History and Video Games
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Data
2022Autore
Rochat, Yannick <Institute of Technology in Lausanne (EPFL), Switzerland>
Metadata
Mostra tutti i dati dell'itemAbstract
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