Introduction Gamevironments of The Past
Introduction Gamevironments of The Past
Novigrad in the evening sun. The Witcher 3: The Wild Hunt (CD Project Red 2015)
Special Issue
by
Derek Fewster and Ylva Grufstedt
Issue 05 (2016)
articles
Where Did You Learn That? The Self-Perceived Educational Impact of Historical
Computer Games on Undergraduates.
by Robert Houghton, 8
Ghost in the Cartridge: Nostalgia and the Construction of the JRPG Genre.
by JD Mallindine, 80
report
The Indian Indie Game Development Scene - History and Cultural Heritage as Game
Themes.
by Xenia Zeiler, 258
interview
Abstract: Notes on the workings of history in games, historical culture, game design,
and putting together this special issue of gamevironments.
To cite this article: Fewster, D., Grufstedt, Y., 2016. Introduction: Gamevironments of
the Past – A Broad Take on Games and History. gamevironments 5, 1-7. Available at
http://www.gamevironments.uni-bremen.de.
open and inclusive take on scholarship that has so far been a staple in our academic
discipline, in order to cover as many aspects of gaming and history as possible. The
notion, and to build it particularly on the potential that arises from the mix of game
studies and the humanities. While the scope of game studies expands and branches
into specific subfields, we find it important not to lose sight of the benefits of
broader thinking. Studying the interplay of different aspects of a game, such as
The quote below may exemplify these thoughts; it comes from a GameSpot review
(Clarke 2014) of the historical war survival game This War of Mine (2014), which was
set to take place during the Balkan Wars of the 1990’s. The player is taken on an
emotional roller-coaster in a game dealing with micro-events, mentalities, and
atrocities of a civilian experience, which forever changed the lives of so many people
in the area and beyond it.
“Is this a game you want to play? No. Is it a game anyone with a beating
heart should play? Yes. A million times yes. It's a long-form exercise in
empathy, a sobering piece of work that fills in the blanks left when all
we see of war are the headshots. It's a much-needed course correct in
the current shoot-first-ask-questions-never gaming landscape that
supposes war is won because one supreme bad guy caught a bullet
through his brainstem. No: It's won when the people who lived under
his boot get to go home.” (Clarke 2014).
In the above quote, something in particular caught our interest. The journalist writes
questions to the contents of the games, past the instant gratification of a kill, a score, 2________
or some added experience points, unless the game was specifically designed to
It is, of course, certain that other types of games also trigger similar and other
discussing some gaming topic and read the near infinite number of debates,
comments, player accounts, reviews, or hints, to understand that players are indeed
quite invested in the digital products that they are handling. The question is, in which
ways do games of varying genres facilitate communication, produce value, and
invoke thought through the vast provisions of design, historicity and narration?
Because, images of history and conceptions of historicity do saturate the design
process, the completed games and the gaming experience as a whole. If these
relations were brought into the open, they would probably concern most of the
available scene and most of the merchandise. Design principles and choices, partially
hidden in the rules, principles, categorisations and genres, build upon decades of
traditions and theoretical considerations, just like those outlined in for example
Wendy Despain’s 100 Principles of Game Design (2013). Historical culture overflows
the visual design, anchoring games in certain environments, each new game
capturing yet another plausible ambience and relatable realism, while rendering
novel yet adapted Zeitgeists for obvious reasons of immersion and incorporation.
Games can be virtual time travels into imagined communities. The contents,
storylines, narrative layers and textual elements of digital games utilize centuries of
folklore, beliefs, historical events, and literature. Sometimes the writers and designers 3________
for the extended joys of the fans. In addition, the games, even if fully commercialised,
often promote reflections on ideologies, alternatives and political choices, often
consciously taking the players into the grey zones of ethics and morality.
Games, even many which were not intended for this, work their way into the minds of
the players as educational experiences; scores of games have a serious core dealing
bearing into the future. To pose a related question, have you ever considered why so
many historicizing games display some level of an Apocalypse, be it then from
zombies, a rat plague, nuclear fallout, Reapers, “The Incident” or plain civil war? Many
game features, like having female protagonists or presenting sexual freedom of
choice, or storylines considering racism, segregation, totalitarianism or the essence of
humanity in general, are all firmly anchored in modern discourses, in the present
historical moment. Even the current interest in retro gaming, without any overtly
Content Summary
The possible topics that could be covered by related research are too numerous to
mention here, and the field remains vast for the coming years of historical game
studies. i We can, nevertheless, in this issue of gamevironments provide some
contributions to enlighten the readers and develop future scholarship on some of the
outlined subjects.
4________
In this issue at hand, Cecilia Trenter, Xenia Zeiler and Sarah Zaidan all contribute with
With regards to the sometimes frustrating wall between scholars of games and game
developers, the questions and insights provided by the article are valuable and
In a compelling report from the Indian game development scene, Xenia Zeiler gives
her perspective on the current state of the industry through a platform and topics
analysis and interviews conducted on-site in 2016. The indie scene in particular
her work on building a video game based on theories and principles sprung from
game research. She is on a journey to produce a video game called The Adventures of
Along the same lines, Owen Gottlieb tackles the topic of design-based research in his
authentic with the fictional, with particular regards to augmented reality mobile
platforms.
“where did you learn that?” The article builds on a small-scale, preliminary study with
the aim to examine if the video game form has a greater level of perceived 5________
transformative impact on players than other media. The results highlight the
potential in using video games to teach history alongside the importance of
Wild Hunt (2015), Carvalho describes the various interplay of contents and mechanics
with a profound theoretical approach.
JD Mallindine’s contribution delves into the culture of JRPGs – Japanese Role Playing
Games. In her preliminary pilot study, Mallindine explores the topics of genre and
nostalgia by looking at games critique and accompanying comments online. Her
findings point to the importance of mapping community life and fan cultures when
exploring the history and development of game genres.
Brittany Kuhn writes about the first instalment of the Bioshock series (2007) – a game
with an explicit intent to criticise Ayn Rand’s objectivism. Focusing on how the
building architecture and symbolism inside the game facilitate said critique, Kuhn
order to describe three processes used to create a historical discourse, called the
History-Game Relations Framework. The framework is then tested on two games as
case-studies: Total War: Rome II (2013) and Sid Meier's Civilization V (2010).
Finally, on the topic of level design, Samir Azrioual asks “in what ways do Call of Duty:
World at War (2008) and Assassin’s Creed (2007) use historical events in their level 6________
games.
References
Chapman, A., Foka, A. and Westin, J., 2016. Introduction: What is historical Game
Studies? Rethinking History, 20 [open access]
http://www.tandfonline.com/doi/full/10.1080/13642529.2016.1256638, accessed 13
November 2016.
Clarke, J., 2014. Counting bodies like sheep to the rhythm of the war drums.
Despain, W., ed., 2013. 100 Principles of Game Design. New Riders. 7________
This War of Mine, 2014. [video game] (Microsoft Windows, Mac OS X, Linux, iOS,
Android, PlayStation 4, Xbox One) 11 Bit Studios and War Child, 11 Bit Studios.
i
For a developed discussion on the nature and state of historical game studies, see for example
Chapman, Foka and Westins (2016).