Recently, Michael Hall, a doctoral candidate in the Comparative Literature and Cultural Studies Program, was invited to present his work exploring representation in gaming, "Dawnbreaker, the Curious Case of Decolonialism and Colonialism in Final Fantasy XIV, Dawntrail," at the Popular Culture Association National Conference.
This new expansion for Final Fantasy XIV takes place in what is very clearly the Americas. While the story de-centers the individual, putting more focus on community and tradition, it also puts conquistador armor in the Native American expansion.
"Gaming has an issue with representation of non-Western cultures, and it's good to point that out through a critical lens," Hall said. "Representation can be done, both poorly and well."
Hall notes that while they think the intentions of the game designers were good, the inclusion of the armor led to deep criticism. "We should not negate the history behind what you're bringing in, because it matters, it does impact people," he said.
The idea of combining digital archaeology and game design occurred to Hall while doing their master's in history. Two of their comprehensive exam questions utilized 3D digital archaeological models. Rather than simply storing these models in databases, Hall thought they could be extended to video games. When it was time to look at Ph.D. programs, Comparative Literature and Cultural Studies was the program that provided the necessary space for collaboration.
"The only way I could do archaeology, game design, narrative focus, and work with Dr. Fredrick and Dr. Vennarucci was in CLCS," he said.
Using The House of Paquius Proculus — a virtual Pompeii project by Fredrick and Vennarucci — Hall is creating a narrative video game around the mosaics to help students better understand what it is like to actively engage with mosaic narratives.
"If you look at a nilotic mosaic today," he said, "there's a lot of cultural stuff that's going on in the background that is hard to lecture about."
Providing a narrative based around game allows people to interact and connect with this background cultural knowledge through immersion.
"There are cultures that have taken gaming in a better direction," Hall said. "The game Never Alone is a combination between a game studio and the Inupiaq people of Alaska to tell their story, in their own way, while having a really game-focused game. That game does what I want digital archaeology to move toward."
Hall sees the combination of digital archaeology and game design as a way to expand knowledge beyond the walls of academia and help people have a more emotional and relevant connection to the past.
"The humanities have always been interdisciplinary, but now it needs to be at the forefront," he said. "There's a whole world of theory and thought outside of whatever silo you think you're in, that you do need to interact with."
And while digital archaeology is not fully equipped to do proper video games currently, Hall believes we need to start engaging with this massive medium that is getting no attention as a place of education.
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Contacts
Bobbi Bins, graduate assistant
Comparative Literature and Cultural Studies
479-575-2951, bbins@uark.edu
