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Path of Honors Project
Path of Honors is an experimental interactive history that I am designing in bits and pieces. The plan is to model an aristocratic Roman as he played the game of politics and sought to win election to offices and gain prestige and dignity for himself and his family. PoH is skeletal right now and will likely take years to finish. In the meantime I hope it will provoke conversation and suggest what historians could do with the interactive medium of choice-based texts.
Discussion of the Path of Honors project
- Meaningful Choices: Twine Developer Diary, Part 3 reflects on some ideas about meaningful choices in Twine in the context of my own experience designing Path of Honors.
- Lucas Coyne, a doctoral student in U.S. History at Loyola University in Chicago, sent me a list of terrific questions about Path of Honors . Their depth and breadth encouraged me to write and post the answers as pieces Here and on PlaythePast.
Current version of the Path of Honors project
Path of Honors 0.0.15 (Posted 1/4/23) – New battle narrative system added; game still ends with winning an aedileship. Updated to Harlowe 3 using dropdown menus to select goals for the ahttps://gamingthepast.github.io/Path%20of%20Honors%200.0.15%20HARLOWE.htmledileship (though the game still ends as soon as the player sets those goals
Epoiesen Essays
“Path of Honors: Towards a Model for Interactive History Texts with Twine”. Epoiesen: A Journal for Creative Engagement in History and Archaeology (2018).
- First Response to Path of Honors, by Angus Mol, Leiden University
- Second Response to Path of Honors, by Marc Saurette, Carleton University.
Next projected update: Hopefully sometime later in Late March 2018
Path of Honors — Thoughts behind the design of an interactive history
Path of Honors (here at my Twine site on philome.la) is an experimental interactive history that I am designing in bits and pieces. The plan is to model an aristocratic Roman as he played the game of politics and sought to win election to offices and gain prestige and dignity for himself and his family. PoH is skeletal right now and will likely take years to finish. In the meantime I hope it will provoke conversation and suggest what historians could do with the interactive medium of choice-based texts.
Lucas Coyne, a doctoral student in U.S. History at Loyola University in Chicago, sent me a list of terrific questions tabout Path of Honors (play here). Their depth and breadth encouraged me to write and post the answers as pieces on PlaythePast. These are the first three: I’ll answer more in upcoming weeks.
1. Ideally, what is the audience for this project, particularly in its completed state?
Path of Honors is an attempt to do several things in the realm of developing an interactive historical text using Twine. The first was simply to get myself more acquainted with the specifics of the tool so that I could better Read more…
Bibliography
Topics
- Historical Games in History Education
- Historical Games and History / Historical Games as History
- Designer and Production Studies
- Archaeogaming. Archaeology of Games and in Games
- Ancient History and Historical Games
- Medieval European History, Medievalism, and Historical Games
- Historical Games and Early Modernity
- US Western History and Games
- World Wars and Digital Historical Games
- Imperialism, Colonialism, and Hegemony in and around Games
- Sid Meier’s Civilization and History
- Simulation & Game Design and Use
- Games and Learning; Games and Simulations in Education
- Formal Analysis of Video Games (Including Literary Analysis)
- Interactive History, Text and Narrative / Storytelling
- Issues of Pedagogy Relevant for Using Gaming in Education
- History of Games and Study of Games in Society
- The Discipline of History and History Education, Counterfactual History
- Media Literacy
- Game Theory
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Historical Games in History Education
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Historical Games and History / Historical Games as History
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Designer and Production Studies
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Grufstedt, Y. (2022), Shaping the Past: Counterfactual History and Game Design Practice in Digital Strategy Games. DeGruyter.
Wright, E. (2022). Rockstar Games and American History: Promotional Materials and the Construction of Authenticity. DeGruyter
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Archaeogaming: Archaeology of and in Games
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Aycock, J. 2016. Retrogame archeology: Exploring old computer games. New York: Springer. DOI: https://doi.org/10.1007/978-3-319-30004-7Hide or report this
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https://www.sidestone.com/books/the-interactive-past
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Ancient History and Historical Games
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Medieval European History, Medievalism, and Historical Games
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Fewster, D. (2015). The Witcher 3: A Wild and Modern Hunt to Medievalise Eastern and Northern .Europe. Gamevironments 2: 158-180.
Houghton, R. ed. (2020), The Middle Ages in Modern Games: Conference Proceedings, Vol. 1. (available online)
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Historical Games and Early Modernity
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Winnerling, T. and F. Kerschbaumer, eds.(2014). Early Modernity and Video Games. Cambridge
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US Western History Games
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Wills, J. (2008). Pixel cowboys and silicon gold mines: Videogames of the American West. Pacific Historical Review, 77, 273-303.
