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A Real-and-Imagined Constantinople
in Assassin’s Creed: Revelations
Sıla Arıcı
Masters in
English and American Studies
LISBON
February 2017
Arıcı 1
A REAL-AND-IMAGINED CONSTANTINOPLE
IN ASSASSIN’S CREED: REVELATIONS
Abstract: The aim of this essay is to explore the game space in Assassin’s Creed: Revelations
(2011). The game takes place in 1511 in three cities: Constantinople, Cappadocia and Masyaf.
This essay will only address Constantinople through an analysis of Henri Lefebvre’s and
Edward W. Soja’s triad of spatiality. The game’s one of the most important elements is the
virtual reality device Animus, and its function will be questioned within Michel Foucault’s
concept of heterotopia. In addition to the analysis of the game, several works regarding video
games and game spaces will be cited within the context.
Not historical fiction that sacrifices history for story and not a video game that sacrifices
history for gameplay, but a video game that presents original research rivaling any great
work of history, transforming readers, learners, and viewers into players interacting with
history. The video game offers far greater potential for the creation and presentation of
history than any other entertainment or interactive media. Although computer and video
games may seem to be far removed from the historical narrative, both examine and form
points of view about how cultures, economies, polities, and societies function. (Spring,
2007: 207)
Using historic material in video games for constructing narratives and creating game
designs have been a growing trend for the past couple of decades. Ground breaking video games
such as Age of Empires series (1997 – present), Total War series (2000 – present), Call of Duty
series (2003 – present) and Assassin’s Creed series (2007 – present) are all productions that
cover historical periods and events within their own authentic narratives. And unlike films or
series, these history-based video games provide an interactive interface through which the
player ventures into a virtual, historical space. Spring refers to historically-based games as
scholarly computer and video games that are the products of extensive research and detailed
design processes. Scholarly games, as media of both interactivity and narrativity, reconstruct
glimpse of life of a specific time period, and creating such a game space “does not make the
impossible possible, but instead makes it possible to experience that which in real life is
improbable.” (Götz, 2007, 136) Assassin’s Creed series is a great example fulfilling this
purpose of making it possible to experience what it would be like to live in different periods of
history. Throughout the Assassin’s Creed series, “the player controls different followers of the
mysterious assassin’s creed (hence the title) in varying locations and periods in history, ranging
from the Third Crusades and Renaissance Italy to Revolutionary America and Industrial
England” (Leenders, 2016: 27) and the stories of each game rely on the previous ones. In that
sense, the narrative of Assassin’s Creed series is an example of embedded narratives as “it tells
two stories, one more or less chronological and the other radically out of sequence.” (Jenkins,
2007: 58) Each of the main nine games' real-world chronological setting begins between the
years 2012 – 2014 and the games are centred around the use of a device called Animus, that
enables its user to revisit the genetic memories of her/his ancestors. This is the chronological
aspect of embedded narrative covering each game of Assassin’s Creed series. Vice versa, each
of the games handles a different time setting that is out of sequence: e.g. Assassin's Creed II
(2009) in 15th century Italy, Assassin’s Creed: Revelations (2011) in 16th century
Constantinople and Assassin's Creed III (2012) in 18th century Colonial America.
In game’s story, the virtual reality machine Animus was invented by Abstergo
Industries, the modern-day face of Templars, to locate the Pieces of Eden, that were initially
created by Isu, the first civilization on earth. The Isu were homo sapiens divinus with a high
intelligence and six senses, and they were the ones who created human race to use them as
slaves. Pieces of Eden were powerful artifacts that allowed Isu to control humanity. The
Templars too used Pieces of Eden throughout the history to rule humans using force and control.
In modern times, Abstergo Industries aims at possessing all the Pieces of Eden to establish a
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new world order. To do so, they invented Animus to gain information on Assassin Order and
Pieces of Eden.
The series narrates the longstanding conflict between Assassins who seek peace through
free-will, rationalism and epistemology, and Templars who seek order and discipline through
power and control. In the first game Assassin’s Creed (2007), Abstergo Industries kidnaps a
bartender named Desmond Miles, a descendant of several assassins, and makes him use the
Animus and trace back to the memories of his assassin ancestor Altaïr Ibn-La'Ahad. Later in
Assassin’s Creed II (2009) Desmond starts to use Animus 2.0, an updated version of Animus
developed by assassins for the purpose of discovering the locations of Pieces of Eden before
Abstergo can do so. He continues to use Animus 2.0 in Assassin’s Creed: Revelations to revisit
his other assassin ancestor Ezio Auditore da Firenze’s memories in Constantinople in 1511, the
newly conquered Ottoman capital and Ezio’s mission there is to find the keys of a hidden library
in Masyaf where Altaïr Ibn-La'Ahad had hidden a Piece of Eden in the first game. To do so,
Ezio has to assassinate Templars, solve mysteries and find hidden artefacts in Constantinople.
