ Niall Ferguson – ‘those which are essentially the products of imagination but (generally) lack an empirical basis; and those designed to test hypotheses by (supposedly) empirical means, which eschew imagination in favour of computation’ (on videogames such as Civ and Empire Earth): ‘a crude caricature of the historical process’ Tom Apperley – ‘Europa Universalis II provides scope for players to articulate and explore their counterfactual imaginary.’ Adam Chapman – ‘These games’ function as counterfactual history is not entirely self-contained […] there are still historiographical expectations that are more problematic.’ Counterfactual History and Historians
  • 9. In Which Civilization is deeply hurtful to me: Counterfactuality and the Persistence of Colonial Stereotypes. - Luke Plunkett in Kotaku.com, 2014 In later games this bug was obviously not an issue, but as a tribute/easter egg of sorts, parts of his white-hot rage have been kept around. In Civilization V, for example, while Gandhi’s regular diplomatic approach is more peaceful than other leaders, he’s also the most likely to go dropping a-bombs when pushed. (Plunkett 2014) [A]larming and also nauseating to see Mr Gandhi, a seditious Middle Temple lawyer, now posing as a fakir of a type well known in the East, striding half-naked up the steps of the Viceregal palace, while he is still organizing and conducting a defiant campaign of civil disobedience, to parley on equal terms with the representative of the King-Emperor. (Winston Churchill 1931)
  • 10. Reverse colonialism in the Maratha victory over Europe: the code pure and simple is the fetishization of the imperial perspective. The SAME LOGIC as THEIRS!
  • 11. Enter Postcolonial History (re)Writing: The Nationalist and the Subaltern 1. Nationality, nationalism. nativism: the progression is, I believe, more and more constraining. In countries like Algeria and Kenya one can watch the heroic resistance of a community partly formed out of colonial degradations, leading to a protracted armed and cultural conflict with the imperial powers, in turn giving way to a one-party state with dictatorial rule. (Edward Said 1994) 2. Subaltern historiography involves ‘focusing on their blind-spots, silences and anxieties, these historians seek to uncover the subaltern's myths, cults, ideologies and revolts that colonial and nationalist elites sought to appropriate and conventional historiography has laid to waste by their deadly weapon of cause and effect’ (Gyan Prakash 1992).
  • 12. Bhagat Singh (Mitashi 2002) was a first-person shooter in the style of Doom and instead of fighting monsters, the player would be shooting British colonial police officers.
  • 13. Explanation of the narrative discontinuity between Nusantara Online's cutscene and the game itself lies in understanding the cutscene as a unit operation of "playable" nationalism and disregarding its incongruity with the game's narrative progression. The cutscene's narrative of invasions, as a unit operation, metaphorically indicates the colonial domination that threatens the formation of an ideal Nusantara in the game realm. (Iskandar Zulkarnain 2014)
  • 14. The hero of the game, Enzo Kori-Odan, is the ruler of Zama - a diverse country free of an imperialist past but now threatened by a coup. The story centers around Enzo and his wife Erine, and their fight to regain the throne. The hero's power comes from the collective energy of his ancestors, a force known as the Aurion. (Patel 2016) We have an advantage with our colonial past, in that we can relate to people from different countries. (Madibe Olivier, developer of Aurion)
  • 15. Subaltern History Subaltern historiography necessarily entailed (a) a relative separation of the history of power from any universalist histories of capital, (b) a critique of the nation-form, and (c) an interrogation of the relationship between power and knowledge (hence of the archive itself and of history as a form of knowledge). (Dipesh Chakraborty 2000)
  • 16. Playing Beyond the Archive(able): 80 Days There are also times we use fantasy to enable us to tell the kind of story we wanted to be able to tell, to redress some of the colonialism, sexism and racism of the period. If you’re inventing a world, why not make it more progressive? Why not have women invent half the technologies, and pilot half the airships? Why not shift the balance of power so that Haiti rather than barely postbellum United States is ascendant in the region? Why not have a strong automaton-using Zulu Federation avert the Scramble for Africa? Why not have characters who play with gender and sexuality without fear of reprisal? History is full of women, and people of colour, and queer people, and minorities. That part isn’t fantasy - the fantastical bit in our game is that they’re (often but not always) allowed to have their own stories without being silenced and attacked. That their stories are not told as if they’re exceptional. (Meg Jayanth 2014)Inkle Studios 2013.
