• Features
  • Reviews
  • Teaching
  • Watch & Listen
  • About

The past is never dead. It's not even past

Not Even Past

A Historian Reads Machiavelli

by Jeremi Suri

image“I judge that it might be true that fortune is arbiter of half of our actions, but also that she leaves the other half, or close to it, for us to govern. And I liken her to one of these violent rivers which, when they become enraged, flood the plains, ruin the trees and the buildings, lift earth from this part, drop in another; each person flees before them, everyone yields to their impetus without being able to hinder them in any regard. And although they are like this, it is not as if men, when times are quiet, could not provide them with dikes and dams so that when they rise later, either they go by a canal or their impetus is neither so wanton nor so damaging.”

Machiavelli offers many kinds of advice to the modern prince: manipulate fear, spread benefits among the population, seek broad counsel, and take strategic risks. He envisions a strong and wise leader who protects the interests and freedoms of his people. Machiavelli also hopes that the modern prince will employ ambitious, experienced, and intellectual advisers, like himself.

For historians and our students, there are also many valuable passages in Machiavelli. Among them, Machiavelli’s reflections on the struggle between fortune and will – what historians often call “structure” and “agency” – are particularly worthwhile. The Florentine thinker describes the historical tectonics that even the most powerful figure cannot resist: shifts in military capabilities, economic advantages, and basic human demography. These historical tectonics are not deterministic, but they are too powerful and too dependent on past actions for anyone to change them in the short term. The prince must understand context and adjust. This is basic historical humility.

image

1558 fresco depicting the 1529-30 Siege of Florence (Image courtesy of Wikimedia Commons)

Machiavelli combines this humility with a clever recovery for greatness in human agency. Amidst the historical tectonics of any time, there are spaces where choices can have a huge effect. Machiavelli’s Florence could not turn back the rise of French military and economic power, but it could reorganize itself and nurture qualities (“virtues”) to prepare for the actions of the powerful monarchy in the north. Leadership, for Machiavelli, came from studying the historical tectonics, anticipating what they would mean for the future, and identifying choices that could improve preparation. He knew that sixteenth-century Florence’s strategic options were limited, but he also saw ways that the leaders of the city-state could maximize benefits and limit suffering with forward-looking decisions. To look forward, however, meant understanding how the future would likely emerge from the trajectory of change starting in the past.

image

1532 Florentine edition of The Prince (Image courtesy of NPR/Donato Pineider)

We study history, among other reasons, because it helps us as citizens to understand the forces that shape our lives and identify how we can make a difference. Every successful person that I have met, in any field of endeavor, has reflected on what Machiavelli called the fundamental struggle between fortune and will. It is unresolvable. It is not susceptible to mathematical formulas, simple principles, or glib models. It is a timeless struggle, but it is different with every person and in every moment. We study history so we can decide for ourselves how we see our place and purpose in a historical continuum that rushes before our eyes, where we are hoping, at best, to catch a good wave.

Images used under Fair Use Guidelines

**

You may also like:

Alison Frazier evaluating some “Lightly Fictionalized” books about the Italian Renaissance

And Ben Breen revealing the importance of clothing the Renaissance era

 

The Hadamar Trial: Inadequacies of Postwar Justice

By Madeline Schlesinger
Download “The Hadamar Trial”

The UT history department has announced that Madeline Schlesinger is the winner of this year’s Claudio Segre Prize, which recognizes each year’s best History Honors Thesis. For her award-winning project, Madeline researched the infamous Hadamar Institution, a German hospital in which Nazi officials undertook a mass sterilization and euthanasia program against “undesirable” elements of society. Madeline’s project specifically focuses on the legal proceedings that took place after Allied Forces discovered the facility and placed its personnel on trial for crimes against humanity. You can read her project’s abstract below or download the entire paper in the link above.

Abstract:

Throughout the Second World War, the Third Reich used facilities at the Hadamar institution to carry out the Nazi euthanasia program—an operation that targeted German citizens suffering from mental illness and physical disabilities. Just months after Allied victory and the American liberation of Hadamar, a United States Military Commission led by the young Leon Jaworski tried personnel from Hadamar for violation of international law in the murder of 476 Soviet and Polish forced laborers. The Hadamar War Crimes Case, formally known as United States of America v. Alfons Klein et al., commenced in early October of 1945 and figured as the first postwar mass atrocity trial prosecuted in the American-occupied zone of Germany.

image

Smoke rising from the crematoria at Hadamar, probably 1941 (Image courtesy of the United States Holocaust Memorial Museum)

image

Hadamar Institute personnel socializing, sometime between 1940 and 1942 (Image courtesy of the United States Holocaust Memorial Museum)

Although often overlooked in the shadow of the subsequent events at Nuremberg, the Hadamar Trial set precedent for war crimes trials and the rewriting of international law to include the charge of crimes against humanity. In its historical context, the Hadamar trial tells a story much larger than the conviction of seven German citizens. It tells the story of the Third Reich’s murderous euthanasia program, one of the United States’ first confrontations with the crimes of the Holocaust, the inadequacies of international law in the immediate postwar period, the impossibility of true retribution in the aftermath of Nazi atrocities, and the slow erosion of justice in the years following the war.

image

Three inmates of the Hadamar Institute soon after the U.S. military discovered the facility, April 5, 1945 (Image courtesy of the United States Holocaust Memorial Museum)

image

Irmgard Huber, chief nurse at Hadamar Institute, after American soldiers liberated the facility (Image courtesy of the United States Holocaust Memorial Museum)

My thesis aims to accurately depict the crimes committed at Hadamar, present the collision of German and international law during the proceedings, and prove the inadequacy of contemporary legal infrastructure to prosecute the crimes against humanity committed during World War II.