Wright, E. (2022). Rockstar Games and American History: Promotional Materials and the Construction of Authenticity. DeGruyter
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World Wars and Games
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Campbell, J. (2008). Just less than total war: Simulating World War II as ludic nostalgia. In Whalen & L. Taylor (Eds.), Playing the past: History and nostalgia in video games (pp. 182-200). Nashville, TN: Vanderbilt.
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Potzsch, H. and V. Sisler (2016). Playing cultural memory: framing history in Call of Duty: Black Ops and Czechoslovakia 38-39: Assassination. Games and Culture 14(1): 1-23. (online)
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Imperialism, Colonialism, and Hegemony in and around Games
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Borit, C., Borit, M., and P. Olsen (2018). Representations of Colonialism in Three Popular, Modern Board Games: Puerto Rico, Struggle of Empires, and Archipelago. Open Library of Humanities, 4: 17. https://olh.openlibhums.org/articles/10.16995/olh.211/
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Harrer, S. (2018) Casual Empire: Video Games as Neocolonial Praxis. Open Library of Humanities, 4(1): 5, pp. 1–28, DOI: https://doi. org/10.16995/olh.210
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LaPensée, B. A. (2008). Signifying the west: colonialist design in Age of Empires III: The WarChiefs. Eludamos. Journal for Computer Game Culture, 2(1), 129-144.
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Mukherjee, S. (2015). The playing fields of empire: Empire and spatiality in video games. Journal of Gaming & Virtual Worlds: 299-315.
Mukherjee, S. and Hammar, E.L. (2018). Introduction to the Special Issue on Postcolonial Perspectives in Game Studies. Open Library of Humanities, 4(2): 33, pp. 1–14. DOI: https://doi.org/10.16995/olh.309
Poblocki, K. (2002) Becoming-state: the bio-cultural imperialism of Sid Meier’s Civilization. Focaal – European Journal of Anthropology 39: 163–177. (available online)
Soares, G. (2019). Civilization and Strategy Games’ Progress Delusion. Vice. https://www.vice.com/en_us/article/4aggzm/civilization-and-strategy-games-progress-delusion
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Sid Meier’s Civilization and History (See also, Imperialism and Colonialism Games and in Games)
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Burns, A. (2002). Civilization III: Digital game-based learning and macrohistory simulations. Retrieved from http://www.alexburns.net/Files/CivilizationIII.pdf
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Ford. D. (2016)“eXplore, eXpand, eXploit, eXterminate”:Affective Writing of Postcolonial History and Education in Civilization V. Game Studies, 16.
Koebel, G. (2017). Simulating the ages of man: Periodization in Civilization V and Europa Universalis IV. Loading … , 10(17), 60-76. (available online)
Friedman, T. (1999) Civilization and Its Discontents: Simulation, Subjectivity, and Space. In. G. Smith (ed.), Discovering Discs: Transforming Space and Genre on CD-ROM. (online)
“Civilization IV and V as Gamic Histories” (April 2020) (link)
McCall, J. (2019). Gaming the Past Designer Talk 1: Soren Johnson (Civilization IV) Spotify
McCall, J. (2019). Gaming the Past Designer Talk 2: Jon Shafer (Civilization V). Spotify
Mol, A. Politopoulos, A., and C. Ariese (2017). From the Stone Age to the Information Age. History and Heritage in Sid Meier’s Civilization VI. Advances in Archaeological Practice. https://www.cambridge.org/core/journals/advances-in-archaeological-practice/article/from-the-stone-age-to-the-information-age/A23316ACBE9D5DBD392AC03820AEC6A8/core-reader?fbclid=IwAR0LZqe2gCz2o3OsC_xKsiNfdsvqHs0E-1xZvm6lE5GJ4SEEQ7S2q65hRpk
Mol, A., A. Politopoulos (2018). One More Turn Season 1
Mol, A., A. Politopoulos (2018). One More Turn Season 2
Owens, T. (2011). Modding the History of Science: Values at play in modder discussions of Sid Meier’s civilization. Simulation & Gaming, 42, 481-495.
Poblocki, K. (2002) Becoming-state: the bio-cultural imperialism of Sid Meier’s Civilization. Focaal – European Journal of Anthropology 39: 163–177. ((available online))
Soares, G. (2019). Civilization and Strategy Games’ Progress Delusion. Vice. https://www.vice.com/en_us/article/4aggzm/civilization-and-strategy-games-progress-delusion
Squire, K. (2004). Replaying history: Learning world history through playing Civilization III (Doctoral dissertation).
