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VIDEO GAMES AND ARCHAEOLOGY<br />

ARCHAEOLOGICAL WALKING SIMULATORS<br />

Edward González-Tennant<br />

Edward González-Tennant is the lead digital archaeologist at Digital Heritage Interactive LLC.<br />

This article discusses how the ongoing experimentation<br />

with 3D technologies for archaeology can benefit from<br />

a deeper engagement with developing trends within<br />

video games. I am particularly interested in the recent<br />

growth of a specific genre of video games referred to as walking<br />

simulators. While initially used in a pejorative sense to<br />

describe boring games, this term now refers to a rapidly<br />

expanding category of video games that diverge from traditional<br />

ones through a reliance on evocative treatments of<br />

mature themes. Whereas traditional games rely on linear<br />

narratives of the human experience, walking simulators<br />

encourage meaningful exploration of rich worlds. They allow<br />

users to experience the lives and worlds of others in new and<br />

critically informed ways.<br />

My discussion of this intersection begins with an overview of<br />

the core aspects of walking simulators. I then discuss how<br />

the use of this technology supports the public’s awareness<br />

and appreciation of the African American experience in<br />

Florida. This interest in exploring walking simulators<br />

focuses on their potential for social justice, and I briefly<br />

describe ongoing work at the sites of Rosewood and Prospect<br />

Bluff. The article concludes with my thoughts on how this<br />

approach supports the goals of applied archaeology, by which<br />

I mean the process of drawing on archaeological data and<br />

perspectives to engage with modern social issues.<br />

A Primer on Walking Simulators<br />

Walking simulators represent a rapidly growing genre of<br />

video games, one that differs from traditional games in<br />

important ways. Whereas traditional video games have budgets<br />

and labor requirements rivaling those of major motion<br />

pictures, walking simulators are typically produced by independent<br />

game studios. Like independent film, indie games<br />

benefit from the increased availability of inexpensive computer<br />

hardware and high-speed Internet access. This is a part<br />

of the broader growth of new media, or the translation of traditional<br />

media into digital formats, which provides<br />

moviemakers and game developers alike an alternative to the<br />

industrial logic of traditional media (Manovich 2001).<br />

Although traditional games make use of new media, they<br />

also reproduce the earlier industrial logic of cinema by relying<br />

on large-scale studios, expensive equipment, and wellestablished<br />

narrative tropes. Walking simulators, like<br />

independent films and games alike, take advantage of new<br />

media’s postindustrial possibilities.<br />

One of the primary advantages of this new approach to video<br />

games is the ability to concentrate on narrative in new ways.<br />

A common complaint leveled against walking simulators is<br />

their lack of a linear narrative structure. However, for many<br />

this is precisely what draws them to these sorts of games. It<br />

is this type of experience that made Myst so popular in the<br />

1990s. Since walking simulators eschew common video<br />

game conventions such as combat, scorekeeping, and a clear<br />

win/lose system, they are able to produce a more lifelike<br />

experience wherein the player explores a new world without<br />

a scripted series of events. This is illustrated by the Fulbright<br />

Company’s game Gone Home, where players take on the role<br />

of Katie, a recent high school graduate returning home after<br />

a year of backpacking through Europe. Katie’s family has<br />

moved during her absence and she returns to an empty<br />

house. The goal of the game is to discover the whereabouts<br />

of Katie’s family. As players explore the home (Figure 1),<br />

clues are revealed explaining where Katie’s sister and parents<br />

have gone. The game refuses to use worn-out supernatural<br />

tropes to explain the family’s absence. Instead, its sensitive<br />

treatment of sexuality has been hailed by critics for its ability<br />

to “plumb the depths of experience outside of gaming’s typically<br />

targeted white, male, youthful core” (Braga 2013). This<br />

focus on new forms of storytelling within games means that<br />

walking simulators are capable of reaching new audiences by<br />

providing new experiences via a familiar technology.<br />

The experience of this new narrative style is deeply affecting<br />

November 2016 • The <strong>SAA</strong> Archaeological Record<br />

23

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