Assassin’s Creed series “provide rich historical details about cultures, economies, and
societies, from the most basic game elements, such as clothing and weapons to complex
Viewing the street shows street culture at the respective time, how people interacted in
public space, and commerce that occurred in public spaces. A trip to an inn or tavern
illustrates furniture, utensils, decor as well as what people ate, how they were
entertained and how they conducted monetary transactions. (Spring, 2007: 212)
of the world, a point of contact that represents “encounters between cultures and ethnicities,
conflicts between political goals or economic interests, mixtures between creeds and
mentalities, equilibria between opposing tendencies and, most of all, a constant process of
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brokerage and mediation between actual or potential rival forces.” (Eldem, 1999: 138) The city
at that time was crowded with people from all over the world due to its historical and religious
importance as well as its attractive geopolitical position for trade and commerce. “Within the
scholarly game, the objects, the interfaces, the settings, and the mechanics can portray
extremely detailed historical information” (Spring, 2007: 215) and the game transcribes the
cultural and economic diversity of a real-world city into a re-created game space. Apart from
providing rich historical information about the society at that time, Assassin’s Creed:
graphics and hence, this scholarly game “tends to imitate or parody real space.” (Götz, 2007:
135)
Given the fact that it is a recreation of a real-world city in a game space “joined by
decidedly more imaginary constructs” (Moralde, 2013: para 1), enriched with historical
coherence and visually realistic elements, Assassin’s Creed: Revelations is a “hybrid mix
between real and imagined spaces” (Stockburger, 2006: 81) and this notion reverberates Henri
Lefebvre’s theory of space as a social product and Edward Soja’s concept of Thirdspace.
Constructed from Henri Lefebvre’s spatial triad and Michel Foucault’s concept of
Heterotopia, Soja defines Thirdspace as “an-Other way of understanding and acting to change
the spatiality of human life, a distinct mode of critical spatial awareness that is appropriate to
the new scope and significance being brought about in the rebalanced trialectices of spatiality–
1. Spatial Practice that corresponds to the concept perceived space. It refers to “the
ways in which spaces are used.” (Milgrom, 2008: 269) It is the perceivable and sensible
aspect of space. It is the collective urban reality that society develops and reproduces
3. Representational Space or lived space, that denotes the lived experience of space and
Soja uses the term trialectics to reconstruct Lefebvre’s spatial triad and he coincides
perceived space with Firstspace, that is “fixed mainly on the concrete materiality of spatial
forms” (Soja, 1996: 10); and accordingly, conceived space with Secondspace, which is
cognitive forms.” (Soja, 1996: 10) The first is considered “real”, whereas the second is
“imagined”. The lived space, according to Soja, is “a simple combination or mixture of the
‘real’ and the ‘imagined’” (10) and that corresponds to the Thirdspace, “a product of ‘thirding’
Moving to a more concrete, but at the same time abstract space, we can consider video
games as socially produced spatial entities that correspond to each element that Lefebvre and
Soja argue about. Firstly, video games are actual objects run on actual machines, played by
actual players in an actual space. They are the perceived, concrete materials of space. Secondly,
they simulate and represent spaces (e.g. cities, planets, streets, mental hospitals) via codes and
signs. And lastly, the gameplay itself is the thirdspace or the lived space: it is neither a concrete
form nor does it only exist cognitively as signs or codes. But instead, it “consists in the
experiences and practices that are produced through the intersection and overlapping of first
understanding the representations of Constantinople in the gameplay. The game has an open-
world format that allows its players to roam freely in a re-created historical city and the game
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space helps creating a narrative expression that enables the player to witness the past. The most
Constantinople in 1511. As Alexandre Amancio, the creative director of Assassin’s Creed series
states in an interview, historical accuracy of the game in terms of the layout and the architecture
of 16th century Constantinople is a source of pride for the producers. Main historical structures
and landscapes of the city, what we call today tourist attractions, are represented almost exactly
as they still are. Hence, firstspace is constructed with historically and architecturally accurate
representations of material spatial forms, the concrete buildings that can actually be mapped
and seen in Constantinople such as Hagia Sophia, Galata Tower, Grand Bazaar and Topkapı
Palace.
