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GADGETS AND GAMES DIRECTORY :: Games > Xbox 360 Register WeblogGames >  Xbox 360 Tech Weblogs - WEEKLYBITS.COM GADGETS AND GAMES DIRECTORY
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Visit  Can Games Handle History? [Feature] Can Games Handle History? [Feature] in Feature History Original Top
By Luke Plunkett
el 13-Apr-2009

Human history is the greatest story ever told. It's also, courtesy of the attached social, political and religious significance, the most dangerous. So what happens when games try and tell it?

All kinds of things.

See, games do history a little differently. Other mediums, such as film, books and even comics, are re-telling a story. They add drama and embellish the facts to varying degree (see: Braveheart), yes, but in essence, they're historical, as they're re-counting actual events.

Games, though, are interactive. You're not being told a story. You're the one telling it, acting it out. Every man you kill, every city you conquer and every nation you destroy isn't a case of retreading history. It's rewriting it.

Which, in many ways, is exciting! It's a blast seeing Babylon become an atomic power in Civilization, or to see Sweden become a global superpower in a game of Total War. But in many ways, it's also a challenge for developers. How do they balance the need for some degree of historical accuracy with the need to create an entertaining video game?

Some don't. There are developers ? and these can often be found creating games in which action is the primary focus ? who use historical events as a bullet point on the back of the box. The glut of Second World War games over the past decade are probably the best example, using the 20th century's most brutal conflict as nothing more than window dressing for a fast-twitch action experience.

Which is disappointing. Like any other medium telling a historical tale, there is always a danger that the audience, presented with a product that is claiming to be "historical", takes the action at face value, which can colour and distort their impressions of a particular period or sequence of events.

"There is potentially great hazard in attempting to reduce the nature of conflict to a simple matter of button-bashing" says Dr Cliff Williamson. Cliff is the senior lecturer in Modern British and American history at Bath Spa University, nestled in (and named after the key attraction of) the ancient Roman city.

Cliff is also, handily, a keen gamer.

"The most serious issue for me is the separation of the protagonists from the nature of the regime they represent", he says. In reducing history's protagonists to characters and factions, Nazis are reduced to targets, crusaders to a selectable faction. You don't, for example, perform missions in Company of Heroes rounding up a town's Jewish population. You just do the "fun" stuff.

But while some games do a poor job, there are many others that do not. And the ones that get it "right", in Dr. Williamson's opinion, may surprise you. Because while open-ended games like Civilization ? which let you completely rewrite the history books ? may seem the least historically responsible, in many ways, they can be not only incredibly historical, but educational as well.

How? It's all in their structure. Their building blocks. Civilization, for example, may sound ridiculous by allowing you to convert Britain to Islam and build a fleet of Zulu fighter bombers, but scratch the surface and the game design that got you to that stage in the first place has been teaching you some very important lessons about history.

"I think that the games like Civilisation and Total War series are less of a problem to historians", Dr. Williamson believes, "as they do offer an insight into the forces that shape history via technology trees and an appreciation of the subtleties of diplomacy".

So while you may not be learning the true history of Britain's religions over the millennia, you're learning something potentially even more valuable: an understanding of the dynamics of history; of the forces that have shaped, and will continue to shape, human society.

While Dr. Williamson mentions Civilization and Total War, other similar games that instruct you in the "dynamics of change" are Pirates!, Colonization (yes, there's a Sid Meier theme here), Paradox Interactive's strategy titles (Hearts of Iron, Europa Universalis & Victoria) the Age of Empires series and Railroad Tycoon.

That's a historian's take on matters, then, but how do the developers of probably the year's biggest "historical" game feel about portraying history in their games? And how do they reconcile the need for accuracy with the need to make a game fun?

"Whilst we pride ourselves on historical accuracy in our games, we only take it as far as it's entertaining." Says Kieran Brigden, from Total War developers The Creative Assembly. "We could, for instance, represent the coffee or spice trade more fully in Empire, but we chose to keep it included but not as a full market system. "

Why? "Because although it would have been more accurate, it wouldn't have been as fun for the majority of players."

This challenge of balancing history with fun when developing a historical game is hard enough. But then, developers making history games are often faced with an even tougher challenge: balancing their own take on history.

The field isn't science. Outside of simple facts ? there's no disputing the Battle of Hastings took place in 1066, for example ? much of history is subjective. How it's told depends on who is telling it.

"History is always contentious, one man's hero is another's villain", Brigden says. "Everything down to national flags can be disputed." So include one nation in a game and you could insult another. Make one nation stronger than a rival and you'll upset customers.

The Creative Assembly face this challenge the same way they do the accuracy vs fun debate: fun has to come first. "We try and treat these issues with respect, but always with an eye to entertainment as our ultimate goal", says Brigden.

Which explains why, for example, Empire: Total War only depicts a handful of the 18th century states that made up what we now know as Germany, while Dr. Williamson says that, if it were accurate, there should have been around 300. Including all of them may have been more accurate, sure, but Empire: Total War just couldn't handle that many "postage stamp principalities" clogging up the map.

So The Creative Assembly struck a balance. And that balance goes back to what Dr. Williamson says about the "dynamics of change". Yes, the final game shipped about 296 Germanic states short of 300, but in playing the game you still get a sense that Germany as we now know it was, in the time period, fragmented and surrounded by hostile states.

