History and Video Games

The aim of this chapter is to highlight some of the constraints present inthe development of games with historical settings, and to explain why historical fal-lacies are sometimes included in games, even though the authors most often knowthat these are mistakes. Such choices are strongly dependent o...

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Bibliographische Detailangaben
1. Verfasser: Rochat, Yannick <Institute of Technology in Lausanne (EPFL), Switzerland>
Format: Buchkapitel
Sprache:eng
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Beschreibung
Zusammenfassung:The aim of this chapter is to highlight some of the constraints present inthe development of games with historical settings, and to explain why historical fal-lacies are sometimes included in games, even though the authors most often knowthat these are mistakes. Such choices are strongly dependent on gameplay tradi-tions (what we have learnt to play, and how) as well as technological restrictionscarried by the gaming platforms (computers, consoles, mobiles) and the game en-gines (the tools used to create games).