  • 17. Playing Beyond the Archive(able): Sîochân Leat (aka The Irish Game) “You’re playing the Irish,” she said. “You’ve already lost.” A successful game meant that we lost the fewest amount of game pieces possible—each piece represented thousands of Irish people. The game began with each square of the board holding two game pieces, one green figure and one white figure. During each turn, we placed an orange cube that represented Cromwell’s army into one of the spaces, thus displacing the Irish people (game pieces) onto other squares. Each square could hold up to four figures, which demonstrated the tale of the Irish losing their land and huddling together in increasingly crowded areas. If no free spaces remained, we placed the Irish figures off to one side of the board. These figures, Brenda explained, would be shipped to Barbados to serve as slaves. [...] I wondered about how many families split up, how many lost parents or children to slavery, and whether the English officers felt any remorse for their actions. (Shannon Symonds 2013) Brenda Romero 2009. The game is exhibited at The Strong Museum of Play, NY. It was a measure beneficial tthey said to Ireland which was thus relieved of a population that might trouble the Planters it was a benefit to the people removed who might thus be made English and Christians and a great benefit to the West India sugar planters who desired the men and boys for their bondmen and the women and Irish girls in a country where they had only Maroon women and Negresses [sic] to solace them. (J.P. Prendergast The Cromwellian Settlement of Ireland 1868)
  • 18. Set in an alternate reality post-colonial India, the story follows a search for the mythical city of Kayamgadh. According to the game’s lore: “People of Kayamgadh do not speak. They are afraid that their words might penetrate the layers under which their bodies are hidden. […] As a comment on post-colonial nationalism, Rituals reveals that fictions construct the reality around us, while its mechanics show that other people’s fictions can infect one’s own sense of self. (Jess Joho, KillScreen, 2014) Playing Somewhere Beyond the Archive(able)
  • 19. Playing Alternative Histories The historian must [...] constantly put himself at a point in the past at which the known factors will seem to permit different outcomes. If he speaks of Salamis, then it must be as if the Persians might still win; if he speaks of the coup d'état of Brumaire, then it must remain to be seen if Bonaparte will be ignominiously repulsed. - Johan Huizinga, “The Idea of History.” 1973. Postcolonialism, History and Videogamese-mail:souvik.eng@presiuniv.ac.in tweet: @prosperoscell https://tinyurl.com/gamepoco

Hinweis der Redaktion

  1. Darmok and Jalad at Tanagra Darmok and Jalad at Tanagra Darmok and Jalad at Tanagra Everyone here except diehard Star Trek fans is probably thinking that I am insane. But I wanted to begin with these words from a rather strange episode of Star Trek where Captain Picard meets an alien spaceship captain who speaks to him in a language with familiar words but which remains incomprehensible despite the Enterprise’s universal translator machine. After an almost deadly confrontation, Picard is able to figure out that the semantics in this alien language is not connected to individual words but to the knowledge of the entire history of the alien culture. History, in the form of metaphor, serves as a language here. The episode serves To remind us of the different ways in which history can be perceived And tell us how this multiplicity of perceptions is important to comprehend what we think of as different, Othered, alien and even monstrous.
  2. It is with these two points in mind that I have called my talk ‘Playing Alternative Histories’ Before I say more, however, I would like to extend my heartfelt thanks to the organisers of DiGRA 2017, especially Marcus and team. I am also very grateful that we have been able to organize the first workshop on diversity at DiGRA, this year. Thank you William Huber for your support and of course, for chairing this session (and your very kind introduction). I am extremely honoured to be addressing such an august gathering of videogame scholars from all over the world whose work I have much admired for many years now. Thank you for giving me this opportunity. As I said, my talk is called ‘Playing Alternative Histories’ and
  3. In recent years, there has been some substantial research on videogames and history consisting of with seminal essays by William Urrichio, Esther MacCallum-Stewart, Adam Chapman, Tom Apperley, Adrienne Shaw among others and these are just some examples of the publications. One of the potential outcomes of such an engagement, one hopes. is that historians might find the videogame medium an increasingly interesting one to explore and link up with mainstream historical studies.