Fire and Ice: How a Handshake in Space Turned Cold War Agendas from Competition to Cooperation

By Kacey Manlove

Read the full paper here
See more images here
Annotated bibliography, including author interviews with former NASA officials

What role did space exploration assume in the history of Soviet-American relations? For her Texas History Day research paper, Kacey Manlove argues that it represented the “fire” of mutual distrust and fear, but also the “ice” of cooperation and détente:

Time Magazine Cover "Space Spectacular: Science, Politics, & Show Biz" over two hands shaking, each is painted to represent a different flag (the U.S. and U.S.S.R)

“Between 1945 and 1991, Robert Frost’s ‘Fire and Ice’ presented sobering possibilities as Cold War confrontations dominated world politics.  Both America and the Soviet Union postured for superiority in nuclear strength, building armories with potential to annihilate the world in fiery holocaust.  October 4, 1957, marked the first major turning point when Sputnik’s launch catapulted the possibility of destruction into space.  Their tense competition for nuclear dominance on earth and control of activities in space appeared unsolvable until 1975, when their Cold War space agencies initiated the next major turning point, symbolically transforming American-Soviet relations from conflict to détente as the commanders of their joint Apollo-Soyuz mission reached across space to shake hands.  That handshake planted the seed for other cooperative events, first Shuttle-Mir and later the International Space Station, today’s symbol of international cooperation.”

You can follow the links above to read all of Kacey’s fascinating paper, see more images and read her first person interviews with former NASA officials.

Kacey Manlove
Rockport-Fulton High School
Senior Division
Individual Paper

Photo Credits:

1975 issue of Time examining American-Soviet cooperation in space (Image courtesy of “Fire and Ice: How a Handshake in Space Turned Cold War Agendas from Competition to Cooperation”)

Counterfactual History in a New Video Game

By Robert Whitaker

BioShock Infinite
Irrational Games

I have spent most of the last year applying for jobs, which means that I have spent most of the last year analyzing, constructing, rewriting, and generally just staring at my résumé. Writing a résumé is similar to creating a historical narrative – there is a protagonist (you), a cast of characters (employers and recommenders), a beginning, an end, a series of events in the middle, and a whole set of details that can be added or removed to suit particular audiences. Given the economy right now, there is pressure to make this narrative as broadly appealing as possible. Some career advisors have even encouraged me to engage in “creative truth-telling” to help me land a position. This practice, they tell me, isn’t lying, per se, but rather a gentle embellishment of the facts.

As an historian, however, this practice gives me the heebie jeebies. It reminds me too much of the push by some to make a selective reading of American history the standard for teaching the subject. American History, in many ways, represents the nation’s résumé. It is a catalog of achievements and events – some good, some regrettable – that are used to encourage citizens and outsiders to buy into the nation. As with my own personal narrative, the stakes for this résumé are high. There is the same pressure to embellish this history – both through addition and omission. But we must ask if it is really beneficial to avoid all the nasty bits when studying the past? When we consider our own personal failures, we often say that we learn from our mistakes. How can we learn from the nation’s mistakes if we remove them from our history? 

BioShock Infinite is a game that uses a counterfactual history of the United States to force players to consider some of these mistakes. Set in 1912, the game takes place in Columbia, a floating city hovering over the United States. You play as Booker DeWitt, a veteran of the 7th Cavalry Regiment and a former member of the Pinkerton Detective Agency, who is sent to Columbia to retrieve a girl named Elizabeth in order to absolve his debt.  Booker is racked by guilt for his participation in the Wounded Knee Massacre and for his role in putting down worker strikes as a Pinkerton agent. His personal remorse has driven him to drinking and gambling. Booker embodies several Progressive Era sensibilities, including the awareness of past wrongs, and the desire for redemption and reform.

In Columbia, however, Booker faces an unrepentant Gilded Age society led by firebrand preacher Zachary Comstock – a man who shares much of Booker’s personal history, but none of his remorse. Styling himself as a modern day Noah, Comstock sees Columbia as “another ark, for another time,” a place where he can preserve his vision of America while planning the destruction of “the Sodom below.” Comstock’s America is built upon a perverse worship of the Founding Fathers and rejection of the political and social developments in American society since the Civil War. Columbian society is committed to racial purity, religious zealotry, and unfettered capitalism, and promotes these philosophies through a set of distorted Sears Roebuck advertisements plastered around the city. Museums in the city present John Wilkes Booth as a hero and the Wounded Knee Massacre as a national triumph. The personal histories of DeWitt and Comstock reminds players not only of particular historical events, but also how the memories of those events can be perverted to attain political goals.

