When video games have historical settings, what is known of the past and how this is interpreted with eyes of the present time shapes our gameplay experience. As the past is always reinterpreted and reshaped -- informed by contemporary concerns -- playing historical games becomes a two-way dialogue between history and the now. In this study we explore this dialogue through the lens of Ubisoft’s (2018) Assassin’s Creed Odyssey (ACO), focusing on the doing of gender and sexuality as constructs which vary through place and time. Through close playing, we examine how gender comes to be ergodically through playing with gender by combining the scholarly perspectives of game studies and ancient history.
We argue that the position of modern video game players, with their contemporary values and experiences of doing gender, combine with ‘player choice’ as a core value in modern game development to impact what kinds of historical reconstructions are available for game developers. Our main case study, ACO, avoids making players perform gender practices of the past that clash with modern values. This concerns the characterisation of the female protagonist, representation of other women in the game and representations of sexuality through the game's narrative, aesthetics and game mechanics. Finally, we argue that games like the Assassin's Creedseries are leveraging history to tell exciting stories. Yet, the gendered story ACO tells could have been made considerably more interesting by drawing on the ways that gender has been done in history, rather than, as is now, erasing the historical power positions women have inhabited.