Top 10 Historical Myths Video Games Are Guilty Of Perpetrating

6 – Battle Sizes and Lengths

Video games frequently take liberties when it comes to the scale and duration of historical battles. Historical shooters and strategy games tend to make battles a lot a lot shorter than they were in real-life, which is, of course, understandable, because, as someone famously said “war is 90% boredom and 10% horror”, and the last thing game designers want is to have players standing around and doing nothing for most of the time. In stark contrast, the scale of the battles themselves tends to be all over the place, with massive battles often being represented as small-scale affairs, while others, more limited skirmishes in reality, are amplified for dramatic purposes. A perfect example of this is Medieval II: Total War, where every battle averages on the thousands of units, while, for the most part, medieval battles would usually feature a couple hundred to, at most, a couple thousand, except for rare occasions. Even in the famous Battle of Agincourt, the English army only averaged around 7.000 men.

Many decisive engagements, particularly before the 20th century, were over within a few hours, sometimes even minutes, once a critical breakthrough or rout occurred. Even “long” battles were often a series of skirmishes, maneuvers, and pauses over days, rather than continuous, direct combat. While some rare conflicts, like the Battle of Verdun or the Somme, stretched for months, these were protracted campaigns of attrition, not single, uninterrupted battles. Furthermore, the number of combatants directly engaged in a single, simultaneous clash was often much smaller than the hundreds of thousands or millions implied by games.

5 – You Can Communicate Clearly And Give Orders Clearly

I always find it funny when I listen to historians criticizing the lack of communication in a given military operation, no matter how large or small, and I usually counter it with “Can you get 5 of your friends to do exactly what you told them for an hour? Most likely, you cannot. Now do that while everyone is shouting, scared, fighting for their lives, arrows and bullets are flying, and you’re in mortal danger”. Usually, that is enough to convince them of the error of their ways. One thing most video games are absolutely guilty of doing is allowing for flawless coordination without having to worry about your pixel-troops not following your orders (I know there are some exceptions to this in wargames). With the player acting as the all-powerful hand of God in almost every real-time strategy (RTS) game out there, it’s easy to set up the most complicated of tactics and execute them to perfection at the click of the mouse. In reality, communication is a historically complex and often frustrating aspect of warfare, and games create an unrealistic sense of control and coordination that was impossible in a time where the best you had was a guy running as fast as he could, and you better pray to God he didn’t get killed, lost, or captured by the enemy.

Historically, effective communication on a battlefield was an immense challenge, often relying on runners, flags, trumpets, drums, or, later, unreliable field telephones and radios prone to static and interception. Factors like the din of combat, smoke, dust, rough terrain, and sheer distance made direct verbal communication nearly impossible beyond a few feet. Orders frequently became garbled, misinterpreted, or simply never reached their intended recipients, leading to confusion, delays, and strategic breakdowns.

4 – Medieval Armor Was Useless

One of my personal favorites! The idea that medieval armor was useless and easy to beat if you just slash at it hard enough. We frequently see knights clanking around, slow and vulnerable, with swords effortlessly slicing through steel or arrows, cleanly punching through breastplates. This widespread movie and gaming trope prioritizes dramatic visuals over historical fact, leading players to believe that medieval combatants were practically naked against even basic attacks, fundamentally misunderstanding a peak of defensive engineering.

Historically, an armored knight was an incredibly effective and highly trained weapon of destruction, which was nearly impossible to kill unless caught off guard or at a significant disadvantage. Reading medieval chronicles leads one to realize that medieval knights were usually killed by being overpowered and having a weapon wedged between the gaps of their armor. More often than not, their demise would come from the physical exertion of having to fight in what was essentially a tailor-made cooking pot, and there are several accounts of people just dying of stroke or heart attacks. In the case they were taken down, they would most likely be captured, rather than killed, not only because of ransom money, but because it was a lot easier to drag an exhausted men and deal with the problem later, than to try and kill it right there and then. Massive props to a game like Kingdom Come: Deliverance, which actually tries to do things right in this regard.