This sort of stylistic use of history is familiar territory for Irrational Games and its creative director, Ken Levine. The original BioShock, published in 2007, used Ayn Rand’s objectivist philosophy as the basis for a story set in the underwater city of Rapture. Levine’s BioShock games share many similarities in terms of plot and theme. Both games feature an antagonist bent on creating a utopian society based on warpedBioshock_infinite_screenshot_motorized_patriot notions of exceptionalism and capitalism. These antagonists are opposed in both instances by a group made up of dissatisfied, working class civilians, led by Frank Fontaine in BioShock and Daisy Fitzroy in Infinite. Thematically, the BioShock series grapples with the age old question of free will versus destiny, and stresses the potential role of the state in determining the answer.

Both BioShock games offer easy parallels with the present division between neoliberal capitalists and the Occupy Movement, yet these parallels become murky as both games progress. While the capitalist appears as the initial antagonist in both games, the player comes to learn that the opposition is capable of just as much destruction and violence. Levine’s message, then, is not a simple liberal critique of current politics, but rather a general warning about extremism in politics, whether that extremism comes from the left or the right. Writing as an historian of the 20th century, this is a warning that cannot be repeated too many times.

In addition to the plot and themes, BioShock Infinite encourages historicism through its music and gameplay. For reasons that become clear through the story, Infinite contains a jukebox musical score that features ragtime versions of popular twentieth-century hits, including songs by the Beach Boys, Creedence Clearwater Revival, Cyndi Lauper, Lead Belly, Soft Cell, and Tears for Fears. Additionally, Infinite’s gameplay often encourages the player to take on the role of historian. Major elements of the game’s narrative are left unexplained in cut scenes, but can be found by the player in voice recordings and kinetoscopes scattered throughout the city. These recordings and logs are not always easy to find, meaning that each player can come away with a different sense of the storyline depending on which, or how many, recordings they discovered. One of the game’s major side quests, then, is an oral history scavenger hunt.

ColumbiaThis sort of detailed work would be lost on most players without exciting gameplay to draw them in. Infinite, however, builds upon traditional first-person action in interesting ways. In particular, it takes advantage of the game’s setting in the clouds, allowing players to move around the environment using skylines and zeppelins. This freedom of movement gives the combat sequences a frenetic feel and prevents them from becoming predictable. Unfortunately, this novelty is diminished by the rote nature of the game’s violence. The current debate on graphic content in video games is all too applicable here. Infinite’s storyline, including the player’s interactions with their companion Elizabeth, are best experienced by the reader themselves. The plot is a bit more precocious than profound, but it is well paced, matching the action of the game.

The BioShock series has become something of a bellwether for the video game industry and the release of Infinite has led to several “state of the medium” pieces online (listed below). What, then, does BioShock Infinite indicate about the future course of video games? On the one hand, we see a familiar reliance on violence and the first-person perspective, but on the other hand, we see a game that engages with complex, historically laced themes. Certainly, Infinite presents these themes in an exaggerated manner, but the fact that the game deals with them at all is encouraging. This further maturation of video games can only be seen as a good thing, for historians and players alike.

Photo Credits:

Promotional Photos of Bioshock Infinite (Images courtesy of Irrational Games and 2K Games)

Images used under Fair Use Guidelines

If you’d like to read more about Bioshock Infinite:

Leigh Alexander writes that Infinite represents “a crucial moment in

canon,” but not one without flaws.

Giantbomb.com editor Alex Navarro collects and discusses the major threads of criticism that Infinite has encouraged in the gaming press.

Gamespot.com interview with Ken Levine on the development of Infinite and the current state of the video game industry.

Politics of Piety: The Islamic Revival and the Feminist Subject by Saba Mahmood (2004)

by Janine Jones

jones mahmoodPakistani anthropologist Saba Mahmood began her field research among Muslim women’s revival (da’wa, Arabic “call”) movements in Cairo in 1995 with a number of admitted preconceptions. An ardent feminist and leftist scholar, Mahmood assumed a certain degree of internalized subordination in women who find solace and meaning in deeply patriarchal traditions. Yet, over the course of two years listening to and learning from several religious revival groups run by da’iyat (female “callers”), she discovered an entirely different understanding of religious devotion. Her innovative ethnography of that time, Politics of Piety, sets out a new vision of feminist theory that re-examines the complicated, underexplored relationship between gender and religion from the perspective of women who participate within – as opposed to fight against – patriarchal systems. In doing so, Piety advances a new and timely approach to the study of ethics, identity, agency, and embodiment in post-colonial cultures.

Popularly accepted da’iyat are historically quite new. Concerns about possible gender-mixing improprieties and the belief that only men are intellectually and spiritually able to lead Muslim communities mean that, generally speaking, Islamic preaching and community leadership have been the prerogative of men alone. Female Islamic preachers arose as part of the resurgence of Islamic devotion that swelled region-wide in the Middle East beginning in the 1970s. They continued to gain popularity and acclaim as modern communications technologies facilitated women’s access to Islamic education. By the 1990s, Muslim women from different social classes and backgrounds, all interested in rediscovering their religious community’s rich traditions and ethical moorings, were regularly attending classes associated with local mosques, learning at the feet of dai’yat known for their moral rectitude and religious wisdom.

