Archaeogaming: An Introduction to Archaeology in and of Video Games by Andrew Reinhard

Reviewed by Kerry Dodd. This review first appeared in The BSFA Review.

From the dual-pistol wielding Lara Croft from Tomb Raider (1996-present) to the suave Nathan Drake from Uncharted (2007-2017), video games are replete with heroic archaeologists and their exploration of lost worlds. While surely a far-cry from its real-world counterpart, these is a certain pervasiveness to excavational practice within digital media that demands further attention. Can video games themselves be artefacts? How would we excavate a virtual world? Can this medium extend archaeological practice? It is precisely these questions that Andrew Reinhard engages with in his compelling and lucidly written Archaeogaming – a fascinating study of the ‘archaeology in and of games’ (2).

Archaeogaming: An Introduction to Archaeology in and of Video Games

Throughout Reinhard identifies that this is not just archaeology within video games, but also a perspective which encourages the identification of games as artefacts themselves. Fittingly, then the first chapter, ‘Real-World Archaeogaming’, examines the significance of video game physicality – arcades, retro shops, and developer studios – alongside the field’s potential to scrutinise recent cultural products. As the author outlines, video games are irrefutably artefacts of material culture and offer a fascinating insight into such intersections as 1980s popular culture and nostalgia. Take, for example, the urban myth of Atari burying multitudes of E.T: The Extraterrestrial (1983) cartridges in the Alamogordo city landfill – after its wide-spread acknowledgement of being ‘the worst game ever made’ (23) – a perfect encapsulation of real-world archaeogaming at play. Reinhard narrates their own experience as part of the excavation team that dug up the ‘Atari Burial Ground’, a fascinating insight which unseats archaeology as merely the study of ancient history to suggests its applicability to the recent past. This archaeology of garbage – or Garbology – thus allows a more faithful appraisal of contemporary material culture and how the waste left behind is intrinsic to artifactuality. Reinhard then turns to the virtual, cogently examining how video games have their own historicity too, one which can instead be identified through version and build numbers.  

Video game archaeological characters have a massive impact upon public awareness of the field, which Reinhard appropriately explores through their prominence of ‘Playing as Archaeologists’. Providing a brief, but informative, survey of the different roles which archaeologists plays in a multitude of texts, this study not only demonstrates the voracity of the trope but also its variance between back-drop setting and the implementation of excavational practice. The separation between archaeologist Non-Playable Characters (NPCs) and mechanical process poignantly queries how an ethical excavational practice can be deployed within the game format. For example, if we can study material culture through the waste left behind, how can this be translated to the digital? Exploring object looting and disposal in World of Warcraft (2004-present) and Elders Scroll Online (2014-present), Reinhard considers the historicity of virtual objects, how they each embody their own ‘fake’ and ‘real’ history while existing across multitudes of player-based instances. Crucially video game worlds can therefore become landscape to not only test and explore archaeological theory, but also one to challenge methodological practice. 

It is within this vein that Reinhard next turns to ‘Video Games as Archaeological Sites’ to explore the multifarious ways in which excavational practice can be applied to digital spheres. Utilising No Man’s Sky (2016) as the main example, the author identifies how the ‘No Man’s Sky Archaeological Survey’ (NMSAS) – established by Catherine Flick with L. Meghan Dennis and Reinhard – is a platform that deploys a rigid archaeological structure to study the game’s procedurally-generated universe of over eighteen quintillion planets and its resulting material culture. Outlining an extensive and impressive background of archaeological theory, Reinhard’s meticulous approach offers a compelling framework through which the reader can also establish their own excavational study – the NMSAS’ ‘Code of Ethics’ are replicated in full at the end of the book, a compelling read indeed for interested parties. Certainly, one of the greatest strengths of Archaeogaming is its enthusiasm and openness to wider public immersion. I am particularly interested to see NMSAS’ future excavations now that No Man’s Sky has implemented full multiplayer features – arguably is applicability is as limitless as the procedurally-generated universe itself. Reinhard’s own documented landscape excavation of a Moon within No Man’s Sky is refreshing for its innovative approach, one which is not above commenting on the draw-backs and frustrations incurred from limited mapping mechanics in the game’s early versions. 

