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Interactive Media in Archaeology: Video Games for Archaeological Heritage
Conservation
By
Timon Dawid du Toit
A Dissertation Submitted in Fulfilment of the Requirements for the Degree
Dissertation: Archaeology
in the
in the Department of Anthropology and Archaeology
at the
UNIVERSITY OF PRETORIA
FACULTY OF HUMANITIES
SUPERVISOR: DR NDUKUYAKHE NDLOVU
December 2020
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I, Timon Dawid du Toit (u14361958),
declare that
1. I realise what plagiarism is and that I am aware of the University of Pretoria’s policy
in this regard;
2. That this dissertation is my own, original work;
3. Where someone else’s work has been used (whether a written source, printed
source, internet source or any other form of information) that it is cited and that the form
of the citation complies with the requirements of the Department of Anthropology and
Archaeology;
4. I did not use any person’s previous work as my own; and
5. I did not and will not allow anyone to copy or use my work with the purpose of
them handing it in as their own work.
Signature Date 06 December 2020
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Acknowledgments
Thank you to the University of Pretoria for access to the library catalogues and internet
resources that enabled me in completing my academic research.
I would like to further thank my supervisor, Dr Ndukuyakhe Ndlovu, for all of the guidance
and support which he has given me throughout my tertiary years. He has been of invaluable
service to me.
In addition, I wish to thank the following: (i) my family for their financial and editorial
services, as well as their supporting roles. Without their support, I would never have been
able to complete this dissertation; (ii) Jonathan McMurtry and Annie Fleischack for their
editorial and advisory services, which were of great benefit to me; (iii) Felix Mühlenberend
for his critical aid with the practical and technical work on this research project. I truly
value the experience of working with him and the lessons he taught me; (iv) all of the
helpful individuals who took part in the survey I conducted during my research.
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Ethics Statement
The author, whose name appears on the title page of this dissertation, has obtained, for the
research described in this work, the applicable research ethics approval.
The author declares that he has observed the ethical standards required in terms of the
University of Pretoria’s Code of ethics for researchers and the Policy guidelines for
responsible research.
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Abstract
This research was premised on the use of video games as a sustainable tool for preserving
existing archaeological data in an entertaining and interactive manner. The outcomes of
such projects are for archaeological/heritage education, outreach, and representing data in
a manner that is interactive and encourages critical thinking through gameplay and game
mechanics. I used rock art site from Game Pass Shelter, located at Kamberg in the
uKhahlamba Drakensberg, as the key thematic material in creating a virtual environment
in a video game that accurately represents traditional Bushmen rock art and folklore. Two
phases of research contributed to the development of the video game: (i) performing
research on the market for and interest in a video game based on traditional South African
heritage, and (ii) using the recommendations to design the 2D video game using Unity
Game Engine (a free video game development piece of software). The results of the
research led to the development of a 2D video game, defined by authenticity to the
represented folklore, which features rock art motifs from Game Pass Shelter used against
the backdrop of the Spoiling of the Eland traditional Bushman story. This video game
begins with the ‘Rosetta Stone’ of southern African rock art and contextualises it using
select traditional folklore. Through this process, the video game aims to show why hunting
was so important to the traditional Bushmen way of life. It further shows why eland were
so valued and some unique beliefs that the Bushmen had concerning them. One of the key
outcomes of this research is to inform future efforts in creating video game that specifically
focuses on representing traditional heritage, by ways of my experiences during the
development process of SES.
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Keywords: Video games, video game development, Spoiling of the Eland, Game Pass
Shelter, uKhahlamba Drakensberg Bushmen, Unity, rock art, folklore, archaeogaming
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Table of Contents
Contents
Ethics Statement................................................................................................................. iii
Abstract .............................................................................................................................. iv
Table of Contents ............................................................................................................... vi
List of Figures .................................................................................................................... xi
List of Tables ................................................................................................................... xiv
List of Abbreviations ....................................................................................................... xvi
Chapter 1: Introduction ....................................................................................................... 1
1.1 Beginning this Research ....................................................................................... 3
1.2 The Context ............................................................................................................... 5
1.3 The Research ............................................................................................................. 8
1.4 Research Questions ................................................................................................... 9
1.5 Aims ........................................................................................................................ 10
1.6 Significance of the Study ........................................................................................ 11
1.7 The Development of SE .......................................................................................... 12
1.8 Dissertation Overview ............................................................................................ 14
Chapter 2: Literature Review ............................................................................................ 17
2.1 Introduction ............................................................................................................. 17
2.2 Storytelling in the Technological World................................................................. 19
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2.3 Alternative Digital Media ....................................................................................... 23
2.4 Trends in the Technological Industry ..................................................................... 25
2.5 Past Archaeological Work with Video Games ....................................................... 28
2.6 Affinities between Archaeology and Video Games ................................................ 33
2.7 Telling Stories with Video Games .......................................................................... 35
2.8 The Potential of Video Games for Archaeology..................................................... 38
2.9 How the Past is Represented in Video Games ........................................................ 42
2.10 Traditional Bushman Folklore and the Medium of Video Games ........................ 44
2.11 The Narrative of SE .............................................................................................. 45
2.12 The Values Represented in the Spoiling of the Eland Story ................................. 46
2.13 Trance Dancing, Therianthropes, and Sorcerers ................................................... 47
2.14 Conclusion ............................................................................................................ 49
Chapter 3: Methodology ................................................................................................... 51
3.1 Introduction ............................................................................................................. 51
3.2 First Steps................................................................................................................ 52
3.3 Subjectivity ............................................................................................................. 55
3.4 Research Design...................................................................................................... 58
3.5 The Survey Questionnaire....................................................................................... 59
3.6 The Design of the Spoiling of the Eland Video Game ........................................... 62
3.7 Challenges Associated with Developing Archaeological Video Games ................ 68
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3.8 The Represented Heritage in SE ............................................................................. 71
3.9 Communicating Traditional uKhahlamba Drakensberg Park Beliefs .................... 73
3.10 Developing the 2D Video Game ........................................................................... 79
Chapter 4: A Survey of Video Gamers on Heritage in Video Games .............................. 84
4.1 Introduction ............................................................................................................. 84
4.2 Results and Analysis ............................................................................................... 86
4.2.1 Question 1 ........................................................................................................ 87
4.2.2 Question 2 ........................................................................................................ 89
4.2.4 Question 4 ........................................................................................................ 88
4.2.5 Question 5 ........................................................................................................ 91
4.2.6 Question 6 ........................................................................................................ 94
4.2.7 Question 7 ........................................................................................................ 98
4.2.8 Question 8 ...................................................................................................... 100
4.2.9 Question 9 ...................................................................................................... 103
4.2.10 Question 10 .................................................................................................. 106
4.2.11 Question 11 .................................................................................................. 107
4.2.12 Question 12 .................................................................................................. 110
4.2.13 Question 13 .................................................................................................. 113
4.3 Discussion ............................................................................................................. 116
4.4 Conclusion ............................................................................................................ 123
Chapter 5: Post-Mortem and Asset Creation .................................................................. 125
5.1 Introduction ........................................................................................................... 125
5.2 Designing SE ........................................................................................................ 125
5.3 The Narrative of SE .............................................................................................. 127
5.4 The Narrative Timeline ......................................................................................... 130
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5.5 Structure and Content ........................................................................................... 135
5.5.1 Act One: ......................................................................................................... 135
5.5.2 Act Two: ......................................................................................................... 136
5.5.3 Act Three:....................................................................................................... 137
5.6 Description of the Mechanics ............................................................................... 138
5.6.1 The System’s Mechanics ................................................................................ 138
5.6.2 The Player Mechanics.................................................................................... 140
5.6.3 Character Artificial Intelligence .................................................................... 142
5.7 Asset Creation ....................................................................................................... 143
5.8 Lessons on and Implications of the Asset Development Process ......................... 161
5.9 Post-Mortem ......................................................................................................... 165
5.9.2 What Went Wrong .......................................................................................... 168
5.9.3 What I Could Have Done Differently............................................................. 171
5.9.4 Recommendations for Other Archaeologists Developing Heritage Video
Games ..................................................................................................................... 177
5.10 Conclusion .......................................................................................................... 179
Chapter 6: Conclusion..................................................................................................... 181
6.1 Research Results ................................................................................................... 182
6.2 Discussion ............................................................................................................. 184
6.3 Limitations to the Research .................................................................................. 187
6.4 Final Remarks ....................................................................................................... 188
References ....................................................................................................................... 190
Ludography ..................................................................................................................... 203
Appendix A: Survey Questionnaire ................................................................................ 205
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Appendix B: A Summary of the Spoiling of the Eland Traditional Story ...................... 212
Appendix C: Examples of Scripts made for SE .............................................................. 215
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List of Figures
Figure 1.1: Photo of an Eland. Taken from www.depositphotos.com
Figure 1.2: Screenshot of a hunting scene in the video game developed alongside this
research (SE). It shows hunters on the left and an eland that has been hit by a spear.
Figure 3.1: Photograph of the dominant eland on the Rosetta Stone at Game Pass Shelter,
Kamberg, in the uKhahlamba Drakensberg. Taken by Timon du Toit.
Figure 4.1: Bar graph of the responses to Question 1. It shows the video game title and the
number of participants who voted for it.
Figure 4.2: Bar graph of the responses to Question 3. It shows the topic of South African
heritage and how many times it was voted for.
Figure 4.3: Pie Chart of the position of participants in responses to Question 7 (Question 2
under 3D Tours of heritage sites in Appendix A). This pie chart shows the
percentage of participants that chose one of the three represented positions (yes, no
and other) in brief.
Figure 4.4: Pie Chart of the responses to Question 10 (Question 5 under 3D Tours of
heritage sites in Appendix A). This pie chart shows the percentage of participants
who chose one of the represented positions.
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Figure 4.5: Pie Chart of the responses to Question 13 (Question 3 under 2D level Appendix
A). This pie chart shows the percentage of participants that chose one of the
represented visual/presentations styles.
Figure 5.1: Photograph taken of rock art at Game Pass Shelter, Kamberg, in the
uKhahlamba Drakensberg. Taken by Timon du Toit.
