Studying Player Experiences of Historical Video Games

The academic study of the representation of history in video games is currently thriving: more and more researchers are investigating what this popular medium has to offer in terms of thinking about the role of history today, and the amount of books, articles, conferences, and workshops organized around the topic has likewise grown exponentially. Still, one area that has not really received sustained attention is the question of how players actually play historical games, referring to both the impact such games may have on players, and specific (un)conscious decisions they make during gameplay.

To investigate this in more depth, Richard Cole, co-Director of the Bristol Digital Game Lab teamed up with Alexander Vandewalle from the University of Antwerp and Ghent University (Belgium). Together, they coordinated an experiment where Classics students were asked to play the game Assassin’s Creed Odyssey for eight weeks and subsequently report and reflect on their experiences. Assassin’s Creed Odyssey (Ubisoft, 2018) is a critically and commercially successful historical video game in which players adopt the persona of a mercenary during the first nine years of the Peloponnesian War (431-422 BCE) between Athens and Sparta. In the game, players travel to well-known ancient sites, ranging from the Parthenon in Athens, the oracle at Delphi, to the Minoan palace at Knossos, as well as to more obscure locations such as the Acrocorinth and the Delian Lion Terrace. Players also participate in historical events, including the staging of Aristophanes’ Knights (424) and the Battle of Amphipolis (422). The game was lauded for the lavish detail with which it reconstructed ancient Greece.

Specifically, the experiment inquired into how Classics students played their game characters, why they made the decisions that they made, and to what extent they were motivated to play in a certain way because of historical considerations. In total, the experiment was conducted with ten students, six of whom attended Ghent University, and four who studied at the University of Bristol. The Bristol Digital Game Lab provided infrastructure for this experiment, offering valuable support ranging from the recruitment of student participants, to platforming further discussion during the analysis itself. The investigators behind the experiment would like to extend their sincere thanks to the Lab!

On May 26, Richard and Alex presented their work at the third Interactive Pasts conference (TIPC3) hosted by the VALUE Foundation in Leiden, a leading Dutch research group that has been conducting research into historical games since 2017. Their presentation, entitled ‘As You Write Your Odyssey…’: An Empirical Study of Classics Students’ Play Interests and Ergodic Characterization in Historical Video Games, discussed the experiment’s main findings and elicited further conversation on the meaning of immersion in such games, the methods used to study player experiences, as well as future avenues for game designers to enhance players’ engagement with games. You can watch the recording of the presentation on YouTube. Richard and Alex plan to write up the experiment analysis and publish the results, thus opening up the debate about the nature of players’ experiences of historical games.

Our thanks to Alexander Vandewalle for writing this blog post.

Virtual Realities as Time Travel Workshop

On Friday 12 May, the Virtual Reality Oracle project hosted an international, multidisciplinary workshop on Virtual Realities as Time Travel at the University of Bristol and online.

Virtual Realities as Time Travel brought together speakers from the project team and from across academic disciplines and industry to explore how users and producers of VR experiences and historical video games conceive of journeying to the past.

Virtual Reality Oracle Project, Esther Eidinow, Kirsten Cater, et al, with Friday Sunday Studios, funded by AHRC, University of Bristol.

This event was organised by Richard Cole, in collaboration with Chris Bevan, Elisa Brann, Crescent Jicol and Emilia Tor. The workshop was sponsored by the Bristol Digital Game Lab and the Centre for Creative Technologies.

The event attracted over 100 signups, with around 40 people attending the event in person at Bristol’s Centre for Innovation and Entrepreneurship, and 54 on Zoom.

Esther Eidinow (Bristol) kicked off the day with an overview of the Virtual Reality Oracle project. Esther discussed how virtual reality has helped to imagine a visit to the oracle of Zeus at Dodona, c. 465 BCE. Richard Cole (Bristol) followed with an exploration of how game and VR developers often frame the experience of their worlds as a form of time travel, as well as how feedback on these experiences frequently draws on the same terminology.

The remainder of the day was divided into the following panels: Playing with Time, Facilitating Time Travel, Connecting Past and Present, and Producing Historical Experiences.

In the first panel, Alexander Vandewalle (Antwerp/Ghent) suggested that rather than thinking of time travel, a more useful way to understand what historical games offer is to think about them as a form of time tourism. Bettina Bodi (Leeds Becket) refocused attention on the player as an active agent in playing with the temporal structures of game worlds, and looked at how cosy games complicate the idea of temporality in games when compared to fast-paced play.

