Category Archives: archaeology

talk in Malta tomorrow: ‘Role of computer games in national heritage’

if you are in Valetta, stop by at 6PM, I am talking about computer games and history/archaeology.

http://www.timesofmalta.com/articles/view/20161011/social/Role-of-computer-games-in-national-heritage.627610

Role of computer games in national heritage

A talk linking computer games and culture and heritage is being held tomorrow at St James Cavalier in Valletta, Malta.

Part of Spazju Kreattiv’s programme, the talk will discuss the fundamental challenges and promises of computer game design and interactive media when created to assist the communication and preservation of digital heritage.

Delivered by Erik Champion, a professor at Curtin University, Australia, the lecture will examine serious games designed for history and heritage, definitions and challenges of ‘virtual heritage’ and possible technical and imaginative solutions. It will focus particularly on examples of built heritage.

Research Fellow Opportunity

UNESCO Research Fellow in Cultural Heritage & Visualisation, Curtin University.

Direct Link here or at the Curtin University Vacancies, Perth, Western Australia.

The role starts in 2016.

Position Title:UNESCO Research Fellow in Cultural Heritage & Visualisation
Position Number:3553170
Tenure:Full-time, fixed term until 1 September 2020
Salary Range:$97,076 – $115,277 (ALB)
Location:Bentley
Description:Do you have experience with digital archaeology and a passion to join the School of Media, Culture and Creative Arts?

Curtin University has, in cooperation with UNESCO, established a Chair in Cultural Heritage and Visualisation. The purpose of the Chair is to promote an integrated system of research, training, information and documentation on virtual heritage sites and facilitate collaboration between high-level, internationally-recognized researchers and teaching staff of the University and other institutions in Australia, Europe and North America and in other regions of the world.

As a Research Fellow, you will work with the UNESCO Chair on a project which aims to survey and promote guidelines, tutorials and open access tools for the design, preservation and teaching of 3D models and landscapes of UNESCO heritage sites, particularly in Australia. You will be expected to contribute to grant writing and research publications.

Along with a relevant doctoral qualification, the ideal candidate would have experience in aspects of digital archaeology, architectural computing, or databases and related programming (especially in the creation and maintenance of online repositories). Evidence of quality research outputs and interpersonal skills are also essential.

Benefits and Remuneration:The salary ranges presented are those which are contained within the University’s Enterprise Agreements; as are the employee benefits which include employer superannuation contribution at the rate of the current Government Superannuation Guarantee amount up to 17 percent, study assistance, a comprehensive salary packaging and wellness programs and flexible and family friendly work practices.
Contact Person:Professor Erik Champion
Contact Email:erik.champion@curtin.edu.au
Valuing Diversity and Affirmative Action:Curtin University embraces diversity and inclusion and invites applications from women, men and intersex individuals who share the University’s values, ethics, international outlook, value diversity and have an informed respect for indigenous people. We are committed to making reasonable adjustments to provide a positive, barrier-free recruitment process and supportive workplace, therefore, if you have any support or access requirements, we encourage you to advise us at time of application. We will then work with you to identify the best way to assist you through the recruitment process. All personal information will be kept confidential in compliance with relevant privacy legislation.
Submit Application:To submit an application, click on the Apply Now button.
Disclaimer:Curtin reserves the right at its sole discretion to withdraw from the recruitment process, not to make an appointment, or to appoint by invitation, at anytime.
Applications Close:5 pm, Monday 24 October 2016 (AWST)

PhD Scholarships at Curtin University

The call for PhD scholarships (UNESCO Cultural Heritage and Visualisation) at Humanities, Curtin University, has now been extended to 17 October 2016. See https://scholarships.curtin.edu.au/scholarships/scholarship.cfm?id=2782.0

I can be contacted for enquiries or submission but I am away from 1-16 October so email replies may be slow.

 

PhD Scholarships-Cultural Heritage & Visualisation

There are 2 PhD scholarships now open at Curtin University, for students interested in 3D models of heritage sites, community participation, heritage issues and preservation of the 3D models themselves:

http://scholarships.curtin.edu.au/scholarships/scholarship.cfm?id=2782.0

 

Presentations, GCH2016, Genoa

Time: 15:45 – 17:15 (session) , Wednesday 5 October.

Location: Area della Ricerca di Genova, Via De Marini 6, 16149 Genova (Genoa), Italy.