Figure 5.2: Autodesk Sketchbook layout. An isolated Bushmen Hunter, as he is positioned
in the rock art at Game Pass shelter.
Figure 5.3: Unity layout. A hunter character is shown with some of the most common
windows and tabs in Unity.
Figure 5.4: SpriteMesh Editor window. The HB spritemesh is shown with edges and
vertices already placed.
Figure 5.5: Spread of vertices in the SpriteMesh Editor.
Figure 5.6: Bones attached to the HB spritemesh. The ‘PlayerHunter’ gameobject is
highlighted, as well as the HB spritemesh (edged in orange).
Figure 5.7: Rotated ‘Torso Bone’ (relative to Figure 5). The torso bone rotated to the right
(anti-clockwise.
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Figure 5.8: Full visualisation of adjusting the weights of bones on vertices in the
SpriteMesh Editor.
Figure 5.9: Animation Window. The Hunter1Idle (Idle) animation is shown with timeline
data.
Figure 5.10: Animation with the Onion Skin feature enabled. Different colours show past
(red) and future (green) positions, rotations and scale of gameobjects.
Figure 5.11: Animator Window. The animator for the player gameobject is shown with
states (the blocks) and transitions (arrows).
Figure 5.12: Simplified example of different ways of painting hartebeest legs. The
traditional uKhahlamba Drakensberg stylistic representation is shown on the left
and the way I painted them is illustrated on the right.
Figure 6.1: Screenshot of the Rosetta Ritual scene in SE. Then shame with the walking
stick in the centre has successfully tranced danced into a hallucination state. The
vignette effect and entoptic shapes indicate this to the player.
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List of Tables
Table 4.1: A representation of the responses to Question 1 in table form. Identified video
and the number of participants who chose them (Set in descending order of votes).
Table 4.2: A representation of the responses to Question 3 in table form. Topics mentioned
in participant responses and the number of votes that they received (Set in
descending order of votes).
Table 4.3: A representation of the responses to Question 4 in table form. The Manner in
which video games can benefit heritage preservation and the number of votes they
received (set in descending order of votes).
Table 4.4: A representation of the responses to Question 5 in table form. It shows the
position of the respondents, the explanation behind their position and the number
of respondents that had that motivation. (Set in descending order of votes).
Table 4.5: A representation of the responses to Question 6 in a table form. It shows the
position of the respondents, the explanation behind their position, and the number
of respondents that had that motivation (Set in descending order of votes).
Table 4.6 A representation of the responses to Question 8 in table form. It shows what roles
the respondents recommended the player should take, as well as the number of
respondents that had that (or similar) answer(s)(Set in descending order of votes).
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Table 4.7: Responses (which took a definite stance) to Question 9. It shows the position of
the respondents, the explanation behind their position and the number of
respondents that had that motivation. (Set in descending order of votes).
Table 4.8: A representation of the responses to Question 11. It shows the position of the
respondents, the explanation behind their position and the number of respondents
that had that motivation (Set in descending order of votes).
Table 4.9: A representation of the responses to Question 12. It shows the position of the
respondents, the explanation behind their position and the number of respondents
that had that motivation. (Set in descending order of votes).
Table 4.10: A representation of responses to Question 13. It shows the visual style the
respondents chose and the number of respondents that chose that visual style (Set
in descending order of votes).
Table 5.1: A representation of the Narrative Structure of SE
Table 5.2: A representation of SE’s Narrative Structure as the Rhyme Scheme of a poem.
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List of Abbreviations
3D- Three-dimensional
2D- two dimensional
AI- artificial intelligence
HB spritemesh- hunter body image
IK- inverse kinematics
NPC- non-playable characters
SE- Spoiling of the Eland (my video game)
VRH- Virtual Reality Headsets
ZAGA- South African Gaming Alliance
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Chapter 1: Introduction
Fascination with the past is the bedrock underlying its study, whether at a casual or
professional level. For most people, learning about the past takes place by interacting with
various forms of entertainment and experiential media, whether in books, film or video
games. I would argue that this is due to the fact that the aforementioned media are forms
of artistic expression and human being inherently find value in experiencing art (see Caroll
2004).
Therefore, some individuals have used contemporary media and performance to
communicate knowledge about the past to others. A common goal was and continues to be
the communication of important or nuanced information in enjoyable and engaging
experiences. This could or can be done either implicitly or overtly. For example, the Movie
Troy retells he story of Homer’s The Illiad by focusing on Achilles and Zeus: Master of
Olympus implicitly informs players of terms and roles in ancient Greek society through
gameplay.
Furthermore, the biographical film genre is all but dedicated to accurately portraying
historical events and representing historical figures and many video games are situated in
explicitly historical contexts and some now attempt to portray the context without the
addition of ‘unrealistic’ abilities and actions. This is the case with Assassin’s Creed:
Origins (see Chapter 2 below).
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For a long period, the primary means of communicating knowledge about the past was
through oral tradition and storytelling, visual art, music, and performative experiences. In
prehistory, rock art on cave walls or rock shelters and storytelling events were the primary
means of entertainment and informative media. This is especially the case in non-literate
hunter-gatherer societies (van Vuuren 1994: 62).
Today, we have the written word, photographs, films, full orchestras, and sophisticated
technology to do this. This research focuses on the use of one of the most recent mediums
for storytelling that began in the latter half of the twentieth century, video games.
Recognising that video gaming is a cultural phenomenon that has gained much attention
and which has arguably grown to the point of surpassing all other modern media in market
value and market potential, I have chosen this medium for preserving a selected South
African heritage (see THESSA 2017 and Newzoo 2017).
The main outcome and goal of this research project is to communicate this heritage to an
audience that would otherwise not be exposed to it, to potentially engage those who might
be aware of it, and to create a tangible example of heritage preservation through video
game content in a South African context. Throughout this paper, I use ‘preservation’ in
reference to ongoing and sustainable ways of management and upkeep of that which is
being preserved and represented. Specifically, I mostly use ‘preservation’ in reference to
representing and preserving heritage through the medium of video games.
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In the following paragraphs, I give a brief description of how I made use of a video game
to tell a story about one rock art site in the uKhahlamba Drakensberg Park, KwaZulu-Natal,
South Africa. In sequential order, I give (i) an introduction of myself and how I decided on
this research, (ii) a brief description of the research undertaken (research questions, aims,
significance of the study, development of the video game), and (iii) a brief overview of the
various chapters in this dissertation.
1.1 Beginning this Research
I chose to investigate the potential of video games as a medium for preserving heritage. I
did this by developing a video game to represent the chosen heritage resource. To provide
some background as to why I focused on this medium to preserve heritage, it is necessary
to describe myself as it pertains to archaeology and video games. From about as early as I
can recall, I have always been fascinated with the ancient world and/or ‘really old things’.
It could be argued that this fascination has shaped much of who I am as a person and the
direction that I have taken in life. Equally, I have always been very engaged with artistic
pursuits, from visual art to various musical disciplines. I had even delved a little into three-
dimensional (hereafter 3D) modelling but only have limited experience in this field.
Building upon this earlier artistic interest, I chose rock art as the best heritage resource to
communicate and preserve heritage. I had been sitting on this idea for a while, one that I
think many people have but few act on for academic research. My idea was to make a video
game to preserve South African heritage. I wanted to build from my previous research for
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my Honours degree which, to keep it relevant to this research, largely focused on the rock
art of the uKhahlamba Drakensberg Park, South Africa. I thus thought it would be very
interesting if this rock art were to be the focus of a video game.
Such a video game would ideally also focus on the culture and beliefs of the uKhahlamba
Drakensberg Bushmen and, simultaneously, help preserve this site while opening it up to
a new audience via the video gaming medium. In my opinion, video games are the highest
form of art that exists today. They are a unique combination of visual art, music, design,
performance, technology and co-creation between developers and players.
I additionally felt, and still do, that there ought to be one central motivation behind higher
education: to learn something new. I therefore decided to broaden my skillset to include
developing video games to preserve heritage. Although there is much validity to
specialisation, I take the view that being able to understand and practise as broad a skillset
as possible is much more ideal. Each skill augments the quality of one’s future work,
regardless of degree to which it does so.
Over time, the wheels started turning and things began to fall into place. Although I initially
thought that my idea was relatively new, there was in fact a sub-discipline dedicated to the
intersection of archaeology and video games - archaeogaming. What my research required
was a clear plan in order to realise the success of my research goals. Before I describe this
research, I provide the context thereof in the following section. I will also briefly describe
how it relates to the video game I developed in conjunction to it.
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1.2 The Context
Before I did anything else, I needed a single piece of South African heritage to be the focus
of my research. I chose Game Pass Shelter at Kamberg, in the uKhahlamba Drakensberg
Park for this purpose. This is one of the most important sites in southern African rock art,
due to its significance in understanding Bushmen beliefs.
I chose the key rock art panel at Game Pass Shelter, the ‘Rosetta Stone’ of southern African
rock art, as the focus starting point of my research. This decision was once again due to the
crucial role that the ‘Rosetta Stone’ of southern African rock art played in understanding
Bushmen beliefs. I further elaborate below.
‘Rosetta Stone’ of southern African rock art shows a ‘dying eland’ that is surrounded by
Bushmen shamans. An eland is one of the largest species of antelope in the world (see
Figure 1.1 below). One of the shamans is performing a ritual, in which he transfers the
spiritual power of the eland to himself (see Lewis-Williams 1981). The ideas associated
with this ritual are too complex to cover in this chapter, but are described in Chapter 2. Of
note is that all of the other traditions of the uKhahlamba Drakensberg that I included in my
video game served to contextualise and support the content of the ‘Rosetta Stone’ of
southern African rock art, including the rock art motifs and interpretations thereof.
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Figure 1.1: Photo of an Eland. Taken from www.depositphotos.com
After analysing the literature and visiting Game Pass Shelter, I selected the Spoiling of the
Eland story as the most relevant traditional folklore that contextualises the ‘Rosetta Stone’
of southern African rock art (see Chapter 2). As the title of my video game is also The
Spoiling of the Eland, I will distinguish between the two by abbreviating the title of my
video game with ‘SE’. Initially, I decided that the best way in which to link the Spoiling
of the Eland story and the ‘Rosetta Stone’ of southern African rock art was for the former
to act as the beginning of a narrative and the latter to be the end. The intention of this would
be to contextualise the ‘Rosetta Stone’ of southern African rock art with the Spoiling of the
Eland story.
