The Issue of Historical Accuracy in Assassin’s Creed

There’s a post on Assassin’s Creed and history over at Play the Past and they look at the balance between historical accuracy and gameplay. Well, to say they look at gameplay is a bit of a stretch, more there are some thoughts on how historically accurate the game ought to be (if at all).

At first, I just thought it be a neat article to read and share but after reading I’m thinking of something else: do games even have more of a responsibility to be historically accurate given that most people accept that movies aren’t?

The reason I wonder this is that it kind of seems that people expect games to be more accurate because games are longer and more engaging than movies. Or that because games exist in an environment that one can explore there needs to be more attention to the past.

Indeed, it seems that there is still a desire for games to be more accurate than movies for those very reasons:

Through mediums in digital history, we can bring history to an audience that demands the transference through entertaining means. In the case of Assassin’s Creed and other historically based video games, the audience is indirect, but there nonetheless. If the audience is going to assume that they’re experience is with legitimate history then let’s strive to make sure it is.

From here.

Whatever the motivation is for people expecting games to be more accurate, I think that games, like movies, should take creative liberties with the past.

People have looked in detail about the accuracy of characters and history in the Assassin’s Creed series and they all conclude that it’s a mixed bag. Which is fine, because people will then discuss history.

The inaccuracies in historical games produces interest in history itself!

Historians are always going on about how to relate to people and get them discussing history, well the conversations around Assassin’s Creed show how to do this. Historians should use these historical inaccurate games as a launching point to clear up the confusion and augment the player’s knowledge. That being said, I also think that if you’re a game designer setting a game in the past then you ought to try to make it fit the period and location.

Deviations from historical accuracy should be choices based on narrative or game mechanics.

The debate around historical accuracy in games will go on much like the debate of historical accuracy in films. This issue is one of those fun ones that will never be resolved.

I leave you with the conclusion from the article that inspired me to write this piece I’ve ramble on about:

While it is true that players can just run through the game, ignoring the historical references and environment, a lot of interest into the history of this period has been created by the game. Unlike many educational games which force content, Assassin’s Creed has integrated the content into the game play. This is the biggest lesson we can take from this series. If the educational objectives are blended with the game play, the player will be more likely to actively engage in them and less likely to ignore them in favor of the mechanics alone.



October 31st, 2011 by Adam

Trains Vs. Zombies

I can’t possibly hide the fact that this new DLC Trains Vs. Zombies for Railworks 3 appeals to two things that really appeal to me. You guessed it, zombies and trains. Just in time for halloween too!

Check it out on Steam.

From the game’s description:

‘Can anyone here drive a train???’ Answer this desperate call and rescue the people from zombies in this spooky Halloween pack for Train Simulator 2012! A wicked witch is turning the whole population into zombies, and almost everybody around you is falling under the spell. There’s only one thing for it – get the survivors onto a train and get them out of there, pronto! Trains vs. Zombies is a fun and spooky Halloween-themed scenario pack for Train Simulator 2012, with one or two surprises in store…

With a zombie plague in full swing, you find yourself in Oxford amongst a group of survivors, one of whom is The Professor. He has the entry code to a secret bunker beneath Paddington Station, and will lead you all to safety as long as you can drive everybody there! Starting out from Oxford Station, unexpected happenings along the way mean you will be in for a bumpy ride – and a few train changes! You need to get away quickly, as the zombies are hard at work ripping up the tracks, though with a little Halloween magic, a few missing pieces of track won’t stop you getting away…

With zombies, witches, pumpkins and some pretty unusual train driving, Trains vs. Zombies is a spooky way to spend Halloween… dare you get into the cab?



October 27th, 2011 by Adam

Recess.to is Happening in a Bar Tonight


Tonight’s Recess.to event is happening at the Duke of York pub in Toronto starting at 7pm. Not only is the event happening in a bar, the Recess folks have teamed up with the Game Prototype Challenge folks!

THe lineup of games looks fun, check out Recess.to’s info for tonight.



October 27th, 2011 by Adam

Apparently EA’s Customer Support is a Sham

Over at Reddit there’s a user that once worked at EA and he (or she) outlines a whole lot of bad practices that allegedly occurred at EA.

Click the image for the full size:



October 26th, 2011 by Adam

Digifest Toronto Begins (Plus Incubator Launch)

Digitfest Toronto kicks off today! There’ll be quite a few digifest related events will be happening throughout the week so check out the schedule.

If you’re not making it digifest you can always come to a free event tonight: the opening of the gaminginc game development incubator for startups run by George Brown College.

Opening its doors this September,a new gaming incubator at the School of Design has been created by George Brown College. Located on the 6th floor of 333 King Street East,it will support the city’s gaming sector by providing affordable space,business and professional services,technology and human resources. The incubator will share space with the School of Design’s digital programs,occupying 2000 square feet in a 26,000 square foot facility.



October 26th, 2011 by Adam
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