Don’t Dumb it Down,
Historical Accuracy is
Fun:
Discussing the Europa
Barbarorum Project
and its Impact on the
Gaming Community
1991 1992
1997
Europa Barbarorum:
• Extension of the game map from the British Isles to the Hindu Kush
• Reconstructed linguistics (Classical Latin, Semitic, Ancient Greek, Celtic,
Classical Persian)
• Reconstructed names for units and provinces
• Historically accurate units
• New musical score, including recreations of ancient music from Musica
Romana and Prehistoric Music Ireland
• 21 Factions with historically advised victory conditions
• Culturally specific social reforms
Europa Barbarorum II:
• Faction specific government and social structures
• Spatially and temporally accurate artefacts
• New reconstructed languages: Sanskrit, Sabean Arabic
• Addition of 7 new Factions
• Improved accuracy of campaign map divisions and unit and building
descriptions
• Geographically accurate vegetation species
What the fans think
• Fans were invited to take part in a survey relating to their
experience of Europa Barbarorum:
• Of those asked, 76% attributed an increased interest in
history and/or archaeology as a result of playing Europa
Barbarorum
• 84% believed that Europa Barbarorum, by being open to
volunteers, made it more appealling
• 51% noted that the greatest appeal of Europa Barbarorum
was historical accuracy, whilst 34% described the level of
immersion as being the strongest attraction
Community and the Past
In literature…
…and table top games
“As Scott Bennie, a designer I
used to work with said […]
“read interesting history”. There
are stories in history which are
crazier and more amazing than
any fantasy author could write.”
(Hong 2014,
45)
www.EuropaBarbarorum.com
@EBTeam
https://www.facebook.com/#!/europ
abarbarorum2?fref=ts
Barthes, R. 1986a [1967]. The Discourse of History. In: Barthes, R. (ed). The Rustle of
Language. Howard, R. (trans). Blackwell: Oxford
Baudrillard,J. 1981a. History: A retro scenario. Glaser, S.F. (ed). Simulacra and
simulation. University of Michigan Press: Ann Arbor pp1-42
Cassidy, S.B. 2011. The Videogame as Narrative. In: Quarterly Review of Film and
Video. 28(4): 292-306
Chen, K. 2003. Civilization and its disk contents: Two essays on civilization and
Civilization. Radical Society 30(2), 95-107
Costikyan, G. 2007. Games, Storytelling, and Breaking the String. In: Harrigan, P.
and Wardrip-Fruin, N. (eds.) Second Person: Role Playing and Story in Games and
Playable Media. MIT Press: Cambridge, MA pp5-15
Dovey, J. and Kennedy, H.W. 2007. Game Cultures. Open University Press:
Maidenhead
Evans, R. 1997. In Defence of History. Granta: London
Giles, M.C. 2000. ‘Open-weave, Close-knit’. Archaeologies of Identity in the later
prehistoric landscape of East Yorkshire. University of Sheffield unpublished PhD
thesis
Image Credits
en.wikipedia.org
wiki.totalwar.com
www.EuropaBarbarorum.com
www.g-unleashed.com
www.heavengames.com
www.IGN.com
www.mobygames.com
www.totalwar.com
http://www2.le.ac.uk/departments/archaeology

Don’t dumb it down, historical accuracy is fun: Discussing the Europa Barbarorum project and its impact on the gaming community: Andrew Lamb (University of Leicester)

  • 1.
    Don’t Dumb itDown, Historical Accuracy is Fun: Discussing the Europa Barbarorum Project and its Impact on the Gaming Community
  • 2.
  • 5.
    Europa Barbarorum: • Extensionof the game map from the British Isles to the Hindu Kush • Reconstructed linguistics (Classical Latin, Semitic, Ancient Greek, Celtic, Classical Persian) • Reconstructed names for units and provinces • Historically accurate units • New musical score, including recreations of ancient music from Musica Romana and Prehistoric Music Ireland • 21 Factions with historically advised victory conditions • Culturally specific social reforms Europa Barbarorum II: • Faction specific government and social structures • Spatially and temporally accurate artefacts • New reconstructed languages: Sanskrit, Sabean Arabic • Addition of 7 new Factions • Improved accuracy of campaign map divisions and unit and building descriptions • Geographically accurate vegetation species
  • 8.
    What the fansthink • Fans were invited to take part in a survey relating to their experience of Europa Barbarorum: • Of those asked, 76% attributed an increased interest in history and/or archaeology as a result of playing Europa Barbarorum • 84% believed that Europa Barbarorum, by being open to volunteers, made it more appealling • 51% noted that the greatest appeal of Europa Barbarorum was historical accuracy, whilst 34% described the level of immersion as being the strongest attraction
  • 9.
  • 10.
  • 13.
    “As Scott Bennie,a designer I used to work with said […] “read interesting history”. There are stories in history which are crazier and more amazing than any fantasy author could write.” (Hong 2014, 45)
  • 14.
  • 15.
    Barthes, R. 1986a[1967]. The Discourse of History. In: Barthes, R. (ed). The Rustle of Language. Howard, R. (trans). Blackwell: Oxford Baudrillard,J. 1981a. History: A retro scenario. Glaser, S.F. (ed). Simulacra and simulation. University of Michigan Press: Ann Arbor pp1-42 Cassidy, S.B. 2011. The Videogame as Narrative. In: Quarterly Review of Film and Video. 28(4): 292-306 Chen, K. 2003. Civilization and its disk contents: Two essays on civilization and Civilization. Radical Society 30(2), 95-107 Costikyan, G. 2007. Games, Storytelling, and Breaking the String. In: Harrigan, P. and Wardrip-Fruin, N. (eds.) Second Person: Role Playing and Story in Games and Playable Media. MIT Press: Cambridge, MA pp5-15 Dovey, J. and Kennedy, H.W. 2007. Game Cultures. Open University Press: Maidenhead Evans, R. 1997. In Defence of History. Granta: London Giles, M.C. 2000. ‘Open-weave, Close-knit’. Archaeologies of Identity in the later prehistoric landscape of East Yorkshire. University of Sheffield unpublished PhD thesis
  • 16.