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Players continually test their own ethical and governance assumptions against Orlanthi values. The argument draws on Gadamer's philosophical hermeneutics.
King of Dragon Pass, a strategy game set in a Celtic-influenced Gloranthan tribal society, serves as the subject of an analysis of how interpretation itself can function as a game mechanic. The paper's central argument holds that playing the game demands a "real-time hermeneutic" process, in which players continually test their own ethical and governance assumptions against Orlanthi values. Drawing on Gadamer's philosophical hermeneutics, the analysis distinguishes between interpreting the game as an artwork and the moment-to-moment interpretation required to succeed within it. The author acknowledges that both the researcher's cultural horizon and the game's Western-oriented design shape the reading.
The analysis identifies "hermeneutic challenges" as the game's distinctive mechanism. Success depends on players interpreting and internalizing culture-specific norms such as honor-based feuding, customary favor exchanges, and wergild, rather than relying solely on strategic or kinaesthetic skill. Concrete examples, including a feud, a twenty-cow favor, and a murder resolved through blood money, illustrate how choices are judged against these norms. Randomized and branching narratives reward repeated play, revealing different facets of the culture across playthroughs.
The study further examines choices about clan traditions, such as whether to take thralls, where ancestral magic rewards tradition-consistent play and penalizes deviation. The author concludes that such challenges can serve both as a game mechanic and as a tool for building cultural understanding. However, the game's structure leaves little room for counterplay and privileges certain Western-based interpretations. The paper argues these findings extend beyond this single title to games generally, including traditional games, as a means of fostering intercultural understanding.
European Conference on Games Based Learning (ECGBL) · 2026