<
https://theconversation.com/how-we-made-a-video-game-based-on-medieval-records-174984>
"The year is 1498. The town of Aberdeen in north-east Scotland has fallen prey
to a “strange sickness” that is the deadly plague. Disease is spreading in
Europe, and people are afraid, but how can the sickness be stopped?
An aspiring young councillor called Robert Collison decides he must devise a
way to protect the town, persuade the local governors to adopt his strategies
and prevent more deaths. Can you help him succeed in slowing the strange
pandemic that threatens to engulf the region?
This is the premise of a video game we created recently called
Strange
Sickness. But we are not computer game experts or designers: we are historians
who based the game on our collaborative research into Aberdeen’s rich
historical archive of medieval burgh records.
Setting up this experiment in merging historical records with digital
storytelling, we enlisted the help of a video game designer and an artist. We
learned a lot about computer games and the gaming industry, but most of all, we
wanted to show that historians can offer a different type of authenticity than
that marketed by popular video games seeking to transport people into
recreations of the past."
Via Susan ****
Cheers,
*** Xanni ***
--
mailto:xanni@xanadu.net Andrew Pam
http://xanadu.com.au/ Chief Scientist, Xanadu
https://glasswings.com.au/ Partner, Glass Wings
https://sericyb.com.au/ Manager, Serious Cybernetics