  4. But then a slightly different question arises: Whose history? What history? From the 19th c to the middle of the twentieth, we have these answers. From James Mill in 1817 to Hugh Trevor-Roper in the 1950s, the history of some peoples of the world, those of the colonized nations, has been characterized by its absence and denial. Maybe the game of history-making belongs to a select few in this world. The point now is whether we can replay it differently.
  5. Of course, we have been playing games of empire for as long as one can remember. In fact Imperial historiography often seeks to be playful as is well reflected in the use of the ludic metaphor in describing the imperial contest of Britain and Russia as the Great Game or the British politician Lord Curzon’s comment that eastern nations are the pieces on a chessboard upon which is being played out a game for the dominion of the world. The colonial fascination persists in newer boardgames like Puerto Rico and Settlers of Catan and not much has changed with the coming of videogames – if one is to go by the titles of some of them. And here I shall argue that a similar construction of history, with all its stereotyping, which I indicated in my previous slide also persists in the portrayal of colonial history in videogames. Let me use my own ludic journey from India to Australia as an example of the colonial stereotypes that describe the ludic construction of colonial history.
  6. Videogames that address a broader sweep of colonial history, such as the Age of Empire series (particularly Age of Empires 3), Rise of Nations (Big Huge Games 2003), Empire: Total War (Creative Assembly 2009), the Civilization series and a slew of other RTS games, often do so with equally problematic stereotypes. Consider, for example, the history of India as told by Age of Empires 3 which has Brahmin healers riding elephants and an infantry comprised of Rajputs, Gurkhas, and Sepoys. For those not familiar with Indian culture and history, this can be misleading: the Sepoy, unlike the Rajput and the Gurkha, is not an ethnic community but the standard name for a soldier in the East India Company’s time. The word itself comes from Sipahi or Sipah, which was a generic term for infantry soldiers in the Mughal and Ottoman armies. Finally, elephants were traditionally used by the warrior class or the Kshatriyas; Brahmins, or the priestly class, would seldom be seen near them. [Consider, for example, the history of India as told by Age of Empires 3 (Ensemble Studios 2005). As Brian Reynolds, head of Big Huge Games, lays out the basic historical context he adds ‘one other fun detail [...] you may be aware that for religious reasons Indians do not consume cows and so forth, and so indeed they do not in the game’ (Butts 2007). Now, although Hindus do not eat beef, there are many other religious communities in India that do (the Mughal rulers who were Muslim would be a case in point for the particular historical setting of the game) so there is already a very problematic oversimplification going on here. Further, although the game features the Sepoy Mutiny of 1857 in one of its early missions and hints at the discontent against the East India Company, the colonial history of India is presented in a sanitised uniformity that views exploitation of resources in colonial India in the same light as perhaps one would see mining or farming in one’s home country. ]
  7. Moving from India to Australia, Tom Apperley’s brilliant essay analyses how two separate videogames treat the colony: [In the videogame Victoria] Australia is of little importance to Britain, as it produces no goods that are not already available from the home isles. Furthermore, the colony does not attract many settlers due the algorithm having a bias towards sending unoccupied population to the USA; this means that even as a self-governing dominion, Australia will remain a relative backwater with little industry or manpower to contribute to the Empire’s armies and economy. ----- One of the more controversial aspects of Europa Universalis II, which contributes to Australia’s popularity as a destination for colonization, is the ease with which the ‘natives’ may be either exterminated or assimilated. […] Australia is a desirable colony in the game because it has a large and peaceful native population. However, trying to set up a colony or even a trading post in a province that has large and aggressive native population will often lead to the extermination of the colonists. This can be prevented by stationing the colony with troops, as even the weakest colonizing troops can usually defeat a large native army.