space. The city is divided into four main districts: Galata District, Imperial District, Bayezid
District and Constantine District. Each district has its own characteristics. For example; Galata
District is a cosmopolitan area where we encounter people from different ethnicities who speak
different languages. Imperial District is where Topkapı Palace and Grand Bazaar are located
and thus, it is the centre of administration and trade. Bayezid and Constantine districts are
mostly residential areas where we encounter several mosques and small shops. The division of
the space on the game map is an example of representations of space and accordingly the
The spatial practice is the experimental deciphering of space (Lefebvre, 1991: 38) and
this constitutes the gameplay itself. It is the live action that the player experiences in
Constantinople and constructs a narrative within the game. Given the firstspace and
secondspace, the player performs as an architect of a thirdspace through her/his own experience
(…) thirding as a way of understanding that there are other realms of unimaginable
space that challenge and enhance our limited knowledge of life. The most important
trait that they have in common is their vision of a spatial imagination that has all the
potential to radically change the physical and conceptual world. (Ramirez, 2015: 18)
heteretopia have a common trait that challenge our traditional perception of space and they
reach out to ‘an-Other’ kind of space that is in between reality and imagination. Concordantly,
space that was made possible through the device Animus and that brings us to Foucault’s
otherness such as a space of a phone call or a reflection on a mirror, similarly Animus is the
device that enables Desmond travel mentally to the past while he is still in a specific physical
space. It reads Desmond’s genetic memory and projects it onto an external screen in three
dimensions. Herein when applied to Assassin’s Creed: Revelations, the very essence of
In “Of Other Spaces” Foucault briefly analyses the history of space from ‘a space of
century and finally to ‘sites’ in modern times as a new form of localization. (Foucault, 1984: 1-
2) He states that “space takes for us the form of relations among sites.” (2) This particular
statement reflects the set of relations among spaces that both Lefebvre and Soja bring up in the
triad of perceived, conceived and lived spaces. Heterotopias are spaces of otherness that “have
the curious property of in relation with all the other sites, but in such a way as to suspect,
neutralize, or invent the set of relations that they happen to designate, mirror, or reflect.”
(Foucault, 1984: 3) He draws a parallel between utopias and heterotopias: heterotopias are
localisable utopias “that do exist and that are formed in the very founding of society.” (3) and
defines heterotopia as “a kind of effectively enacted utopia in which the real sites, all the other
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real sites that can be found within the culture, are simultaneously represented, contested, and
inverted.” (3) The dichotomy of a heterotopia as a both real and unreal space is symbolized
(…) heterotopia in so far as the mirror does exist in reality, where it exerts a sort of
counteraction on the position that I occupy. From the standpoint of the mirror I discover
my absence from the place where I am since I see myself over there. Starting from this
gaze that is, as it were, directed toward me, from the ground of this virtual space that is
on the other side of the glass, I come back toward myself (…) (Foucault, 1984: 4)
In this regard, Animus works as a mirror in a sense that it is “absolutely real, connected
with all the space that surrounds it” and “absolutely unreal, since in order to be perceived it has
to pass through this virtual point which is over there.” (4) In the game context, Animus is an
actual object in a real space used by a real person and like mirror, it “affirms the observer’s
position in real space.” (Manning, 2008: 5) Vice versa it allows its user to project
herself/himself in a virtual space like a mirror which “projects a virtual space behind its
and defines six principles or traits that heterotopias may exhibit. The question raised earlier will
Its first principle is that there is probably not a single culture in the world that fails to
constitute heterotopias. That is a constant of every human group. But the heterotopias
obviously take quite varied forms, and perhaps no one absolutely universal form of
heterotopia would be found. We can however class them in two main categories.
(Foucault, 1984: 4)
Heterotopias have different functions and forms in different cultures. However there are
two main categories that are common to every culture. The first category is the crisis heterotopia
and it is related with changes in human condition. Crisis heterotopias are “privileged or sacred
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or forbidden places” (4) reserved for individuals who are in a stage or state of a crisis, in other
words a temporal metamorphosis, such as adolescents, pregnant women or the elderly. (Soja,
1996: 159) Animus constitutes for a crisis heterotopia in the regard that it is a forbidden and
secret space that makes it possible for Desmond Miles to shapeshift mentally into different
The second category is the deviation heterotopia “in which individuals whose behaviour
is deviant in relation to the required mean or norm are placed.” (Foucault, 1984: 5) When people
enter a heterotopia, they deviate from their society’s norms. And in Assassin’s Creed:
Revelations, Animus allows Desmond, and of course the player, to act and construct narratives
that clash not only the cultural norms of the society, but also laws of nature. The game, as is
evident from its name, revolves around assassinations and the player can jump from rooftops
and towers, bribe authorities and kill people, hence assassination is a type of deviant behaviour
that is consistent with game play but not with Desmond’s and the player’s everyday life.
