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Who Am I? What Am I Doing Here? Player Agents in Historical Games

December 30, 2018 2 comments

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.

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