Reflections on the Virtual Pompeii

The project of virtual pompeii basically showed the model of a building within two different ambient backgrounds. One at night and the other in the day time. The building resembles that from a Mine Craft at a distance, but if we get close enough, we find that the building has far more details then previously expected. We can notice the swaying flames on the torch models, and we can distinguish leaves from wigs on a plant. The project gives us a very nice reconstruction of what a building in Pompeii in the long past history may look like. We can observe tons of details including the patterns and painting on walls, the coloring of pillars and the design of religious altars. It is a finely made model, and one may only improve on the texture qualities.

However, this model has its defects in its ability of providing a funny experience. Just like the model of the workhouse we used to explore, this model only allows player to behave like a camera existing in another space. Players can only observe the historical objects, but can’t have any interaction with the observed building. Also, only the aspect of material culture is reflected in this project, but no information of people is demostrated. Players can see religious altars, but they are not able to understand how the ritual goes. In general, players can get a comprehensive view of the past.

Player Immersion and Agency in Walden: A Game

Walden is, first and foremost, a game, and a well-made game at that. It affords a high level of player agency combined with game mechanics that include scavenging for food and building shelter. However, due to that magnitude of player agency, it is difficult to call this title historically accurate since it is impossible to give the player control over their actions while also binding them to a severely strict, historically accurate series of action. Agency is the main characteristic that separates games from other forms of media and removing it defeats the purpose of “gameifying” a narrative.

Instead, we may call Walden historically typical title since it simulates what a typical day might entail for Thoreau during his Walden experiment. As a result, the game succeeds greatly in its goal of immersing the player in the environment of Walden Pond and letting them see and feel the world as Thoreau did during his self-living experiment. This experience is also driven by excerpts from Thoreau’s own writings which let the player take a glimpse inside of his mind in order to fully solidify the player’s place in his shoes.

The developers of Walden state that “the game follows a loose narrative of Thoreau’s first year in the woods” which may worry some gamers who desire a 100% authentic Thoreau experience. For me, however, this is not a concern. The liberties the developers took to create the incredibly rich atmosphere of Walden provide much more enjoyment and education for players than unadulterated historical rigor.

Historical Critique of St. Paul’s Cathedral Project

The Virtual St. Paul’s Cathedral Project by North Carolina State University is one of the most in-depth projects I’ve seen in this class. There are literally web pages upon web pages of information on the research and development process behind the experience, and as such, it is extremely accurate to its source material. As an academic tool, there is little wrong with the project. That being said, the project’s main issue is in the accessibility and interactivity in the final product. Users can only fully experience the project when they are in one location, for starters (and I’m not fully sure if the installation is still running today). Furthermore, the final product (which I am presuming to be the digital model of the church and a sermon) cannot be fully understood (at least, to the level the creators want) without supplemental lectures and other tools. Also, in terms of interactivity, there virtually isn’t any, other than listening and watching the video. While this piece may work well in a museum, and offers a lot to learn, it’s not an interactive piece of media like Walden, and so I don’t think anyone outside of academia would actively seek out this product.

Walden: A Game, a Historicized Open World Done Right

I’d like to start off by saying I thoroughly enjoyed watching gameplay of Walden: A Game. As a first-person open world simulation set in a woodland landscape rendered to the finest detail, Walden captures an experience suspended between historically authentic and accurate. On the one hand, interactivity with textual, material, and environmental artifacts moves the game very close to accuracy. However, it is difficult to know and thus convey the exact accounts of Thoreau’s day-to-day activities (which the game makers don’t try achieve: “it follows the loose narrative of Thoreau’s first year in the woods”), aligning the experience closer with authenticity. This caveat is one seen before; historical accuracy is often not possible in games due to archival voids and player choice.

Beyond the discussion of authenticity versus accuracy, there might be something distinctly powerful, in terms of its educative potential, surrounding Walden. Compared to other open world simulations, as Drama in the Delta comes to mind, Walden occupies a sweet spot in allowing for a very flexible, engaging narrative where regardless of how it’s played out, is still grounded in historical fact. Playing through Walden is nothing like the museum mock-up of Drama in the Delta lacking ‘procedural reality,’ especially in full-screen with the volume turned up. Perhaps the Transcendentalist storyline of living in the woods simply lends itself well to a flexible gamification, though, and it’s just a matter of ideal historical topic.