Title: The Missing Scholarship Behind Virtual Heritage Infrastructure

This theoretical position paper outlines four key issues blocking the development of effective 3D models that would be suitable for the aims and objectives of virtual heritage infrastructures. It suggests that a real-time game environment which composes levels at runtime from streaming multimédia components would offer advantages in terms of editing, customisation and personalisation. The paper concludes with three recommendations for virtual heritage infrastructures.

Time: 11:00 – 12:00 (short paper, session) , Thursday 6 October.

Location: Area della Ricerca di Genova, Via De Marini 6, 16149 Genova (Genoa), Italy.

Title: 3D in-world Telepresence With Camera-Tracked Gestural Interaction

While many education institutes use Skype, Google Chat or other commercial video-conferencing applications, these applications are not suitable for presenting architectural or urban design or archaeological information, as they don’t integrate the presenter with interactive 3D media. Nor do they allow spatial or component-based interaction controlled by the presenter in a natural and intuitive manner, without needing to sit or stoop over a mouse or keyboard. A third feature that would be very useful is to mirror the presenter’s gestures and actions so that the presenter does not have to try to face both audience and screen.

To meet these demands we developed a prototype camera-tracking application using a Kinect camera sensor and multi-camera Unity windows for teleconferencing that required the presentation of interactive 3D content along with the speaker (or an avatar that mirrored the gestures of the speaker). Cheaply available commercial software and hardware but coupled with a large display screen (in this case an 8 meter wide curved screen) allows participants to have their gestures, movements and group behavior fed into the virtual environment either directly or indirectly. Allowing speakers to present 3D virtual worlds remotely located audiences while appearing to be inside virtual worlds has immediate practical uses for teaching and long-distance collaboration.

Conference URL: http://gch2016.ge.imati.cnr.it/index.php/technical-program

Public Talk: Ca Foscari University, Venice

Serious Games For History & Heritage: Learning From Triumphs & Disasters

Date: 10:00 -11.00, Monday 2 October 2016

Venue: Aula Magna Silvio Trentin,Ca’ Foscari University, Palazzo Ca’ Dolfin, Venice, Italy.

The Games Industry. In 2016, will reputedly become a 100 billion USD industry with mobile games overtaking PC and game consoles for the first time. While the year before, in 2015 Minecraft became the second highest selling game of all time, at $54 billion USD (GameCentral for Metro.co.uk, 2015; Mojang, 2016). And the year before that, in 2014, Microsoft bought Minecraft for 2.5 billion US dollars. So surely it would make sense to appropriate game design to the purposes of the humanities, especially to history and heritage? In this talk I will examine the promise  of serious games and the related global industry for communicating aspects of the past, but I will also outline key issues that have hindered the employment of games for education and dissemination, and provide examples of serious games and virtual heritage projects that I have worked on over the last fifteen years.

References

  1. http://venturebeat.com/2016/04/21/video-games-will-become-a-99-6b-industry-this-year-as-mobile-overtakes-consoles-and-pcs/
  2. GameCentral for Metro.co.uk. (2015). Minecraft is now second best selling video game ever. Metro. Retrieved from Metro website: http://metro.co.uk/2014/06/26/minecraft-is-now-second-best-selling-video-game-ever-4776265/
  3. Mojang. (2016). MINECRAFT STATISTICS. Retrieved from https://minecraft.net/stats
  4. Champion, E. (2015) Critical Gaming: Interactive History And Virtual Heritage. Digital Research in the Arts and Humanities UK: Routledge. https://www.routledge.com/Critical-Gaming-Interactive-History-and-Virtual-Heritage/Champion/p/book/9781472422903

UNESCO Chair in Cultural Heritage & Visualisation at Curtin University of Technology

Just received this by email, last night:

Establishment of a UNESCO Chair in Cultural Heritage and Visualisation at Curtin University of Technology. Third Parties: United Nations Educational, Scientific and Cultural Organization.

So the agreement is signed and I will hear from Human Resources regards the provision of two PhD students and a contracted Research Fellow. The majority of their work will be in providing workflows and tutorials and repository guidelines for the storage and deployment and educational use of 3D heritage models/site simulations. I will have to find other avenues of funding for my major line of research, game-like simulation design of heritage sites and historical events and processes.

