Top 10 Historical Myths Video Games Are Guilty Of Perpetrating

3 – The Katana Is The Best Sword Ever

This is probably one of the most stupid historical myths of all time. Sometimes, during the early days of the internet, a sort of cult developed around the katana, the famous japanese sword which earned a reputation for its lethality, due to it’s curved edge and unmatched sharpness, capable of slicing through anything, effortlessly, while keeping its edge and being unbreakable, because it’s Tamahagane steel was folded thousands of times. To make it even more legendary, comparisons of the “finely crafted” katanas to the “rough” and “primitive” European medieval swords were often made as a sign of apparent superiority, with the sophisticated Japanese blacksmith being a master at their craft, while the Europeans were just clumsy morons incapable of creating such high-quality weaponry.

This widespread gaming myth stems from a blend of pop culture romanticism and a lack of historical context, inaccurately elevating the Japanese sword above all other blades and misrepresenting its true capabilities and historical role.

Historically, the katana was a formidable and expertly crafted weapon, perfectly suited to the specific fighting styles and armored opponents of feudal Japan. However, it was not inherently “better” than European longswords, sabers, or other historical blades; rather, it was different, designed for a distinct combat philosophy. Its famous sharpness came at the cost of durability, making it more prone to chipping or breaking against harder targets compared to the robust, thrust-oriented designs of many Western swords. The idea of the katana as an all-conquering, indestructible blade is a historical inaccuracy largely perpetuated by the media. In fact, just one look at comparing some of the best-crafted swords in Medieval and Modern Europe will prove this point extremely quickly. It’s still a very fun myth, and one I don’t mind indulging in from time to time.

2 – It’s Easy To Flank Your Enemy

Remember the whole thing about how hard it is to communicate on the battlefield? Do not try and do that at an army level, and try to coordinate thousands of soldiers into performing a complicated maneuver, such as a flank, and have it be successful. All games, even more historically accurate wargames like the Wargame Design Studios and even Mius Front and Gary Grigsby’s, make flanking maneuvers seem remarkably straightforward. With all the information available at a glance, it’s easy for players to often, and rather effortlessly, circle around enemy positions, whether AI or human, to strike from an unprotected side, or time a strike just enough that it catches the enemy off guard for a moment and it’s enough to send the whole line crumbling. This common gaming myth dramatically simplifies the complex realities of historical warfare, creating an unrealistic expectation of tactical ease. In games, the path to a critical rear or side attack often appears clear and unobstructed, enabling quick and decisive engagements that seldom reflect the immense challenges faced by commanders and soldiers attempting similar feats historically.

Historically, executing a successful flanking maneuver was one of the most difficult and high-risk operations in warfare, regardless of the era. It required meticulous planning, precise timing, excellent communication (as discussed previously!), detailed knowledge of the terrain, and often numerical superiority to draw the enemy’s attention, and more importantly, that all of the plan went according to plan, and that no one missed their cues to act or was found out beforehand. Factors like unexpected terrain features, enemy scouts, ambushes, unseen reserves, and the sheer logistical challenge of moving large forces undetected over distance made flanking attempts incredibly perilous. Think about it like this: if you have all the necessary prerequisites to perform a successful flank, such as knowledge and superiority in numbers, wouldn’t you rather use that superiority to fight the enemy head-on?

1 – All Fights Were To The Death

Real-life battles certainly were no battle royale, where the last man standing would win. In fact, it was quite the opposite, and a look at archeological evidence of battle sites shows us that casualties in battle were relatively minor, with estimates ranging between 5% to 20%. Usually, that would be enough to have one army or another break ranks and flee. In fact, most of the deaths in a battle occurred during this phase, when lines got disorganized and chaos reigned, cavalry would usually cut down any stragglers it could.

Historically, while lethal force was certainly a reality of combat, the primary goal was often not simply to kill every opponent. Objectives frequently included capturing territory, seizing resources, routing an enemy, or taking prisoners for ransom, intelligence, or labor. Incapacitation, disarming, or forcing a surrender were often more desirable outcomes than a death toll, as they conserved resources, provided valuable assets, or simply allowed for a more efficient conclusion to an engagement. In fact, sometimes the surrendering of a force was the preferable option, especially if the fighting force was surrounded, and the probably of fighting to the death was actually a thing, because it gave the enemy an incentive to save themselves, and gave your forces the ease of mind of not having to endure a grueling, extended fight that could end up with a lot of your own men getting killed.  

Beyond the Screen: Why Historical Accuracy in Games Matters

This is the first of, hopefully, several historically minded articles relating historical facts with video games and media in general, as I try to branch out some of my content to other areas of interest to me and my audience. Now that we have journeyed through these top 10 historical myths, it’s clear that while games offer unparalleled entertainment, they also carry a significant responsibility in shaping our understanding of the past. The perpetuation of concepts like “invincible armor” or “fights to the death” might enhance gameplay, but it often sacrifices the rich, complex, and often more nuanced realities of history. 

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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.

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