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History skills for
game developers
Zoya Street @rupazero
I want to help you to:
● Rethink how games relate to history
● Use historical thinking in game design
● Navigate resources to find untold histories
● Avoid common pitfalls
Who am I?
Business
● Deputy editor at
Gamesbrief,
business resource
● Production and
consumption in
history
Criticism
● Hyper, Comics and
Gaming, Memory
Insufficient etc.
● Historically
informed criticism
of games
zoyastreet.com
Stuff I make
Dreamcast Worlds
History of the Sega
Dreamcast told
through close
readings of games
and documentary
history
Stuff I make
rupazero.com
Missed
opportunities
Or, getting history wrong
Missed opportunities
“Certainly there are both
heroes and villains of all colors
throughout American history,
but this norm of setting games
in time periods where white
heroes are the only “realistic”
choice is an industry-wide
filtering that once again
privileges whiteness.”
Sidney Fussell, Can
Videogames Teach Us About
Race?
Memory Insufficient, Issue 10
Missed opportunities
1849, a historical
simulation about the
California gold rush
“There were only 10%
women”
“We didn’t want to
deal with racial
issues”
Missed opportunities
“We actually never thought,
‘could this be a woman?’
…from the pirate perspective,
there were a few famous
women pirates. But it wasn’t
common. So we didn’t want
that element to be a detail
people got stuck on.”
Ashraf Ismail,
Assassin’s Creed IV director,
interviewed in IGN
Missed opportunities
“Look at its win states and
where it places value.
Military Conquest,
technological superiority…
you don’t win by eliminating
hunger or poverty… you get
it for very American goals”
Errant Signal (4.57)
Missed opportunities
“Westerners in general, and
Americans in particular, are
enamored with the universal
progress viewpoint probably
because it means that they’
re winning the footrace.
Civilization reinforces this
viewpoint.”
Rowan Kaiser
Missed opportunities
‘I gave an in person demo
of Escape Goat 1 to a Valve
employee at GDC in 2012.
When the first screen
loaded, he turned to me and
said “Just so you're aware, I
dislike games that are trying
to look like NES games.”’
Ian Stocker
Interesting uses
of history
Or, getting history right
Interesting uses of history
Fez doesn’t just pay
homage to the games
of the past; it imagines
what those game-
worlds are like for the
people who live inside
them.
Interesting uses of history
In LA Noire, people
are suffering from the
effects of war on
American culture:
trauma, drugs,
violence.
Interesting uses of history
Papo y Yo tells a
personal history of
gaming as an escape
from abuse. The link
to gaming as
escapism is made
more explicit in the
trailer.
Watch here
Interesting uses of history
Papers, Please
humanises the
infrastructure of
oppression. Is it just
about the Eastern
Bloc?
Interesting uses of history
Dog Eat Dog is a
tabletop RPG where
players act out the
asymmetrical
relationship between
colonisers and
natives.
Getting to grips
with history
Resources
Museums and archives IRL
● When you go to museums for research, go
beyond the exhibitions: contact curators, visit
archives.
● There are lots of stories that are difficult to
tell in an exhibition, but might be perfect to
tell in a game.
Museums and archives online
collections.vam.ac.uk
si.edu/collections
fieldmuseum.org/explore/our-collections
rijksmuseum.nl/en/explore-the-collection
...and lots more
Lots of images as well as links to research
Historical critical writing
memoryinsufficient.rupazero.com
playthepast.org
critical-distance.com
...and lots more
Read critical writing on how games have dealt
with similar histories already.
Arguments on the internet
● Observe arguments without wading in
● What’s at stake here?
● e.g. why does it matter how we define
“game”?
● How do different people end up with very
different perspectives?
● History is intensely personal
Email relevant people
Ask open-ended questions after getting pretty
familiar with their work.
● “Why does ~ continue to be contested?”
● “Has ~ changed since you wrote your book?”
● “What do people consistently misunderstand
about your work?”
Getting to grips
with history
Questions to ask yourself
Questions to ask yourself
● What are my assumptions?
● How are they affected by my history?
● Who wrote the dominant narrative?
● What systemic problems are revealed by this
historical source?
● Who was gaming the system and how?
Gamelike (systemic?) histories
19C Japanese
used games to
reverse social
hierarchies.
19C British used
games to
reinforce them.
Gamelike (systemic?) histories
“I’m excited by the
possibility of a new age of
game design, an end to the
dominant era of object
collision. We may not be
able to palpably experience
jealousy through crashing
pixels. We may not be able
to sense what it it was like
for Read to pass as a male
pirate through a
conversation wheel.”
Samantha Allen
Gamelike (systemic?) histories
“Power is a type of play; it’s as creative as it is
limiting. We are formed by the rules social
systems set for us, but we aren’t fatalist
automatons. We are messy and shape each
other.”
