Monday, December 10, 2012

Starting point…

Initially, the concept of the game was meant to revolve around the Etruscan period in Bologna (i.e. Felsina) but during an online meeting between the entire task force - Fraunhofer, Cineca and VHlab, it was decided to focus on the Roman and Medieval Bologna (i.e. Bononia).

When designing a game for cultural heritage, one is walking a very fine line between being an educator and an entertainer. But it is not a matter of choosing one over the other, but rather finding a way to embed the desired information into the game so there's no real distinction. Katy Meyers, an archaeologist who’s interested in the role of games for outreach and education in archaeology and cultural heritage has written in one of her replies to an article in the blog “Play the Past” :

“I think one of the major problems with archaeological games is that they use archaeology as a gimmick. I recently was gifted the Indiana Jones Game of Life. Needless to say, it did not add to my archaeological education nor was it actually any fun.
Of course, there are games like Dig! The Maya Project (http://digthemaya.org/) which attempt to take a more educational perspective. However, there is a dearth of actual fun. Games like this spread the misconception that an educational game has to be boring, or has to follow more traditional methods of transferring information such as through text only. Educational archaeological games need to find a way to integrate the learning. I’m often shocked at how much information I know about the world of Halo or the language of The Sims. The question is, how do we harness this unconscious fun learning?”

Well, I don’t think there’s a magic formula for this education & entertainment merger, but if we look at the kind of information we plan to impart through the game, I believe we will see it  is not so out of reach. Whether   we are dealing with archaeological material, historical texts, or both, what we have are stories, events, phenomena, each with its set of rules. For example, the method of creating a certain tool, the process of embalming in ancient Egypt, or the sitting arrangement in the Roman theatre,  all had a certain mechanism or a set of rules to them, and we can also look at more intricate systems, such as social structures, economic systems and so on… the rules of these events or systems can be used when designing a game by embedding them in the mechanics of the game.

I know, easier said than done, but certainly doable.  In our case, we’re dealing with historical and archaeological information about Roman and Medieval Bologna, two rather vast subjects, so we needed a more focused theme. And thus, five sites were picked, most of which are connected both to roman Bononia and 13th century Medieval Bologna: The roman bridge/Medieval street; The roman basilica/13th century soldiers residence area; Roman theatre; The Isis temple/Vitale and Agricola church and The roman forum.
It is of course not mandatory to visit the archaeological site which you intend to include in your game, but if there’s an option to do so, it is recommended, you never know what might inspire you… So I got on a train to Bologna (only 3 hours! ) and met Sofia (my supervisor) and the team at Cineca. Trying to think of what the game would be like, Sofia and I brainstormed into the wee hours of the night and came up with many ideas which I will not reveal (don’t want to ruin the game for you…) but we decided it would be a first person game with the characteristics of a quest. The next day Sofia took me on a personal guided tour in the archaeological sites that would be used in the game plus some visits to the lovely shops in the area. During our tour we met some of Bologna's finest who generously shared their knowledge of the sites with us. I only understood bits and pieces, as my Italian is rather basic, but Sofia gave me a summery at the end and it was very enlightening, so thank you kind people of Bologna! After our tour Sofia and I went to meet the team at Cineca where we held another online meeting with all the people involved and at the end I had guidelines and a general framework in which to create the narrative and a storyboard for the game.

That’s it for this entry.

Next time, a little bit about narratives and games… 

Wednesday, December 5, 2012

A short intro...

My name is Ya'ara, I have recently graduated my MA in Archaeology from Ben Gurion University in Israel, but before and along with my archaeology studies, I fiddled with animation, 3D modeling and game design, planning on combining them in one exciting package.

I am mostly interested in the stories extracted from archaeological and historical remains and how they can be implemented in games. Today, many (if not most) of the archaeological knowledge we have accumulated has been published in such ways that are either not accessible or unappealing to the public. As I see it, the raison d'etre of archaeology, very broadly defined, is to study the past and relay the results to the interested public, and you may be surprised (or not) at the great amount of people who are interested.

In short, the fruit of our labor is knowledge of the past and it should be shared in the most efficient way - games!

The V-Must mobility program offered a perfect opportunity for me to pursue this goal and I am now at the VHLab - The Institute of Technologies Applied to the Cultural Heritage (CNR-Rome), under the supervision  of Sofia Pescarin, as part of a team developing a game which will take the player adventuring through the streets of Medieval and Roman Bologna. The game will be accompanied by an Augmented Reality application for iPhone being developed by the Fraunhofer Institute for computer Graphics Research IGD in Germany.