Lyric Suite
Converting to Islam
- Joined
- Mar 23, 2006
- Messages
- 56,609
I liked Sawyer's video more than i liked that Kingdom (when the fuck is it gonna) Come dev response, which is troubling, because it is the Kingdom Come guys who are making an historical video game while Sawyer is busy ruining fun in some bullshit fantasy shit.
A few random thoughts here. First of all, it seems that there is this underlying implication that an historical game must invariably contain every bit of literal history, which to me is to confuse history with mere chronicle. Josh talks about that crazy guy and his stuffed corpses, which he says may or may not have truly happened (i don't think people understand just how massively biased and unreliable a lot of historical sources can be). But let's assume it did happen, and there's nothing to presume such a thing did not happen, or could not have happened, given human nature in general. For me, the first thing to ask would be, is such an event truly a significant element in representing a particular age? If i were to make a game set during Victorian times, do i have to subject the player to a sight of Jack the Ripper butchering a prostitute merely because it was an "historical" event? Is that really such a significant event that would be needed to be programmed into the game in order to truly represent what life was like in those times, or in order to capture the essence or spirit of that age? Because shit like that has probably happened many times through out all history and all nations, and happens plenty in our own times.
See, to me societies are more like living organisms. Each individual age had a particular spirit and a particular psychological outlook which permeated everything and can be felt in everything if you know how to look. To know history is not merely to know a given set of chronological historical events, but it is also to understand the meaning or essence of a particular historical culture. To understand how the people thought, to learn the meaning of their art and so forth. In essence, an historical setting is a thing of its own which is different from the raw chronicle of historical events, and an historical game does not necessarily have to follow literal historical events, but can merely try to stay true to the spirit of a particular age.
And this opens up also the possibility of not having to necessarily be "realistic" in creating history. A realistic approach to the middle ages would have to be one in which alchemy is shown to be total bullshit, because the modern world does no longer believe in such things. But whether alchemy was bullshit or not, does that really matter in a video game? I mean, in a certain sense, isn't that really what the allure of fantasy is? To experience the middle ages for instance from the point of view of what the people of the middles ages actually believed? I think it is this this notion of an historical setting having to be "realistic" a priori which makes fantasy such a popular genre, because for many people the allure is not realistic history as such, but history as a kind of mythology, and "historical" fantasy might be a decent compromise.
One may ask at this point why bother with history at all. I think the answer to that is that real history is infinitely richer than any fantasy setting can possibly be. We are talking about eras which were actually lived by real human beings, and many elements of those societies reflect "reality" to a very high degree, regardless of how many "fantasy" elements one decides to adopt or not as a concession to the escapist needs of the player (which i think is the reason people don't really like historical settings. Because for them the value of the setting is in its escapist nature). A very simple and obvious example for instance is the design of ancient armaments, which are infinitely more interesting than anything a game designer can come up with on his own because those armaments were the result of real, lived combat experiences and were not the product of mere human fancy. This is an instance in which realism actually leads to a deeper and probably much more immersive gaming experience, for i think many players would instinctively recognize the real, practical nature of those designs, if even unconsciously. Fantasy designs often lead to the same feeling of disconnect one gets when one watches a CGI action sequence as opposed to one created using real stunts. Your brain just feels the stink of unrealism. And then you have historical art and literature, historical architecture, historical politics, historical science and so on and so forth.
So i guess what i'm trying to say (just thinking out loud here, i'm jotting down ideas as they come) is that, first of all, being "historical" doesn't necessarily mean having to adopt pure realism (on this point, which was raised by the Kingdom Come dev, we must say that modern settings are not purely realistic either, so the entire argument is fallacious to begin with. I think we all understand that certain things can be ignored by the needs of actually having some form of gameplay), particularly if being realistic means one has to go against certain aspects of history (medieval people believed in saints, whether the modern historian likes it or not). Second, borrowing from history doesn't necessarily mean having to replicate historical events, for history is much more than that. And lastly, borrowing from history, if even partially, has its own value even if one is making an historical fantasy or just a plain fantasy (like the Dragonlance example used by Sawyer).
