A lost village
At the upcoming SAA in San Fracisco, Andrew Rheinhard and I are participating in a forum on digital public archaeology. Our piece, ‘Playing Pedagogy: Videogaming as site and vehicle for digital public archaeology’ is still in a process of becoming. Our original abstract:
While there is an extensive literature on the pedagogical uses of video games in STEM education, and a comparitvely smaller literature for langagues, literature, and history, there is a serious dearth of scholarship surrounding videogames in their role as vectors for public archaeology. Moreover, video games work as ‘digital public archaeology’ in the ways their imagined pasts within the games deal with monuments, monumentality, and their own ‘lore’. In this presentation, we play the past to illustrate twin poles of ‘public’ archaeology, as both worlds in which archaeology is constructed and worlds wherin archaeological knowledge may be communicated.
We had initially thought to write a game to explore these ideas, and so our entire presentation would involve the session participants playing it. But writing games is tough. In fact, it would be hard for one to top the game made by Tara Copplestone for the 2014 Heritage Jam, ‘Buried’. However, another venue presents itself. Andrew recently proposed to the makers of No Man’s Sky that he be allowed to lead an archaeological expedition therein.
“What!” I hear you exclaim. Well, think of it like this. We’re used to the idea of reception studies, of how the past is portrayed in games, movies, novels. We’re also used to the idea of games as being the locus for pedagogy, or for persuading, or making arguments. What happens then, in a game like No Man’s Sky, where the entire world is generated algorithmically from a seed? That is, no human designs it: it emerges. Rather like our own universe, eh? Such procedural games are quite common, though none perhaps are as complex in their world building as Dwarf Fortress (which evolves not just the world, but also culture & individual family/clan/culture lineages!)
What then does such xenoarchaeology look like? How does that intersect with digital public archaeology? Well, if archaeological method has any truth to it, then in these worlds we might be faced with something profoundly alter, something profoundly different (which also accounts for why the writers of Star Trek placed such stock on archaeology)
We’ve got a month to sort these thoughts out. But it was in this frame of mind that I started thinking what archaeology in Minecraft would look like, could look like, and what it might find. Not in Minecraft worlds that have been lovingly built from scratch by a human. No, I mean the ones grown from seeds. It’s quite interesting – since no computational process is actually truly random, if you know the seed from which all calculations and algorithms are run, you can recreate the exact sequence that gives rise to a particular world (in this, and indeed in all, computational simulations). There is quite a thriving subculture in Minecraft it turns out that share interesting seeds. And so, as I searched for seeds that might prove fertile for our talk, I came across ‘Double Village’ for Minecraft 1.64. (See method 5 for spawing worlds from seeds). If you’ve got Minecraft 1.64 you too can join me on my expedition to a strange –desert land….
The texts all say the same thing. Set the portal to ‘Double Village’ and soon you’ll find the exotic and lost desert villages. I put on the archaeotrancerebretron, grabbed my kit bag, and gritted my teeth. My companions all had theirs on too. We stepped into the charmed circle…