The specific objectives of this Chair are to:

  • create a Cultural Heritage and Visualisation network to use and advise on 3D models of World Heritage Sites, as well as to show how 3D models can be employed in teaching and research;
  • build capacity through community workshops and learning materials and distribute the teaching resources digitally at no cost to the end user, as well as train research students, post-doctorate scholars and visiting fellows;
  • recommend long-term archive guidelines and ways of linking 30 models to scholarly publications and related scholarly resources and infrastructures;
  • disseminate the results of research activities at conferences and workshops, via online papers, applications and learning materials; and,
  • cooperate closely with UNESCO on relevant programmes and activities, as well as with other relevant UNESCO Chairs.

CAA 2017 Other session “Mechanics, Mods and Mashups” ACCEPTED!

My proposal to the 2017 Computer Applications and Quantitive Methods in Archaeology (CAA) international conference, March 14th and 16th, 2017 at Georgia State University, Atlanta, GA, USA) has been accepted.The below will be updated when I speak to the co-organisers but we are thinking of a morning presentation and (possible) game pitch, and an aftertoon work on key ideas..

CAA2017 Atlanta: Other Session

Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists
Organizers: Erik Champion, Michael Nitsche, Natalie Underberg-Goode

Are you a fan of Assassin’s Creed but upset over how it could have made history exciting without having to employ and manipulate central historical characters? Love Lara Croft: Tomb Raider if only the tomb-raiding (stealing) mechanics could be replaced by something more meaningful? Wish that the Total War Series allowed you to employ agent modeling to test competing archaeological theories of migration, colonization and invasion or just to improve its historical accuracy? Dream you could use the language, graphic vision and immersion of Far Cry Primal in the classroom to explain (through engaging interaction) the Mesolithic rather than primarily use it as a backstage to fight semi- believable creatures? Then this workshop is for you. Correction. This workshop is BY you.

Archaeologists and people of a historical persuasion:

  • Either take a game with an inspiring concept, technique or mechanic..
  • OR extrapolate a current or past game to a game or simulation of the future
  • OR they share their vision of a game or simulation that reveals, expresses or augments their own research.At the workshop the writers will either:
  • Bring their own designs, video cut-scenes, and illustrations and media depicting what this new vision would look like
  • OR have some form of play-testing demonstration, cards, or illustrations or physical play-throughs (preferably involving the CAA workshop audience) revealing how this new level, mod or gameplay episode COULD be experienced or how it could be revealed.The writers will:
    Ask the audience to play through or role-play the actions that would be in the creative piece.

    The audience will:
    Give the writers feedback ideas and nominate the best presentation in terms of fun and engagement, imaginative ideas, and archaeological relevance (in promoting archaeology, teaching archaeology or extending archaeological scholarship).

    Potential tools:
    Gameplay cards, game prototyping tools, scenes or videos from a 3D editor or game editor (Unity, Unreal, Blender), board games as prototypes, playing cards, physical artifacts that are role-played by the presenter, illustrations, slideshows, game editors (like the SIMS: https://www.thesims.com/en_GB) used to make films (Machinima), roleplaying videos, flowcharts, interactive fiction (like https://twinery.org/). We will provide a fuller list of tools and examples to potential attendees before the workshop.

    Equipment:
    PC with sound and display, some floor space to move around in for physical re-enactments. Tables or some form of desk to provide written or graphical feedback.

    Length:
    Participants: 26 maximum (ideally) where 6 present. We require half an hour a presenter so three hours for 6 presenters, 6 hours a whole day if we want to go to 12 presenters.
    Ideally the non-presenting audience is not too large, preferably up to 20.

    Outcome:
    We will approach a creative publisher (Liquid Books, University of Michigan Press or other) to provide an online or printable output of the demonstrations and the audience feedback.
    We would also like to invite presenters – if they can make it – to a workshop at DIGRA2017 Melbourne Australia to test out their demonstrations and play-throughs to game academics.

    References
    Champion, E. (2012) Game Mods: Design, Theory and Criticism. Entertainment Technology Centre Press.

Counterfactual, Counterfictional, Counterfutural: Games of the Future Designed By Archaeologists (the book idea)

Like Assassin’s Creed but upset over how it could have made history exciting without having to employ and manipulate central historical characters? Love Lara Croft: Tomb Raider if only the tombraiding (stealing) mechanics could be replaced by something more meaningful? Wish that the Total War Series allowed you to employ agent modelling to test competing archaeological theories of migration, colonisation and invasion or just to improve its historical accuracy? Dream you could use the  language, graphic vision and immersion of Far Cry Primal in the classroom to explain (through engaging interaction) the Mesolithic rather than primarily use it as a backstage to fight semi-believable creatures? Then this book is for you. Correction. This book is BY you.

