Architecture is a fundamental component of immersing gamers into a virtual world that feels just as authentic as the real world does. The Assassin’s Creed game series presents both real and imaginary spaces. It creates visually realistic representations and historically coherent spaces, while the imaginary narrative of the games constructs a new space between reality and fantasy. While there is no "historical guarantee" in the scenarios designed for entertainment, what Assassin’s Creed can and does provide is an experience that can enhance the understanding of different eras and cultures. The game series is a tempting virtual time machine that represents not so much the past itself, but the world's view of history and the issues of society reflected in its interpretations of it. These interactive media can potentially be used to attract interest in architecture, history, and different cultures and to encourage learning of the above using real facts and figures as mechanisms of play and/or storytelling. This paper examines the characteristics of the Assassin’s Creed game series in terms of gameplay, the community to which it is addressed to and the immersion it creates. The representations of the series, their relation to the historical data and their inaccuracies are also investigated. Finally, it is attempted to perceive Assassin’s Creed as Foucault’s concept of heterotopia.