Taylor, T. (1994). Using the simulation “Civilization” in a world history course. History Microcomputer Review, 10, 11-16.
Tharoor, K. (2016). Playing with History: What Sid Meier’s Video Game Empire Got Right and Wrong about Civilization. Long Reads. https://longreads.com/2016/10/26/what-sid-meiers-video-game-empire-got-right-and-wrong-about-civilization/.
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Simulation & Game Design and Use
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Games and Learning; Games and Simulations in Education
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Formal Analysis of Video Games
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Issues of Pedagogy Relevant for Using Gaming in Education
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Who Am I? What Am I Doing Here? Player Agents in Historical Games
Adam Chapman and I are back on track debating the distinctions between different kinds of historical games and what makes a game historical. I find myself, in these kinds of discussions, increasingly referring to important distinctions I have found between types of player agents in historical games. I developed a starting taxonomy to make these distinctions explicit and useful for analysis in a talk I gave on Twine and interactive historical texts for the Value Project last year (The whole talk is worth it, I hope, but minutes 15:20 – 17:40 present my initial version of the taxonomy). I will write this up more formally in some articles in 2019, but since I have found it to be useful and I refer back to it increasingly, I wanted to present this to interested folk.
[1/1/2019 Note: I’ve gotten some helpful initial feedback, and rather than draft a new post, I am adding new sections in blue italics. This is all still very much a work in progress, but I became struck all-of-a-sudden by the idea of updating more interactively with feedback from Twitter — keep the thoughts coming!]
In historical games (whether using MacCallum-Stewart & Parsler’s (2007, 204) definition or Chapman’s (2016, 16) much broader definition) with historical problem spaces (McCall 2012, 2012, 2016, 8), the types of player-agents game designers focus on in their designs have a significant impact on the connections between the game and the past. There is, of course, a great deal of overlap, but it is still meaningful to consider four main types of historical agents in these games.
April and Mid-May History and Games List
Historical Video Games
- The Curious Expedition, now has a demo for its browser based version. This game of European exploration in the Age of Imperialism has been used in history classes successfully. The browser based version will make the game even more accessible.
- Dead in Vinland, A survival strategy game with adventure/murder mystery elements set in a Viking settlement on a strange isle.
- Hard Ancient Life (Q4 2018) – “Hard Ancient Life is a city-building economic strategy taking place in the Nile Valley. Immerse yourself in a world full of pyramids, where you will become a part of the ancient world. Create history, be history!”
- Imperator: Rome – Paradox interactive just announced it is developing a game set in the 4th – 1st centuries BCE Mediterranean. Out for release in 2019
- March to Glory, – “March to Glory is a turn-based strategy game that takes you through the Napoleonic wars with a new strategic and challenging gameplay, full of interesting mechanics combined with thrilling combat.”
- One Hour, One Life – If I understand correclty, not a historical game, but rather focused on how modern humans, deprived of all technology, would rebuild civilization. One lifespan takes 1 hour of gametime, it’s multiplayer, and remains of human civilizations built during the game can be used by incoming players. So it sounds to me like a potentially excellent and creative way to think about the neolithic revolution and rise of civilizations.
- Reflexio – An archaeology game on itch.io. “Play as Laura Kraft and investigate the mystery of an archaeological site. In this exploration-and-puzzles video game, you’ll have to travel the ancient ruins, looking for time-lost archaeologists and artifacts hidden in the scenery. “
- Total War Saga: Thrones of Britannia
- Walden, A Game — Designed by the USC Innovation Lab (Walden game website here), Walden is a first person open world sim of Thoreau’s efforts to live self-reliantly.
March History and Games Links
Here’s the list for March.
Historical Video Games
- Check Your 6! — Turn-based game of aerial battles in World War 2
- Mewilo – Give this proposed game and website a look. It represents a game about historical Martinique, surely not a commonly found topic in historical games. Says the creators, “You are transported in 1900, in the tumultuous past of an island of the Antilles, the Martinique,” and that this game as “an unprecedented reconstruction work allowsus to rediscover the atmosphere of this city nicknamed ‘the little Paris of the West Indies’ or ‘the tropical Venice’.”
- Northgard – A Viking themed game that the designers say is based on Norse mythology and focuses on the discovery of a new land and competition to control it.
February (Even though it’s March) History and Games Links
Here’s the list for February. A lot of games, including the controversial Kingdom Come: Deliverance, the uncommonly focused Nantucket (19th century whaling), and the potentially very classroom-useful Neolithic: First City States. Some excellent essays and podcasts; really all kinds of materials. Enjoy!
