
Experimenting with Twine
In doing the research for my dissertation, I discovered Twine, the open source software for creating non-linear stories. Twine seems useful in making historical sources more accessible and fun for […]
Exploring the archaeology in (and of) video games.
In doing the research for my dissertation, I discovered Twine, the open source software for creating non-linear stories. Twine seems useful in making historical sources more accessible and fun for […]
December 8, 2019, will mark the one-month anniversary of the release of Death Stranding (Kojima Productions), and to commemorate it I wanted to write about the game’s “rapid archaeology” (my […]
Presented at TAG Syracuse Session 006, May 4, 2019. Below is the text-as-presented. Click HERE for the MP3 audio, which I pre-recorded (should you want to listen). My sincere thanks go […]
We did this to ourselves. Humanity’s core set of needs include: food, water, protection from the environment (i.e., clothing and/or shelter), survival of the species. A fifth core need must […]
Over the past few days (thanks to Peter Campbell) I have read about hyperobjects (Timothy Morton), manufactured/intentional landscapes (Edward Burtynsky), and archaeological drift (Þóra Pétursdóttir, Bjørnar Olsen), which have become […]
I was asked by an archaeology undergraduate student recently if a video game is from the past, present, or future when it is being investigated archaeologically. Archaeology does like to […]
Thanks to a thought-provoking email from my friend and colleague Florence Smith Nicholls, I wanted to explore the ideas of mapping and colonialism in No Man’s Sky, something I had […]
There are three major braids to archaeogaming: external, applied, and reflexive (hat-tip to Tara Copplestone for this elegant demarcation of the discipline). As she defines them: 1) external archaeogaming examines […]
A horse. A rider. A bow. Taken separately, they exist on their own, in their own world, and in their own time. They have properties and behaviors distinct from one […]
This past week I wanted to write about video game archaeology theory, to see how far I could push things with a focused period of thinking on what it means […]
Let’s start with some definitions of “phenomenon” and “noumenon” and follow that with how they apply to video games and archaeology: Phenomenon: An object of a person’s perception; what the […]
We’ve heard stories (true or not) about roommates who share a living space but never see each other because their schedules never overlap. They communicate by leaving notes on the […]
In her introductory book Complexity: A Guided Tour, Melanie Mitchell distills how the rules of computational complexity can be applied to any system by anyone interested in understanding the behavior […]
I like to think of archaeology as the science of things and their relationships to the people who make/use them. These things, some of them old, are actually timeless. They […]
Linguist Ferdinand de Saussure famously stated that language is composed of hidden rules that we use but don’t articulate. This is structuralism. The statement also defines how video games are […]
Nearly every aspect of archaeogaming can be considered on two levels: in-game and extra-game. As Raiford Guins writes in Game After, “players are not privy to the ‘inner space’ of […]