  8. Both of the stereotypes in one way or another link the colonial rhetoric of the game is also linked to the game’s algorithm and code, its procedural rhetoric, as it were. But with games we are aware of another scenario: beause these are games and they can be played differently the procedural rhetoric also implicitly comprises something else: the possibility of the Counterfactual, or in other words replaying history the way it didn’t happen. Counterfactual history has been dismissed by eminent historians such as E.H. Carr and E.P. Thompson. Others, especially Niall Ferguson, have championed its cause. Ferguson describes two kinds of counterfactual history: “those which are essentially the products of imagination but (generally) lack an empirical basis; and those designed to test hypotheses by (supposedly) empirical means, which eschew imagination in favour of computation” (Ferguson 1999). He also comments directly about videogames saying that the counterfactuality in them (picking out Civilization and Empire Earth especially) provides only a “crude caricature of the historical process” and that this is because they are profoundly unhistorical and because the cost of miscalculation is low. Nevertheless, the plurality of videogames’ presentation of history is undeniable and indeed the very historical process has been characterized as plural and multiple by none other than Game Studies favourite historian, Johan Huizinga (although his work besides Homo Ludens is given less than due attention).
  9. Even if one looks at the dominant discourse of counterfactual history in videogames, it seems to match the dominant discourse of colonial history. Let us take the (in)famous case of Gandhi in the Civilization series. While this might seem to be fun for some people, this treatment of the entire history of India’s freedom movement and colonization is a violent erasure and although videogames often move away from the actual history, this seems singularly insensitive to a significant section of the world’s population who revere the figure and the ideals of Gandhi. Whether this deliberate reversal of the stereotype of Gandhi as the figure of peace and non-violence is also an expression of the colonial fear of the ‘Other’ is a moot question but one that has its historical antecedents. Winston Churchill had notoriously found “alarming and also nauseating to see Mr Gandhi, a seditious Middle Temple lawyer, now posing as a fakir of a type well known in the East, striding half-naked up the steps of the Viceregal palace, while he is still organizing and conducting a defiant campaign of civil disobedience, to parley on equal terms with the representative of the King-Emperor” (Iggulden 2002). Churchill’s alarm seems to have been converted into the entirely non-Gandhian, very different and yet very current fear of India as a nuclear-capable nation. In Civilization’s version of history, not much has changed from the colonial times. Niall Ferguson’s version of the counterfactual, incidentally, sees the Churchillian model as an ideal and imagines a continuation of the glory days of the British Empire. Even if it is counterfactual history, it tends to go the way of the erstwhile colonizers.
  10. Of course, there is the other option where with mods and the exploitation of in-game possibility-spaces, history maybe replayed to show the colonized as the conquerors. In Darthmod’s version of Empire: Total War, here we have the Hindu Maratha Empire ruling over most of Europe. Does this not amount to a re-writing? A just response to colonial historiography? Despite the plurality in the procedural logic of videogames, more often than not this plurality and counterfactuality does not reflect the historical plurality in the same way as Huizinga wants to describe it. Pace some of the earlier Game Studies claims, I am not sure that the ability to play out a counterfactual scenario of conquest represents a postcolonial history rewriting. If at all, then it is only one kind of postcolonial reaction – one that we see in contemporary jingoistic nationalism. Instead I argue, that the counterfactual history portrayed in Empire Total War is nothing but the vindication of the old logic and premise of Empire. Whether Britain colonises India as the East India Company or the Maratha Confederacy makes Britain part of its Hindu Empire, the logic is just the same. The British Empire making English the official language and a Hindu Empire banning the use of onions in your cooking – same thing, if you ask me! Instead of playing against the grain, this is to play straight into the procedural rhetoric of empire and to the main imperialist world-historical agenda that Mill and the historians of the British Raj espoused. This is the logic that validates empire and nationalism but only with the players changed. Alexander Galloway has noted that “'History' in Civilization is precisely the opposite of history, not because the game fetishizes the imperial perspective, but because the diachronic details of lived life are replaced by the synchronic homogeneity of code pure and simple” (2006: 102). The procedural logic that Galloway calls the opposite of history can be shown as resembling the logic of colonial historiography. So the question needs to be reframed: whose history is being referred to, who is to judge it and how? Historical verisimilitude and plurality notwithstanding, the empire-building RTS games are finally justifications for the logic of empire. The code pure and simple is the fetishization of the imperial perspective.