Mahmood describes Hajja Samira, a da’iya associated with a working-class mosque, and Hajja Faiza, a quiet, articulate Qur’anic exegete who teaches women from upscale neighborhoods, both of whom are deeply concerned with what they view as the modern abstraction of Islam into a private, personal affair that can be distinguished from other aspects of life. They teach their students to counter this secular division, emphasizing the “old Islamic adage: ‘All life is worship.’” Other da’iyat engage in lively debates with their students and each other about the purpose and function of the hijab, or Islamic headcovering.

image

“Marching Women,” a mural in Cairo dedicated to the women of the Egytian Revolution (Image courtesy of Schweizer Radio und Fernsehen)

Mahmood meets with students as well, interviewing participants in the mosque movement from all walks of life, educational levels, and philosophies. She notes the complex self-awareness with which many women seek to negotiate the conflicting claims of modern life and Muslim morality, including, for example, women whose work demands require them to participate in practices of dubious piety like transacting business with men or traveling in mixed-sex vehicles. Throughout, Mahmood observes that the wilting, oppressed Muslim woman of popular imagination is nowhere in sight. This is, in part, because the women of the urban women’s mosque movement are not primarily concerned with political equality or the implications of gender hierarchy. Rather than view their lives through a filter of political rights, they orient their understandings of self and role in terms of their obligations to God. Mahmood explores the intersection of that understanding with embodied practices, ethical issues, and personal identity, elaborating a theoretically dense and evocative approach to religion that will be useful to scholars in a variety of fields.

Images used under Fair Use Guidelines

“You have died of dysentery” – History According to Video Games

Right now millions of people worldwide are reliving the American Revolution through a new historical fiction. This fictionalized revolution, however, is not televised on PBS, nor is it directed by Steven Spielberg or written by Ken Follett. Instead, this version of the Revolution comes to us through a video game called Assassin’s Creed III. Developed and published by the French gaming company Ubisoft, Assassin’s Creed III follows the story of Connor Kenway, a half-English and half-Mohawk assassin battling the British and the Knights Templar (don’t worry, I’ll explain later) during the period of the US Revolution. From Connor’s perspective, players are able to interact with famous historical figures such as George Washington and Benjamin Franklin, and explore virtual recreations of colonial cities such as Boston, New York and Philadelphia. The game, released on October 30, has already met with critical acclaim from gaming journalists and it promises to become the most consumed and financially successful historical fiction, in any medium, this year.

image

The video game is a relatively new medium, but it has a long record of using history to tell stories like the one found in Assassin’s Creed. Given the mass popularity of video games and gaming culture, it seems appropriate that we begin to analyze the history portrayed in this medium in the same way we consider a historical novel or period film. Why and how is history used in video games? How has this use of history changed over time? How does the use of history in video games compare to the use of history in other media? Finally, are these uses of history merely a pretense for entertainment or do they offer a real opportunity to learn about the past?

Early examples of history in video games came from titles designed explicitly for classroom use. Probably the best and most famous of these is The Oregon Trail. Developed by a group of teachers and released by the Minnesota Educational Company Consortium (MECC) in 1974, The Oregon Trail positions players as American settlers leading their families from Independence, Missouri to Oregon in 1848. While on the trail, players are required to manage their provisions as well as a number of impromptu crises, including broken wagon wheels, spoiled food, overworked oxen, and the sudden death of caravan members (usually from dysentery).Success is not guaranteed and the player’s expedition will end in failure without careful planning. Despite its rudimentary visuals and gameplay, The Oregon Trail gives players a rather accurate sense of the difficulty of transcontinental travel in the nineteenth century. It also provides players with something they cannot get from a book or film: an understanding of the past introduced through direct interaction. This interaction, however, is limited to the journey on the trail, and leaves the surrounding historical context (e.g. motivations for the journey, relations with Native Americans, etc.) up to the players, or their teacher, to fill in.

image

As The Oregon Trail and its imitators proliferated in classrooms during the 1980s and 90s, commercial games also began to adopt historical settings and topics. Early ventures in this genre included adaptations of historically themed board games, such as Axis and Allies, Diplomacy, and Risk, as well as digital versions of turn-based, tactical military games focused on the campaigns of the Second World War. These games were joined later by a large number of real-time strategy games (RTSs), including The Ancient Art of War, as well as games from the Total War and Age of Empires series. Like the vast majority of historical novels and films, these games focus on high politics and military history. Unlike these media, however, video games often range across long historical time periods and allow players to engage with a wide variety of subjects and events.