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I later decided that the best way to create a video game narrative for this link was to start
it with the ‘Rosetta Stone’ of southern African rock art, contextualise it with the Spoiling
of the Eland story and repeat the ‘Rosetta Stone’ of southern African rock art. This is
modelled on storytelling and poetic techniques.
Structuring SE in this way serves the same purposes as in oral traditions and poetry,
namely: (i) encapsulating a specific piece of narrative content in an identifiable group, (ii)
serving mnemonic purposes, and (iii) providing a premise, and context thereof and/or
content. In oral traditions and poetry, the beginning of individual parts of a narrative or
poem are started by one idea or line, which is repeated at the end. The repeated line may
have slight alterations in order to complete an idea or pose a question. All of the content in
between provides a context to the encapsulating lines or expounding on them. A simple
example of this is nursery rhyme Three Blind Mice, which starts with the line ‘Three blind
mice, three blind mice’ and end with ‘As three blind mice’ (Ivimey 2018).
In SE, the ‘Rosetta Stone’ of southern African rock art is the first Act of the narrative and
is contextualised to the player using the Spoiling of the Eland story before returning to the
‘Rosetta Stone’ of southern African rock art with an understanding thereof. I structured the
narrative of SE in this way in order to keep the content as authentic to uKhahlamba
Drakensberg traditions as possible. I fully explain this narrative structure and the purposes
thereof in Chapter 5.
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In addition to the Spoiling of the Eland story, I also include further pieces of uKhahlamba
Drakensberg Bushmen belief in order to provide more contextualisation to the ‘Rosetta
Stone’ of southern African rock art which are not part of the Spoiling of the Eland story. I
based my decisions on what should be included primarily on whether they were important
to understanding the relationship between Bushmen and eland, or general Bushmen beliefs
about eland and the practice of hunting eland.
1.3 The Research
From the outset, I knew that I needed to acquire the necessary software for developing
video games. Many free software solutions exist for people interested in developing video
games. I first needed to choose a game engine to use as a central development tool. A game
engine is a software package that greatly streamlines and facilitates the development of
video games. Notable among these are free game engines such as Unity, Unreal Engine 4,
and Godot. Game engines allow for the smooth integration of the varied disciplines
involved with video game development, offering varied products and services associated
to it (Bottino & Martina 2010: 437; Majewski 2017: 197).
Among the options of free game engines, I selected Unity as the preferred game engine for
my research project. Other options could have been Unreal Engine 4 and Godot, but the
leading factor behind my decision was the user-friendly design of Unity and relative ease
with which one can learn to use it. These advantages were commonly mentioned in reviews
of Unity in comparison with other game engines. I felt that these aspects of Unity were key
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to my research, as I needed to learn and be acquainted with a lot of new practices and
disciplines.
At the start of my research project, I thought I would need, amongst others, to learn the
following: (i) how to use Unity, (ii) how to use 3D model, (iii) how to animate 3D models,
(iv) how to use image editing software, and (v) how to program/code. I later decided to
focus on those aspects of video game development and Unity that are associated with
developing two-dimensional (hereafter 2D) video games. This decision was influenced by
two factors, the first of which can be related to the research questions, and the second to
the results of the survey that I conducted.
1.4 Research Questions
1. How can the process of thinking about the past in archaeological and traditional
ways be represented in a video game? How will it represent the current state of the
site, and the traditional beliefs and values of the associated culture? How will the
video game encourage reflexivity and reflection in players, concerning thinking
about the past?
2. What demand is there for a video game representing South African heritage? With
regards to the South African and global video gaming communities, what is the
hypothesised response to such a video game?
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In my approach to the first research question, it was important relate it to the context of the
site (Game Pass Shelter, particularly the ‘Rosetta Stone’ of southern African rock art), and
the Spoiling of the Eland story. This research question was informed by three aspects of
my research project: (i) the literature review, (ii) the survey, and (iii) the experience of
developing SE. The second research question was primarily informed by the survey, but
the review of the literature also contributed to it.
1.5 Aims
The overarching aim of the research was to create a video game that focused on the ‘Rosetta
Stone’ of southern African rock art, the Spoiling of the Eland story, and traditional
uKhahlamba Drakensberg Bushmen folklore and beliefs associated with eland and hunting.
SE resulted from this aim and was created using Unity, Microsoft Visual Studio and
Autodesk Sketchbook. Under this overarching aim, I had three sub-aims:
1. Assessing the interest in the proposed video game and participant recommendations
for doing so prior to the development process using a digital feedback survey,
2. Developing a video game that was suited to the traditional uKhahlamba
Drakensberg heritage in conjunction with the survey results, and
3. Designing the video game for the purpose of making the mechanics, visuals, and
narrative adhere to the archaeological data, traditional rock art and folklore.
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For the first sub-aim, the purposes of the survey included: (i) to measure the appeal of
heritage- and archaeology-related video games to a sample population of video gamers, (ii)
measure the appeal of the video game the I originally proposed to develop in conjunction
with this research, (iii) identify which aspects of the proposed video game the participants
were most interested in, and (iv) adapt my video game proposal to inform the design of the
proposed video game. As to the second sub-aim, the most important principle which guided
the design of SE was to make the system and content within in as authentic to the traditions
of the uKhahlamba Drakensberg Bushmen as possible. Lastly, the purpose behind the third
sub-aim were to preserve the traditions of the uKhahlamba Drakensberg Bushmen by
actually developing a video game.
Participation in this survey was voluntary and the majority of participants were South
African, although international participants were also included. The most important criteria
for inclusion in the survey was that the participants be video gamers, as they would
otherwise not be able to inform this research project. Two groups were initially invited to
participate in the survey, the South African Gaming Alliance (hereafter ZAGA) and a
Discord server. ZAGA is a Facebook group with a South African member base and the
Discord server constituted an international member base.
1.6 Significance of the Study
This research contributes to the field of archaeogaming in four distinct ways. First, it
contributes to the body of video games that have been developed for the specific purpose
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of preserving heritage. Second, it provides an example of how rock art and traditional
folklore associated therewith can be preserved using the video game format. Third, it
contributes towards the preservation of intangible heritage (i.e. folklore) in South Africa.
Fourth, this is the first study of its kind in South Africa, and Africa at large, whereby the
management of heritage and the use of video games have been intertwined. Rather than
video games, music has been used by other scholars to popularise the understanding of
heritage. As an example, Bongo Flava’s music was used to make people aware of the value
of Kilwa Kisiwani World Heritage Site in Tanzania (Ichumbaki & Lubao 2020). See the
video game developed alongside this research.
1.7 The Development of SE
The development of my video game took place at various intervals, as it was sometimes
necessary for me to focus on other aspects of my research, such as conducting the survey
and writing different aspects of my research dissertation. Before I could even begin the
development of my video game, I needed to familiarise myself with Unity and the systems
within it. This involved a significant amount of time and labour, and I only focused on
those systems which were vital to developing SE. The other systems in Unity would have
not have contributed much towards the final product. Those systems I did focus on,
included 2D animation, creating the art assets, and coding in C#. To avoid confusion, an
asset refers to any data included in the development of video games, from pictures, 3D
models, textures, audio clips, and code. I further familiarised myself with Autodesk
Sketchbook for the creation of visual art assets derived from the relevant rock art.
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Figure 1.2: Screenshot of a hunting scene in the video game developed alongside this
research (SE). It shows hunters on the left and an eland that has been hit by a spear.
Development periods occurred before and after the survey, and throughout the writing of
this dissertation. It involved much trial-and-error in order to produce the final product, as
it involved an extensive process of experimentation to achieve the intended and end results.
I initially thought that I would develop the video game entirely by myself, but soon
discovered that I would need help from someone with more experience in coding in c#.
This was especially the case with the development of the artificial intelligence in the video
game, which was used to define the behaviour of animals and hunters within the video
game. See Appendix B for a brief example of the artificial intelligence script of the eland
in my video game and the animation script associated with it.
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1.8 Dissertation Overview
This chapter has provided a brief background to (i) the potential of video games as an
important medium in preserving rock art, (ii) my interest in video games, (iii) research
questions and aims that guided the study, (iv) the development of SE, and (v) a discussion
on the significance of the study.
Chapter 2 will review the most important literature on video games, as defined by the scope
of the proposed research. In particular, I review literature that focused on four topics: (i)
the benefits of video games, (ii) the use of video games in archaeology and heritage-related
disciplines, (iii) archaeogaming, and the (iv) uKhahlamba Drakensberg folklore. The first
topic included those aspects of video games that either encouraged or facilitated better
learning and/or novel educational approaches, and primarily drew from psychological
research. The second topic included research that explored the new ways of interacting
with the past that are afforded by video games. For example, how certain video games can
help in understanding the complex relationships between various societal factors to the
youth (Squire 2008). The third topic included various sub-disciplines and fields within
archaeogaming, but focused on the use of video games as a form of heritage preservation
and the development of heritage-driven video games. The last topic included an analysis
of traditional uKhahlamba Drakensberg Park oral tradition and beliefs, including the
practice thereof and associated stories. Specifically, I focused on stories and folklore about
eland and hunting.
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Chapter 3 is a description of the methodology that I utilised throughout this research. I
draw a distinction between the methodology that I used in conducting the archaeological
and heritage research, and that which I followed for designing and developing my video
game. Concerning the first methodology, I describe: (i) how I conducted the literature
review, and (ii) how I conducted and analysed the survey. In the second methodology, I
explain how I designed SE and how I developed it. Additionally, I also give an impression
of the sequential order in which the various parts of my research occurred, as well as how
they related to each other.
In Chapter 4, I present the results and analyses of the survey by detailing the participant
responses to the questionnaire. Where possible, I attempt to describe various factors that
might have influenced the responses of participants, such as trends in the video gaming
culture. I conclude Chapter 4 with a discussion of the survey results and give an insight
onto how they influenced the development of SE.