Pages: 1 2 3

11 responses to “Top 10 Historical Myths Video Games Are Guilty Of Perpetrating”

  1. I honestly love this article, and it’s for that reason that I want to let you know that the word you should have used in the title is “Perpetuating”, not “Perpetrating.” To perpetrate is do commit something like a crime; to perpetuate is to continue the success of something. These games did not come up with these myths, and as a result, they are perpetuating them, not perpetrating them.

    Other than that, absolutely terrific journalism. Take care!

  2. Professor Roger Pauly Avatar
    Professor Roger Pauly

    I have never heard one of my colleagues suggest communication in warfare is easy. Can you provide me with an example, by chance?

    1. That comment stems from my personal experience speaking with my colleagues, especially during my time in University, when I was studying History. The talk would usually end up with some criticism being placed upon the commander of a specific force because he should have flanked/sent his troops there/ did that feint, etc. In all fairness, very few of my colleagues focused on military history, but still, this myth is very prevalent.

      1. When Barbarossa was first launched, the Tiger and Panther tanks had yet to come online.

        Instead, they were mostly using Mark III and Mark IV tanks, which were actually quite inferior to the T34 and larger KV1 tanks the Soviet Union had.

        Much like on the western front, the difference was strategic/tactical. The German army was operating under new tactics developed by people like Erwin Rommel, and completely revolutionized how armored units were used on the battlefield.

    2. During Operation Barbarossa the German invincibility myth of tigers and panthers , with motorised infantry encircling huge pockets of enemy held territory was only in the the beginning months of engagement. As the panzer armies went deep into enemy territory , the supply chain was under stress. Also the idea of motorised units was a bit exaggerated as the army was dependent on lots of horses and infantry that needed a lot of supplies. The German staff like Halder , collaborated with the allies after the war to give accounts of battle combat Operations and tactics in Russia.

    3. I think it depends on what era you are referring to. During battle in medieval abd ancient times it was very messy. Napolionic era depended on reconnaissance and messengers. Still you just have a piece of paper that can be interpreted wrongly and as the message arrives, the battle has evolved and that order doesn’t hold anymore.

  3. you say that the lengths of battles are all wrong. what do you want each round in a game to last 1 month to a year? You also hardly ever give examples of games that do this.

    1. I didn’t say I want them to last a month or a year, but battles are often condensed in games into a single engagement, which isn’t true at all.

      1. Board games are more accurate for realistic detail but playability is something which is considered . If we go back to the roots of wargame history, the Prussians where one of the first to use it. Little wars by H.G. Wells is a good reference to wargaming history. Some people want to enjoy a game without historical detail. Others are more into historical context and value realistic models with less concern on visual details and scenery.

  4. […] that I was actually extremely surprised by how well my two previous articles (read the first one here and the second here, if you missed them!) about tackling historical myths videogames keep […]

  5. Very interesting article. I read the third in the series as well. You are definitely right about some of these typical myths and how things like video games and films impact how we perceive and understand history.

    One little gripe: while you are in general correct about.the sword being far from ubiquitous on the battlefield (axes, hammers, maces often being more useful against armored opponents, spears being more easy to mass produce), BUT this isn’t necessarily true of the Romans, who do offer up an example of a military force that utilized swords on a large scale. Part of what made them so effective and terrifying was the damage they inflicted with their combat style of getting in close with the short sword (I believe one of the Macedonian kings – Perseus? Or Philip IV?) was appalled at the gore after a battle with a Roman consular army.

    As an aside, one game that I always felt did a good job of not making the user “god” and utilizing morale and the failure of units to act according to orders was thr Close Combat series of WWII games.

Leave a Reply

Trending

Discover more from Strategy and Wargaming

Subscribe now to keep reading and get access to the full archive.

Continue reading

Discover more from Strategy and Wargaming

Subscribe now to keep reading and get access to the full archive.

Continue reading