More and more modem board games focus on antiquity and use historical scenarios taken from the ancient world. However, various parameters of the board- game medium stand in the way of a successful utilization of subject matter from the ancient world. Games, as a commercial product, must be exciting and relatively inexpensive, both of which mean that a completely historically accurate adaptation of a scenario from antiquity is actually impossible. This article explores the obstacles that game developers encounter in transforming historical scenarios and shows, on the basis of well-chosen examples, how accurate representation of antiquity in board games is at least partly possible. Examples are also provided of games that neglect good opportunities for accurate representation of antiquity or that misrepresent the ancient world.
© 2001-2026 Fundación Dialnet · Todos los derechos reservados