A key example of this type of work is the Civilization series, which debuted in 1991. Developed by the legendary Sid Meier, Civilization puts the player in charge of one of the world’s civilizations in 4000 B.C.E., with the objective of establishing and maintaining an empire until they reach either the game’s time limit (the game usually ends in the early 21st century) or one of several victory conditions (conquer all other civilizations by force, establish a colony on Alpha Centauri, be elected leader of the United Nations, or establish cultural hegemony). Players determine nearly every facet of their civilizations: agriculture, construction, demographics, diplomacy, economic policy, religion, and scientific research. The player’s civilization faces challenges from not only computer controlled competitors, but also from unhappy citizens and random natural disasters.

The Civilization series, in many respects, reflects a triumphalist, neoliberal conception of world history. Playable civilizations include crude stereotypes of current nation states, with many civilizations being completely out of place at the beginning of the game in 4000 B.C.E. For example, gamers can choose to play as the United States “civilization,” complete with an Abraham Lincoln avatar, dressed in a bearskin toga. Players often find that the game’s victory conditions are easier to achieve if they maintain a civilization that is democratic, culturally liberal, and secular. Play at all difficulty levels rewards aggressive foreign policy and the military conquest of neighboring civilizations is often a simpler path to victory than diplomatic or financial incentives. An aggressive foreign policy, however, can end in disaster if competing nations have nuclear weapons.

These problems aside, the Civilization series has much to recommend it from a historian’s perspective. It is the only history game that offers a global perspective on the past as well as an appreciation of contingency in history. The game does not follow the historical record – a player could successfully lead the Carthaginian Empire past Rome and begin the Industrial Revolution in Africa in the seventeenth century. Moreover, players can use a custom map or other modifications to create counterfactual situations in order to test variables. How different would European history be if the British Isles were connected to the continent? What if societies in the Americas had access to horses before contact with Europe? Civilization encourages players to consider the longue durée of cultural, economic, and ecological structures. And for players who seek a deeper knowledge of the game’s concepts, each edition of Civilization provides a “Civilopedia” with encyclopedia-size synopses of historical events and figures.

Though the Civilization series remains popular today, the most popular and profitable history video games of recent years come from the first-person shooter (FPS) genre. Beginning with 1992’s Wolfenstein 3D and continuing with the Call of Duty series in the 2000s, FPS games use the history of the Second World War as window dressing for what are essentially action movie simulators. Players take the role of a soldier from one of the Allied powers and shoot their way through levels filled with either German or Japanese enemy soldiers. These games make no effort to contextualize the player’s actions or to consider the moral implications of those actions. Moreover, the Second World War portrayed in these games remains firmly entrenched in the “Good War” narrative: Allied soldiers in these shooters are always heroic and righteous.

Other recent games, including the FPS series BioShock and the strategy series Command and Conquer: Red Alert, use history as the basis for adventures in counterfactuals. The first BioShock places the player in the city of Rapture, a submerged metropolis under the Atlantic Ocean built in the 1940s by a Howard Hughes-esque industrialist who hoped to create a utopian society based on Randian, or Objectivist philosophy (spoiler: it didn’t turn out so well). BioShock: Infinite, scheduled for release next year, is set in the floating city of Columbus in 1912, and will see the player engaging with Progressive Era ideas of American empire, eugenics, and exceptionalism.  Command and Conquer: Red Alert begins with Albert Einstein using time travel to murder Adolf Hitler in 1924 in order to prevent the Second World War. Unfortunately, this event creates a parallel timeline in which the Soviet Union embarks on world domination during the 1950s.

The Assassin’s Creed series, which debuted in 2007, also revels in counterfactual fantasies, but attempts to place these stories in realistic historical settings. In Assassin’s Creed, players take the role of Desmond Miles, a modern day bartender who is kidnapped by a shadowy multinational corporation called Abstergo Industries. Abstergo forces Desmond to use a virtual reality machine called the Animus, which allows the user to relive the lives of their ancestors using their DNA (hold on, it gets crazier). During the first game of the series, Desmond relives the life of his ancestor Altaïr ibn-La’Ahad, a Syrian assassin who lived during the third Crusade. The second installment of the series finds Desmond reliving the life of Ezio Auditore da Firenze, a fifteenth-century Italian assassin. Eventually, Desmond learns that Abstergo is the modern incarnation of the Knights Templar and that the organization is using Desmond’s ancestral memories to search for the “Pieces of Eden,” objects of immense supernatural power (think the Ark of the Covenant in Raiders of the Lost Ark). Famous historical figures make appearances throughout the series. Assassin’s Creed II, for instance, sees Leonardo Da Vinci, act as an early modern Q to the player’s James Bond, providing the protagonist with an assortment of gadgets, including his famous tank and flying machine models.

