Document Type

Class Paper

Publication Date

4-8-2020

Abstract

Video games have been a source of entertainment for people of all ages since the creation of the first video game, Pong, in 1958. Over time, video games have been improved upon to provide better graphics, better stories, better gameplay, and more fun for the family. Careers are now based on the creation of video games and their development, leading to the rise of companies such as Ubisoft, Nintendo, Electronic Arts, Sony Computer Entertainment, and many others who base their entire company on the creation and selling of video games. Today, they have been integrated as an almost essential part of life, usually for younger generations but sometimes for older generations as well, some even basing their whole career on the playing of video games as game testers or online streamers. Media platforms have evolved to specially accommodate video games, such as game trailers or streamers uploading their videos to share with viewers, which in turn may inspire those viewers to go and purchase a game to play themselves.

Video games today are not just about entertainment. Many of the large companies also incorporate a feeling of “experiencing” a game, immersing the player in the game’s story and characters, nurturing a connection between them to provide an in-depth experience. By connecting the gamer to the game, it provides an in-depth feel that stays with the player longer, because they might feel as though they were actually there with the character or as the character of the game, experiencing all that they go through. I personally have fallen victim to a deep connection with a character, where different events or happenings in a game were powerful enough to sway my emotions – sadness to the point of crying, anger, confusion, disbelief, excitement, happiness. If developers are able to construct these connections into the game, it makes people more likely to buy it to experience it themselves, which then turns the player into a walking advertisement for friends and family or fellow gamers on different platforms or even social media.

Video games can span many categories, such as arcade, simulation, sandbox, action, and many more. Ubisoft started producing games relevant to history during the late 1990s, but in 2007 decided to “step up” their gaming experience. In 2007, Ubisoft released Assassin’s Creed, the first installment of the hit series that remains popular even today; however, Assassin’s Creed and its games have occasionally been the source of debate in regard to historical accuracy. The development team and Ubisoft stand by the accuracy of the game but do admit to some altering or adding of content for the sake of entertainment.

The Assassin’s Creed series encompasses many games. This paper focuses on Assassin’s Creed III. With the defense of historical accuracy in mind, it begs the question if the game is truly accurate. Whether it is or not, what does Assassin’s Creed III teach us about its time period? The game is centered around the event of the American Revolution, which has been highly documented and speculated over. The paper will discuss the main events of the game, along with analysis of those events and compare them to as it happens in the game. The paper will then discuss any inconsistencies between the game and actual history.

Comments

This paper was presented as part of the History Research Seminar (HIST 4603) taught by Dr. Myra Houser.

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