The problem I have with the entire game revolving around the player is when we are simulating (world) heritage sites, the experience is about a culture not about the player. Historical adventure games don’t necesarily have this problem.
I’m still enjoying Eric Champion’s Critical Gaming: Interactive history and virtual heritage. I wanted to write today about his chapter four, which lots at the problems of learning history through games. There’s all sorts of things I like in here, and only one thing I take a different view on.
The first thing I like is that he quotes this blog, from Thomas Grip. Especially this line:
It is very common that you change a story like this depending on your audience. If the people listening do not seem impressed by the hero’s strength, you add more details, more events, descriptions and dialog. Your goal when telling the story is not be give an exact replication of how the story was told to you. What you are trying to do is to copy the impact the story had on you and any change you can do in order to…
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