The story in Assassin’s Creed – the Illuminati meets Ancestry.com – has much in common with the conspiratorial history seen in the fiction of Dan Brown and Neal Stephenson. This fantastical story, however, is couched in a largely accurate and detailed historical setting. The first installment of the series, set in Palestine, features period recreations of Acre, Damascus, and Jerusalem. Assassin’s Creed II, set in Italy, provides recreations of Florence, Monteriggioni, Venice, and Rome.

image

This game also adds historical descriptions to the buildings players encounter (and climb) while playing, including St. Mark’s Basilica, Santa Maria del Fiore, Santa Croce, and the Ponte Vecchio. A direct sequel to Assassin’s Creed II, called Assassin’s Creed: Revelations, takes place in Istanbul and provides a similar level of detail. Developer Ubisoft’s effort at recreation also extends to the human characters who populate the game world. Careful attention is paid to clothing, demeanor, and language.  In pre-release coverage for the third game, creative director Alexander Hutchinson described the process of research and consulting that went into creating a Native American protagonist. Hutchison boasts of reading Wikipedia entries and watching documentaries, but his company also relies on a multinational group of professional historians and in-house researchers.

Of course, Ubisoft’s recreations are far from perfect and not always completely accurate. Yet their work demonstrates the potential for video games to provide consumers with history that is both interactive and instructive. To be sure, this history continues to focus on blood and guts, but a desire for different stories is emerging. For instance, Xav de Matos of Joystiq.com suggested last month that developers create a game focused on Harriet Tubman and the abolitionist movement. The recent growth in the popularity of video games has forced the industry and traditional gamers to begin to confront some of their biggest demons regarding racism, violence, and, most importantly, sexism. Ubisoft, for its part, published a portable game called Assassin’s Creed III: Liberation, which follows the life of a female African-French Assassin in eighteenth century New Orleans. If this trend continues, there is little doubt that new and different video game histories will emerge, and it will be exciting to see if those narratives lead to better opportunities for learning about the past.

The author would like to thank Dr. John Harney for his comments on an earlier draft of this essay.

You might also like:

Keith Stuart, “Assassin’s Creed and the Appropriation of History,” The Guardian

Here on Not Even Past: Joan Neuberger, “Telling Stories, Writing History: Novel Week on NEP.“

A free version of the original Civilization is available here

For ideas on using video games in the classroom, see Jeremiah McCall’s Gaming the Past: Using Video Games to Teach Secondary History (2011)

More by Bob Whitaker on gaming can be found on twitter @whitakeralmanac and his Playstation, Steam, and Xbox gamertag is hookem1883.

Images used under Fair Use Guidelines: See Wikipedia:Non-free content.

Ned Kelley – Australian Folk Hero – in the News

Our friends at History in the Making Journal posted this article, “Peace at Last,” about the exhumation, identification, and reburial of Australian outlaw Ned Kelley.

Ned Kelly

Kelley was a late-nineteenth-century outlaw whose larger than life exploits have been the subject of many retellings in films and novels. The son of impoverished Irish convicts, Kelley has been embraced as a symbol of the harsh colonial regime; as someone whose violent life was a response to the official violence of the colonial government. For more insight into the Kelley story, you can read one of the first book reviews we posted here on Not Even Past: Kristie Flannery’s review of Peter Carey’s award-winning novel about Kelley, The True History of the Kelley Gang.

Boundaries: The Making of France and Spain in the Pyrenees by Peter Sahlins (1989)

by Chloe Ireton

To what extent is national identity directed from the political center of a nation? Do individuals living on the periphery of nations have agency in defining their own national identities? Peter Sahlins’ Boundaries: The Making of France and Spain in the Pyrenees departed from previous scholarship on national identity by arguing that national identity formed both on the localized level among individuals responding to local communal or personal issues and on the central, political level, where national rulers sought to incorporate peripheral communities into the national fold and impose a national identity through polity, education, law, lingua franca, and religion.

Boundaries_0Sahlins’ study focuses on the Cerdanya valley, on the border between eastern France and Spain. His interdisciplinary study uses sociological, anthropological, ethnographic, and political and social historical approaches to identity formation. It is rooted in extensive research in archives across the Pyrenees on varied themes such as migrations, political disputes, marriage records, and criminal activity. Sahlins weaves together macroscopic and microscopic histories: the political history of the French and Spanish negotiations over the Pyrenean border alternates with studies of local responses to boundaries and nationhood from the seventeenth to nineteenth centuries. The changing focus — from macro to micro, and political to local — allows the readers to contextualize the significance of national policies in these peripheral borderland regions and the importance of local definitions and uses of nationhood. This movement between the two historical lenses has led to many probing questions about the effects of national policies on local community politics in other regions of the world, and how localized events affect national identities.

image

The French Pyrenees town of Cauterets, between 1890 and 1900 (Image courtesy of Library of Congress)

image

The French Pyrenees town of Lourdes, between 1890 and 1900 (Image courtesy of Library of Congress)

Throughout the study, Sahlins probes the relationship between local and national identities. He concludes that locals on the borderland often drew on national identities when defending local community interests against an invading enemy or significant “other.” They did this for example when confronting foreign property owning elites who did not pay taxes to the community, or when faced with an attack from a national army. In such cases, locals chose their nationality based on serving their own interests. Therefore a local from the French side of the border may claim to be both French and Spanish at different junctures in his lifetime, depending on local circumstances and interests. Sahlins also explored localized relationships across the national border in economic, familial, political, cultural, and linguistic terms. These investigations complicate the notion of a single national identity on either side, since locals travelled across the border regularly, often changing abode depending on economic or political circumstances. Sahlins also pointed to the importance of trilingual communities in questions of national identity. While locals from across the border may have spoken different languages for different purposes, and may have had different political affinities, they all shared the ability to allow their nationality to be permeable and changeable by code switching.

imageThe Spanish Pyrenees, 2009 (Image courtesy of User Miguel303xm/Wikimedia Commons)

imageThe French Pyrenees, 2010 (Image courtesy of Nicolas guionnet/Wikimedia Commons)

This book is without doubt a masterpiece. The study illustrated the fragility of national identities and borders in the Pyrenees from the seventeenth to the nineteenth centuries. It gave agency to local actors for defining their national identities, while showing how local definitions can have serious impacts on a national level.