Historical Video Games

Using video games to learn about history can be a great way to engage a wider audience, however, by the nature of video games, the history shown must be an interpretation of history modified to allow user experience and entertainment. In fact, an argument could be made that video games are at odds with portraying historic accuracy as games by their nature allow the player to decide what to do while history has a concrete set of events that occurred. This was mentioned by McCall and Chapman earlier. Looking at historic games, like Walden: A Game, there are still issues with how history is portrayed. Walden: A Game sells itself as “an exploratory narrative and open world simulation of the life of American philosopher Henry David Thoreau during his experiment in self-reliant living at Walden Pond” (according to the game’s website). Walden seems to avoid some of the problems other historical games have by not trying to show the events of history but rather put the player into the life of a historical person to try to shed light and meaning on their story. They do so fairly well by including numerous quotes and passages from Thoreau, exposing the player to his way of seeing the world. However, the game has its weaknesses. Players must find “inspiration” to progress through the game by doing various activities and must scavenge for food and resources. These additional game mechanics could become the player’s main focus depending on their disposition and interest in the game’s subject matter. However, a bigger problem with Walden: A Game is that it seeks to place the player in the mind of Thoreau as he experiences nature and humanity. The irony is that Walden is trying to do this through a computer screen, the antithesis of the experience it is trying to simulate.

The Experience of Walden: A Game

In Walden: A Game, developer Tracy Fullerton expertly relays the experience Henry Thoreau describes in his book, Walden. Thoreau’s original book was recounting his social experiment in which he built a cabin in the woods near Walden Pond and lived there for two years. In Fullerton’s eyes, Thoreau was trying to convey that the true goal in life is to find a balance between nature and civilization while also balancing work with play (Toppo).

The game is a first-person exploration game, with elements of survival emphasized. The survival mechanics seem to be more in the background in the game while exploring nature and becoming inspired by one’s surroundings is in the foreground. Players have numerous possible actions they can accomplish at any time, such as fish at one of many fishing locations, build and maintain Thoreau’s cabin, and even read novels such as Homer’s Illiad. The game rewards balance, for example, a reasonable amount of reading may be good for inspiration, but too much may cause the player to feel too far removed from the surrounding nature. If the player’s relationship with nature is compromised, the screen will dull and the character will eventually faint.

This masterfully crafted game serves to give the player an expedited experience of what Henry Thoreau went through during his experiment. Giving the player agency and free roam in a beautiful and realistic landscape successfully allows players to have a dose of the connection that Thoreau originally wanted to describe in his book. The game is not about having fun or learning about someone else’s experience; it is about the player having their own enlightening journey.

 

Toppo, Greg. “Learn to ‘Live Deliberately’ with ‘Walden’ Game on Thoreau’s Birthday.” USA Today, Gannett Satellite Information Network, 12 July 2017, www.usatoday.com/story/news/2017/07/11/henry-david-thoreau-walden-pond-game-dives-into-deliberate-living/468756001/.

Walden, a game: Critique and Evaluation

Overall, I found Walden, a game to be very intriguing. I really appreciate the layout and setup of the game—the users are able to look around and find information about things at their own will. In other words, users have the freedom to show interest in what they please and aren’t really forced to do much.

While I don’t think this works for all types of historical games, I think it works really well for this one. It’s a really neat game of survival and balances player freedom with historical information. I think it does a good job of articulating its goals—I gathered that the purpose of the game is to survive as best you can while learning about your surroundings and the life of Henry David Thoreau.

At the same time that I find the game capturing my interest, I think it does indeed lack a few things. I think the game would be much more exciting if it introduced some of the following: side quests, side goals, and leveling. I think that in order to keep a user’s interest, the game could introduce a better way in which the character could improve over time. I understand that things such as building the house encapsulate this idea, but I don’t think it does so on a high-enough scale. For example, if it wanted introduce this (in a historical way), it could have fishing, building, and even philosophy skills that the player could level up over time.

Virtual Pompeii: A Historical Experience (Of Fun?)

