History and Video Games
Date
2022Author
Rochat, Yannick <Institute of Technology in Lausanne (EPFL), Switzerland>
Metadata
Show full item recordAbstract
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).
URI
https://doi.org/10.1515/9783110430295-042http://elea.unisa.it:8080/xmlui/handle/10556/6160
http://dx.doi.org/10.14273/unisa-4252