Chapter 5 covers important information on those aspects of my research that are less
associated with academia. It primarily functions as a report on the development of SE, what
is commonly referred to as a ‘post-mortem’ in video game development. My post-mortem,
however, also describes the workflow I followed for adapting the primary source material
of the rock art at Game Pass Shelter into the visual art assets that I included in SE. This
description of the workflow I followed functions as a tutorial for how rock art can be
adapted for video games in Unity. Within the standard framework of a video game ‘post-
mortem’, I describe: (i) the process of developing my video game, (ii) what went right
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during development, (ii) what went wrong during development, (iv) what I could have done
differently, (v) what I learned from the experience, and (vi) what I recommend for similar
projects in the future.
I have included three appendices with regards to the development of the game: (i) a
verbatim copy of the survey questionnaire that formed part of this research, (ii) a summary
of the traditional story that became the focus of the video game developed in association
with this research, and (iii) two relatively short excerpts of code from the same video game.
These are Appendix A, Appendix B, and Appendix C respectively.
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Chapter 2: Literature Review
2.1 Introduction
In this review of the literature, several topics were explored. These include: (i) leading
research that has been conducted in the field of archaeogaming (for more see Reinhard
2018b, (ii) the identification and description of the advantages video games can offer the
archaeological discipline (iii) the limitations of using video games in archaeology, (iv) an
identification of the some gaps in the literature and a description of where future research
will likely lead, and (iv) how my research fits into this picture.
It can be difficult to explain to non-video gamers what it is about video games that makes
them so engaging to players (Naskali et al. 2013: 232). Video games are incredibly
effective educational tools that encourage exploration, engagement, independent learning,
communication, collaboration, discovery, and critical engagement with data (Anguilera &
Mendiz 2003: 9-11; Belotti et al. 2012: 1-2; Bontchev 2015a: 44-53b; Champion 2017a:
24; González-Tennant 2016: 23; Griffiths 2002: 47-48; Majewski 2017: 185; McGraw et
al. 2017: 170-171; Mortara et al. 2014: 318; Rubio-Campillo et al. 2017: 154; cf. Gee
2003). For example, due to the large amount of interconnected data, visual cues, and
conditions, players frequently need to observe, interpret, and respond to various
circumstances in order to achieve a goal within the rules of the video game (Anguilera &
Mendiz 2003: 9-11). This is especially prevalent in real-time strategy games, where players
need to manage armies, cities and resources. In short, video games offer “affective and
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adaptive gameplay” (Bontchev 2015a: 55). Video games are unique in that they offer
interactivity and openness when compared to other media. Interactivity and openness refer
to how often players can interact with a virtual world and openness refers to the scope of
interactions that are available (Bostan 2005: 1).
It is therefore of no surprise that, with technology and the media that they utilise being
completely embedded in the lives of people today, digital media have become a vital
component behind how members of the public learn, process and understand information,
interact with each other, and perceive their environments (Bontchev 2015a: González-
Tennant 2016: 23-25; Haddad 2016: 705, cf. Naskali et al. 2013: 231-235; Squire 2008:
180-185). The increasing spread of video gaming culture, and their utility to the objectives
of archaeology have been quite succinctly explained by various archaeologists, including
the statement that video games are a powerful and compact multimedia form for expressing
stored knowledge (Bontchev 2015a: 44; Champion 2017a: 24; Copplestone 2017a: 33).
Video games are a “socio-cultural phenomenon that cannot and should not be ignored”
(Glas et al. 2017: 135; see also Graham 2016: 18; Haddad 2016: 705).
The potential for concisely representing data in this form has led to researchers calling for
more attention to the creation of artistic and creative narratives within the broader field of
archaeological narration through popular media (Watterson 2015: 128). This is because
they immerse the receiver of archaeological narratives in a virtual environment that
encourages the suspension of disbelief and promotes player agency through the choices
they facilitate. McGraw et al. (2017: 173) noted how video games can promote and
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celebrate local heritage and create collaborative relationships, as was also the case with
The Cook Inlet Tribal Council (2017).
2.2 Storytelling in the Technological World
Video games are intertwined with the highly technological Zeitgeist of modern times which
are part of the range of products distributed by major technological producers, such as
Microsoft, Sony Playstation, Nintendo, Android and Apple (Haddad 2016: 705). The
ubiquity of these companies illustrates how their goods are appreciated by various groups
within contemporary culture (Naskali et al. 2013: 231). This has been enhanced by the
increased availability of the internet and the relatively low cost of computer technology
(THESSA 2017; Newzoo 2017; Ryan et al, 2006: 347). The market for video games is
expanding with the adoption of more personal home computers, dedicated gaming
consoles, and smartphones. Such an increase is likely to lead to increasing affordability of
virtual and augmented-reality compatible devices, thus spreading the video gaming
pastime in a new, interesting and engaging ways (Mol et al. 2017; Haddad 2016).
According to Newzoo (2017: 9) these developments in smartphone technology are now
primed to make huge innovations for the video gaming market (Newzoo 2017: 9). This is
perhaps the strongest indicator of how video games are becoming embedded into most of
the entertainment and communication technologies that people use. Just a decade ago,
smartphones were a new development and mobile gaming on cell phones resembled arcade
gaming more than dedicated console gaming. The diversity of video gaming platforms
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offers exponential dissemination of interactive archaeological information and concerns to
the public, and increases the likelihood that archaeologists of the future will appreciate and
be gamers themselves (Belotti et al. 2012: 2; Champion 2017a; Copplestone 2017a: 33;
Haddad 2016: 705-709; Morgan 2009: 483; Newzoo 2017: 32; THESSA 2017: 4).
This broadcast potential indicates that learning how to best use this medium can be of high
utility to archaeologists as well (Bottino & Martina 2010: 436-440). Our modern
technological society has situated video gaming as its media of choice. While traditional
media are doing their best to include more interactive strategies to increase their services
and products, video gaming is spreading its influence to non-interactive media. For
example, watching others play video games and watching eSports (Newzoo 2017: 9). There
are even prospects of eSports being included in the Olympics. The Paris 2024 bid team has
shown an interest therein (Fernandez 2018).
According to the Milken Institute (2018: 16), the eSports market revenue for 2017 was
approximately $660 million (US). It has been forecast to exceed $1 billion (US) in 2019.
The eSports phenomenon indicates how much appeal video gaming has to the public today.
This is due to the unique dialogue video games offer for experiencing the real, artistic,
created and cultural domains, as well as how effective they are for learning (Mol et al.
2017).
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Video games are uniquely situated to allow recipients of archaeological information to do
so in a way that engages them more intensively than other media (Majewski 2017: 198;
Mol et al. 2017: 9; Mortara et al. 2014: 318). They allow engagement with virtual
archaeological experiences in an interactive manner that does not require their physical
presence (Majewski 2017: 198; Mol et al. 2017: 9; Mortara et al. 2014: 318). This would
be opposed to film and photographic media - which only allow viewers to see and hear
created content.
Similarly to film and photographic media, many archaeological exhibitions prohibit
physical interaction. Traditional entertainment media present the public with created
experiences, but seldom allow them to create their experiences. What sets video games
apart from these media is the capability they allow for the public to manipulate an avatar
in the virtual world, thereby enabling them to immerse themselves in a virtual world. This
lets them co-create their experiences. In turn, this provides a uniquely interactive and
engaging experience through the provision of goal-driven problem solving and exploration
(Bontchev 2015a: 44; Champion 2017a: 24; Ganström 2013: 12).
Video games have diverse purposes as directed by the achievement of goals and objectives
within the constraints or rules of the video game (Bontchev 2015a: 44; Champion 2017a:
24-25; Ganström 2013: 14; Rubio-Campillo et al. 2017: 154). The placement of players
within a system that is constrained by rules demands that players firstly learn the rules and
what is possible within the video game (the ‘possibility spaces’). They therefore critically
engage with these systems in order to drive the state of entities (e.g. their avatar) within the
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games (or the game itself) towards a desired or possible outcome (Bontchev 2015a: 44;
Champion 2017a: 24-25b: 115-116; Copplestone 2017b: 87-95; Ganström 2013: 14; cf.
Squire 180-185; Amory et al. 1999: 312). For more information about the affordances of
video games see Bontchev 2015a.
Rubio-Campillo et al. (2017: 154) have convincingly identified that typical video game
fact or rule-constrained problem solving closely resembles the scientific methods and
approaches that are applied in archaeology. Video games (i) foster learning as choices
made in-game, (ii) do not affect the physical reality of the player during the learning
process, and (iii) remove the need to be in a specific location for engaging with the virtual
data, which is a substantial limitation to some individuals (Champion 2017a: 24-25; The
Cook Inlet Tribal Council 2017: 24-25; Squire 2008: 185). The real-world safety that video
games entail, coupled with providing a space for testing new strategies, encourages the
exploration of alternative thinking and framing the achievement of goals (Bontchev 2015a:
44; Champion 2017a: 24-25; The Cook Inlet Tribal Council 2017: 24-25).
This kind of experience brings interaction and goal completion within the realm of
cognition and coordination - achieved through interfacing with technology to affect or
control the video game experience (Bontchev 2015a: 44; Champion 2017a: 24-25; The
Cook Inlet Tribal Council 2017: 24-25). Archaeological engagement with these
phenomena is therefore increasingly important to address, a point which is fast becoming
increasingly recognised by professionals within the discipline (see Bontchev 2015a: 44;
Champion 2017a; Mol et al. 2016, 2017). This is due to engagement, interactivity,
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enjoyment and critical thought being crucial challenges to knowledge creation and
education (see Amory et al. 1999; Bontchev 2015a: 44, 2015b; Champion 2017a; Mol et
al. 2017; Squire 2008: 185; www.archaeogaming.com).
2.3 Alternative Digital Media
Internet-based virtual exhibits, although a useful tool for storing archaeological material
and cultural contexts, are frequently regarded as a lacklustre presentational format by
consumers and do not offer the same level of engagement as video games (Bottino &
Martina 2010: 427; Haddad 2016; Mortara et al. 2014: 318). Bottino and Martina (2010:
427) argue that users can gain a more engaging experience with the content if they could
be immersed in a 3D environment which enables them to investigate 360⁰ environments.
They go on to emphasise the potential for video games as a Virtual Reality medium for
synthesising video, audio, physics, user-technology interfaces, and programming in
entertaining and educational experiences. I second this position and use it as one of the
premises behind my research, a point which is often noted in the literature (cf. Mortara et
al. 2014: 318).