Brief: Archaeologists and historians either take a game with an inspiring concept, technique or mechanic and extrapolate it to a game or simulation of the future OR they share their vision of a game or simulation that reveals, expresses or augments their own research.

1. This becomes an edited book. But wait…

The writers could meet at a workshop, bring their own designs, video cutscenes, and illustrations and media depicting what this new vision would look like or how it could be experienced or how it could be revealed. Or other writers or the public or even budding game designers could provide their own illustrations, walkthroughs, PLAYABLE DEMOS, diagrams or audio recordings of what the original author’s vision could be experienced as.

2. This becomes an online sensory experience mixed in with online chapters of the book. But wait..

3. There can also be a dynamically compiled new online game created from tagged elements of #2. The reader can either choose to read the book, to read and experience the multimedia book chapters online OR select their favourite mechanics, scenarios, techniques, illustrations etc from any or all of the chapters and then the online website automatically creates a multimedia collection to suit the tags of the chosen components..the reader has now designed, experimented, or played with a whole new potential game or scenario of archaeology, history and heritage in the future..

But wait…

4. The game designers who helped in the workshop are so inspired they help the archaeologists design these new ludic visions of the future..

3D models: Advanced challenges, UCLA

Daisy-O’lice I. Williams, University of Oregon, presents to the insitute on day 1, 20 June 2016, UCLA.

I was very fortunate to be invited to the NEH-funded Advanced Challenges in Theory and Practice in 3D Modeling of Cultural Heritage Sites Institute, hosted at University of Massachusetts in 2015 and University of California Los Angeles (UCLA) 20-23 June 2016.
Some points I noticed reoccurring over the four days (and which I also added to the #neh3D twitter stream) were:

  1. People are still inventing the wheel when it comes to interaction in virtual environments. But you all knew that anyway.
  2. There is still a gap between educators and libraries who just want to get projects made, students engaged, and assets saved and those who talk about the big metadata / ontology questions. Nobody apart from Piotr used CIDOC-CRM for example and as he and I agreed, there needs to be more useful examples for archaeologists and architects.
  3. We still need an open source augmented reality platform: Content providers will try to lock you in to their own devices (http://www.pcworld.idg.com.au/article/602484/google-building-its-own-smartphone-report-says/) and AR software is commercial, risky and when the AR company disappears so does your augmented reality project! To add insult to injury many AR software apps store you models offline or in a secure cloud so you cannot directly access them even though you made them.[I have just heard of ARGON, will have to investigate].
  4. There is no suitable 3D model+scholarly journal, the editor in chief of Digital Applications in Archaeology and Cultural Heritage, Bernard Frischer, admitted their 3D solution was not yet a fully usable solution plus Elsevier say they own the model. Actually, I think the ownership of the scholarly content is as much an issue as the lack of a suitable 3D viewer. Other journals that may offer similar issues but 3D model potential are http://intarch.ac.uk/ (“All our content is open access”) and ACM Journal on Computing and Cultural Heritage (JOCCH). However at the workshop one of the founders of SCALAR expressed interest in exploring 3D for SCALAR so hopefully something eventuates with this working party.

Many thanks to Alyson Gill (UMass) and Lisa Snyder (UCLA) for the opportunity to hear about US developments and the really cool CULTURAL HERITAGE MARKUP LANGUAGE CIDOC_CRM project that Piotr Kuroczyński (Herder Institute Germany) presented.

3D popups and scholarly books

Scholarly publishers want to produce quality longterm-durable books. I get that. But some of us young digital guerilla turks want to combine 3D and augmented technologies so 3D models can be shared and experimented (played) with.
And 3D models should be able to change over time, to link to different scholarly resources and models and links and linked resources should be able to be maintained and modified.

So how do we have stable print materials and changing, dynamic 3D models?

