The historical accuracy of medieval city-builder video games
leidenmedievalistsblog.nl
The historical accuracy of medieval city-builder video games
1–10 of 246 posts
Re: The historical accuracy of medieval city-builder video games
#2Utopia for Intellivision/Aquarius came out in 1982. It was one of my favorite games growing up. I highly recommend it if you're into these kinds of games, or retro gaming. I guess I was retro gaming when I played it in the late 80s/early 90s, but we didn't call it that then. Some caveats, It's a 2 player game, you need to read the instructions, and it's annoying without the overlays.
https://en.wikipedia.org/wiki/Utopia_(video_game)
edit: When Sim City, and Populous made their way to Super Nintendo, I remember explaining to my older cousin that they were kind of like Utopia.
Re: The historical accuracy of medieval city-builder video games
#3Glad the author sees into that very clearly.
* Could be an interesting art game tho as someone pointed out below
Re: The historical accuracy of medieval city-builder video games
#4Also the annoying Western/Eurocentrism.
Eg: See the recent game Dorfromantik, its aesthetically pleasing, it is rustic european scenery, but why isn't it not set in Indonesia or Ecuador or Uzbekistan?
Re: The historical accuracy of medieval city-builder video games
#5It’s interesting and most likely not applicable - for the very same reasons you cant get realistic sword fighting (or even street fighting) in most Hollywood movies: realistic fighting doesn’t look as exciting as the fake thing. Glad the author sees into that very clearly. * Could be an interesting art game tho as someone pointed out below
https://www.youtube.com/watch?v=m_MjQRqEk5M Spoilers possible if you haven't seen the show. Definitely recommend it btw.
Re: The historical accuracy of medieval city-builder video games
#6Re: The historical accuracy of medieval city-builder video games
#7It’s interesting and most likely not applicable - for the very same reasons you cant get realistic sword fighting (or even street fighting) in most Hollywood movies: realistic fighting doesn’t look as exciting as the fake thing. Glad the author sees into that very clearly. * Could be an interesting art game tho as someone pointed out below
Dwarf Fortress has shown that this would in fact be quite exciting, but it would probably be a lot more niche.
Re: The historical accuracy of medieval city-builder video games
#8One solution is to make "social power"/"control"/"influence" an actual gameplay mechanic, rather than leaving it entirely to the players cognition/dexterity. Lack of player control is counterbalanced by powerful AI.
For example, at the start of the game you might play as a local authority that manages land rights. You merely specify who owns what land and have limited control over how they use it. Eventually, the peasants build organic settlements, and if they get big enough, you can get transferred there and act as mayor--with the ability to set more precise local policy and therefore begin to shape the town... And so on and so forth.
Re: The historical accuracy of medieval city-builder video games
#9Re: The historical accuracy of medieval city-builder video games
#10[1] - https://play0ad.com/ [2] - https://github.com/0ad/0ad