  11. The question of plurality brings me to how history is being written in the postcolonial scenario – it is certainly quite different from Hegel, Marx and even Ferguson. Postcolonial theorists do not entirely eschew the idea of the nation: Fanon declares ‘[e]very native who takes up arms is a part of the nation which from henceforward will spring to life’ (Cheah 1999, 216). Fanon, however, understands the state as ‘merely the corporeal incarnation of the national spirit, for the nation-state is only a secondary institutional manifestation or by-product of national consciousness’ (Cheah 1999). This is not how the nation-state functions after the end of colonialism, as Said warns:   Nationality, nationalism. nativism: the progression is, I believe, more and more constraining. In countries like Algeria and Kenya one can watch the heroic resistance of a community partly formed out of colonial degradations, leading to a protracted armed and cultural conflict with the imperial powers, in turn giving way to a one-party state with dictatorial rule. (Said 1994, 303) In a sense, then, as Partha Chatterjee argues ‘‘in the Third World, anticolonial cultural nationalism is the ideological discourse used by a rising but weak indigenous bourgeoisie to co-opt the popular masses into its struggle to wrest hegemony from the colonial regime, even as it keeps the masses out of direct participation in the governance of the postcolonial state’’ (Chatterjee 1986, 168-9). As Said and Chatterjee point out, such nationalist agenda effectively replicates its roots in imperialist notions of the nation-state. Postcolonial history is not about replicating the imperialist logic of conquest and expansion. Speaking about the postcolonial historians’ enterprise, Gyan Prakash states that their historiography involves ‘focusing on their blind-spots, silences and anxieties, these historians seek to uncover the subaltern's myths, cults, ideologies and revolts that colonial and nationalist elites sought to appropriate and conventional historiography has laid to waste by their deadly weapon of cause and effect’ (Prakash 1992).
  12. In a similar light to the rewriting of postcolonial histories, it will be intriguing to see how the nascent videogame industries of the formerly colonized countries across the world have been portraying their own histories, or if at all. Three games from India, Indonesia and Cameroon will serve as indicative case studies of games portraying national history. Incidentally, one of the first videogames made in the country had a post-colonial, or rather an anti-colonial theme: coming in the wake of the numerous films based on Bhagat Singh, the Indian revolutionary who attempted to assassinate a British viceroy, Bhagat Singh (Mitashi 2002) was a first-person shooter in the style of Doom and instead of fighting monsters, the player would be shooting British colonial police officers. The game, is "technically wanting in many ways” (Mukherjee 2015b, 237) but it remains one of the earliest examples of presenting an anticolonial take on history, albeit perhaps an unwitting one. In any case, though, it still ties into strong nationalist notions of history-writing toeing the populist political line and following the lead of the Bollywood entertainment industry (which was producing multiple Bhagat Singh themed films at the time).
  13. The next example is Nusantara Online (Telegraph Studio 2009) from Indonesia. The game was launched by Indonesia’s President Yudhiono and described as the “product of the nation’s sons and daughters” (Rakhmani and Darmawan 2015, 257). Nusantara in the Indonesian context means “the other islands”, or a pre-nation-state and pre-colonial mythical place where the player gets to interact with the histories of the Majapahit empire and two other kingdoms that flourished in the region in the fourteenth century. Players take part in missions loosely related to the history (and myths) of these kingdoms taking on bandits and demons. In the cutscenes, however, the narrative is different: it is one of the lost glory of Nusantara and it includes foreign invaders such as the Dutch and the Tatars. Iskander Zulkarnain observes, Explanation of the narrative discontinuity between Nusantara Online's cutscene and the game itself lies in understanding the cutscene as a unit operation of "playable" nationalism and disregarding its incongruity with the game's narrative progression. The cutscene's narrative of invasions, as a unit operation, metaphorically indicates the colonial domination that threatens the formation of an ideal Nusantara in the game realm. (Zulkarnain 2014) The absence of the foreign powers from the actual gameplay is described by Zulkarnain as part of the procedural rhetoric of “playable nationalism” envisaged by the game’s programmers. The Indonesia they present is one that is an “unadulterated” Nusantara where players get a “pure” experience of nationhood that the contemporary independent Indonesia also seeks. Nevertheless, the traces of colonial domination remain, arguably as uncomfortable voices even in the history of the origins of Indonesia and its golden age.
