Explaining Archaeological Research with Video Games: the Case of 153 Evolving Planet Xavier Rubio-Campillo, Jorge Caro Saiz, Guillem H
Total Page:16
File Type:pdf, Size:1020Kb
Edinburgh Research Explorer Explaining archaeological research with videogames Citation for published version: Rubio-Campillo, X, Caro Saiz, J, H. Pongiluppi, G, Laborda Cabo, G & Ramos Garcia, D 2017, Explaining archaeological research with videogames: The case of Evolving Planet. in A Mol, C riese- Vandemeulebroucke, K Boom & A Politopoulos (eds), The Interactive Past: A Book on Video Games and Archaeology . Sidestone Press, pp. 153-165. Link: Link to publication record in Edinburgh Research Explorer Document Version: Publisher's PDF, also known as Version of record Published In: The Interactive Past General rights Copyright for the publications made accessible via the Edinburgh Research Explorer is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The University of Edinburgh has made every reasonable effort to ensure that Edinburgh Research Explorer content complies with UK legislation. If you believe that the public display of this file breaches copyright please contact [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Download date: 02. Oct. 2021 Boom & Politopoulos (eds) & Politopoulos Boom Ariese-Vandemeulebroucke, Mol, THE INTERACTIVE PAST THE Video games, even though they are one of the present’s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier’s Civilization INTERACTIVE or Assassin’s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of ARCHAEOLOGY, their design, narrative, and play. This has allowed hundreds of millions HERITAGE & VIDEO GAMES of people to experience humanity’s diverse heritage through the thrill PAST of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also PAST THE INTERACTIVE emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers — including archaeologists, heritage scholars, game creators, conservators and more — who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. edited by Sidestone Angus A.A. Mol, Csilla E. Ariese- ISBNSidestone 978-90-8890-436-3 Press ISBN: 978-90-8890-436-3 Vandemeulebroucke, Krijn H.J. Boom & Aris Politopoulos 9 789088 904363 This is a digital offprint from: Mol, A.A., Ariese-Vandemeulebroucke, C.E., Boom, K.H.J. & A. Politopoulis. 2017. The Interactive Past. Archaeology, heritage & video games. Leiden: Sidestone Press. Sidestone Press * A new generation of Publishing This is a free offprint, read the entire book at the Sidestone e-library! You can find the full version of this book at the Sidestone e-library. Here most of our publications are fully accessible for free. For access to more free books visit: www.sidestone.com/library Download Full PDF Visit the Sidestone e-library to browse our e-books. For a minimal fee you can purchase a fully functional PDF and by doing so, you help to keep our library running. www.sidestone.com/library © 2017 Individual authors Published by Sidestone Press, Leiden www.sidestone.com Lay-out & cover design: Sidestone Press Artwork cover: Alexander Ariese ISBN 978-90-8890-436-3 (softcover) ISBN 978-90-8890-437-0 (hardcover) ISBN 978-90-8890-438-7 (PDF e-book) Contents Tutorial: An introduction to archaeology, heritage, and video games 7 Angus A.A. Mol, Csilla E. Ariese-Vandemeulebroucke, Krijn H.J. Boom & Aris Politopoulos PART ONE: ETHICAL APPROACHES TO HERITAGE AND 19 VIDEO GAMES Storytelling for the Next Generation: How a non-profit in Alaska 21 harnessed the power of video games to share and celebrate cultures Cook Inlet Tribal Council Tradigital Knowledge? Indigenous video games, copyright, and the 33 protection of traditional knowledge Gabrielle Hughes Chickens in Video Games: Archaeology and ethics inform upon 53 complex relationships B. Tyr Fothergill & Catherine Flick Herald: How Wispfire used history to create fiction 73 Roy van der Schilden & Bart Heijltjes PART TWO: ANALYSING AND DESIGNING GAMES FROM AN 83 ARCHAEOLOGICAL PERSPECTIVE Designing and Developing a Playful Past in Video Games 85 Tara Jane Copplestone Video Games as Archaeological Sites: Treating digital entertainment 99 as built environments Andrew Reinhard Single White Looter: Have whip, will travel 107 Erik Malcolm Champion On Games that Play Themselves: Agent based models, archaeogaming, 123 and the useful deaths of digital Romans Shawn Graham PART THREE: PLAYFUL HERITAGE OUTREACH 133 Playing the Archive: ‘Let’s Play’ videos, game preservation, and the 135 exhibition of play René Glas, Jesse de Vos, Jasper van Vught & Hugo Zijlstra Explaining Archaeological Research with Video Games: The case of 153 Evolving Planet Xavier Rubio-Campillo, Jorge Caro Saiz, Guillem H. Pongiluppi, Guillem Laborda Cabo & David Ramos Garcia Crafting the Past: Unlocking new audiences 167 Julianne McGraw, Stephen Reid & Jeff Sanders The Potential for Modding Communities in Cultural Heritage 185 Jakub Majewski Looking for Group: A collective chapter writing game 207 The Interactive Past Community Levelling Up: The playful promise of interactive pasts 225 Angus A.A. Mol, Csilla E. Ariese-Vandemeulebroucke, Krijn H.J. Boom & Aris Politopoulos Afterword 233 Colleen Morgan Explaining Archaeological Research with Video Games The case of Evolving Planet Xavier Rubio-Campillo, Jorge Caro Saiz, Guillem H. Pongiluppi, Guillem Laborda Cabo & David Ramos Garcia Introduction Archaeology has seen a large number of digital innovations during recent decades. Geographical Information Systems, archaeometry, or laser scanning are only some of the methodological advances of the discipline. However, the public image of how archaeology works is roughly the same as it was several years ago. Public fascination with archaeology is built upon a sense of discovery. Fictional works such as Indiana Jones, the Tomb Raider series (Core Design & Crystal Dynamics 1996-2016) or Uncharted series (Naughty Dog 2007-2016) are based on the concept of solving a mystery by unearthing an artefact or a city that has been forgotten for centuries (Meyers Emery & Reinhard 2015). Non-fiction but still popular media producers, such as Time Team or National Geographic, also promote this sense of wonder while emphasizing the rigorous methodology of archaeological research – as distant from these fictional pillagers as can be imagined. These efforts for the dissemination of knowledge about archaeological practice are mostly focused on fieldwork. A simple search of images on the internet reveals that archaeological research is portrayed as excavations, surveys, and spectacular sites. Fieldwork is essential for contemporary archaeology, but the types of activities linked to the exploration of the past are much more diverse, ranging from remote sensing to laboratory work or Geographic Information Systems (Renfrew & Bahn 2011: 12-18). More importantly, the use of quantitative methods allow us to test hypotheses against evidence, and for this reason scientific thinking is at the core of all contemporary archaeology. However, how much of these other archaeological rubio-campillo et al. 153 scientific practices are presented to the public? Can we exploit this fascination with discovery while explaining what archaeology is really about? We argue here that video games can promote scientific thinking while keeping the sense of discovery used in public archaeological outreach. A video game is essentially an interactive narrative device guided by the player’s attempts to face the challenges posed by game mechanics. Every time a puzzle is solved or a decision is made the story advances, thus fostering an experience of discovery. At the same time, the emphasis on problem solving is based on trial-and-error mechanisms that can be linked to the scientific method through content knowledge, process skills, and logic reasoning (Morris et al. 2013). In this chapter we discuss Evolving Planet (Murphy’s Toast Games 2016), a video game created to increase the visibility of archaeological sciences, and specifically the emerging field of Model-Based Archaeology. This video game was designed as a dissemination initiative by the research project SimulPast. The player takes the role of a future scientist studying the extinction of a sentient species