The Crowd, History, and Videogames
The future belongs to crowds. Don DeLillo observes this in Mao II (1991), as his characters watch a mass wedding of six thousand couples in Yankee Stadium. In light of the Occupy Movement, los indignados, the Arab Spring, and ongoing protests and marches throughout the world, it’s tempting to sayContinue Reading
Epic Life: poiesis
In my last post I suggested that the approach to homeric epic developed by Gregory Nagy beginning with The Best of the Achaeans, when considered in relationship to the rulesets of play-practices that digital culture and above all digital games make more apparent every day, provide an opportunity to describeContinue Reading
Historical Hit Points 3: A Gen Con Interlude
Three week ago, I set off with some gaming buddies on a five hour road trip to Indianapolis, Indiana, to attend Gen Con, the largest RPG gaming convention in the United States. Billing itself as “The Best Four Days in Gaming,” the con is a gigantic gaming whirlwind of crowds,Continue Reading
Epic Life: Preface
So at the end of the Rules of the Text series, I put forward the claim that “playing the past is an absolutely essential part of living the present.” Testing that claim is the purpose of Epic Life. Thus I mean in Epic Life to take the formulations I madeContinue Reading
Stranger in These Parts
…cross-posted at ElectricArchaeology.ca to see what the archaeology crowd thinks… One of the things I want my students to engage with in my ‘cities and countryside in antiquity’ class is the idea that in antiquity, one navigates space not with a two dimensional top-down mental map, but rather as aContinue Reading
Connections 2012: The Reflection
A few weeks ago, I had the pleasure to attend and present at the Connections conference held at the National Defense University in Washington D.C. You may remember that Matt Kirschenbaum wrote a summary of his experience at the 2011 Connections conference, and I hope to add to that venerableContinue Reading
Is The Secret of Monkey Island … Thinginess?
This is a guest article by Namir Ahmed, a Masters Candidate in the Department of Anthropology at Western University, London ON. He’s also the Project Coordinator for the Sustainable Archaeolgy Animation Unit, where he does really fun stuff related to the digitization and visualization of cultural heritage. He doesn’t have a blogContinue Reading
Enjoy High Tea? Lessons Learned from its Distribution and Evaluation
The premise of the game High Tea is simple: buy opium from Bengal, India, smuggle that opium into Chinese ports and sell it for silver, and use silver to buy tea for Britain. If players, acting as nineteenth-century British merchants, don’t meet the increasing demand for tea, then the moodContinue Reading
“No no no, that’s not the way it happened. Shall I start again?”
“No no no, that’s not the way it happened. Shall I start again?” If you are unfamiliar with this phrase you likely haven’t played the 2003 Prince of Persia: The Sands of Time. It’s a great platformer, but aside from that, I have always enjoyed this little narrative flourish in how the game deals with your inevitableContinue Reading
Troubleshooting a History Through Gaming Course
It’s summertime, and while that doesn’t automatically mean I have nothing to do but lounge around all the time in workout gear watching Food Network cooking shows and tweeting about it, it usually means I have a bit more time and headspace to mull over new ideas than I doContinue Reading