Since its founding in 2010, Play the Past has had the good fortune of hosting many enriching and far-ranging discussions on the intersection of history, cultural heritage, and games. In celebration of our 10th anniversary, we published this last November a brief account of the origins of Play the Past.
Last week I proposed that the design of historical simulation games around problem spaces provides guidelines for how one can meaningfully critique them as historical interpretations. This week moves to the flip side of the coin: how the concepts and functioning of problem spaces illustrated so well in historical simulation
Over the past 5 years Firefly studios has designed two city building games, Stronghold 2 and CivCity: Rome (hereafter CC:R) that offer thoroughly engrossing gameplay while also presenting some interesting models of human behavior. As a gamer, I’m more interested in the former; as a teacher who works with simulation