Easy peasy.
Consider the magic book. You put on these special see through glasses. Open a book. The camera recognises the augmented reality tracker (marker) on an open page and on your see-through glasses is projected a virtual 3D object. It can move, it can have animations. But typically the AR 3D object relates to a point on the page. Now I believe the original marker and related augmented 3D shape was stored on the magic book glasses/goggles.
But this won’t do for scholarly preservation.
Say you open a book, You hold your camera phone over a mark (tag, tracker) on the page of the book. On your phone lens appears a 3D playable object. But the phone does not natively hold the 3D virtual object.
Instead, the tracker/marker on the book induces the phone to search through an online library and retrieve the current 3D virtual object that links to that augmented reality tracker.marker/barcode on the book.
And downloads the most recent virtual model.
Why is this useful? The scholarly publisher only has to produce a normal book but with augmented reality markers (as an image).
The library or academic organisation supplies the links (perhaps the 3D virtual object has its own URI). The phone retrieves the most recent 3D AR object from a database (online) maintained by a library or scholarly community.
And as you open/read the book, augmented reality models dance/float/appear on your book (or iPad or Android tablet).
Perhaps the way you move the tablet/eReader changes the appearance or animation of the AR object (for example: lift it up and the model changes forwards in time,lower the tablet and earlier versions of the model appear)..
And theoretically the book will still be useful even 10 years from now if someone maintains the digital assets available at the URI that the book markers point to.

Still don’t understand? Perhaps I need a diagram!

NB below photos are not mine but from http://masters.donntu.org/2012/iii/akchurin/library/article9.htm in “Collaborative Augmented Reality” written by Mark Billinghurst, Hirokazu Kato, Communications of the ACM – How the virtual inspires the real, Volume 45 Issue 7, ACM New York, NY, USA – July 2002, p. 64–70.

Cultural Presence (a dangerous answer to an unclear question)

Yes I know I wrote about this topic (although not in my latest book in any great detail) but it the term isn’t my ultimatum to archaeology and heritage studies: use and measure cultural presence or else!

To start with, I said in my PhD thesis and in the related book Playing With The Past (pp12-14), that it was distinct from Social Presence:

“Cultural Presence versus Social Presence..The first problem is what elements of a cultural place are missing from virtual environments. Merely creating a reconstruction of a cultural site does not mean that one is creating a platform for understanding and transmitting locally specific cultural knowledge. We need to understand what distinguishes a cultural site from another site; we need to understand the features of place as a site of cultural learning.”

I also wrote:

“The intended audience that could most benefit from the theoretical part of this research are those who either communicate historical perceptions via digital media, or those who wish for more prescriptive (rather than descriptive) notions of ‘place’ and ‘cultural presence’. The case study of Palenque that I will mention may also interest those designers interested in improving engagement via interactive elements”

Chapters 2 and 3 then try to explain space versus place in a virtual heritage project and cultural presence as being distinct from social presence.

Now, 5-10 years later, I think I will have to retrace and bury some of the assertions and answer some of the questions that refuse to die because of this concept.

In a nutshell,

  • My term cultural presence was to attempt to wrestle away from social presence key terms and meanings that could be evaluated for historians and social scientists.
  • The term cultural presence was an umbrella concept (and my evaluations suggested it was most effective to be evaluated via a series of questions and tasks, there was no one evaluation method for it).
  • Cultural presence is of particular interest and use where we have clear ideas (and cultural traces and signs etc) of a culture that passed away. It is much more suitable for recent cultures with historic material and intangible heritage than it is for situations where we only have traces of settlement but without a rich cultural tapestry for interpretation. The Mayan temple-city of Palenque, Mexico has left us plenty of interesting if sometimes conflicting cultural clues, Neolithic cities, not so much.
  • In the last year (and even last week) I still meet archaeologists and curators who have not seen a need to distinguish between culture and society. I gave some arguments for why I do this in the article Defining Cultural Agents for Virtual Heritage Environments but I need to revisit this issue and deal with once and for all.

Interactive Fiction, Cultural Tourism, Archaeology and Gaming

 Interactive Fiction

Over 4-5 April I attended the Interactive Pasts conference in Leiden, the Netherlands. It was organised by Archaeology PhD students, and they also created a gamified kickstarter project to get the funding required for an open access book publication of the proceedings. If you missed the conference (which was also on twitch), the presentations are on YouTube.

How does this relate to Interactive Fiction? Tara Copplestone and Angus Mol ran a workshop in the last session on interactive fiction.

Figure 1: #TIPC Interactive Pasts Conference Summary-Erik and Lennie photo by Tara Copplestone

Four of us (myself, Lennart Linde, Catherine Flick, B. Tyr Fothergill) used Twine (Mac version 1.42, PC is version 2.0), to develop the beginnings of an Interactive Fiction (IF) game, called A Career In Ruins, which is an archaeology conference simulator, where the student or junior researcher has to attempt to maximise their reputation while maintaining other important functions (such as phone battery and regular toilet breaks) without missing important sessions.

twine a career in ruins

FIGURE 2: IF PROTOTYPE DEVELOPED WITH TWINE 1.4.2-A CAREER IN RUINS

Like many in the digital humanities, I was a fan of Steve Jackson Adventure Books in the 1980s (yes I was young then) and I had developed my own interactive fiction/D n D game on a 1628 byte CASIO FX-702P Programmable Calculator (around 1982?) I was very keen on expanding my knowledge of what these interactive writing tools can do.