Cold War Smoke: Cigarettes Across Borders

by Mary C. Neuburger

In 1998, as the a result of a court case waged by a number of US states, cities, and counties, the tobacco industry paid 42 billion dollars in damages, had to cease most forms of advertising, and had to release some 36 million pages of documents. The excerpt of a document presented here is one of those millions of private tobacco industry documents, now available online. This document comes from a case concerning cigarette advertising. In 1986 Frank Resnik, the President and CEO of Phillip Morris, testified before a US House of Representative subcommittee on “Health and Environment,” where he constructed a case for the continued “right” to advertise tobacco products. His argument was based on a rationale that called upon the still ubiquitous logic of the Cold War.

Resnik’s central argument was simply and clearly that advertising does not increase the total number of smokers in any given society; that advertising influenced smokers’ choice in terms of brand and variety, but did not increase the number of smokers overall. His primary evidence for such an argument was that behind the Iron Curtain, where there was no cigarette advertising whatsoever, cigarette consumption had increased by 30% between 1970-1984. With Cold Warriors in his audience in mind, Reznik characterizes the lack of cigarette ads in the Bloc as symptomatic of an “endemic repression of the very freedoms which we Americans cherish.”

image
Collinsville, Illinois (photo by Lyle Kruger)

Such apparent distaste for the communist enemy, however, did not preclude American tobacco companies from engaging in lively trade in tobacco and tobacco technologies with the Eastern Bloc beginning slowly in the early 1960s with an East-West détente. By the 1970s company documents reveal an intensified interest in penetrating Bloc markets in a period when smoking rates in the United States were -2%, and communist Europe had some of the highest rates of increase, along with the “developing world.” While Russia was by far the biggest market in the Bloc, little peripheral and Soviet-loyal Bulgaria was by far the biggest producer of tobacco and cigarettes. In fact, between1966 and 1989, Bulgaria was either the largest exporter of cigarettes in the world, or second only to the US.

imageCigarette Factory Workers, Pleven, Bulgaria (photo by www.lostbulgaria.com)

Bulgaria became one of the most important points of entry for Phillip Morris, RJ Reynolds, and other US tobacco companies to penetrate the Iron Curtain into a growing and untapped market. While the direct imports of cigarettes into the Bloc remained limited, Bloc states signed licensing agreements with US companies in the mid-1970s that resulted in the production of Marlboro (Phillip Morris) and Winston (RJ Reynolds) in local factories. These “American cigarettes” were highly seductive to local consumers, as other Western products that were largely available in hard currency stores or carried across the border in suitcases by the lucky few who could travel to the West. If Bulgarians and other Bloc citizens could not go to America, they could at least hold its glossy packaging in their hands, and inhale its particular blend of taste and nicotine that was quite distinct from the Bulgarian “Oriental” variety.  In the late communist period, American cigarette brands perforated the Iron Curtain in a sustained and successful way, paving the way for a post-communist flooding of local markets.

image

But Resnik, of course did not mention such facts at the 1986 session of the House Health and Environment committee. He did not mention that with the leveling off of US markets the communist world had become an explicit target of tobacco trade and that the industry had been among the first to push US entry into these markets. Instead he called upon the House committee members as freedom-loving Americans to reject all legislative proposals to ban or restrict tobacco advertising. By 1986, however, the industry was rapidly losing ground to an organized and effective grass-roots anti-smoking movement. As of August 1986, tobacco ads were no longer allowed to appear on TV. Yet in the Eastern Bloc, where ads had never been on TV, smoking rates continued to rise among men, women, and youth. Perhaps Reznik was right in saying that advertising had no role in increased smoking rates, rather smoking was a by-product of communist modernization projects, with their accompanying new modes of leisure and consumption.

page6

The rapid rise in smoking in the Bloc eventually raised concerns about tobacco and health, and Bloc states have waged fairly serious anti-smoking campaigns since the 1970s. Such campaigns, however, were largely ignored by local populations. Anti-smoking came from the wrong messenger, and what little “freedoms” people had – like an afternoon smoke break—were held onto tightly.  Hence unlike the United States, communist citizens were largely resistant to the anti-smoking campaigns that stopped smoking as a mass consumer phenomenon in the West in its tracks. To this day, the former communist states (and still-communist China) have among the highest smoking rates in the world. While the Western cigarette easily seduced (and still seduces) these populations, the Western propensity to kick the habit is more contested. As Frank Reznik might have once interpreted it, the “right” to smoke is still valued by people from large swaths of the globe, particularly the lands once (or still) ruled by communists.

