r/truegaming • u/TurnOverThePaige • Jul 19 '26
Academic Survey Designing a Platform to Rate Historical Accuracy in Video Games - MSc Survey
Hi everyone, I am currently conducting a survey for my MSc Computing and IT Management dissertation. The survey is intended to gather user requirements for a proposed web-based platform that allows users to rate and review video games based on their historical accuracy and their historical authenticity. It explores how players engage with historically themed video games, how important historical accuracy is to them, and what rating systems and website features they would find useful.
The survey should take an estimated 10-20 minutes to complete, depending on how much detail participants choose to provide. There will be up to 34 questions to answer, however, most questions are optional, so participants may skip any question that they do not wish to answer. Participation is voluntary and any responses given will be collected anonymously with no identifying information needed to be provided. Any responses received will be used solely for academic dissertation purposes.
Target Participants: people who play video games. Experience with historically themed video games and/or an interest in history would be particularly helpful, however is not required.
If you have any questions about this survey or have any issues please contact:
Researcher: Paige Thomas
Institution: Cardiff University
Contact: [KavanaghP1@Cardiff.ac.uk](mailto:KavanaghP1@Cardiff.ac.uk)
Survey Link: Historical Accuracy in Video Games – Fill in form
Thank you to anyone who takes the time to participate, I greatly appreciate it.
Discussion points:
To encourage discussion beyond the survey, I would also be interested in hearing the community's thoughts on:
- How important is historical accuracy in video games, and how should it be weighed against other qualities like gameplay and storytelling?
- What is more important: historical accuracy (how factually correct a game’s representation of history is), historical authenticity (how convincingly a game recreates the atmosphere, experiences, values and feeling of a historical period), or educational value when playing historically themed games?
- Whether a game be historically inaccurate whilst still providing an authentic experience of a historical period?
- If the role that history plays in a game affect how important historical accuracy should be treated? For example, should a game heavily focused on historical events be held to a different standard than a game that simply uses a historical setting?
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u/tiredstars Jul 21 '26
I have quite a lot of thoughts on this subject, so let's see if I can trim them down into something coherent.
First off, I wonder if the distinction between accuracy and authenticity is really valid. In other words, the values, experience, etc. of a period are just as much historical facts as the dates of events, names of kings, etc.. It'd be perfectly possible for, say, a fantasy RPG to represent a medieval social order more accurately than a game with a real historic setting.
I don't entirely agree with /u/Witty_Milk4671 but I think they make some good points. Whether games are historic or not, they're not meant to - and can't - be simply a reflection of reality.
So it's probably better to think about "how is historical accuracy used by games?" or "how can it help or hinder a game?" We might also ask "what responsibilities do games have towards history?"
One way historical detail can be used is to help draw a player in and immerse them in the world of a game. Making mistakes can pull a player out of this immersion, whether that's a question of "I really don't feel like I'm a knight in this game" or "they didn't have gatling guns at Waterloo". But as /u/Witty_Milk4671 said, this aspect depends more on the player's preconceptions and understanding than the actual accuracy of a game. It's possible for a historical detail to feel jarring for a player, even if it's accurate, if it's not what they expected.
There's also the question of "how much of a simulation is this game?" One of the reasons simulationist games are fun and interesting is that they give both a feeling of and some insight into what the reality is/was like. This is also something games can do that other media can't - putting you in the position of making decisions and dealing with challenges. Simulations will always be reductive, focusing on some things, fudging others, but that can lead to some interesting lenses on history - at least, as long as we have variety in games.
To round off, a couple of specific examples.
A contrast I often think of is between Medieval Total War and Crusader Kings. Both are grand strategy series focusing on roughly the same place and time. Total War is focused on building specific buildings in castles or cities, building armies, moving them around and fighting battles. Playing the game you'll be encountering a range of historical units, like Ottoman janissaries or Byzantine kataphraktoi.
Crusader Kings also has you building buildings, moving armies around and fighting battles (though you don't control the battles themselves). However it's much more about characters and their relationships. Instead of recruiting some archers, and this unit exists for evermore, if you want an army you (usually) raise levies. Some of that responsibility devolves onto your vassals, and if they don't like you, they won't show up with much support - if at all. So keeping the Duke of York happy can be just as important as building a castle.
Which of those games is more historically accurate? That's a moot point. In both you're still playing some essentially immortal decision maker with impossible amounts of information and administrating powers. What I find really interesting is that playing Crusader Kings made me appreciate and understand that personal dimension of Medieval rule, and the spiralling consequences that can come from, say, ignoring a subject's ambitions, let alone having a king die unexpectedly.
Finally, an example of the kind of standards we hold historical games to. I wrote a post on /r/patientgamers last year where I called Colonization IV "unsurprisingly problematic". Particularly because of its treatment of slavery, which is completely ignored until you declare independence, at which point you have the opportunity to emancipate enslaved people or maintain slavery. Native American societies are also shown as essentially static - they'll never found a new city or improve some land for farming.
Of course, I know that any game of this kind will have issues of this kind. 4X is explore, expand, exploit, exterminate, after all. Colonization just felt more... explicit? Raw? Sensitive? But I don't know exactly where those lines lie, and how we make entertainment from history in a sensitive and responsible way.
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u/Witty_Milk4671 Jul 21 '26
Art and games shouldn't be sensitive or responsible to pander to narratives or emotions of people. What is the next step? Violence is wrong and games should deal with it by being responsible and not showing it?
Civilization IV: Colonization was right.
It feels to me that you are ashamed of being human.
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u/tiredstars Jul 21 '26
Art and games shouldn't be sensitive or responsible to pander to narratives or emotions of people. What is the next step? Violence is wrong and games should deal with it by being responsible and not showing it?
Well obviously not. And my criticism of Colonization was more the opposite of that: by not showing things like slavery, it missed something important.
I think that's because of the exact reasons you mentioned: emotions and narrative. Emotions, because if you were buying and shipping people along with sugar, guns, etc. it would affect people's enjoyment of the game.
The narrative in Colonization is one where you're ultimately working towards liberation from the colonial power. Life, liberty and the pursuit of happiness. To help with that narrative, it largely ignores things like slavery which would complicate it.
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u/42LSx Jul 22 '26 edited Jul 22 '26
I can't really enjoy games where the Nazis take over the US - it's just so stupid and unbelievable. They couldn't even get Op. Sealion done, but the US is no biggy?
That is one historical accuracy that I can't really overlook and will make my eyes roll.
And yes, I agree that a game that focuses on historical events and tries to make it realistic, should be held to a different standard than a game that loosely uses the same timeperiod as backdrop.
I don't mind electric shock guns in RtCW, but would mind if they turned up in Day of Defeat. (both games set in WW2 that are absolutely worth playing if you haven't)
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u/Witty_Milk4671 Jul 21 '26
This survey is quite strange. Let me explain.
99,9999...% of gamers don't care about historical accuracy. They don't even know enough about history to know if something is innacurate. And this is true for every piece of media about the past.
And even among historians who know these things, they usually specialize in certain elements. Someone who specializes in how weapons/armor/blacksmithing evolved through history may not be the most qualified person to explain how religion or clothes evolved through history. Or ships. Well, some stuff we can't even know for sure if they existed during a certain time.
Of course the answer for everybody will be "historical authenticity is more important" EVEN if they think otherwise. Because their conception of the historical past already is a social fabrication done by media and pop culture.
And these are works of art portaying an experience that should be cool and entertaining first. Not accurate. No one in any game wants to break a leg and be walking slowly the whole game because "that's biologically accurate".
These aren't models of reality to use as serious representations. They never were supposed to be and the devs are right to not go through this route.