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What Games Get Right and Wrong About History

Games are now a major way people encounter history, which makes it worth asking honestly what they get right and what they get wrong.

prism pattern for What Games Get Right and Wrong About History

Games are now a major way people encounter history, which makes it worth asking honestly what they get right and what they get wrong. The answer is a genuine mix: games do some things with history better than any other medium, and others worse, and understanding the difference helps a player take what is valuable while being wary of what is misleading.

Right: making the past tangible

Games excel at making history tangible, at turning dates and events into a place you move through and a life you briefly live. The sense of a historical city's scale, the feel of its streets, the texture of daily life, these come through in a game as in no textbook, and that embodied, spatial understanding is something games genuinely do better than other forms. The past becomes real in a way reading rarely achieves.

Right: the human scale

Games can tell history from the ground up, through individual lives rather than grand overviews, and that human scale conveys the reality of the past powerfully. Experiencing a war through one ordinary person, as in Valiant Hearts or This War of Mine, communicates its human cost more directly than any statistic. That ability to make history personal is one of the medium's real strengths.

Right: sparking engagement

Games are superb at getting people interested in history who never were before. The curiosity a game sparks, the desire to know more about a period it depicted, leads people to real historical learning they would otherwise never have pursued. As a gateway that draws a wide audience toward genuine interest in the past, games work better than almost anything.

Wrong: compressing and simplifying

To be playable, games compress and simplify history, collapsing years into hours and complex causes into clear mechanics. That simplification distorts, flattening the messy reality of the past into something tidier than it was, and a player who takes the game's version as complete comes away with a cleaner, falser picture. The simplification is necessary for the game and misleading as history.

Wrong: the bias toward action

Games gravitate toward the dramatic, toward wars, battles, and great events, because those make for compelling play, and that bias skews the history they tell. The slower, quieter forces that actually shaped most lives get crowded out by spectacle, giving a distorted sense of what the past was mostly like. Real history is far less action-packed than games, by their nature, tend to suggest.

Wrong: blending fact and fiction

Games mix real history with invented story, and the seams are not always clear, so players can absorb fiction as fact. A compelling game narrative built around real events can leave people believing things that never happened, and the immersive power that makes games such good teachers also makes their distortions stick. The blending of fact and fiction is a genuine hazard of learning history from games.

Wrong: whose perspective

Games have often told history from a narrow range of perspectives, centering certain people and places while ignoring others, and that selectivity shapes a skewed picture of the past. The histories left untold matter, and a player whose sense of history comes from games may inherit the medium's blind spots. There is progress toward wider perspectives, but the limitation is real and worth remembering.

The notes that help

The better historical games increasingly acknowledge their own limits, including developer notes, discovery modes, or clear markers of where they departed from the record. These are genuinely valuable, because a game honest about being a dramatisation lets players enjoy it while knowing where to be skeptical. The presence of such honesty is a good sign that a game takes its history seriously.

How to use games as history

The sensible way to treat historical games is as a vivid introduction, not a final authority, a spark for curiosity to be followed up with real sources. Enjoy the immersion and the human perspective, let the game make you care, and then read the actual history to correct and deepen what the game gave you. Used that way, games are a genuine asset to historical understanding rather than a source of distortion.

A powerful, imperfect teacher

What all of this adds up to is that games are a powerful but imperfect teacher of history, extraordinary at making the past tangible and human, prone to simplifying and distorting it. Taken with awareness of both, they enrich how people meet history enormously. The goal is not to trust them uncritically or dismiss them, but to use their real strengths while watching for their real flaws, which is how to learn well from any dramatisation.

The balanced view

Held in balance, games are neither the enemy of historical understanding nor a reliable substitute for it, but a powerful, flawed, and genuinely useful way in. They make the past tangible and human better than almost anything, and they simplify and distort it in predictable ways. A player who enjoys their strengths while staying alert to their weaknesses gets the best of them, and comes away both moved and informed rather than merely entertained or misled.

SO
Sarah Okafor

Sarah covers Indigenous rights movements, treaty law and political advocacy. She has reported on campaigns from Standing Rock to mascot reform and writes about the practical work of building coalitions.

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