So, I think one way that a historical game can succeed both as a game and as an authentic account of history is by focusing on the precariousness of historical events.
Quotes by Chris Bartel
The spirit of my suggestion is that no historical events are off-limits, but good historical games are those designed to explore the contingency of history, which may be achieved by focusing on aspects of history that are no less interesting than the battles. I would like to think that it is possible to design good games that focus on the parts of history that we would rather forget, and by playing such games, come to a deeper appreciation of that history.
Games that focus on [the precariousness of historical events] have a ready answer to the issue of replay-value: players should want to replay the game multiple times to appreciate the subtlety of the contingent factors that lead to some historical event. And they can offer genuine engagement with the history. One can come to a deeper appreciation of the details of historical events by experiencing what happens when those events are slightly altered.