Abstract
Chapter 3 is focused on combat itself. Combat is a constant amongst First World War games and the way it is portrayed and represented is a key indicator regarding how these games interact with popular memory. It is this chapter which deals most closely with the notion of the memory of the First World War being sacred and the way it is edited and framed for popular consumption in games. First World War games often toe the line between providing the player with a parable and placing them in a situation of dubious moral footing. The complicated nature of First World War memory can, when combined with an interactive setting be an incredibly risky and uncomfortable place for both player and designer. By placing the player into the role of general they seemingly must attempt to win the war whilst also avoiding replicating the worst stereotypes of First World War leaders.
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© 2015 Chris Kempshall
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Kempshall, C. (2015). ‘It Takes 15,000 Casualties to Train a Player General’ — Combat in First World War Games. In: The First World War in Computer Games. Palgrave Macmillan, London. https://doi.org/10.1057/9781137491763_4
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DOI: https://doi.org/10.1057/9781137491763_4
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