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VIDEO GAMES AND ARCHAEOLOGY

AN UNEXPECTED ARCHAEOLOGY
AN INTERVENTIONIST STRATEGY FOR VIDEO GAMES AND ARCHAEOLOGY

Colleen Morgan
Colleen Morgan is the Centre for Digital Heritage Postdoctoral Fellow in the Department of Archaeology at the University of York.

J agged hulks of wrecked cars, discarded soda cans, and


gaudy signs advertising a virtual casino littered the digital
landscape of Çatalhöyük in Second Life. After a long sum-
mer digging at the actual Çatalhöyük, we returned to the vir-
the controversy, messiness, and the sheer lunacy of building
virtual reconstructions in an Open World like Second Life.

Such interventions are relatively rare. Most virtual recon-


tual version created by the Open Knowledge in the Public structions of archaeological sites are built within stand-alone
Interest group at the University of California under the guid- software suites such as Blender or 3DStudio Max. The 3D
ance of Ruth Tringham in 2007. Attention to the excavation models are then displayed with fixed, animated sequences
meant time away from the virtual reconstruction, and the such as fly-throughs, or with limited interaction, such as the
digital detritus left by summer visitors to the Neolithic site ability to zoom in or spin the model around. Occasionally
always took a while to clean up. Once a visitor had left an these models are imported into interactive platforms, such
impressive dragon snoozing on top of one of the houses, but as those created with the Unity game engine, but even these
it was usually more mundane drek like empty boxes or adver- models are not within a widely accessible context. Building
tisements. On good days, the avatars of visitors came to the archaeological reconstructions in an Open World provides a
virtual reconstruction, investigated the buildings, filled out stark contrast to these stand-alone models; reconstructions
the guest book, waded through the nearby swamp, watched in an Open World can be explored by other avatars, and, with
an interpretive film or two, tried on Neolithic fashions, and the correct building permissions, houses, clothes, and arti-
snapped selfies in front of the slow-moving sheep. On an facts can be modified, copied, and reused in other contexts
exceptionally good day, someone reconstructed a huge ver- (Morgan 2009). Sadly, Open Worlds that are flexible enough
sion of Seated Woman of Çatalhöyük (Figure 1) and left a to use for archaeological reconstructions are rare. Further,
small votive offering in front of it. they can be costly to use; Second Life ultimately became too
expensive to host virtual Çatalhöyük. Consequently, the
But more than once we found ourselves “occupied” by hos- reconstruction ceased to exist in 2011, though we managed
tile forces and dealing with pixelated garbage—evidence of very basic “rescue” virtual archaeological recording during
the unauthorized use of resources and squatters. All of these its last days. Yet I continue to find using Open Worlds and
were concerns that would seem more familiar and relevant popular tools to encourage interaction with archaeological
to managers of heritage parks in “real life” (Finn 1997) but reconstructions compelling, and I have subsequently experi-
were unforeseen and surprising to our team of digital mented with other platforms to explore the past in unex-
archaeologists. Other problems such as griefing and prim pected, delightful ways.
limits—restraints on the number of digital building blocks
an avatar can use in a virtual space—are more unique to vir- While it is not as detailed or interactive as Second Life, many
tual heritage. One year, unbeknownst to us, a user built a archaeologists use the modeling application SketchUp to
vast palace high in the sky above Çatalhöyük and hosted wed- create basic reconstructions. I created a series of models
dings—we only figured it out when our space for building on based on the architectural remains of the sites of Al Zubarah
the island was exceeded. Finally, we had to completely lock- and Fuwairit in Qatar. These models can then be geolocated
down permissions on the island to only include the team of and shared for others to remix or view in Google Earth.
educators and students involved with the project at UC There is a relatively low bar for creating and uploading mod-
Berkeley. It was not exactly a win for multivocality or co- els of archaeological sites for inclusion in the Google Earth
construction of the archaeological past. Yet part of me liked 3D Buildings Layer, and several amateur reconstructions are

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VIDEO GAMES AND ARCHAEOLOGY

Figure 1. Reconstruction of Seated Woman of Çatalhöyük.

widely accessible. 3D Warehouse hosts several hundred Earth to explore reconstructions of many of Rome’s historic
archaeology-related models and some museums and univer- buildings in place (Wells et al. 2010). Sadly, the Rome
sity buildings, but also elaborate archaeological reconstruc- Reborn reconstruction is no longer available, and SketchUp
tions of sites, artifacts, and people. For example, the Great and 3D Warehouse are being quickly outmoded by pho-
Pyramid at Giza has over 80 models available, with multiple togrammetric reconstructions hosted on Sketchfab, another
interpretations of archaeological remains presented along- repository for 3D models, so these modes of exploring geolo-
side each other (Figure 2). The models are available to down- cated virtual reconstructions have become stagnant.
load and to 3D print. While nowhere as interactive as a true
Open World, SketchUp is relatively flexible and easy to use In my pursuit of populist modes of virtual reconstruction, I
and the results can be shared widely and modified by other began to experiment with Minecraft in 2014. Guided by
users. Shawn Graham’s useful tutorials, I imported a digital eleva-
tion map of the Vale of Pickering, the landscape surrounding
Once imported into Google Earth, SketchUp models can the Mesolithic site of Star Carr, into WorldPainter, an open-
interfere with current perceptions of the landscape. Cur- source interactive graphical map generator for Minecraft
rently, the archaeological remains of Fuwairit appear to be a (Figure 4). Using the program I was able to tweak the land-
series of low dunes next to a beach, but in the past it was a scape to include a deciduous forest and to exclude resources
thriving center for trade and pearling (Figure 3). Geolocating that would not have been part of the geological profile of the
the model within Google Earth reveals the low walls and region, such as diamonds and lava. Initially, building in
winding passageways next to what is now a mangrove Minecraft was not tremendously different than other recon-
swamp. Similarly, though not created with SketchUp, struction projects. The benefits seemed obvious—Minecraft
Frischer’s Rome Reborn project allowed users of Google allows collaborative building but also excavation-like activities

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VIDEO GAMES AND ARCHAEOLOGY

Figure 2. Giza Pyramids on 3D Warehouse.