Mattie Brice
What are your
assumptions?
Turn retro on its head

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History skills for game developers

  • 1. History skills for game developers Zoya Street @rupazero
  • 2. I want to help you to: ● Rethink how games relate to history ● Use historical thinking in game design ● Navigate resources to find untold histories ● Avoid common pitfalls
  • 3. Who am I? Business ● Deputy editor at Gamesbrief, business resource ● Production and consumption in history Criticism ● Hyper, Comics and Gaming, Memory Insufficient etc. ● Historically informed criticism of games zoyastreet.com
  • 4. Stuff I make Dreamcast Worlds History of the Sega Dreamcast told through close readings of games and documentary history
  • 7. Missed opportunities “Certainly there are both heroes and villains of all colors throughout American history, but this norm of setting games in time periods where white heroes are the only “realistic” choice is an industry-wide filtering that once again privileges whiteness.” Sidney Fussell, Can Videogames Teach Us About Race? Memory Insufficient, Issue 10
  • 8. Missed opportunities 1849, a historical simulation about the California gold rush “There were only 10% women” “We didn’t want to deal with racial issues”
  • 9. Missed opportunities “We actually never thought, ‘could this be a woman?’ …from the pirate perspective, there were a few famous women pirates. But it wasn’t common. So we didn’t want that element to be a detail people got stuck on.” Ashraf Ismail, Assassin’s Creed IV director, interviewed in IGN
  • 10. Missed opportunities “Look at its win states and where it places value. Military Conquest, technological superiority… you don’t win by eliminating hunger or poverty… you get it for very American goals” Errant Signal (4.57)
  • 11. Missed opportunities “Westerners in general, and Americans in particular, are enamored with the universal progress viewpoint probably because it means that they’ re winning the footrace. Civilization reinforces this viewpoint.” Rowan Kaiser
  • 12. Missed opportunities ‘I gave an in person demo of Escape Goat 1 to a Valve employee at GDC in 2012. When the first screen loaded, he turned to me and said “Just so you're aware, I dislike games that are trying to look like NES games.”’ Ian Stocker
  • 13. Interesting uses of history Or, getting history right
  • 14. Interesting uses of history Fez doesn’t just pay homage to the games of the past; it imagines what those game- worlds are like for the people who live inside them.
  • 15. Interesting uses of history In LA Noire, people are suffering from the effects of war on American culture: trauma, drugs, violence.
  • 16. Interesting uses of history Papo y Yo tells a personal history of gaming as an escape from abuse. The link to gaming as escapism is made more explicit in the trailer. Watch here
  • 17. Interesting uses of history Papers, Please humanises the infrastructure of oppression. Is it just about the Eastern Bloc?
  • 18. Interesting uses of history Dog Eat Dog is a tabletop RPG where players act out the asymmetrical relationship between colonisers and natives.
  • 19. Getting to grips with history Resources
  • 20. Museums and archives IRL ● When you go to museums for research, go beyond the exhibitions: contact curators, visit archives. ● There are lots of stories that are difficult to tell in an exhibition, but might be perfect to tell in a game.
  • 21. Museums and archives online collections.vam.ac.uk si.edu/collections fieldmuseum.org/explore/our-collections rijksmuseum.nl/en/explore-the-collection ...and lots more Lots of images as well as links to research
  • 22. Historical critical writing memoryinsufficient.rupazero.com playthepast.org critical-distance.com ...and lots more Read critical writing on how games have dealt with similar histories already.
  • 23. Arguments on the internet ● Observe arguments without wading in ● What’s at stake here? ● e.g. why does it matter how we define “game”? ● How do different people end up with very different perspectives? ● History is intensely personal
  • 24. Email relevant people Ask open-ended questions after getting pretty familiar with their work. ● “Why does ~ continue to be contested?” ● “Has ~ changed since you wrote your book?” ● “What do people consistently misunderstand about your work?”
  • 25. Getting to grips with history Questions to ask yourself
  • 26. Questions to ask yourself ● What are my assumptions? ● How are they affected by my history? ● Who wrote the dominant narrative? ● What systemic problems are revealed by this historical source? ● Who was gaming the system and how?
  • 27. Gamelike (systemic?) histories 19C Japanese used games to reverse social hierarchies. 19C British used games to reinforce them.
  • 28. Gamelike (systemic?) histories “I’m excited by the possibility of a new age of game design, an end to the dominant era of object collision. We may not be able to palpably experience jealousy through crashing pixels. We may not be able to sense what it it was like for Read to pass as a male pirate through a conversation wheel.” Samantha Allen
  • 29. Gamelike (systemic?) histories “Power is a type of play; it’s as creative as it is limiting. We are formed by the rules social systems set for us, but we aren’t fatalist automatons. We are messy and shape each other.” Mattie Brice
  • 30. What are your assumptions? Turn retro on its head