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Hai my name is Kyle. Things I like include: burritos, beer, skateboarding, the environment, painting, baseball, and those videogame contraptions. I have a passion for the bizarre Japanese stuff, but have a pretty eclectic taste in games. I'm the guy making snarky comments about the latest AAA titles and raving about the latest, greatest thing that'll be lucky to self half a million copies.

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History & Videogames: Why Fiction is Blatantly Better than Fact
Kyle MacGregor | 5:29 PM on 03.08.2010 8 comments




I recently participated in a community podcast discussing history and videogames. As the least vocal member of the cast, I had some thoughts that I didn't elaborate on during the show.

No matter how truthful and realistic a game is at recreating history, the moment a player lays hands on it, that recreation changes drastically and the actual history of the event is thereby destroyed. The more realistic and faithful a depiction of a historical event is, the more obtrusive actions and consequences of player entering that world will be.

If I may be allowed to draw a parallel to graphics, the theory of the Uncanny Valley asserts that the more realistic a recreation of human life becomes, the more positive the response will be until such a close similarity is achieved that a negative response is elicited. This can explain why a player can identify and be empathetic with 16-bit sprites, while hyper-realistic depictions of people seen in HD titles like Heavy Rain come off as creepy.

Just as current technological constraints keep games from being completely photorealistic, the introduction of player interaction to a historical event destroys the recreation. Historical games exist as an intermediate state between portraying a past event and entertaining the player. The game can attempt to do one or the other, giving players a game where their input hardly matters and follows a historical event accurately, or an entertaining game that sacrifices the history at the player’s expense.

The path most traveled with historical games entertains the player, whilst giving a glimpse into what it may have been like during a historical event or time period. While not an accurate recreation, this allows the player to fulfill fantasies of changing what happened in the past or being an instrumental figure in a particular event. Storming the beaches of Normandy virtually alone, or preventing the Romans from expanding into an Empire can be very satisfying, and may even give you an idea what it may have been like to live through a given time period, but it is not history. The mere fact that it is a game where player actions have consequences negates any and all of its historical factors.

It may sound odd, but I would argue that rather than misrepresenting the reality of an actual event, a more faithful route in attempting to recreate history with games would be to create a fictional experience based capturing the feeling of an event or time period, or at the very least, limit the scope of how far player actions can affect a historical event.



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6 comments | showing # 1 to 6
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Kilgore E's Avatar - Comment posted on 03/08/2010 17:47
Kilgore E
Agreed. I get mad when things are "based on a true story" (not just in games), I know the story, and they're nothing like the story.
Kraid's Avatar - Comment posted on 03/08/2010 17:59
Kraid
It's hard sometimes to differentiate between real events and fictional ones especially in games. There always a vague reconstitution of what an event really was or actually how it took place. It's mostly due to the fact that in order to conserve the fun factor you have to make some concessions when it comes to realism (In this case , military events) because otherwise it's removes the entertainment out of the game.

Are you really going to throw soldiers on the beaches for 2 hours straight incapable of overwhelming German defenses and force the player to like the experience, absolutely not. That's why games need to have some-kind of a gage for the game to be fun rather than a frustrating mess of military decisions.

I kinda feel bad now that you haven't had the chance to talk more on the podcast because of our continuous ramblings , because you have a good point.

I was going to do a complementary blog on our podcast but I think you just did the job for me!
garison's Avatar - Comment posted on 03/08/2010 19:41
garison
Just leaving this comment to inform you that I read this post.
CelicaCrazed's Avatar - Comment posted on 03/08/2010 21:36
CelicaCrazed
This is why I really like those "alternate reality" type of games. They can take place in a certain setting while not worrying about whether or not they're being accurate. It let's you suspend belief and just enjoy the game for what it is.
Guncannon's Avatar - Comment posted on 03/09/2010 01:27
Guncannon
Thanks for condensing our hour and a half of rambling into a few concise paragraphs.
beverlynoelle's Avatar - Comment posted on 03/09/2010 15:09
beverlynoelle
I fully agree. That's why I like games that are peripherally historical as opposed to fully based on historical events. That, and I am no good at strategy-type games. :)
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