This is a reprint of my original PlaythePast post . It offers a brisker survey of the Historical Problem Space framework that I lay out in greater detail in the academic journal Game Studies article, The Historical Problem Space Framework: Games as a Historical Medium, also published in late 2020. The ambition to write a series of these for PlaythePast.org has not yet been fulfilled.
I’m returning, happily, to my roots to write a series of essays on PlaythePast. In 2012 I proposed the outlines of a framework (first here on PtP and then elsewhere in The Journal of Digital Humanities) that I have come to call the “historical problem space framework.” Since then, I have spent a considerable amount of time–both as a history educator who uses historical games and as a historian studying games–developing and refining this historical problem space framework. While I have an article in the works on the subject, and regularly make use of it in my classes and research, the framework has developed considerably since I first proposed it 8 years ago. Someday, perhaps I’ll get to write a book on the topic. But for now, in hopes of providing a hopefully easy-to-understand, holistic, and practical approach to analyzing and explaining the history in historical games, I’m writing a series of essays here on Playthepast, where the concept was born. Hopefully, readers will find the framework useful for their own research, teaching, and design and just for thinking more about how historical video games work. This is a work in progress and comments, questions, and constructive criticism are most welcome.
The historical problem space framework (HPS) is a holistic, medium-sensitive, design-focused framework for analyzing and understanding, designing, and teaching with historical games. It is, above all, meant to focus practically on how designers craft historical games, based on an understanding that games are mathematical, interlocking, interactive (playable) systems.
History is, in broad terms, the curated representation of the past, so pretty much any medium that can communicate ideas about the past can function as history. This is as true for video games as it is for texts, images, cinema, and so on. It is critical to understand, however, that each medium has its own characteristics, its own ways of presenting the past. This point has been made increasingly clear by historians studying historical film and is certainly true of historical video games. Both need to be approached not as a deficient forms of textual history, but as media that are simply different from text, talk, or lecture.
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