History Game Design

Goals:

  • Consider how to design a History Game

  • Examine examples of history games designs and evaluate the success or the compromises necessary to the process.

  • Begin work on exercise 5: this framework will give you the structure to complete your annotated bibliography.

Potential Questions:

  • Rouse's chapter on Game Design highlights their key idea about game design - player choice. In the games that you play, how important is having the ability to solve a challenge in different ways? Which games do this best, do you find? And how, if you were creating a history game, would you balance player choice with historical accuracy?

  • Grufstedt approaches the idea of game design from an analytical perspective - she is analyzing as a historian the history of history-game design at Paradox. She (p. 77) talks about how Rockstar games use History as "clout" - a way to signal authenticity more for marketing than a game pillar. Or Assassin's Creed series uses the claim historical consultancy to "pre-empt criticism". Do you see that in other games and should this concern us as historians?

  • What is a counterfactual game in Grufstedt's writing? How might students apply her definition to their own research?

Read/Watch/Listen:

Going further

Robin Hunicke, Marc LeBlanc, Robert Zubek, "MDA: A Formal Approach to Game Design and Game Research", https://users.cs.northwestern.edu/~hunicke/MDA.pdf

Tanenbaum, T. J., Gardner, D., & Cowling, M. (2017). "Chalk, Props, And Costumes: Two Exercises for Teaching Pervasive Game Design." Analog Game Studies, 4(4), ETC Press. pp 232 – 248

Tim Somers, Making Historical Boardgames (blog post, October 7, 2019)

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