A few random thoughts here. First of all, it seems that there is this underlying implication that an historical game must invariably contain every bit of literal history, which to me is to confuse history with mere chronicle. Josh talks about that crazy guy and his stuffed corpses, which he says may or may not have truly happened (i don't think people understand just how massively biased and unreliable a lot of historical sources can be). But let's assume it did happen, and there's nothing to presume such a thing did not happen, or could not have happened, given human nature in general. For me, the first thing to ask would be, is such an event truly a significant element in representing a particular age? If i were to make a game set during Victorian times, do i have to subject the player to a sight of Jack the Ripper butchering a prostitute merely because it was an "historical" event? Is that really such a significant event that would be needed to be programmed into the game in order to truly represent what life was like in those times, or in order to capture the essence or spirit of that age? Because shit like that has probably happened many times through out all history and all nations, and happens plenty in our own times.
See, to me societies are more like living organisms. Each individual age had a particular spirit and a particular psychological outlook which permeated everything and can be felt in everything if you know how to look. To know history is not merely to know a given set of chronological historical events, but it is also to understand the meaning or essence of a particular historical culture. To understand how the people thought, to learn the meaning of their art and so forth. In essence, an historical setting is a thing of its own which is different from the raw chronicle of historical events, and an historical game does not necessarily have to follow literal historical events, but can merely try to stay true to the spirit of a particular age.
And this opens up also the possibility of not having to necessarily be "realistic" in creating history. A realistic approach to the middle ages would have to be one in which alchemy is shown to be total bullshit, because the modern world does no longer believe in such things. But whether alchemy was bullshit or not, does that really matter in a video game? I mean, in a certain sense, isn't that really what the allure of fantasy is? To experience the middle ages for instance from the point of view of what the people of the middles ages actually believed? I think it is this this notion of an historical setting having to be "realistic" a priori which makes fantasy such a popular genre, because for many people the allure is not realistic history as such, but history as a kind of mythology, and "historical" fantasy might be a decent compromise.
One may ask at this point why bother with history at all. I think the answer to that is that real history is infinitely richer than any fantasy setting can possibly be. We are talking about eras which were actually lived by real human beings, and many elements of those societies reflect "reality" to a very high degree, regardless of how many "fantasy" elements one decides to adopt or not as a concession to the escapist needs of the player (which i think is the reason people don't really like historical settings. Because for them the value of the setting is in its escapist nature). A very simple and obvious example for instance is the design of ancient armaments, which are infinitely more interesting than anything a game designer can come up with on his own because those armaments were the result of real, lived combat experiences and were not the product of mere human fancy. This is an instance in which realism actually leads to a deeper and probably much more immersive gaming experience, for i think many players would instinctively recognize the real, practical nature of those designs, if even unconsciously. Fantasy designs often lead to the same feeling of disconnect one gets when one watches a CGI action sequence as opposed to one created using real stunts. Your brain just feels the stink of unrealism. And then you have historical art and literature, historical architecture, historical politics, historical science and so on and so forth.
So i guess what i'm trying to say (just thinking out loud here, i'm jotting down ideas as they come) is that, first of all, being "historical" doesn't necessarily mean having to adopt pure realism (on this point, which was raised by the Kingdom Come dev, we must say that modern settings are not purely realistic either, so the entire argument is fallacious to begin with. I think we all understand that certain things can be ignored by the needs of actually having some form of gameplay), particularly if being realistic means one has to go against certain aspects of history (medieval people believed in saints, whether the modern historian likes it or not). Second, borrowing from history doesn't necessarily mean having to replicate historical events, for history is much more than that. And lastly, borrowing from history, if even partially, has its own value even if one is making an historical fantasy or just a plain fantasy (like the Dragonlance example used by Sawyer).
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