The final section, ‘Material Culture of the Immaterial’, engages with the complexity of studying the ephemerality of digital presence. Reinhard explores the importance of video game archives alongside the challenges of arranging these artefacts within a museum – are they categorised by genre, by publication date, are the games playable? Museums, of course, equally feature within games, a location which Reinhard interrogates similar to the previous archaeological character study. For indeed, while video games often point or gesture towards a narrativized history, often these are merely artificial or illusionary. In Massively Multiplayer Online (MMO) games no ‘past’ can be verified, as any traces of a player – such as discarded trash – are quickly eradicated. As Reinhard notes, although there may be no material trace to this intangible physicality, this does not preclude archaeologists from exploring the rich didacticism of these increasingly immersive frontiers. 

While some may challenge the validity of archaeological study within video game worlds, Reinhard steadfastly and convincingly presents their unique application for expanding excavational processes. To disregard this singular potential is thus to overlook the manners in which they enrich and challenge current practice, questioning our mediation of waste, artifactuality, and ‘presence’. Archaeogaming is by no means an exhaustive study of every excavational video game – and as the author notes, nor can it be – rather Reinhard provides a productive and compelling framework that indeed encourages the reader to enter the field and see what artefacts they too may uncover. 

The Doomed City by Arkady and Boris Strugatsky

Reviewed by Kerry Dodd. This review first appeared in The BSFA Review.

The Strugatsky brothers are often synonymised with their most famous novel Roadside Picnic – which is hardly surprising as it certainly is a breath-taking read. Until fairly recently finding copies of their less well-known works, such as Hard to be a God or Monday Starts on Saturday, has been a veritable challenge. SF Masterworks’ re-publication of these iconic classics is both a joy and a tribute to the rich literary output of the brothers. Particularly timely given last year’s re-release of Stalker, an adaptation of Roadside Picnic directed by Andrei Tchaikovsky, these novels offer a thrilling window into SF written during the Soviet era whose core messages still have an urgency that resonate in the modern day. Indeed, Dmitry Glukhovsky, who himself has become a key figure in Russian SF following the cult success of Metro 2033, writes in his introduction to the new release of The Doomed City that ‘there comes a point at which science fiction is transformed into a means for at least hinting at the true state of affairs.’. Proudly declaring on its front cover that this is a book that was ‘so politically risky that its very existence was kept secret for sixteen years’, The Doomed City evidently is unafraid to challenge systematic hegemony and re-inscribes how SF offers not only poignant messages about the future, but equally the present. 

The Doomed City

The Doomed City centres around ‘The Experiment’ in which people from different countries and time-periods within the twentieth century are separated from their previous lives and forced to co-exist in an artificial new city, where the sun is akin to a giant lightbulb that can be turned off in an instant, and the occupants can mysteriously understand each other, regardless of language barriers. As the title suggests, this social experiment is one which is not marked for success. Each occupant must take part in the job lottery, a system which dictates every person’s function and place within the metropolis. Following the political rise of Andrei Voronin, an astronomer from 1950s Leningrad, who transitions from garbage collector, police investigator, newspaper editor and eventually bureaucrat, The Doomed City interrogates the core conceptualisations of social hierarchy. Each chapter focuses on the challenges that Andrei faces within these roles, from a hoard of baboons that descend upon the city to the Red Building that uncannily appears and abducts people seemingly at random. The novel is overtly one with many questions, few of which are concretely resolved. For although the city’s quirks add a sense of intrigue to the narrative, the Strugatskys’ writing really shines in the realistic conversations that simultaneously affirm and expose the social stratification which the experiment has artificially induced.  As the novel progresses, some of the critiques are evidently closer to the surface than others. The stark contrast in Andrei’s disposition to professions he deems as being ‘lower’, as he rises through society, has overt classist overtones; meanwhile, the apparent lack of any creative industry within the city is mentioned in an almost ephemeral aside that has a chilling parallel to modern anxieties towards arts funding cuts. The concluding expedition to discover what lies beyond the city, as well as the mythical supposition of an anti-city, is one which seeks to push the human to its extreme – to analyse what the term ‘human’ even means. As Andrei reaches the ‘final understanding’ at the novel’s close this is clearly the opening of one small area amongst a much wider vista. Each of the sections has a wistfully vignette style to them, for while at times they may be all too brief, the small allusions have a pervasively haunting nature. The Doomed City is a robust novel that is not just a gateway to Russian SF or Soviet censorship but one whose core ideas will retain a continuing relevance as the human race scrutinises social stratification against the enduring backdrop refrain that ‘the experiment is the experiment’. 