Robert Houghton (Winchester) took the audience on a tour back to late antiquity with a paper on Total War: Attila. By deploying innovative strategy game mechanics, Robert argued that Total War: Attila attempts to create an experience of a truly Dark Age. From console to phone, Kate Cook (St Andrews) went on to explore how certain design features, such as microtransactions, alter the player’s relationship with time in mobile games.

After lunch, Jack Lowe (UWE) charted how location-based games engage with place. Jack suggested that the relationship with the past in such games is more a form of wayfinding than time travel.

Following Jack’s talk, workshop attendees were treated to two industry presentations. The first, from Leyla Johnson (Mokawk Games), demonstrated how developers can turn a historical era, leader, or event into a game system. Using Mokawk’s Old World as an example, Leyla emphasised how this approach could be used to incorporate a diverse range of historical material. The second industry speaker, Stéphanie-Anne Ruatta (Ubisoft), delivered a richly illustrated presentation on the experience of using historical source material to create the world of Assassin’s Creed Odyssey. Stéphanie-Anne showed how historical research served as a foundation for many of the facets of the game experience, thus creating ‘time travelling’ opportunities for the player.

Dooley Murphy (Copenhagen) rounded off the workshop with a paper on his project Hans Christian and I, which uses VR, not to recreate Hans Christian Andersen’s life, but to explore facets of his character.

The Virtual Reality Oracle project team would like to extend their thanks to all the speakers, Chairs, and to Claudia Jones at the Bristol Digital Game Lab for her excellent work overseeing the hybrid format of the workshop, which was praised by participants for opening up access to the event.

Plans are underway for a publication inspired by the workshop. Watch this space!

The Bristol Digital Game Lab at the Arts and Social Sciences and Law Showcase

The Bristol Digital Game Lab was invited to create a poster for the Faculty of Arts and Social Sciences and Law Research Centre and Group Showcase on Thursday 4 May 2023. This was a fantastic opportunity for us to reflect on our original aims for the Lab, what we have achieved in 2022-23, and our ambitions for the future. We focused on our five core areas of work: Research, Funding, Networking, Partnerships and last, but by no means least, Play! The poster helped us to share our work and meet new collaborators at both the Showcase and the Faculty of Arts Research Celebration on the 9 May 2023. We have included the full poster text below.

Richard and Xiaochun at the Showcase. Poster design by Melissa Cole.

Research 

Over the past seven months we have organised three research seminars in collaboration with University and civic partners, hosted local and national industry speakers, run an eight-week experiment with Classics students looking at how they play Assassin’s Creed Odyssey (Ubisoft, 2018), supported ECRs across the University through a research student work-in-progress event,  established a network of UK Game Labs, and sponsored a workshop on Virtual Realities as Time Travel, organised by the multidisciplinary Virtual Reality Oracle project. 

Funding 

We’ve secured £10,000 of research funding to support our activities, and are actively exploring further avenues of funding, including from industry. Our thanks to our current sponsors: the Faculty of Arts and International Strategic Fund, University of Bristol; the British Academy. 

Networking  

Following the first annual UK Digital Game Lab Summit in February 2023, where we invited the leads of eight UK-based game labs to Bristol, we have pioneered the creation of a ‘meta’ network of game labs in the UK. With support from the International Strategic Fund, we are building links with EU game labs in Cologne and Tampere. We have also fostered links with local and national industry partners. Our mailing list currently numbers over 100 researchers and practitioners. 

Partnerships  

From the start, we were keen to work with partners in the creative industries, including the non-for-profit Bristol Games Hub. Thanks to these partnerships, we have been invited to share our research at industry-led showcases, such as the Made in Bristol Showcase in October 2022 and the Immersive Showcase in April 2023. We have also supported local industry partners in applying for key funding opportunities, and invited industry experts to share their insights with us at public lectures, including Dr Tomas Rawlings, Studio Director of Auroch Digital (Bristol) and Luke Holmes, Senior Game Designer from Creative Assembly, the multi-award-winning BAFTA UK games studio. 

Play 

As Huizinga argued, play is essential to the human condition. We have had fun running events such as our Festive Gaming session, where local industry partners shared early releases with us to playtest. We also enjoyed co-judging the Computer Science Society’s ‘It’s not a bug, it’s a feature!’ game jam, where we identified the winning entry, Magnum Opus.  

Future  

We’re excited to be arranging future events with colleagues at the PM Studio in the Watershed. We’re also planning to run a game jam, organise several conferences, collaborate with the Centre for Creative Technologies, MyWorld and BDFI, develop our industry partnerships, as well as plans for courses and skills training in gaming. We would also love to hear from you. Let us know what you are working on and what you would like the Game Lab to do. Come play with us!

Richard with the Game Lab poster at the Faculty Research Celebration on 9 May 2023.