Virtual Reality Headsets (VRH) can arguably enable a higher degree of immersion than
the standard display screen, by mounting a display onto the player’s head and presenting
them with visual, audio and sometimes haptic (touch) information (Bottino & Martina
2010: 430). VRH are no doubt the best means of achieving the highest degree of immersion
short of full body haptic feedback and input interfaces (Bottino & Martina 2010: 430).
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That noted, the drawback is that VRH can get quite expensive if quality experiences are
the aim of purchase, especially for the South African market, and full body interfaces are
a long way off. Even further on the horizon, a fully realised or even a partial haptic
feedback system will revolutionise interactive experiences. This is especially the case
within the context of digitally experiencing heritage, as it could allow people to interact
with and handle heritage objects in a way that does not endanger said heritage. Some VRH
products can be bought within a R200 price range, but such products generally facilitate
the mounting of smartphones to the player’s head, which in my opinion is comparable to
simply sitting very close to any display.
I argue that VRHs do not offer a higher degree of immersion since the continued frequency
of simulation sickness remains a prevalent issue with entry-level products (Singla et al.
2017: 1). Simulation sickness is a frequent side-effect of VRH experiences which results
in users becoming disoriented from conflicting sensory stimuli. Furthermore, quality VRH
products still have not reached an affordable price. They range from R4 800 (Dorry HA554
VRH) to R12999 (HTC Vive VRH).
Although high-end VRH products offer a much higher degree of high definition immersion
than low-end ones, they unfortunately still cause simulation sickness in users (Singla et al.
2017). New software has recently been developed to address simulation sickness (Fadelli
2018; Samit 2018), but as the far greater consumer base for video games remains with
personal computers and dedicated gaming consoles, it remains more suitable to focus on
the latter as platforms.
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Any casual inspection of the VR category on Steam, an online digital video game
marketplace, will show that video games are one of the primary software types that are
being developed for high-immersion Virtual Reality, Mixed Reality, and Augmented
Reality experiences. However, the VR medium is relatively new and I think that it will
only truly be an option for use by future archaeologists once it has become cheaper to
purchase VR devices and to develop for it.
2.4 Trends in the Technological Industry
Several factors have made it easier for individuals interested in video game development
to become a part of the industry (Lowthorpe et al. 2013: 277). Instances of video games
developed by individuals becoming anecdotes of ‘hitting it big’ and acquiring millions of
players illustrate that even a few or individual developers can achieve serious success when
a novel idea is realised, despite difficulties such as market saturation (Lowthorpe et al.
2013: 281; Heller & Roberts 2017). The high degree of usability and the relatively easy-
to-learn programming scripts of game engines can reduce the labour and costs of video
game development by as much as half (Bottino & Martina 2010:437; Majewski 2017: 197).
Furthermore, a familiarity with video games and experience playing them can greatly
facilitate the learning process, as identification, function and application of video game
terms and mechanics will already be internalised (Bottino & Martina 2010:437). This is
especially so in the case of players who change the video game through the source code
(‘modders’) and modified versions and features of video games (‘mods’) (Arakji & Lang
2007: 8-9; Majewski 2017: 195).
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Alternatively, the comparison that Majewski (2017: 193-197) made between a mod, and a
video game that was made from the ground up, showed that although video games that are
developed from scratch are liable to changes in funding and interest, mods that are created
from video games that have already achieved mass appeal have a larger user base and
lifespan. One caveat is required for ‘modding’, however, as a recent survey has shown that
familiarity with video games might facilitate the likelihood of individuals adopting a
player’s mind-set when interacting with video games and therefore inhibiting critical
thinking (Champion 2017b: 107-108). Such individual would therefore just experience a
video game, instead of engaging with it critically.
Video games are now played across a variety of gaming platforms, including personal
computers (this includes internet browser-based, downloaded, and boxed games),
dedicated video gaming consoles (home consoles and portable handhelds), and
smartphones (for more information see Newzoo 2017 and THESSA 2017). Thus, the
technological platform that is selected as the primary form of distribution is also an
important challenge that researchers need to consider (e.g. Windows, Apple, Android).
This is due to the affordances that each media platform allows, and the consumers who use
them.
But differing platforms no longer limit how video games can be distributed, as physical
media re no longer strictly required. Digital downloads have become the primary manner
through which video games are acquired in recent years, as opposed to physical sources,
and amounted to 74 percent of the market in 2016 (THESSA 2017: 14). The ubiquity of
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digital distribution indicates that it will likely be a better vehicle for disseminating the
results of archaeological work than physical products when using the video gaming
medium. Making video games available through the internet is a great help to independent
developers, who were not always financially capable of acquiring retail space for physical
copies in the past (Martin & Deuze 2009: 280).
The global video gaming market had a global revenue of $108.9 billion (US) in 2017 and
is forecast to increase to $128.5 billion (US) in 2020 (Newzoo 2017: 13). This is far greater
than the eSports market revenue: $660 million (US) for 2017 and estimated to be over $1
billion for 2019. The fact that video games have diversified to so many different
technological devices, coupled with the growth of 56 per cent of the global video games
industry’s revenues from 2012 to 2017, indicates that more and more people will continue
to actively participate in this pastime (Lowthorpe 2013: 277; Newzoo 2017: 6).
Two of the most significant influencing factors behind this growth are the mobile gaming
market and the transition of browser-based gamers from personal computer internet
browser gaming to mobile gaming (Lowthorpe et al. 2013: 277-278; Newzoo 2017: 13).
The mobile gaming market caters primarily to smartphones and tablets which comprise 42
per cent of the global video gaming market, estimated at $46.18 billion in the US
(Lowthorpe et al. 2013: 277; Newzoo 2017: 13). It is expected to increase to 50 per cent
of the global video gaming revenue ($64.25 billion US) by 2020 (Newzoo 2017: 13).
Researchers within the archaeological profession have previously recognised that the
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mobile video game market is a primary candidate for disseminating their work and this is
likely to remain so for some time to come (see Rubio-Campillo et al. 2017).
2.5 Past Archaeological Work with Video Games
Archaeological engagement with video gaming has been done in several different ways.
Amongst these have been the following: using existing popular video games in order to
construct, represent, or recreate known archaeological data and sites within them
(Majewski 2017; McGraw et al. 2017; Morgan 2009, 2017), creating video games to
communicate archaeological method and theory (Copplestone 2017a; Graham 2017;
Rubio-Campillo et al. 2017; van der Schilden & Heijltjes 2017), disseminating traditional
knowledge (The Cook Inlet Tribal Council 2017), applying archaeological methods to
fictional cultural entities found in video games (Graham 2016: 18), and preserving video
games and video gaming culture as intangible heritage (Glas et al. 2017; see Mortara et al.
2014: 319-322).
It is perhaps necessary to elaborate on the work that has been done at the intersection of
archaeology and video games in order to illustrate exactly how the former is benefitted by
the latter. One particular field in which archaeology has been and can further be benefitted
in is the field of serious games (non-entertainment driven video games, i.e. education),
especially in the heritage sector (Bontchev 2015a: 49-53; Majewski 2012: 185). Most
digital efforts in the heritage industry (for example virtual tours) draw from elements of
video gaming for their mechanics, and presentation/interface (Barbier 2014: 2; Majewski
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2017: 185). That noted, more input on the part of archaeological and heritage professionals
has been called for by various researchers (Champion 2017a; Haddad 2016: 709; Mol et
al. 2016, 2017). This is due to several factors, including the reach of video games as a form
of popular media that can draw individuals who would otherwise be disinterested (Haddad
2016: 709; Amory et al. 1999: 311). Such people may be limited by real-world constraints
to move beyond passive engagement with archaeological data (e.g. travel costs) (Haddad
2016: 709; Amory et al. 1999: 311). For more on how video games interest people see
Ryan et al. 2006.
Video games such as Minecraft, a game that also has an affinity with archaeological
practice, have been adopted for educational purposes as serious gaming initiatives. For
example, heritage sites have been reconstructed in Minecraft, encouraging players to
dictate their interaction with virtual archaeology, as well as empowering both educators
and learners (McGraw et al. 2017: 170-181; Morgan 2017). These projects also align
archaeological objectives with the interests of the public, and allow players to engage with
archaeology interpretively and empathically (McGraw et al. 2017: 170-181; Morgan
2017). For example, reconstructing an archaeological site in Minecraft could cause players
to think about how sites were built, as well as why they were built in specific locations.
Scientific thinking, archaeological models and approaches, multivocality and traditional
narratives can be communicated to players and otherwise disinterested people through the
creation of video games specifically created for archaeological purposes (Bontchev 2015a;
Copplestone 2017a; Graham 2016: 16-18; Haddad 2016: 709; Rubio-Campillo et al. 2017;
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The Cook Inlet Tribal Council 2017; van der Schilden & Heijltjes 2017). Video games are
a form of culture and subsequently some museums have adopted them into their strategies
Glas et al. 2017). (Glas et al. 2017). For more information on preserving obsolete video
games as heritage (see Bontchev 2015a: 53-54).
A valuable contribution made by Majewski (2017: 188-189) is the system of classification
that he uses for video games that are made for heritage purposes. In this system, existing
commercial video games that only feature historical or archaeological data comprise the
category of commercial games at one end of a spectrum. At the other end are video games
that are created for purposes other than commercial success, comprise the category of
‘serious’ games (Majewski: 188-189). Located in between these polar extremes can be
found the categories of ‘culture-centric’ video games and video ‘game mods’, which are
primarily focused on historical or archaeological accuracy or the addition of new data,
respectively (Majewski: 188-189).
Majewski’s typology is a considerable heuristic that benefits the future digital/virtual -
heritage and archaeology work, as it facilitates the classification of the resultant research
and could help identify the objectives and valuable research questions or aims that might
be taken for granted by researchers. Conversely, Majewski (2017: 200) notes that making
the results of heritage-focused video games available for modification by modders would
likely serve to grant prospective students within the archaeological and heritage disciplines
agency in interacting with heritage content and facilitate the learning process.