Figure 3. Fuwairit model in SketchUp.

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Figure 4. Star Carr in Minecraft.

with tools that are familiar to archaeologists such as shovels, formal virtual reconstruction created by Anthony Masinton.
pickaxes, and buckets. At first the detractions were primarily “Archaeologists think that houses in the past probably looked
morphological; it was fairly difficult to build round like this,” I would tell the children, pointing at Masinton’s
Mesolithic houses out of Minecraft’s distinctively pixelated lovely reconstruction, “but since they’re just holes in the
square blocks. Perhaps consequently, most other archaeolo- ground, we aren’t sure. Can you help us think of other ways
gists using Minecraft for virtual reconstructions were build- they might have looked?”
ing classical architecture, such as Palmyra.
Many children rose to the challenge and peppered the land-
Not content to reconstruct Star Carr as a hypothetical exer- scape with structures, some more round than others, made
cise, we hosted an “Archaeology in Minecraft” event at a out of the varied materials available in the “creative” mode of
series of open days in the Department of Archaeology at the Minecraft. Creative mode allows access to all of the building
University of York. Hoards of children accompanied by skep- materials in the game, and moves the landscape from being
tical parents were introduced to the Mesolithic landscape a struggle for survival to one that was more conducive to
through the familiar world of Minecraft. This was perhaps learning about archaeological remains. Or so I thought.
the first difference between using a video game and other While many of the children were content to build according
modes virtual reconstruction. In contrast to Second Life, to the guidelines of the helpful archaeologists leading the
which caters to an older demographic and the formal, archi- exercise, others decided to 1) dig as deeply as possible, ulti-
tecture-based SketchUp, Minecraft was immediately accessi- mately trapping their avatars; 2) build great flaming towers;
ble to children, and they demonstrated ownership and 3) blow up the other children’s work; and 4) create guns and
authority within this familiar landscape. The outreach activ- start shooting at each other. As with Çatalhöyük in Second
ity incorporated the “real life” tools of Minecraft, which Life, what we constructed and perceived as a place for learn-
bridged archaeology and video games, and a video of a more ing and outreach was repurposed for alternate uses. As

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VIDEO GAMES AND ARCHAEOLOGY

educators and archaeologists, we were not experts in these Using Second Life, SketchUp combined with Google Earth
virtual worlds; I was not a regular inhabitant of Second Life or and 3D Warehouse, and Minecraft for virtual archaeological
Minecraft and it took some time to understand local, in-game reconstructions is an interventionist strategy for the presen-
modes of communication and mores. Yet again this lack of tation of digital heritage. Rather than creating isolated,
authority in transmitting archaeological interpretations was stand-alone models with limited interaction, archaeologists
exhilarating. I was astonished at how quickly children co- could be sneaking artifacts and interpretations into common
opted our mundane archaeological reconstruction for arcane virtual landscapes. To this end, many video games have
purposes. Minecraft, a video game that we arguably made extensive “modding” communities wherein players create
into “chocolate-covered broccoli”—a derogatory term used unique content to share with others. While others have
for educational games, was once again turned into a game explored virtual landscapes as archaeologists, relatively few
where children were in charge, and there was little we could have explored the affordances of making archaeological
do but watch them build and destroy. reconstructions as creative interventions. Release 3D models
into the world of play, and you may find yourself surprised,
Later, after the digital dust had settled, I was able to explore confused, and delighted at the virtual use-lives of archaeolog-
the landscape and found myself again in the position of a vir- ical remains.
tual heritage warden, surveying the remains of popular inter-
ventions on an archaeological reconstruction. The video
game venue encouraged a playful interaction with place, References Cited
wherein archaeological landscapes were not cordoned off or Finn, Christine
static products of a single authoritative voice but places to 1997 “Leaving More than Footprints”: Modern Votive Offerings
host your own interpretation. Virtual archaeological recon- at Chaco Canyon Prehistoric site. Antiquity 71(271):169–178.
structions are too often modeled on a static museum exhibi- Morgan, Colleen
tion framework when they could be places of collective 2009 (Re)Building Çatalhöyük: Changing Virtual Reality in
interpretation, experimentation, and play. Seeking out soft- Archaeology. Archaeologies 5(3):468–487.
ware and tools to produce photorealistic models can severely Wells, Sarah, Bernard Frischer, Doug Ross, and Chad Keller
limit collaboration and other affordances that ultimately may 2010 Rome Reborn in Google Earth. In Making History Interac-
tive: 37th Proceedings of the CAA Conference, pp. 373–379.
be more important for an interactive experience. Further,
Archaeopress, Oxford
placing models in Open Worlds and popular venues brings
archaeological reconstructions into the commons, where
people can interact with the models on their own terms,
rather than as a video of a photorealistic fly-through.

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