Game as history: How does Pentiment recreate a vivid sixteenth-century central European everyday life?
Keywords:
pentiment, everyday life, historical game, sixteenth-century, microhistoryAbstract
This essay explores how Pentiment employs research achievements in microhistory and game design to create an authentic portrayal of daily life in sixteenth-century central Europe, providing players with an immersive experience. The analysis covers an examination of historical research and game theories relevant to the game, highlighting three key aspects through which Pentiment effectively portrays the complexities of individuals' lives: the nuanced dialogues and fonts assigned to characters, the diverse cuisine options that reflect social status, and the depiction of unpredictable living conditions. In the context of this theory, the essay argues that historical games have the potential to evoke players' emotional responses. Moreover, this study aims to propose a design framework for the worldwide DiGRA readership. This framework promotes the utilisation of microhistory to enhance historical game design and research.Downloads
Published
2024-09-30
Bibtex
@Conference{digra2247, title ="Game as history: How does Pentiment recreate a vivid
sixteenth-century central European everyday life?", year = "2024", author = "Shi, Hanjun", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2247}", booktitle = " Conference Proceedings of DiGRA 2024 Conference: Playgrounds"}
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