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The potential of video games as a medium which the archaeological discipline can use for
effective communication in our current digital and virtual era has received increasing
recognition since the early 2010s (see Champion 2017a; Copplestone 2017a,b; Ganström
2013; Graham 2016; Hughes 2017; Majewski 2017:185 & 199; Mol et al. 2016; Mol et al.
2017; Morgan 2009, 2017; The Cook Island Tribal Council 2017; van der Schilden &
Heijltjes 2017; www.Archaeogaming.com). This growth, as mentioned earlier, has been
aided by the increased availability of access to the internet, as well as computer and smart
technology.
The perception of working with video games being a niche field is one of the factors that
limits more archaeological engagement therewith (Mol et al. 2016: 13). This indicates that
all that is holding archaeology back from leveraging video games is education outreach,
which efforts to include archaeology in video games can directly address (Belotti et al.
2012: 2; Mol et al. 2016: 14). A few examples of methods that could be used to include
archaeologists in utilising video games as a communicative medium include educational
instruction and courses, individual inquiry, workshops on video game design and how
video games communicate data, and discreet periods for collaboratively designing video
games (Hughes 2017: 44-45).
The above methods can be considered more formal in nature, but Ibrahim et al. (2011: 277)
suggest that the best approach to cultural learning should be informal, as the definition of
what constitutes cultural heritage is dependent on the culture in which it is broadly situated.
Such informal learning can easily be adapted to narrative progression in video games,
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where a certain piece of information is necessary for a new area to be accessible. For
example, embedding imported information in an object in a virtual environment for the
player to find before they can pass through a door.
I agree with this view and would go on to say that video games are the most popular
medium facilitating informal learning. I opine that this is due to the interactive, explorative
and challenging nature of video games that frequently encourages learning within the game
environment in order to achieve the desired outcomes (Belotti 2012: 2). Such occurs
despite the fact that the cultural data that is embedded and represented within the virtual
world can be completely fictional in nature. By using a kind of ‘bait and hook’ method of
revealing narrative data to players, video games make use of the players’ own investigative
motivation to ensure that more meaningful and longer lasting interaction and reflection are
ensured (Belotti et al. 2012: 2).
In my video game, the player is told through text prompts on the screen that this text
narrates the story of the video game from the perspective of a Bushmen who is telling a
story. The goal of the player is act out the events that are being narrated and only the
performance of those events will progress the narrative. The intention of this form of goal
provision to make the player think about what they need to do to progress the story and to
provide a mild challenge for them to do so.
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2.6 Affinities between Archaeology and Video Games
Video games can be viewed as a modern cultural phenomenon and as virtually constructed
archaeological sites. The last has been justified by virtue of several key features (Reinhard
2017). The first feature is of individual video games being separate and distinct entities, as
well as having both a digital and physical presence (Reinhard 2017: 101). The second is
that of the game media being both artefacts and sites, which have physical limitations
(storage or boundaries) that are the emergent features of individual parts (consisting of
files, directories) which were created by human beings and environment in which people
can act, respectively (Reinhard 2017: 101-102). The last feature is that they have temporal
iterations or instantiations that can be accessed through the digital media, which
communicate encoded meanings or messages (Reinhard 2017: 102). These messages are
represented through play-throughs, digital storage media and physical storage media from
or to either the developers, other players, or characters within the game.
It is important to note that a record of these interactions is created during the process of
interaction, although an ‘artefact’ may not necessarily be created (this would require for
the progress within the game to be saved and therefore stored) and experience decay
(Reinhard 2017: 101). They are also always in use, although a lack of having the game
installed means that it is a static identity awaiting its next occupants (Reinhard 2017: 101).
The above therefore implies that video games store data that can be used in order to
research how players interact with and possibly how they think about the past.
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There are more important affinities between video games and archaeology for this research,
however. The affinity between the practice of archaeology and the act of playing video
games can be seen in three areas. These include: (i) understanding the rules governing
events in a closed system or environment, (ii) working within the rules to learn non-explicit
knowledge within the system or environment, and (iii) applying some method to
interactions within the environment to meet certain goals (Naskali et al. 2013: 235; Squire
2008: 180-185). This is especially the case with historical and archaeological video games,
where thinking about the past significantly resembles that which is found in professional
approaches (Graham 2016: 17; Squire 180-185).
Graham (2016: 17) identifies that the emergent features of the video gaming experience
arising from playing video games representing the past are in fact more important than the
content of the video game. This is due to the reflection about how rules, forces and agents
in the past worked in relation to each other (Graham 2016: 17). In this way, Graham
(2016:17) shows how “games rules are historiography” in all but name. I agree, and would
argue further that video games implicitly teach players about how different approaches in
narrating the past leads to certain types of information being prioritised or disregarded. The
Civilization series, for example, shows how different factors in society and history impact
on the course of history (Squire 2008). Such video games implicitly communicate how
history is narrated and having historical narration as the focus of video games can do so
more effectively. The same video games would show how empiricism, traditional oral
records, or omitted/overlooked information can affect historical narration.
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Graham (2016: 17) conversely illustrates that video games which focus on exploration
depart from the reflective quality mentioned above, but share another affinity with
archaeology. Both archaeological practice and this kind of ‘walking simulator’ focus on
performance and practice. Graham (2016: 17) calls this “a kind of performed landscape
archaeology”, wherein exploration and studying culture are central to uncovering a
narrative and completing certain goals. As I explain in Chapter 5 (see below), performing
the narrative of SE is the explicit purpose of my video game
2.7 Telling Stories with Video Games
The above manner of communicating information to the player also seems to be aligned
with the communicative methods used in walking simulators (González-Tennant 2016: 23-
26). According to González-Tennant (2016: 25), walking simulators differ from typical
video games in that they do not feature agents that convey information, but rather
environmental cues. The omission of agents within video games, while interesting with
regards to narrative, would hinder communication greatly as virtual cultural agents are one
of the most effective means for communicating contextual information and creating more
affective experiences for players (Champion 2015: 185).
Coupled with the embedding of contextual data within a virtual environment are the
interactions with points of interest that help players learn the embedded data. Belotti et al.
(2012) focused on the use of mini-games in order to facilitate player learning, but as with
walking-simulators, did not use virtual cultural agents to communicate information. Belotti
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et al. (2012) also utilised a pedagogical approach to communicating data to the players,
with the mini-games focusing on testing the performance of the players. I find this approach
to video games to be problematic, inasmuch as the adherence of gameplay elements to a
strongly pedagogical approach would reduce the entertaining quality of video games,
which is one of the key aspects that promote engagement with data that players would
normally not engage with. The use of mini-games in order to reinforce the retention of
embedded information would, however, be useful, since it encourages comprehension of
the embedded data in a contextual manner (Belotti et al. 2012: 9). For more information
on mini-game typologies and what they promote see Belotti et al. 2012.
I suggest that the technique that is used by most commercial video games for challenging
a player’s skills and progressing the narrative, that of ‘quest’ or goal provision, would be
more effective in retaining the attention of players. This is because it reduces the
interpretation of performance-based tasks as formal evaluation on the player’s part. Instead,
such goal provision strategies promote player motivation by having them associate with,
or otherwise internalise the goal, in order to achieve a desired outcome (namely progressing
the narrative). I would argue that a game narrative is also missing from the video game
made by Belotti et al. (2012).
Goins et al. (2013: 7-8) showed that it is best for video games to be made to suit narratives
that are already engaging and that evoke the desired response in the player. This is opposed
to making a narrative to suit an already-made video game. Goins et al. (2013) also found
that what imparts a sense of player agency is more aligned with what kinds of choices a
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player makes and how often such choices are presented, instead of having an actual effect
on the outcome. This indicates that having choices impact on more than strictly plot-
centred events would increase the immersion that players experience. A few areas of player
choice that are common to video games focus on the aesthetic appearance of in-game
characters, the status of in-game characters to other characters and different moral choices.
All of these can have associated affordances within the video game.
It is important to incorporate both an over-arching video game narrative and virtual agents
within the video game, as they are useful for communicating cultural information, rules
and values in an explicit way to players, as well as thematic, motivating, or nuanced
information (Champion 2015:184). The inclusion of a video game narrative promotes the
investment and adoption of contextual values that the player learns from the data
communicated in a video game. This is also the case with cultural agents, which
“recognise..., add to or transmit...physically embedded and embodied aspects of culture”
(Champion 2015: 186). Using virtual cultural agents in this way leads to both player
engagement and education (Champion 2015: 186).
I therefore would propose that researchers involved with developing video games for
cultural heritage can learn from the broader video games industry in how to effectively
communicate contextual information to players. That is, by including a greater narrative
which uses a combination of virtual agents, environmental cues and frequent choices for
players (see Mortara et al. 2014). Following the findings of Goins et al. (2013), a diversity
in the aspects that player choice can affect (i.e. aesthetics, in-game relationships, etc.) is
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also to be desired. In my video game, the traditional story of the Spoiling of the Eland only
engenders a third of the overall narrative. The overall narrative links the imagery and rock
art motifs found at Game Pass Shelter with the scene representing the Spoiling of the Eland.
This is explored further in Chapter 3, the Methodology chapter.
2.8 The Potential of Video Games for Archaeology
Emphasis on archaeological accuracy needs to be implemented within the popular media
in order to increase awareness of archaeological method and theory. Although this would
be contrasted to those media which are fictional in nature (though inspired by or including
archaeological data), it should, in my opinion, not aim to eliminate inaccurate or fictional
portrayals of archaeology altogether. Fictional archaeology, such as that which can be
found in the Tomb Raider series, function as compelling catalysts of public interest in
archaeology, but I argue that there should be more products available to ‘hard-core’ video
gamers. Such video gamers often engage with complex systems in video games, micro-
manage virtual entities and data (Graham 2016; cf. Squire 180-185), and would benefit
from being able to critically engage with video games that accurately portray
archaeological data.