So as far as this "balance" goes, in the end, we're split. For every shoddy shooter set in the Second World War or Vietnam, which outside of uniforms and gun effects has done little to really deal with the people or events underpinning the game, there has been a game like Civilization, Colonization, Total War or Railroad Tycoon (a personal favourite of Dr. Williamson's) able to show us how history actually works.

But as we move forward, and games grow not only more realistic-looking but are pitched at larger and more "accessible audiences", the challenges facing developers in treating history with respect will only grow sterner. Something that, in a surprise for an industry that in many other ways is often labelled as juvenile, Dr. Williamson reckons it might just be able to handle.

"There is the potential for games to mess it up as badly as the film industry has at times, because for every Das Boot made there is a U-571 just around the corner", he says. "The tension is always there".

"But I feel that the gaming industry - with young, involved and devoted developers - is still very respectful to the need to be faithful to the past."



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Can Games Handle History? [Feature]
Click here to read The Grey Developers (Or, Where Did All The Young Ones Go?) - The Grey Developers (Or, Where Did All The Young Ones Go?) [Dude Huge] Human history is the greatest story ever told. It's also, courtesy of the attached social, political and religious significance, the most dangerous. So what happens when games try and tell it? All kinds of things. See, games do history a little d [..] Read complete article
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Published 13-Apr-2009 by Luke Plunkett in Feature History Original Top
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XBOX 360 Gamers Weblog Gossip, news and leaks for obsessive gamers Kotaku As if you don't waste enough of your time in a gamer's haze, here's Kotaku: a gamer's guide that goes beyond the press release. Gossip, cheats, criticism, design, nostalgia, pred

ESRB on iPhone Games: We Can Handle This [Esrb]
lg-gd880-gt350 - LG announces the GD880 Mini and GT350 The game-focused Worldwide Developers Conference held by Apple this week raised questions regarding ESRB ratings for App Store games. The ESRB followed up with us to further clarify its vision for rating these games. In the past two weeks, ESA chief Michael Gallagher and ESRB head [..] Read complete article
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Dyack: Industry making more games than consumers can handle
Image 0 en  - Dyack: Industry making more games than consumers can handle When we first heard about Denis Dyack's vision of a single-console future, we were ready to dismiss the idea as, if you'll excuse our language, cockamamie. Now, in a world with cloud computing systems like OnLive and Gaikai in the works, it doe [..] Read complete article
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Published 17-Jul-2009 by Justin McElroy in cloud-computingdenis-dyackgaikaionlivesingle-console-future
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Luigi's Mansion 2 Proves the 3DS Can Handle Sequels To GameCube Games [Video]
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Published 09-Jun-2011 by Mike Epstein in Hands-On3dsE3E32011Luigi's Mansion 2Nintendo
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Finding The Art In Video Games [The Art History Of Games]
Where is art found in video games? Ian Bogost and a panel of experts tackled this question and more yesterday at The Art History of Games symposium in Atlanta, Georgia. The Art History of Games isn't simply another venue to show off particularly lovely screenshots or painti [..] Read complete article
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Published 05-Feb-2010 by Mike Fahey in The Art History of GamesArtexpertsIan BogostOriginalsymposiumTop
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The history of games, told through colors
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The History Of 2010's Games [History]
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Published 04-Jan-2011 by Luke Plunkett in History2010ArtCulture
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A History Of The Killing Tools Of Video Games [Gdc]
Click here to read A History Of The Killing Tools Of Video Games - A History Of The Killing Tools Of Video Games [Gdc] [..] Read complete article
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Published 02-Mar-2011 by Luke Plunkett in GdcArtCultureGdc 2011iam8bitOriginal
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'Playing With History': the State of Historical Games [History]
We historians are a little protective of our respective domains — but a constant (and well-deserved) criticism we lob at each other in general is that through various means, we deliberately make ourselves inaccessible to the average, interest layperson. [..] Read complete article
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Published 31-May-2008 by Maggie Greene in CultureFpsGame DesignHistoryMedal Of HonorSimulationsWwii
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Magic the Gathering?s Secret Sci-Fi History [Tabletop Games]
Click here to read Magic the Gathering?s Secret Sci-Fi History - Magic the Gathering?s Secret Sci-Fi History [Tabletop Games] [..] Read complete article
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Published 18-Jan-2011 by Ed Grabianowski in Tabletop GamesGamesMagic The GatheringRepublished
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Preserving Our History: Good Games Never Go Out of Style [History Is Fun!]
Rob Zacny has a thought provoking piece up at the Escapist: on the whole, we're the worst genre when it comes to preserving our history, even the great classics acknowledged as 'great.' In a society ? never mind technical area ? where progress and marching forward is the name of th [..] Read complete article
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Published 29-Jun-2008 by Maggie Greene in History is fun! Archives Culture History Preservation Retro Games
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Few Of History's Top Books Made Into Games, Good Or Bad [Books]
With EA's Dante's Inferno game on the verge of release, draw your eyes to some lists of the 100 greatest books of all time. Few games have been made based on the books, for better or worse. I found a Top 100 Books list from Newsweek (a meta list of other lists), posted last sum [..] Read complete article
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Published 25-Jan-2010 by Stephen Totilo in BooksDante's InfernoOriginalTop
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