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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.
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
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
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.