In the project “Virtual Pompeii,” I felt I was able to gain a first-person perspective of what domestic life might have been like in Pompeii at the time. One can walk around the model, see the small pool in one of the main rooms on the ground floor, go upstairs and look over the courtyard, and see the candles spread across the house to illuminate it at dark. These things help to show, in a much more intimate fashion than many other mediums, what daily routines might have been like.

However, this is about all that this project does for me. It gives essentially no other information about life in Pompeii, or specifically the famous volcanic eruption that occurred there. While this project does put you in the shoes of someone in Pompeii better than many other mediums, it doesn’t really tell you about import events of the time, or much else outside of home life. At the same time, with a static model, there is only a relatively small fixed space for the user to explore and become bored quickly.

I think that adding some kind of simulation of the volcanic eruption that one could experience from inside the house would have greatly benefitted the project. Through this, you would not only be able see daily home life of a person at the era, but you would also get to experience a first-person account of an important historical event in a more intimate fashion than something like a historical paper. This would also lend itself to a more “fun” game-like experience, as it would add a dramatic element to the project.

Walden: A Game, makes few compromises

Through each iteration of historical games or advancement of historical representations in video games, consumers and scholars alike have needs that may or may not be met by developers. Consumers might care more about playability, the “fun” factor,  or engagement, whereas scholars look for historical accuracy, proper representation of the time period, and authentic immersion of the player into a virtual world. Walden: A Game, I think does a fair job in attempting to cater to both. The game sets you in a first person role of interacting with the environment and combines it with a historically authentic experience.

The world around you is minimal yet captivating, it is stripped of just as Thoreau’s experience would have been. It allows for players to look for items such as books, notes, artifacts, and rewarding players for finding those. In those items, you gain information that can help players delve into the world and life that Thoreau was living in. This game was clearly not created to please consumers, but rather to educate and provide a playable virtual world for players to explore in Walden: A Game. The game does accomplish its goal of being used as an educational tool to explore an authentic open world. Although some might chalk up Walden: A Game, as a boring, open space game with no real mission, it is important to recognize that the developers did a good job in sticking to historical accuracy, rather than changing gameplay or compromising the games historical authenticity in order to cater to people who might critique it as a boring game.

Virtual Pompeii and Public Expectations Surrounding the Digital Humanities

As technology becomes more and more integrated into daily life it is natural to try and push it to its absolute limit. In the realm of historical research this has lead to incredible gains in terms of enabling the general public to view primary source material that was previously reserved for a limited academic elite. The main downside to this otherwise incredible leap is that the public is now in a place of transitioning expectations regarding historical material. Most people have an expectation of what they will experience when they enter a physical museum. The ease of accessibility and availability of information are expected to be high because that’s what the museum aims to do. Similarly, when people use the Internet, they have an idea of the quality of service they should expect. Web design is now at the point where many people think there is something wrong with a website if it isn’t as easily navigable as the polished interfaces they are most used to.

These two ideas can come into conflict in a project that aims to create a playable experience such as the digital model of a house in Pompeii produced by the University of Arkansas. It doesn’t line up perfectly with one expectation or the other and can thus seem like a let down. However, one can fully appreciate the work when looking at it not simply as an online museum or a game with some historical content, but as a work of digital humanities with its own aims and expectations surrounding it.

The project aims to create a searchable repository of art from Pompeii that pairs with a 3D model run in the Unity game engine. The project does an effective job at presenting these two parts individually. The database is easy to search and provides detailed information about all of the art that’s been tagged. The model itself is also well put together and provides a good sense of the physicality of the art as it would have originally been displayed. However, the two parts aren’t well linked together. When one is using the model, there isn’t an easy way to connect the images to the information in the database.

This is where the idea of expectations creates a stumbling block for the project. It’s not a traditional museum in the sense that the information isn’t physically juxtaposed. It also doesn’t fit the average persons definition of an effective website due to its lacking connectivity. However, this does not mean the project has failed at its aims. It has successfully created an interface that allows users to learn about art in Pompeii and see it in context. It just requires a transition from the existing expectations surrounding the digital world and humanities to a new expectation governing how one looks at digital humanities as a combined concept to be fully appreciated.