  14. Africa’s first-ever indigenously developed roleplaying game, Aurion: Legacy of Kori Odan (Kiro’o Games 2016), has recently been developed in Cameroon through funding from a Kickstarter campaign. The plot involves an African hero and an African context: The hero of the game, Enzo Kori-Odan, is the ruler of Zama - a diverse country free of an imperialist past but now threatened by a coup. The story centers around Enzo and his wife Erine, and their fight to regain the throne. The hero's power comes from the collective energy of his ancestors, a force known as the Aurion. (Patel 2016) Interestingly, Aurion, like Nusantara avoids directly addressing the imperialist past of African nations. Cameroon itself was colonized by the Germans, the British and the French. Another similarity is that Aurion , too, is about harking back to the energy of the ancestors and by implication to a mythical past. Madiba Olivier, the developer, describes the difficulty in creating the game because of the economic challenges and repeated power-cuts – both quite symbolic of postcolonial problems. Intriguingly, despite the game’s apparent disconnect with colonial history, Olivier announces that “we have an advantage with our colonial past, in that we can relate to people from different countries” (Ibid.).
  15. In the nationalist histories these games create, while there is an attempt at counterfactual history with the victory of heroes such as Bhagat Singh against colonialism, quite often the engagement with colonialism remains elided and unarticulated. It is this entity that is voiceless and other that is addressed by the term ‘subaltern’. The origin of subaltern studies in postcolonial historiography was the work of South Asian historians such as Ranajit Guha. Following in their footsteps, Dipesh Chakrabarty outlines the main principles of reading and writing history in this way, thus: Subaltern historiography necessarily entailed (a) a relative separation of the history of power from any universalist histories of capital, (b) a critique of the nation-form, and (c) an interrogation of the relationship between power and knowledge (hence of the archive itself and of history as a form of knowledge). (Chakraborty 2000) Guha alleges that the archive, hitherto held sacrosanct, is constructed by the colonial powers and the local elite – for example the official records of the peasant insurgencies in colonial India were produced by the counter-insurgency measures of the ruling classes, armies and police. Prakash’s stress of focusing on silences, blind spots and the suppressed voices in the understanding of colonial history speaks well to the concerns of subaltern studies.
  16. To discuss this historiography beyond the archive, especially in its colonial framework, I will use three rather ludic examples.
  17. My second example is a game called Siochan Leat (pronounced Shiocon Lath) – I first came across this game in a talk by Casey O’Donnell in 2012 and it has made a deep impression. The game was made by Brenda Romero and is about the colonization of Ireland by Oliver Cromwell’s troops. Let me tell you a little about this game and how it represents the history of those rendered voiceless in the colonial archives.
  18. Studio Oleomingus’s indie game Somewhere makes a conscious inclusion of the ideas of subaltern historiography. Dhruv Jani, the designer, is aware of the problems of articulating the history of the colonized through the historical archive and apparatus of the colonizer. Hence, he takes recourse to the magic realism and multiplicity of Borges and Calvino trying to link it with his perceptions of the colonial in Narayan, Kipling, Manto and Forster. Jani, in trying to construct a historical fiction, ends up in the region magical realism. Because the history if it is ever written, will always already be rewritten and unwritten. Because the history remains plural. I am almost done – thank you for hearing me out so patiently – and I need to add that there are many more games that I could have used as examples, also the Assassin’s Creed games (despite some of the problems that have been highlighted by Sisler and Shaw). I would be very happy to talk about them during this conference and I have already written about them elsewhere as well as in my forthcoming book, the flyers for which you might have seen outside.
  19. Plurality of history
  20. I started with my anecdote of the Darmok episode in Star Trek. One of the reasons was to address the plurality of the historical process itself and the other was to recognize the need to admit those unheard voices existing outside the archives created by hegemonic frameworks. Although, many of them end up replicating and upholding stereotypes and established power-structures, there is always the Othered voice that emerges as yet an-Other possibility. Videogames can be very effective tools in exploring these spaces of possibility, of hearing the voices that have been silent or those that are different. Depends on what our focus is. I’m not making a case for subaltern history here - I’m advocating the recognition of the plurality of history and how it can be represented via the plurality of the videogame, instead of replaying stereotypes and closing off the more playful aspects of history. Thank you ever so much for listening. I welcome your comments and queries either here or via email or twitter. I have written about videogames and postcolonialism at length in my book of the same name. In case you are interested, there is more info here (link) and flyers outside with discount codes. Thank you again.