Firstly there is a wide range of these tools: Google Docs.

Secondly, open source HTML-based TWINE and application INFORM are perhaps two of the most widely known tools (and TWINE is perhaps best to start with for beginners), but Squiffy (Mac, PC, Linux) looks most to interesting to me, and I was happy to discover that Adobe’s Phone Gap Application can port the Squiffy interactive fiction / games to mobile phones. I think HTML is a big advantage over those formats that require readers to download a specialised executable and HTML 5 also has other possibilities such as extending to JavaScript (three.JS, Angular.js Node.js or WebGL exported UNITY etc.). There are a variety of ways to create the 3D model for JavaScript and there are good tutorials online, the main challenge is how to incorporate 3D with interactive fiction.

There have even been IF-isometric driving games! The other possible advantages of the JavaScript that I mentioned are that they can offer videos, panoramas, and possibly 3D models.

About 10-15 years ago a program called RealViz allowed you to create 3D layers to panoramas, allowing movies and 3D objects to co-exist (would love to refind the Embarcadero example). Some exciting work and examples was done (via Shockwave 3D) with the imagemodeler but RealViz was bought out by Adobe and no longer exists. I don’t know of a comparable software application today.

However, using the above software I mentioned, I think we can link interactive fiction, panoramas, 3D models, and possibly even 3D panoramas with JavaScripted riddles (there are similar existing applications, like Pannellum).

It would be even more interesting to create these interactive-fiction panoramas for the new head mounted displays like the HTC Vive.

htc vive

FIGURE 3: HTC VIVE, DEMO, LETS MAKE GAMES, PERTH

The possibilities for creative writing and also for archaeological story-making and cultural tourism really interests me and with European partners I hope we can propose a summer workshop. Possibly we would propose two workshops, one for creative writers and cultural tourism (using people’s own holiday snaps and other media, or drawing from digital archives of local heritage) and a second for archaeologists to create interactive fiction/fact/riddles/hypotheses. The first might combine lectures on Nordic Noir and its influence on cultural tourism. If the workshops actually take place, I think they would probably be in Denmark or Greece, or both. Best to start working on the proposal, then!

UPDATE: Inklewriter also looks promising according to this post of its use in a Choose Your Own Witchcraft Trial course.

Game Mechanics Part II: Roger Caillois

Forms of Play really elementsStimulates because it isArchaeology games
Competition Agon (competition / strategy)Compete against people, long-term decision makingCivilization? All those build empire games..
Chance AleaHandling unpredictability, humourCould Spore be an archaeoogy game?
Vertigo IlinxMastery of commitment, mental focus, multi-taskingThe extreme parkour of Assassin’s creed?
Mimicry mimesisObservation, control and humour and roleplaying ? Maybe if the Sims 4 was used as anthropological machinima?

Roger Caillois wrote about four forms of play (a spectrum ranging from free play to the rules-based essence of games). He wrote about non-digital games but his work has been reviewed and critiqued by many game theorists (and anthropologists).

I still find it useful myself, but I would modify it as per the above table (not so much as forms of play but as motivators for mechanics)* and with the following comments:

  1. Competition motivates people for two reasons, they love competing against others, and they also love long-term strategy making but these are often quite different, so perhaps this form of play is actually two forms of play?
  2. Chance stimulates people to play because of the above, but it is also frustrating unless handled well with suitable game balance (I don’t like playing snakes and ladders because it is all about chance so perhaps I am biased).
  3. Vertigo is an interesting one, in dance-based games, seldom in computer games (and perhaps even more dangerous in VR-Head mounted games due to the potential for nausea), and very very uncommon in games for archaeology! I will have to really investigate whether any archaeology-games use vertigo!
  4. Mimicry: despite so many cultural rituals and games using this, this is so rare in computer games (yes, I know, Spy Party but a 7 year development cycle does not give me confidence).

Actually there is another column (not in this article) where I will bullet point some ideas for leveraging these play forms to communicate archaeological significance, progress, and controversy. For another day!

