Could historical traps and tricks be used in game designs to encourage thinking about other cultures and create an engaging games?
I raised the below question on twitter (partially to see if twitter was good at answering):
Were any of the traps and tricks in any Indiana Jones movies actually historically plausible and authentic/accurate?
Well I found some interesting answers at
https://www.reddit.com/r/AskHistorians/comments/1cm11z/is_there_any_history_basis_for_the_traps_in_tombs/
And one example (Qin Shi Huang) seemed plausible:
The Secret Tomb of China’s 1st Emperor: Will We Ever See Inside?
Buried deep under a hill in central China, surrounded by an underground moat of poisonous mercury, lies an entombed emperor who’s been undisturbed for more than two millennia.The tomb holds the secrets of China’s first emperor, Qin Shi Huang, who died on Sept. 10, 210 B.C., after conquering six warring states to create the first unified nation of China.
http://www.giantbomb.com/qin-tomb-of-the-middle-kingdom/3030-12977/
And there was a game, Qin: Tomb of the Middle Kingdom, which leverages this idea! Not sure I can find and play it (I tried some years ago) but perhaps a working copy is still out there somewhere.
There are still vimeo and youtube videos online.
NB it was very interesting to read of mercury being buried with a tomb, as they have recently found liquid mercury at Teotihuacán:
Liquid mercury found under Mexican pyramid could lead to king’s tomb. Researcher reports ‘large quantities’ of the substance under ruins of Teotihuacan in discovery that could shed light on city’s mysterious leaders.