Copyright Kerry Dodd. All rights reserved.

Vector #279

3 • Torque Control (Vector 279) • [Torque Control] • essay by Anna McFarlane and Glyn Morgan
4 • The BSFA Review: Best of 2014 • essay by Graham Andrews and Stuart Carter and Gary S. Dalkin and David Hebblethwaite and L. J. Hurst and Tony Jones and Paul Kincaid and Anthony Nanson and Ian Sales and Andy Sawyer and Aishwarya Subramanian and Sandra Unerman [as by Graham Andrews and Stuart Carter and Gary Dalkin and David Hebblethwaite and L. J. Hurst and Toby Jones and Paul Kincaid and Anthony Nanson and Ian Sales and Andy Sawyer and Aishwarya Subramanian and Sandra Unerman]
14 • Best of 2014 in SF Television • essay by Molly Cobb
18 • Best of 2014 in SF Audio • essay by Tony Jones
22 • Best of 2014 in Young Adult SF • essay by Ashley Armstrong
24 • Made of Win: Ann Leckie • interview of Ann Leckie • interview by Tom Hunter
28 • 2014 in Science Fiction Comics • [Sequentials] • essay by Laura Sneddon
31 • Helen O'Loy by Lester del Rey • [Kincaid in Short] • essay by Paul Kincaid
34 • A Message from Mars by Lester Lurgan and Richard Ganthony • [Foundation Favourites] • essay by Andy Sawyer
36 • Extraterrestrial Liberty • [Resonances] • essay by Stephen Baxter
38 • The BSFA Review Poll 2014 • essay by Martin Lewis [as by Martin Petto]
40 •   Review: The Race by Nina Allan • review by Kerry Dodd
41 •   Review: Cataveiro by E. J. Swift • review by Maureen Kincaid Speller
42 •   Review: Sibilant Fricative: Essays and Reviews by Adam Roberts • review by Jonathan McCalmont
44 •   Review: Bête by Adam Roberts • review by Paul Kincaid
45 •   Review: Ancillary Sword by Ann Leckie • review by Anne F. Wilson
45 •   Review: Europe in Autumn by Dave Hutchinson • review by Ian Sales
46 •   Review: Irregularity by Jared Shurin • review by Aishwarya Subramanian
47 •   Review: Paradox by Ian Whates • review by Duncan Lawie
48 •   Review: Descent by Ken MacLeod • review by Lynne Bispham
48 •   Review: War Dogs by Greg Bear • review by Andy Sawyer
49 •   Review: Defenders by Will McIntosh • review by Shaun Green
49 •   Review: Parasite by Mira Grant • review by Patrick Mahon
50 •   Review: Broken Monsters by Lauren Beukes • review by Shaun Green
51 •   Review: Cold Turkey by Carole Johnstone • review by Graham Andrews

A word about bêtes: in so relentlessly English a novel, in which an outside world is scarcely even mentioned, it is never explained why a French word should be chosen to identify the talking animals. It makes them foreign, alien, but in a work that has more wordplay, puns and malapropisms even than is usual in an Adam Roberts novel, we have to take note of things like this. I suspect, therefore, that we are intended to hear an echo of ‘bet’ in the word, the novel details a huge gamble about the nature of consciousness and the future of humanity.

Paul Kincaid

The same with editors–my editors at Orbit didn’t ask me to change the pronouns at all. It was, rather, one of the things they’d really liked about the novel. […] My takeaway from the whole experience is that laundry lists of what’s “commercial” or not aren’t actually terribly helpful, not in and of themselves. I am not a fan of aspiring writers worrying too much about whether their work is commercial or not, not because I have any sort of disdain for the commercial (I like to sell books as much as the next person!) but because what sells or doesn’t isn’t really that easily predictable.

Ann Leckie