Watch for our November feature on Mary Neuburger’s new book, Balkan Smoke: Tobacco and the Making of Modern Bulgaria

An Architectural History of Garrison Hall

By Henry Wiencek

As students and faculty members resume their classwork at Garrison Hall this semester, it is worth examining the iconic building’s colorful history and architectural conception. The first stages of Garrison’s development began in 1922 as the Board of Regents sought a new campus plan for the university. Although the Board had been employing the eminent New York City architect Cass Gilbert—whose achievements include the U.S. Supreme Court building, the Woolworth Building and various state capitols—pressure from local architects to patronize a Texas firm resulted in Gilbert’s termination. Subsequently, the University hired Herbert M. Greene of Dallas, James White of Illinois and Robert Leon White of Austin, who collaborated on a 1924 campus plan that included the future Garrison Hall.

Architects Tag for Garrison Hall at the University of Texas at Austin

Construction began in 1925 and finished the following year, producing the 54,069 square foot edifice at a cost of $370,000. Initially known as the “Recitation” building the new structure eventually borrowed its name from George Pierce Garrison (1853–1910), the history department’s first chair and a founding member of the Texas State Historical Association. Hired by the university in 1884, Garrison assumed responsibility for teaching the entire history curriculum and earned a reputation for domineering style. Even after the department hired additional faculty in 1891, Garrison refused to allow his colleagues to teach any U.S. subjects.

Blueprint of the architectural drawing of Garrison Hall at the University of Texas at Austin

The building’s design blended classical aesthetics with Texas iconography—pairing wide archways and Ionic flourishes with renderings of cacti, steer skulls and 32 Texas cattle brands. Texas pride is also evident on the second floor’s exterior, which is adorned with the names of prominent state figures: [Stephen F.] Austin, [William Barret] Travis, [David G.] Burnet, [Sam] Houston, [Mirabeau B.] Lamar, and [Anson] Jones.

Detail on the blueprints of the architectural drawings of Garrison Hall at the University of Texas at Austin

Throughout its existence, Garrison has accommodated numerous departments, including English, government, psychology, sociology, philosophy, economics and history—its only continuous occupant. However, Garrison has also housed other, less desirable, elements of the university as well. William Battle, Chairman of the Faculty Building Committee, described these “residents” in an October 1931 letter to Goldwin Goldsmith, the Architecture Department’s Chair: “I noticed that the north entrance to Garrison Hall is a harboring place for bats. It is evident to the senses of both sight and smell.” Responding one week later, Goldsmith lamented that “I do not see how to protect the entrances from these loathsome creatures, but Miss Gearing tells me that the Comptroller’s office has an excellent way of dealing with them. It is apparently by using fire-extinguishing apparatus.” Fortunately for Garrison’s present occupants, the University resolved this unintended infestation.

Details of the Skull Freize on the blueprints of the architectural drawings of Garrison Hall at the University of Texas at Austin

In 2008, Garrison underwent an extensive renovation that modernized its facilities while restoring its historic features. In addition to its remodeled interior, the building also resides amidst a very different University of Texas. The UT tower, completed in 1937, now dominates the campus; and no longer do students use the halls for “loitering and smoking” as history professor Walter Prescott Webb (1888–1963) once observed. Nonetheless, Garrison maintains a strong continuity with its history and functions as both a figurative and literal time capsule: the building’s hollow cornerstone contains university newspapers, correspondence and ephemera dating back to the early 20th century.

All photos courtesy of:

The University of Texas Buildings Collection
The Alexander Architectural Archive
The University of Texas Libraries
The University of Texas at Austin

Works Cited:

Nicar, Jim, Texas Exes, UT Heritage Society, and UT History Central, “An Ode to Garrison Hall”
Steinbock-Pratt, Sarah, “Some Notable Personalities in the History Department”


The views and opinions expressed in this article or video are those of the individual author(s) or presenter(s) and do not necessarily reflect the policy or views of the editors at Not Even Past, the UT Department of History, the University of Texas at Austin, or the UT System Board of Regents. Not Even Past is an online public history magazine rather than a peer-reviewed academic journal. While we make efforts to ensure that factual information in articles was obtained from reliable sources, Not Even Past is not responsible for any errors or omissions.

« Previous Page
Next Page »

Recent Posts

  • This is Democracy – Iran-Contra and its Legacies
  • NEP’s Archive Chronicles – Full Series
  • This is Democracy – Free Speech and Repression in Turkey
  • This is Democracy – Israel-Palestine
  • This is Democracy – Broadcasting Democracy
NOT EVEN PAST is produced by

The Department of History

The University of Texas at Austin

We are supported by the College of Liberal Arts
And our Readers

Donate
Contact

All content © 2010-present NOT EVEN PAST and the authors, unless otherwise noted

Sign up to receive our MONTHLY NEWSLETTER

  • Features
  • Reviews
  • Teaching
  • Watch & Listen
  • About