The second principle of this description of heterotopias is that a society, as its history
unfolds, can make an existing heterotopia function in a very different fashion; for each
heterotopia has a precise and determined function within a society and the same
heterotopia can, according to the synchrony of the culture in which it occurs, have one
function or another. (Foucault, 1984: 5)
Heterotopias change in function and meaning over time and that corresponds to Animus’
flexibility “according to the synchrony of the culture” that it is used for. As explained before,
it was used by Abstergo Industries for ‘evil’ purposes to control humanity whereas in Assassin’s
Creed: Revelations it is used for saving humanity from the tyranny of this company, the
modern-time Templars. Interestingly, Animus in Latin has a variety of meanings such as rational
soul, consciousness and mental powers, and the etymological explanation of the word is also
interrelated with the notions of reality and unreality; reflection of self and high spirits; the
otherness in one’s Self. Hence Animus not only enables to revisit the past and fight with the
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enemies, but it also enables Desmond to rediscover himself as he tries out his newly acquired
Third principle. The heterotopia is capable of juxtaposing in a single real place several
spaces, several sites that are in themselves incompatible. (Foucault, 1984: 6)
Foucault states that a theatre stage is “a whole series of places that are foreign to one
another” (6) and it contains several spaces in itself. Animus functions as heterotopias in a
similar way. It has multiple dimensions: it exists as a single device but it projects and juxtaposes
several other spaces. The openness and extensiveness of its function is contained within a small
space but it opens up to other worlds. In Assassin’s Creed: Revelations, it allows the user to
travel to three completely different spaces (Constantinople, Cappadocia and Masyaf) and in
other games, the list goes on to Rome, Havana, Paris, London and many more.
Fourth principle. Heterotopias are most often linked to slices in time—which is to say
that they open onto what might be termed, for the sake of symmetry, heterochronies.
The heterotopia begins to function at full capacity when men arrive at a sort of absolute
break with their traditional time. (Foucault, 1984: 6)
separate people from the actual time and they are not necessarily in a linear chronicle, neither
there is one universal heterochronic form. Animus is a virtual reality device but it wouldn’t be
wrong to say that it is a time machine as it makes it possible to travel in time. It is a crossroad
of spaces and times. When Desmond is connected to Animus, he completely breaks from the
Fifth principle. Heterotopias always presuppose a system of opening and closing that
both isolates them and makes them penetrable. In general, the heterotopic site is not
freely accessible like a public place. (Foucault, 1984: 7)
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Like prisons and barracks as stated by Foucault, Animus is not a freely accessible space
and can only be accessed by certain people within certain rules. Furthermore, Animus maintains
a system of opening and closing that both isolates and connects Desmond from and to its
surroundings.
Sixth principle. The last trait of heterotopias is that they have a function in relation to
all the space that remains. This function unfolds between two extreme poles. Either their
role is to create a space of illusion that exposes every real space, all the sites inside of
which human life is partitioned, as still more illusory (…) Or else, on the contrary, their
role is to create a space that is other, another real space, as perfect, as meticulous, as
well arranged (…) (Foucault, 1984: 8)
Heterotopias are spaces of otherness and their function revolves around the distinction
between reality and illusion. Animus creates a simulation in time and space by exposing real
spaces of the past and reveals an envisioned, virtual Constantinople in 1511 that is “a place
without a place, that exists by itself” (9) in Desmond’s genetic memory. Hereby, Animus can
be regarded as a heterotopia in two dimensions that are integrated into each other. Inside the
game world, it allows Desmond to reflect himself into his ancestor’s memories and serves as a
bridge between reality and illusion for him. Given the fact that the player controls Desmond, it
functions as a heterotopia for the player to venture into space of otherness in a simulated reality
The game space in Assassin’s Creed: Revelations challenges our ways of thinking
represents the first two characteristics in the triad of spatiality with visually realistic and
historically coherent material spatial forms and signs; and the imagined narrative of gameplay
constructs a thirdspace as an exploration of first and second spaces. The game reaches out to a
space of otherness between reality and imagination. It is true that history-based video games
effect our way of imagining and understanding history. Nevertheless, visually realistic games
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Revelations do more than just reflecting or mimicking historical facts or spaces. They open up
the paths of discussion about existential spatiality, presence and absence in virtual and real
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