Historical Video Games
- Age of Empires: Definitive Edition — An updated version for Windows 10 of a watershed commercial history game, first released in 1997. Currently only available through the Windows store, but there is some buzz that it will be available on Steam. See T.J. Hafer and Marcello Perricone’s articles below
- Discovery Tour by Assassin’s Creed: Ancient Egypt— Lots of excitement for this, a violence-free tourist mode where players can explore the 3D world of late Ptolemaic Egypt, meet historical figures, and learn about material culture. This is a free update for those who own AC: Origins, but also can be purchased separately. Be aware this will take a good graphics card to run well. See John Hopley’s essay below.
- Check Your 6! — Turn-based game of aerial battles in World War 2
- Fields of Glory 2: Legions Triumphant expansion— An expansion (must own the main FoG2) focused on the Roman Empire and its foes from Augustus to Romulus Augustulus (476 CE)
Playing with the past in serious ways: Twine interactive history project guide, Part 1
This is the third year I have incorporated a long-term (one quarter to one semester long) Twine interactive history project into my ninth-grade ancient world history and twelfth grade Roman Republic classes at Cincinnati Country Day School. I have written in the past about Twine, the benefits for students researching and designing Twine histories, and some of the methods I have employed (See Twine, Inform, and Designing Interactive History Texts and Creating Interactive Histories in History Class at Play the Past. Also see the YouTube video I prepared for the VALUE project). This post talks about my latest implementation-in-process this semester and some thoughts on the process and educational value of a Twine interactive history project. Included are the spec sheets and rubrics I have developed to help teachers launch their own Twine history projects.
Types of Choice-Based Interactive History Texts
There are three fundamental approaches to choice-based interactive history texts one can design with Twine or similar tools (see: Crafting Interactive Histories: Twine and Choice-Based Interactive Historical Texts ) Every Person, Specific Agent, and Experimenting Deity. Each has a different sort of player agent that produces some differences in the research required for each and the handling of issues like counterfactual history that are inherent to most interactive histories. Read more…
Mid-November History and Games Links
Starting with this post, I will post at least once every month a list of things new (to me at least) in the world of historical games – Games, Commentary, Scholarship, and even some more tangentially related news and scholarship. I’m not going to be too strict about when such material came out, so if you have things from earlier in the year that you would like to have posted in mid- December, let me know. I’ll figure out a better way to organize this, I hope, but for now, I just want to get the ball rolling
New Historical Video Games
I’m deliberately not including the AAA predominantly first/third person shooters; they get plenty of press already. These are the interesting indies with a marked preference for games that might be useful in a class-setting
- Attentat 1942 by Charles University, Czech Academy of Sciences Play and learn about the Nazi occupation of Czechoslovakia from video eyewitness testimony in the role of a modern young adult reconnecting with the past.
- Arms Race – The Cold War Era
- Civil War: Battle of Petersburg – A war game that looks to have been an mobile app first, but has reasonably positive Steam reviews
- Mare Nostrum– Mediterranean naval battles “from the dawn of history to the Roman Civil Wars”
- Numantia by Reco Technology A turn-based strategy game based on the second century BCE Spanish – Roman wars.
- Train Tycoon coming in January 2016 Preview Article by Samuel Horti, PC Gamer
- Empire Architect
- Bronze Age HD Edition
- Field of Glory II
Historical Twine Talk at VALUE Workshop
On September 5th, I had the pleasure of talking about Twine and history with attendees of the VALUE projects’ “Interactive Pasts Workshop: Interactive (Hi-)storytelling,” following my video presentation, Crafting Interactive Histories:
Twine and Choice-Based Interactive Historical Texts.
Link to the Video
Path of Honors Project
Writings
Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. London: Routledge.
Dening, Greg, Performing cross-culturally,” Australasian Journal of American Studies, Vol. 25, No. 2 (December 2006), pp. 1-11
McCall, J. (2011). Gaming the Past: Using Video Games to Teach Secondary History. Routledge.
McCall, J. (2012). Navigating the Problem Space: The Medium of Simulation Games in the Teaching of History. The History Teacher 45 , 9-28.
McCall, J. (2012). Historical simulations as problem spaces: Criticism and classroom use. Journal of Digital Humanities 1.
Short, Emily — To many great essays to link to at her blog, but here are a few.
- https://emshort.blog/2010/06/07/so-do-we-need-this-parser-thing-anyway/
- https://emshort.blog/2014/10/29/writing-in-collaboration-with-the-system/
- https://emshort.blog/2015/05/24/framed-invisible-parties-and-the-world-plot-interface/
Interactive Texts
Jeremiah McCall (me) – Path of Honors Project
Rachel Ponce – Surviving History: The Fever