Abstract
This paper will be examining the role of authenticity in videogames as a means of engaging with the past whilst also providing its own depiction of history in a way that supports player engagement. It will also explore how this can subsequently contribute to, and inform, the wider understanding of past events that are outside of the lived experiences of the players. This will primarily focus on the historical settings that revolve around modern British history (for this paper 1837-1945) as there are instances during this time span that have become idealised forming a part of ‘collective memory’ (Chapman, 2016) that is looked back to, sometimes fondly, which can be expressed through videogames and other mediums. The core example through which this will be explored is via an examination of Assassin’s Creed Syndicate (Ubisoft Quebec, 2015) which is set in London during the reign of Queen Victoria; specifically 1868. This is the ninth entry in a series that has continued for over a decade. Its overarching narrative revolves around the power struggle between the freedom seeking Assassin Order and the authoritarian Templars who want to consolidate the strength of their power and influence from behind the scenes. Through this fictional narrative set in a historical setting, and exploration of Syndicate will help to explore the validity of an approach within the videogames medium that could be argued to be moving towards a focus on authenticity rather than accuracy in its depiction of the past and how this potentially results in a more effective experience of the past within the context of this interactive medium.
Original language | English |
---|---|
Title of host publication | Transtechnology Research Reader 2018 |
Publisher | TT OA Papers |
Pages | 62-83 |
Publication status | Published - Dec 2019 |