*Motivators for mechanics, what I mean here are the motivators that mechanics try to leverage, the reasons people are stimulated to play games..I understand the MDA framework may attribute this to aesthetics, but I feel their three-part theory for game design (Mechanics Dynamics Aesthetics) compacts too many different components into three overly simple concepts.

Article References:

  1. https://en.wikipedia.org/wiki/Man,_Play_and_Games
  2. http://gamasutra.com/blogs/LuizClaudioSilveiraDuarte/20150203/233487/Revisiting_the_MDA_framework.php

 

 

game mechanics during the Iron Age in Yorkshire

‘Hugely important’ iron age remains found at Yorkshire site

The above is not really a picture of the beautiful artefacts, rather, my colleague Karen Miller’s snap of her class’s Lego schematic of Deakin Uni’s digital literacy framework, but you get the drift..

Hugely Important Iron Age Remains!

So says the Guardian (Nazia Parvenu, North of England correspondent,Thursday 17 March 2016 11.01 AEDT).

In the comments, however, quite a few don’t see the point, at all!

“The comments show a distinct misunderstanding of what archaeologists do & why, & basic archaeological chronology: https://www.theguardian.com/science/2016/mar/17/hugely-important-iron-age-remains-found-yorkshire-site.. As archaeologists, it’s eye opening: these comments reflect a lack of basic but authoritative info we should have on Wikipedia, at least” tweeted @lornarichardson (Umeå).

Yes! We need to educate on process not only product (if a virtual heritage model is a product). Reading the comments to an article on a find in Yorkshire might lead archaeologists to despair. However a more optimistic (the glass of hemlock is half full) approach might lead us to conclude from the comments:

People are genuinely interested in process (how old are the beads and how did they get there and what happens to the bodies?

The answer might appear prosaic:

“Hello, anyone interested in learning more about the archaeological process in relation to this site can head to the East Riding of Yorkshire Planning Portal and search for application ref 13/02772/STPLF Documents logged there include the Desk Based Assessment by MAP Archaeology from August 2013 that predicted the presence of the barrows on site using aerial photos in the Humber Sites and Monuments Record (SMR) and a letter from the SMR clarifying details of the proposed excavation of the site, such as amount of the site to be sampled and the necessity for full publication.”

But it very distinctly shows the process of exploration, quest,  and of discovery as part of doing archaeology.

So how does this relate to mechanics?

Mechanics are used oh so confusingly (see a discussion on the MDA framework, and the comments, or this older 2006 article by Lost Garden with their definition below).

Game mechanics are rule based systems / simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.

Thank you Lost Garden! But now we have another problem:

GM=Rules+PlaySpace/PossibilitySpace+Affordances+Feedback! Not much left over really (perhaps aesthetics, but aesthetics means more than appearance or taste).

And I could spend hours thinking about a more accurate definition of GM (Game Mechanics) but the issue here is really what sort of game mechanics would be of use to archaeologists and historians and heritage people who want to design, teach and experience such things?

Some definitions are more teleological
http://gamestudies.org/0802/articles/sicart:
“..I define core mechanics as the game mechanics (repeatedly) used by agents to achieve a systemically rewarded end-game state…
Primary mechanics can be understood as core mechanics that can be directly applied to solving challenges that lead to the desired end state.
Secondary mechanics, on the other hand, are core mechanics that ease the player’s interaction with the game towards reaching the end state.”

And yet Professor Sicart concludes the article with what to me seems to be a third and distinctly different definition:
“This article has defined game mechanics as methods invoked by agents for interacting with the game world.”

Notice the above don’t directly or primarily aim to influence the player’s mind or behaviour. Is there no space here for a little procedural rhetoric?

I’d like to keep it simple, but without attempting to destroy (completely) the useful vagueness of mechanics here are some working definitions as different flavours/aims of game mechanics:

  1. Game progression mechanics (mechanics to progress the player through the game)
  2. Performance mechanics / Rewards and skills mastery mechanics (mechanics to encourage the player to improve and extend their range of skills and judgement)
  3. Narrative mechanics (tools to progress /unfold or bring together one or more apparent story threads in relation to game play). Are dramatic mechanics a subset?
  4. Behavioural and Role assimilation mechanics (mechanics which become habit through repeated game play, and accustom players to see things in certain ways)
  5. Insight and reversal mechanics (mechanics that disrupt the in-game or real-world expectations and presumptions of the player acquired previously or during the game in order to reveal to them a viewpoint they may take for granted, or to supplant the view created by game play but a view the designer wants them to suddenly by alienated from).

