Articles (Page 36)

Blog posts and articles written by Play the Past authors, and guest authors.

Of course the unexamined game can be well worth playing if the goal is simply to enjoy and recreate—though I’d wager that many players reflect actively on their experiences in games. Enjoyment should always be a primary purpose of games. When the focus shifts to simulation games and the formalContinue Reading

The premise behind Colonization has been controversial since the game’s inception. For those who are unfamiliar with it, Colonization puts players in the shoes of a European power and sets them loose to colonize the Americas. Originally released in 1994 an updated version of the game was released in 2008.Continue Reading

If you do me the honor of reading my posts here on Play the Past, you’re going to see me use the word “practomime” a lot. “Practomime” is a word I made up. I made it up because there was no word in any language I know that refers toContinue Reading

I’m very happy to welcome everyone to the official launch of Play the Past – a project that has been brewing under the radar for longer than I care to admit.  At its core, Play the Past is a collaboratively edited and authored blog dedicated to thoughtfully exploring and discussing the intersection of cultural heritageContinue Reading

I think historians and sociologists of science might be surprised to learn that video game designers spend a considerable amount of time and energy building playable models of the history of science and technology. In game design circles these systems are commonly referred to as “Technology Trees”. Below is an example of one of these trees from Civilization ll.Continue Reading

Instead of teaching students to ‘read’ landscapes, might ‘playing’ landscapes be better at generating meanings that go deeper? Katie Salen and Eric Zimmerman, in ‘Rules of Play: Game Design Fundamentals’ (MIT, 2004) situate meaningful play as a relationship between “player action and system outcome”, where both are “discernable and integrated into the larger context of the game” (empahsis in the original; 34). Discernability in a game relates to being able to actually perceive whether an action had some sort of outcome; integration means that the action has consequences for later stages of play (35). I’m suggesting then that the game of reading landscapes would not stop at just reading some aspect of past human activity in the landscape. Rather, it would be framed as part of some game whereby it competes with other readings of the landscape, where the story of the landscape emerges from game play, through some process of physically annotating & crafting competing visions of the palimpsest.

In short, an augmented reality game.Continue Reading

One of the things that fascinates me most about the epic traditions of the world is the way bards naturally sing their tales within cycles. The Greek word κύκλος just means “circle,” and the cycle with which I’m most familiar—the ancient Greek one—is usually just called the ἐπικὸς κύκλος “epicContinue Reading