In historical video games like Brothers in Arms, how much weight is given to geographic history?
Cultural history? Antal: A critical question in any entertainment that is historical fiction is how much history do you put into it, and where do you deviate from history? In our interactive entertainment, we place you in a historical situation, and then you decide what to do. There are many opportunities for us to decide how much history to put in there. It’s a critical decision, because if we put too much in, then you’re overburdened with this historical data that may not be important to carry on the story. What we try to do is always pick one or two historical facts that we can plant at the center of the story, and that will give it the true ambiance of what’s going on. So if it’s Normandy, France, you should have some hedgerows. You should have some Norman-looking villages. You don’t want to have it look like Belgium, which is different. Particular historical spots are useful: For instance, in our first story there’s a place called “Dead Man’s Corner.” That is actually just an inte
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