The potential of video games for archaeology is further emphasised by the ability of this
medium to immerse the player in an interactive manner, allowing them to act within
virtually-built environments within predefined parameters (Champion 2017a: 24-25,b:
110-115; Copplestone 2017a: 33, 2017b; González-Tennant 2016: 25-26; Graham 2016:
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17-18; Morgan 2017: 32). Such an interaction results in unique experiential dialogues with
the material as well as creative problem solving (The Cook Inlet Tribal Council 2017: 25;
McGraw et al. 2017: 170). Notable projects have been made which were done for
archaeological purposes, including Adventure in the Gutter, Never Alone (Kisima
Inɲitchuɲa), Herald: An Interactive Period Drama (see The Cook Inlet Tribal Council
2017; Copplestone 2017a; Mol et al. 2017; van der Schilden & Heijltjes 2017;
www.archaeogaming.com). The archaeological profession has much to gain from, and to
contribute to, increased attention to this form of multimedia (Champion 2017a: 24-25;
Copplestone 2017a: 33, 2017b: 88-89, 96; Glas et al. 2017: 135; Morgan 2017: 32). I
advocate for more exposure to this representational medium amongst professionals and
students.
At present, there are not many mainstream video games within that feature archaeology in
them. A survey conducted by Mol et al. (2016) showed that archaeologists that frequently
play video games identified video games that had more to do with history than archaeology.
This refers to the type of source materials used for making the video games, as well as what
content the video games focus on. It indicates that there is either a paucity of video games
that portray accurate archaeological information, or that archaeological information is
neither being portrayed correctly, nor interpreted successfully (Gardner 2008; Mol et al.
2017: 230). The survey also found that most representations of archaeology within video
games are associated with archaeological methodology and the profession (Mol et al. 2016:
12).
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Most video games that actually feature archaeology are either more aligned with treasure
hunting (e.g. the Tomb raider series) or have the discipline function as additional game
mechanics (e.g. World of Warcraft and Civilization V) (Mol et al. 2016: 12). In World of
Warcraft , the archaeological profession is included as a character profession. Civilization
V and Civilization VI include an archaeologist unit that is able to research archaeological
sites on the map for additional bonuses (Mol et al. 2016: 14; www.civilization-tr.com
2013). This indicates to me that there are at present not enough video games that are
primarily focused on archaeology, even though there are video games that feature
archaeology.
The above trend might be one of the greatest indicators of the need for academic
archaeological and professional heritage researchers to engage with the video gaming
medium. My video game aims to do so. Expressed differently, representations of the past
within video games often function as a convenient backdrop to the story of such video
games. This is done at the expense of what some virtual heritage researchers and
professionals call cultural presence (Champion 2015: 179-186; Ganström 2013: 19-31).
Champion (2015: 181) defines cultural presence as experiencing a “similar or distinctly
different cultural belief system.”. The rituals and everyday speech of cultural agents need
to reflect their associated culture in order to create cultural presence. An example of
cultural presence being achieved, in my opinion, is in Zeus: Master of Olympus, made by
Impressions Games and published by Sierra Entertainment in 2000.
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In Zeus: Master of Olympus, players are not afforded control over individual characters,
which are controlled by artificial intelligence, but build cities and manage environments to
encourage the characters to do what the player desires. Building a wheat farm will for
example cause a character to become a farmer. What creates the cultural presence in Zeus:
Master of Olympus is that the characters the actions and thoughts of character being intra-
diegetic, that is having to do with characters’ thoughts and actions within the video game
context. Characters in Zeus: Master of Olympus remark on their professions, events and
video game conditions (like food shortages), or their desires.
The resultant danger that a lack of engagement with this medium on the part of
archaeological and heritage professionals is that it leads to the general public undervaluing
or perceiving the past in misinformed manners, or perhaps simply viewing the past as
convenient settings in which events occur or where there are vaults ripe for plunder (Mol
et al. 2017: 230). Although video games might succeed in stimulating reflection of the past
in players, the input of archaeological and historical professionals is necessary in order to
curtail some common ideas of the past in popular media, such as the primacy attributed to
warfare (Gardner 2008: 75-76; Haddad 2016: 707). Engagement on the part of
archaeologists and heritage professionals with video games is necessary and can be done
with the contribution of archaeologists towards more impactful and insightful experiences
with the past in the video games or, as Morgan (2017: 234) states, reinvigorate the
narratives that archaeology communicates by using video games as a tool.
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2.9 How the Past is Represented in Video Games
There are a variety of genres in which realistic, historical video games could be presented
to the public. These range from isometric (‘bird’s eye view’) strategy and resource
management video games to first-person shooters which allow the player to see through
their character’s eyes. Other video games draw on folklore, such as Age of Mythology,
Zeus, and God of War, offering the ability to explore the folklore that is associated with
archaeological and historical contexts. Indeed, such folklore-driven video games offer the
exploration of cultural knowledge that would otherwise not be practically recreated in real-
life or museum exhibitions due to associated costs.
Video games offer not only the freedom to create or virtualise different models and thereby
instantiate them, but also enable easier assessment and validation opportunities through
virtualisation and distancing researchers from harmful physical consequences. Some video
games such as the Assassin’s Creed series are notable for their high-quality virtual
reconstructions of architectural monuments. Examples of such reconstructions originate
from the medieval Middle-East, Renaissance Europe, and Ancient Egypt.
Notably Assassin’s Creed: Origins, set in ancient Egypt, has a new mode called ‘Discovery
Mode’. This was designed by the developers of the game (Ubisoft Entertainment) as both
an expansion (additional software) for the original game and as a standalone product (see
Reparaz 2018a, 2018b, https://assassinscreed.ubisoft.com). Some even believe that this is
what lies in store for the future of museum exhibitions (https://futurism.com 2018, cf. Glas
et al. 2017; Naskali et al. 2013). I certainly believe that as such, museum exhibitions will
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enjoy far more attention and that video game exhibits will become the standard in the
future, although without excluding physical exhibits. This is due to museum audiences
desiring interactivity and participation during museum visits (Naskali et al. 2013: 232).
In the Assassin’s Creed series of video games, the video game developers work with
historians, archaeologists and other heritage professionals in order to create games that are
authentic in their representations of the past, even if they are not entirely accurate (Nielson
2017). For example, Zeus: Master of Olympus centres the setting of scenarios on
mythological events instead of historical ones, but retain cultural presence through
character actions and words. These kinds of virtual exhibitions will serve as the bridge
between the younger members of the population, who take interactivity with virtual
environments as granted, and perceive more traditional modes of communicating
archaeological knowledge (museums and open sites) as tedious or challenging (formal
education) (see Ganström 2013; Naskali et al. 2013; Squire 2008: 184).
Video games also offer randomised procedural generation and realistic physics for
powerful simulation (Champion 2017a: 24). Procedural generation allows players to create
their own unique experiences, perhaps even unintended emergent feature- derived ones,
from video games. Such procedural knowledge enables a wider spectrum of acceptable
learning outcomes that may result from failure and might illustrate causality and
interconnectedness more understandably for players, as well as reinforcing the
appropriateness of successful strategies (Champion 2017: 24).
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I suggest that learning what not to do through failure, may result from the ease with which
object lessons are remembered, as opposed to theoretical or otherwise distanced ones. For
example, if the objective of an archaeological video games were to be preserving material
in a virtual museum’s storage, then unsuccessful strategies could result in faster
decomposition of in-game virtual heritage. Having the consequences of one’s action being
realised in a virtual space is more engaging than simply thinking about them.
2.10 Traditional Bushman Folklore and the Medium of Video Games
It seems to me as if there is a large degree of similarity between the performativity of
traditional Bushmen folklore and the video gaming medium. This is primarily due to the
collaborative performance between the storyteller and the audience that are necessary and
result in unique storytelling experiences (i.e. the interactivity and engagement). This I say
despite the fact that there are considerable differences between traditional Bushmen
folklore and video games, namely that one requires the input of other people in one’s
presence and the other requires technology for communication.
In my opinion, the video gaming medium is best suited to communicating an authentic
feeling of what the Bushmen storytelling experience could have been, granted that
transmission of the story is the goal of the endeavour. Perhaps the video game that uses the
traditional rock art of the Bushmen as its visual style and traditional Bushmen folklore as
the narrative would be the closest approximation of what would have been experienced in
the minds of Bushmen audiences before other societies came into southern Africa.
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I believe that such would be the most authentic experience that can be created from the
limited primary source material that concern the Bushmen of the uKhahlamba
Drakensberg, that is their rock art and oral traditions. I use the term ‘authentic’ throughout
the rest of this dissertation to refer to adhering to the surviving Bushmen heritage used for
this research.
2.11 The Narrative of SE
As the narrative of the proposed video game would have to correspond with the rock art at
Game Pass Shelter, only the uKhahlamba-Drakensberg story, about the Spoiling of the
Eland, was identified as appropriate for the proposed video game (see Howard 1999).
According to Parkington (2003:138-140), one of the most important aspects of Bushmen
society was that of hunting, and how men came to hunt and eat game (cf. Orpen & Bleek
1874: 145; Klingender 1954). This is communicated in the story of the Spoiling of the
Eland, as well as how it is that eland became wild (Orpen and Bleek 1874: 145). I describe
this story fully in Appendix B.
There are several differing versions of eland creation stories (Howard 1999). One comes
from a Maluti source (Orpen and Bleek 1874) and two come from /Xam sources (Howard
1999: 52-66). I use the first version for SE as it is from the region in which Game Pass
Shelter is situated. In my view, it is therefore more relevant. These versions of the eland
creation story have been extensively discussed in the relevant literature, and a detailed
analysis is not within the scope of this research (see Orpen and Bleek 1874; see Howard
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1999). The original publication on the narrative was used for the purposes of this research,
given by Orpen (Orpen and Bleek 1874). In this version of the story, men are made to eat
game, due to the actions of the youngest son of Cagn, Gcwi (Orpen and Bleek 1874: 143-
145). For the whole narrative see Orpen and Bleek (1874) or Appendix B.
2.12 The Values Represented in the Spoiling of the Eland Story
One of the purposes behind the creation of a video game, in order to represent and preserve
Bushmen heritage, is to show some of the values and beliefs that they had. In the story
about the creation of the eland and how eland became the meat of men, there are seen
several things that Bushmen valued. These are:
1. That the Bushmen viewed most animals, but especially the eland, as being both
persons and animals in the primordial state of being, in the time before the
institution of hunting and eating meat (Howard 1999: 104-105).
