I wrote at the end of my last post about the way game designers and game players, in the analogy between narrative games and homeric epic, have certain parts of the role of the bard divided between them: the player gets the most obviously fun part of the bard’s job–combining
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 formal
The following is a guest post from Hannah Rice, a digital heritage specialist with an architectural history and computer games background. Hannah’s MSc dissertation was on computer games and architectural history engagement. Hannah is currently working in the archives at the Hull History Centre, in Kingston upon Hull, UK. She’s on Twitter @hannahbeth_r INTRODUCTION
The following post is a short paper I wrote for a panel discussion on creating game experiences at Civil War historic sites. Our moderator suggested that we share our papers for further discussion and comment before the panel. Please join in the discussion, all comments and concerns are greatly appreciated!
For my birthday this past October, my girlfriend bought me a copy of Skyrim for XBox. For those not familiar, Skyrim is the latest installment of the ‘Elder Scrolls’ series of open-world role playing games set in a Dungeons and Dragons-informed mythic backdrop. It’s a standard RPG, where the player
Jeremy Antley Jeremy Antley holds a PhD in Russian History from the University of Kansas and currently resides in Portland, Oregon. His most recent work on games and culture can be found at Real Life and First Person Scholar. Kevin Ballestrini Kevin Ballestrini teaches Latin and Mythology at the Norwich