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Showing posts with label Uricchio. Show all posts
Showing posts with label Uricchio. Show all posts

August 30, 2010

William Uricchio, "Simulation, History and Computer Games"

(In Handbook of Computer Game Studies)

- Sierra's Grand Prix Legends - demands for historical accuracy from fans, source of pleasure
- What are the claims and implications of historical games?
- Interaction between present-day player and representation/simulation of historical moment challenges fact/fixity
- Tension between the ludic and documentation (specific vs speculative)
- How do human subjects encounter textualizations of the past/how are they "written into" the past -> "interactions with the process of historical inscription"
- New ways of understanding history and historiography
- Two extremes of historical computer game approaches - specific events (accuracy, structured by re-created conditions) and historical process (abstract, simulation games, long-term historical development, structured by historical principles/ideology)
- Both extremes paint historiy as a multivalent process, many possibilities, interpretations, outcomes
- Some parallels to filmic representations of history, but the crucial difference is that games also simulate process
- Poststructural turn in history -> historical endeavour as play ("what if?")
- Destabilize heirarchies, subvert master narratives
- Some historical games value both accuracy and opportunities for creative intervention -> play emerges in the space between detail and improvisation
- Non-specific simluation-oriented games are less detailed, more abstract, but encourage broader engagement with historical process
- Civilization: broad epochal development
- Actual complexity of lived historical events vs the mediated snapshot of representation (inevitably partial, deforming, delimiting and presentist)
- Poststructural critique of re-presentation (how?) and of authority/objectivity (by whom?) "question reality, question authority" (Berkhofer)
- Coincides with the new representational possibilities of computers
- How do historical games mediate the past? (As opposed to textual mediations)
- "History as time-bound meaning situated in an ever-changing present"
- Simulation as process guided by certain principles -> pedagogical application
- "Virtual history," speculative
- Problem of a fixed beginning to a historically-specific game (where does an event actually begin?) -> structuring assumptions branch into an array of possibilities (hindsight)
- Simulation approach allows radical reframing -> structuring assumptions about long-term historical development, "ideologically-positioned maxims," organizing principles
- Poblocki: Civilization as the history of the Western state (implicit and explicit)
- Historical games fulfil demands for historical reflexivity, subjectivity and possibility but adhere closely to historiographic status quo in other ways (working against the speculative "freedom" celebrated by the games?)
- Uricchio thinks they succeed more generally as a means of reflecting on the past
- What if historiographic epistemologies were used as structuring agencies for games? Explicit and reflexive rather than underlying assumptions (What would this look like? Civilization could be customized to follow a Hegelian or Marxist theory of history rather than a Heideggerian technological determinism?)