I understand this seems counter-intuitive to the above definitions, especially the MDA framework (Hunicke et al, 2004, summarised on the Wikipedia, visualised as gameficational lenses by Jenny Carroll, described via 8 kinds of fun by Marc LeBlanc). However mechanics helps me when I think of the public approach/response to archaeology, the public don’t see product OR process in the same way the archaeologists do.

If digital simulations are to help archaeological communication (to simplify crudely: Why archaeology? What is archaeology? How to appreciate/do good archaeology?) then we need to think of mechanics beyond a mere advancement of game play per se.

This also ties in with another issue: the English language problem in defining and distinguishing model and simulation. I am now leaning towards thinking simulation is the more confusing term, it can be a model as in a crafted or digital object, a communicated process model that explains a predictive theory, or a hypothetical model turned into a systematic generator of potential scenarios not predicted by the system designer (a weather simulation can explain what weather has or will take place OR it can create a prediction of weather based on a conceptual, verifiable model of weather that isn’t normally a physical model of weather).

Mechanics don’t just help a model to take shape, for the wheels to spin around and pull a toy train. Mechanics helps progress a fictional world of complicit belief.

Depending on what you want to do with them, game mechanics are sometimes seen as digital tropes, or as what connects parts of a game together. They are techniques or they are components. And although they are apparently crucial to game design, the inability to distinguish them clearly from other parts of a game makes me wonder – so seldom do we hear of bad game mechanics.

Will return to this and expand on it a little more. Hopefully it makes sense, but your mileage may vary.

Cultural Presence

I have written quite a bit about the above in virtual heritage and this terms has since shown itself in quite a few papers (Flynn, Tyler-Jones, Tost et al.) but now I feel compelled to state

  • I wrote about cultural presence because it and social presence seem conflated in ISPR telepresence/presence literature and
  • UNESCO’s terms of culture and cultural heritage did not seem linked to the aims and results of many virtual heritage projects and
  • Culture and Society are not the same, and I wrote about that in the latest MIT Presence journal.
  • Archaeology and heritage sites don’t all have cultural presence that we could or should always try to simulate in digital heritage projects.
  • Cultural presence isn’t the sole criterion for virtual heritage but it is interesting when thinking about simulated designed places (and why virtual heritage and otherwise historic places seem so shallow compared to real places).
  • I should update my thoughts on this so people won’t think I believe cultural presence is the be-all and end-all!

Revolutionary Woe: Notes on Assassin’s Creed III

Invalid Memory

1.

Against better judgment, I always felt compelled to give Ubisoft’s Assassin’s Creed series the benefit of the doubt, an undoubtedly foolish errand motivated mostly by a long-standing craving for a decent blockbuster open-world action series. I consider these games a kind of equivalent to the Pirates of the Caribbean movies, titillating a base desire for silly, undemanding madcap fun loaded with swashbuckling rogues and propulsive energy. The first few games are amusing at times, bolstered primarily by the easy charisma of Ezio Auditore in his narrative trilogy. At other times, these early games even touted what could be argued as thematic depth or artistic risk, sentiments that emerge when considering the first Assassin’s Creed’s allegory for a post-9/11 political landscape or the underappreciated Assassin’s Creed: Revelation’s Brutalist architectural abstractions.

But these instances are merely outliers that have more to do with capable critics than the games…

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Virtual Heritage Article free to download until 21 April 2016

Elsevier have kindly let me and others download the below article from the Journal Entertainment Computing, (Volume 14, May 2016, Pages 67–74) up until 21 April 2016. From 22 April it will be behind the Elsevier paywall again.

http://authors.elsevier.com/a/1Se406gYiZRYG4
No sign up or registration is needed – just click and read!

Title: Entertaining The Similarities & Distinctions Between Serious Games & Virtual Heritage Projects

Abstract:
This article summarizes past definitions of entertainment, serious games and virtual heritage in order to discuss whether virtual heritage has particular problems not directly addressed by conventional serious games. For virtual heritage, typical game-style entertainment poses particular ethical problems, especially around the simulation of historic violence and the possible trivialization of culturally sensitive and significant material. While virtual heritage can be considered to share some features of serious games, there are significantly different emphases on objectives. Despite these distinctions, virtual heritage projects could still meet serious games-style objectives while entertaining participants.