Human history is the greatest story ever told. Itâs 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, theyâre historical, as theyâre re-counting actual events.
Games, though, are interactive. Youâre not being told a story. Youâre the one telling it, acting it out. Every man you kill, every city you conquer and every nation you destroy isnât a case of retreading history. Itâs rewriting it.
Which, in many ways, is exciting! Itâs 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, itâs 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 donât. There are developers â and these can often be found creating games in which action is the primary focus â 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 centuryâs 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 âhistoricalâ, takes the action at face value, which can colour and distort their impressions of a particular period or sequence of events.
âThere is potentially great hazard in attempting to reduce the nature of conflict to a simple matter of button-bashingâ 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.
âThe most serious issue for me is the separation of the protagonists from the nature of the regime they representâ, he says. In reducing historyâs protagonists to characters and factions, Nazis are reduced to targets, crusaders to a selectable faction. You donât, for example, perform missions in Company of Heroes rounding up a townâs Jewish population. You just do the âfunâ stuff.
But while some games do a poor job, there are many others that do not. And the ones that get it ârightâ, in Dr. Williamsonâs opinion, may surprise you. Because while open-ended games like Civilization â which let you completely rewrite the history books â may seem the least historically responsible, in many ways, they can be not only incredibly historical, but educational as well.
How? Itâs 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.
âI think that the games like Civilisation and Total War series are less of a problem to historiansâ, Dr. Williamson believes, âas they do offer an insight into the forces that shape history via technology trees and an appreciation of the subtleties of diplomacyâ.
So while you may not be learning the true history of Britainâs religions over the millennia, youâre 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 âdynamics of changeâ are Pirates!, Colonization (yes, thereâs a Sid Meier theme here), Paradox Interactiveâs strategy titles (Hearts of Iron, Europa Universalis & Victoria) the Age of Empires series and Railroad Tycoon.
Thatâs a historianâs take on matters, then, but how do the developers of probably the yearâs biggest âhistoricalâ 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?
âWhilst we pride ourselves on historical accuracy in our games, we only take it as far as itâs entertaining.â Says Kieran Brigden, from Total War developers The Creative Assembly. âWe 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. â
Why? âBecause although it would have been more accurate, it wouldnât have been as fun for the majority of players.â
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 isnât science. Outside of simple facts â thereâs no disputing the Battle of Hastings took place in 1066, for example â much of history is subjective. How itâs told depends on who is telling it.
âHistory is always contentious, one manâs hero is anotherâs villainâ, Brigden says. âEverything down to national flags can be disputed.â So include one nation in a game and you could insult another. Make one nation stronger than a rival and youâll upset customers.
The Creative Assembly face this challenge the same way they do the accuracy vs fun debate: fun has to come first. âWe try and treat these issues with respect, but always with an eye to entertainment as our ultimate goalâ, 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 couldnât handle that many âpostage stamp principalitiesâ clogging up the map.
So The Creative Assembly struck a balance. And that balance goes back to what Dr. Williamson says about the âdynamics of changeâ. 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 âbalanceâ goes, in the end, weâre 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. Williamsonâs) 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 âaccessible audiencesâ, 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.
âThere 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 cornerâ, he says. âThe tension is always thereâ.
âBut I feel that the gaming industry â with young, involved and devoted developers â is still very respectful to the need to be faithful to the past.â