Tue 6 Apr 2010
Making History, Volume III: Constructing an artificial history
Posted by Jan Jacob Mekes under Features, Games & Game Design
[9] Comments
…continued from Volume II
History. It’s that thing with the old books and films that are kept in stuffy old archives. Pretty straightforward really, and at least you don’t have all the different perspectives and theories like in real sciences such as biology and physics.
Or do you? Unfortunately, yes. History is not as straightforward as it may seem at first glance. The philosophy of history is a genuine discipline, with many different ways to look at and research history. The good news is that you can actually use the notions devised by some of these thinkers about history in your game – even if they don’t always hold true in the real world.
The first perspective we’ll discuss here is a teleological one – in other words, a history that steadily progresses towards a certain goal. An example is the Whig interpretation of history, which sees the past as moving to increasing liberty and enlightenment, eventually arriving at its goal: modern, liberal democracy. A way in which you could incorporate this in your game is by focusing on a certain people that are progressing towards freedom, or a kind of paradise. Focus on their journey towards this ultimate goal, and have the player influence it. An example of this in a game is The Settlers II, where some shipwrecked Romans work their way towards a final goal: returning home.

The backstory in The Settlers II adds an extra dimension to the game; it’s not just some random guys walking around; they’re stranded, and you’re helping them get back home.
Another way of looking at history has been devised by Hegel, a German philosopher. One of his beliefs was that history, being almost (but not quite!) a sort of supreme being, trotted along merrily, its ultimate goal being that all people have absolute Reason. Sometimes things were going slightly in the wrong direction however, but fortunately, the Spirit of history had a solution: great people to alter the course of history in its favour. Examples of such great men are Napoleon and Julius Caesar – people who left their mark on history. Now, whether you believe history works like that or not, you can use this idea to your advantage. Why not create a game about a powerful protagonist who leaves his mark on the world, like the messiah figure in The Elder Scrolls III: Morrowind? Or you could give this concept an interesting twist: have a blundering protagonist who is trying to carry out the will of History but failing all the time. The possibilities are endless – give it some thought, and you might just come up with an original character that impacts their virtual world.
If that speculative stuff isn’t your cup of tea, you could of course go for an entirely realistic portrayal of history. Take a moment to think how history really works. Is it a chain of events that necessarily follow each other? Sometimes it seems that way, but most of history consists of pretty minor events that hardly have a bearing on the world at large. Be sure to include such events in your game, it will feel very natural. If you only include events that contribute to the main story, it may seem forced and even unreal. A good example of historical events that have no bearing on the game itself, comes in The Curse of Monkey Island. The three pirate barbers at The Barbery Coast all have pirate stories to tell – stories that serve no other purpose than to colour the game world.
So, now you know a bit about the theory, let’s move on to practice. The fun thing about history is that it’s so immense: you have a huge eclectic toolbox at your disposal. One element you can use when devising a history for your game world, is the great event. Think of wars, earthquakes, floods, and what have you, that stay in the collective mind forever. Be sure to sprinkle your game with references to those events, without necessarily depicting them. In-game books, such as the ones in The Elder Scrolls IV: Oblivion, are a good way of doing that. Those books don’t need to be very long – think of the many books in the Monkey Island series, which often aren’t longer than a few lines.
If politics plays a role in your game, you may want to think a bit about the political history of the empire, kingdom, anarchy or whatever world it is you’re basing your game in. One interesting premise might be to have your protagonist succeed an evil emperor, trying to repair what damage his predecessor has done, slowly winning the trust (or not) of his subjects. Again, there are many possibilities here.
Another element that plays a big part in our own history is the supernatural. Superstition, mythology, religion have all impacted human thinking, right up to this day. You can incorporate those elements to enrich your game world, and it doesn’t need to be a god game to work. You could focus on a religious organization and all the intricacies that come with it. And even if the focus in your game is not on religion, it would be a good idea to think of some ancient mythology, however basic. Pretty much every human culture has some myths and legends, and if you plan on inventing a culture for your game, mythology is an indispensible ingredient.
Now, you have thought up some ideas, and it’s time to put it all together. That can be tricky, but fortunately, there is a tool that can help you: the timeline. It’s as simple as that, just draw up a timeline (either on paper or in your favourite drawing or spreadsheet program). On it, put all the events you want to refer to and depict in your game. Be sure to also put your characters on your timeline, so you can see at a glance if they might have fought in a certain war, or if they had not even been born then. This can save you from some embarrassing inconsistencies, and especially if you plan on making a series, keeping a timeline will help you keep organized.
So, that concludes our look at the fascinating world of history. I hope I have managed to get you excited about what history can do for your game. If things went too fast for you, or if you just want to know more about history and historical research, please do contact me with your questions. I’d be more than willing to help.
THE END(?)
About The Author
Jan Jacob Mekes (aka Haggis) is a Bachelor of Arts in History at Erasmus University in Rotterdam. He is also a big fan of adventure games – author and co-author of several game related blogs. You can find more of his work at Haggis Mag and here.
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9 Responses to “ Making History, Volume III: Constructing an artificial history ”
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[...] to round off this message, my third and final article in the Making History series at HardyDev has just been posted. Or is it? Actually, it’s highly likely that I’ll write a fourth, [...]







Excellent article!
I’ve used a few of these ideas already in my game but I think I’ll go away and do a timeline. What a good idea to keep things nicely focused.
I especially like that you covered ‘unrelated’ history in the game world. This is so important – I can’t think of a great game that didn’t utilise this.
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Jan Jacob Mekes Reply:
April 7th, 2010 at 12:39 pm
I’m glad you got something out of it! I’d be interested in seeing the end result of said game.
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Another excellent article and possibly the best in the series. Yes, despite not mentioning historical dialectical materialism. Still, Hegel was dialectic enough I suppose
An absolutely loved the highly inspiring game integrating examples. Brilliant!
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Jan Jacob Mekes Reply:
April 7th, 2010 at 12:40 pm
Hmmm, yes, maybe I should also go into Marxism in the inevitable fourth entry in the series… thanks for the idea, and for the praise!
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gnome Reply:
April 7th, 2010 at 3:33 pm
Will there be more? Why, I think I’ll dance!
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Very true, this is a great article. Production of Mapoco Mountain has been very slow recently due to my urge to create the lore and whole history of the world in which it’s set. Backstory really adds substance.
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Great article, I tremendously enjoyed reading it – especially since it includes lots of cultural knowledge, which is what makes the difference in games quite often. Another easy way to strengthen the game world is to include references – thus activating cultural knowledge that lurks within the collective memory in some form.
Religion is a good example of that, everybody can relate to religious procedures at some point (ceremonial character, strongly regularized, personal personal or object cult, what have you…), but there are many more examples:
Education, for example, is also present in some way in every society and gives individuals a common background – using an “educational system” in your game world can also build a much stronger background.
Might sound strange, but sports can also work pretty well, because they are more easily accessible than politics (everybody can have an opinion on sports), but equally important to a big part of a society.
Also, food: Imagine a region where only a certain kind of plant (that maybe doesn’t even taste all that good) grows, and everything else is a luxury good, or a society where people do not eat at all, or a society (think Soylent Green) with cannibalistic traits of some sort.
Yeah, I could go on here, but I have already strayed pretty far off your original article – I just wanted to mention that there are so many external factors that can influence your game world in a positive or negative way that it’s virtually a sin in game design not to include any of them.
Cheers,
~Sebastian
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Jan Jacob Mekes Reply:
April 17th, 2010 at 12:48 pm
Those are definitely some great examples you mention there. Of course it’s not limited to history alone, you can use many different things to create the illusion of culture.
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