2. The eland was tame and obedient while it was still unknown to Bushmen, because
it still had not completed the process of becoming ‘fit for the use of men’ (Howard
1999: 102-109). After the first eland had been killed and cut up, its body was
declared meat by man and the subsequent eland were wild and aggressive (Howard
1999: 101-104). This shows the conceptual link that the Bushmen had of unknown
things being tame and known things being wild (Howard 1999: 111-113).
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3. The wild eland that are hunted by men are protected by Cagn, as they are his
favourite animal and “he is in their bones” (Howard 1999: 103-107). Cagn’s
presence within the eland seem to indicate that the eland were forewarned of the
intent and presence of hunters when Bushmen were hunting them. In order to curtail
this, ritual practices such as the proper treatment of previously hunted eland bones
and sympathetic or mimetic enactments of eland behaviour needed to be carried out
by Bushmen (Howard 1999: 108,155). The hunter therefore needs to act out the
behaviour they want game animals to elicit in a kind of sympathetic magic or
mimesis (see Frazer 1990:22-24, 29).
4. Eland had a spiritual potency that arises from Cagn’s favour.
All of the above values are associated in an intricate web of man and animal (Howard 1999:
139-150).
2.13 Trance Dancing, Therianthropes, and Sorcerers
Eland only form half of the picture of the rock art panels that are found in Game Pass
Shelter, while the other half focuses on trance dancing, therianthropes and shamans. In
order to represent these therianthropes and trance dancing in an appropriate manner in a
video game, I believe that Bushmen beliefs about spiritual potency (/num) and its
association with eland should be used (Howard 1999). To achieve this, I included a ritual
scene in my video game, which was directly inspired by the rock art found on the Rosetta
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Stone of southern African rock art (see Figure 6.2 in the concluding chapter of this
dissertation).
Although !gi is the term that is believed to have been the southern word for the spiritual
potency that can be permeated Bushmen reality and belief, /num was used in this
dissertation. This was because /num has more references in the literature (Howard 1999:
192).
The word /num can be translated as magical power, supernatural/spiritual potency, sorcery
or the accumulation of the prior in relation to ritual practices in relation to medicinal and
curative actions (Howard 1999: 192). This was used to influence the natural and
experiential worlds (Howard 1999: 192). Notable owners of /num are medicine
men/sorcerers (which heal people and influence the weather) and young women
experiencing their first menses (Howard 1999: 194-195; Lewis-Williams 1987: 170-173).
The first race of men (from the primordial time following creation) had especially potent
/num. A powerful expression (and perhaps accumulative process) related to /num is songs
which are associated with certain animals, medicine and honey (Howard 1999: 195).
It seems to me that /num would be appropriate for use in the creation of a video game about
the complex of beliefs associated with rock art representing eland, sorcerers drawing power
from them and therianthropes (Lewis-Williams 1987). Due to these beliefs, therianthropes
(as seen in the rock art) are believed to represent sorcerers who had drawn spiritual power
from eland (Lewis Williams 1987: 167-169). Harnessing spiritual power in this way is
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associated with Bushmen beliefs about sorcerers taking the form of animals in trance-states
and out-of-body experiences (Lewis Williams 1987: 167-169). Certain animals were
believed to possess lots of /num (Lewis Williams 1987: 167-169).
/Num, the spiritual potency that Bushmen believed was exhibited by certain animate beings
and inanimate objects, would have been pivotal in the trance experiences and daily
rituals/observances of the Bushmen (Howard 1999: 191-205; Lewis-Williams 1987: 170-
173). The Bushmen attempted to harness or control /num through ritual observances and
practices (Howard 1999: 192).
2.14 Conclusion
In this review of the literature, I went over several topics from a broad set of disciplines
that are directly relevant to archaeological work as it pertains to video games. In no specific
order these include (i) a broad description of some technological trends in modern media,
(ii) past and future use of video games by the archaeological discipline, (iii) limitations the
this research, (iv) the narrative that was chosen for and represented in SE, and (v)
traditional Bushmen storytelling and how it is related to video gaming media.
In a more detailed description of the above topics, I described why video games are an
important modern medium primed for archaeological input and how stories are told in the
twenty-first century and in video games. I then explained (i) why video games are better
suited to archaeological input than other modern media phenomena, (ii) past archaeological
work with video games, (iii) the theoretical relationship between archaeology and video
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games and how video games tell stories, and (iv) the potential video games offer
archaeological work. This was followed by (i) a brief overview of the limitations to this
research, (ii) a short look at how the past is represented in video games, traditional
Bushmen folklore, and the narrative of SE, and (iii) a description of the values
communicated through the SE’s narrative, supernatural aspects associated with the SE’s
narrative, and the association of spiritual potency (/num) with the rock art at Game Pass
Shelter.
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Chapter 3: Methodology
3.1 Introduction
This methodology chapter approaches two distinct methodologies that I followed in this
research: (i) the methodology of the archaeological and heritage research, and (ii) the
methodology of developing SE. This chapter, therefore, is a summary of the two broader
methodologies, but does not go into much detail on the process of developing smaller
aspects of SE. The technical aspects of actually developing SE are described in Chapter 5.
I cover several key topics in this methodology chapter. These range from (i) common
practices and challenges associated with video game development, (ii) the research
methodology I followed, (iii) the design and development of SE, (iv) the content of SE,
and (v) how my research project changed throughout the research periods.
In the first section of this chapter, I discuss how I began the development of SE,
highlighting the significance of my research to the field of archaeogaming. I further explain
my reasoning behind my choice to focus on the heritage represented in my video game,
and why such heritage was suitable to the type of video game that I chose. In addition, I
focus on a number of other issues: (i) providing guiding principles that informed the design
and development of my video game and describing how these principles affected the design
and development of my video game; (ii) describing the type of research that I conducted
and why I chose that framework for my research; (iii) providing a description of the
methodology applied in gathering my research data; and (iv) explaining how I applied my
research to design SE and the challenges in undertaking that task.
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3.2 First Steps
At the start of my research, I decided that the first thing I needed to do was to learn some
of the basics of using Unity. This was so that I could develop SE. It can be quite daunting
to start learning about video game development when one has no prior experience with it.
To give myself some kind of structure about the learning process, I bought a course online
hosted on Udemy, named Become a Game Designer the Complete Series Coding to Design.
Udemy is an online ‘marketplace for learning and instruction’ (see
https://about.udemy.com/?locale=en-us). I chose Udemy because of their distribution
model which allows a customer to buy an online course and keeps it forever.
Unfortunately, I did not complete the course, as much of the content is centred around 3D
video game development. This was my original intention for my video game but I later
changed my idea and focused my efforts on a 2D video game instead. I did this for two
important reasons.
First, one of the main ways in which I would be preserving uKhahlamba Drakensberg Park
Bushmen heritage would be by using a visual art style that is directly inspired by the rock
art tradition that Game Pass Shelter forms a part of. Second, and as I shall indicate in
Chapter 4, my survey population indicated that the idea I had for the 2D video game would
have a warmer reception from players.
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Consequently, there was much content in the Udemy course that I could not make much
use of. Any further instruction that I needed beyond the introduction to Unity provided by
the course I received either from the ‘Learn’ section on the Unity website (see
https://unity.com/learn), videos on YouTube, or from specific tutorial videos on other sites.
The Udemy course was useful in introducing me to key concepts and tools in Unity. These
range from what a ‘transform’ (values that define the position, rotation and scale of an
object in a virtual space) is, to how to work with features like the asset store (a marketplace
where one can acquire assets made by other developers). In this course, I further learned
about Unity’s layout, how to navigate in Unity, how to manipulate objects in a scene, and
how ‘particles systems’ (the system used to make effects) work, to name just a few. I
crucially gained some experience in making individual moments and settings or scenes
typical to video games.
Once I had learned some of the basics of making video games with Unity, I needed to go
back to the academic side of my research in order to validate the applicability of my
research and video game project as it applies to my studies and the archaeological
discipline. I did this mainly through an extensive review of the literature. In this literature
review, presented in Chapter 2, I sought to achieve two objectives: (i) validate the potential
that video games and video gaming offer(s) in general and drew upon research from a
variety of disciplines, and (ii) to identify the value of video games to archaeology
specifically.
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I noted that most of the initiatives that shared similarities with my research project within
Archaeogaming, Virtual Archaeology, and Digital Archaeology, were largely focused on
three areas: (i) communicating key concepts in archaeology and heritage management, (ii)
how existing video games that have archaeological elements employ said elements, and
(iii) applying the methods and practices of archaeology to objects in a virtual/video games
space(see Reinhard 2018b). I further noted that there was a lack of research that assessed
the reception of the video gaming public to archaeology, as well as heritage-oriented video
games. Where archaeology-oriented video games were made, there was only one example
of a video game that I would consider as being similar in intent to my own, Never Alone
(Kisima Inɲitchuɲa) (see The Cook Inlet Tribal Council 2017).
My research was consequently guided in three ways: (i) towards assessing public interest
in the intersection of video games, archaeology, and heritage, (ii) assessing public interest
in a video game that aims to communicate and preserve uKhahlamba Drakensberg
Bushmen heritage specifically, and (iii) actually creating a video game that aims to
communicate and preserve uKhahlamba Drakensberg Park Bushmen heritage. This review
of literature confirmed much of what I believed about the intersection of video games and
archaeology and also revealed much that I had not previously considered.
For example, I fully expected there to be some research on actually making video games
in order to represent archaeological data, such as with Never Alone (Kisima Inɲitchuɲa),
which directly preserves and represents the heritage of the Iñupiaq indigenous people of
Alaska (The Cook Inlet Tribal Council 2017). However, I did not expect a frequent
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approach to archaeogaming, where archaeologists use archaeological field and research
techniques to study the fictional cultures that are often found in video games (see Reinhard
2018b). Such an application of archaeological knowledge is often used with No Man’s Sky,
a video game which procedurally generates planets, life on those planets, and alien societies
(see nomanssky.fandom.com; Reinhard 2018a). The content of No Man’s Sky is created
algorithmically, as opposed to manually, and is random and unique.
3.3 Subjectivity
Archaeologists direct the parameters of the visuals that they produce through the
subconscious and contextual standpoints that they bring to the archaeological record
(Watterson 2015: 120). The visuals they create are therefore subjectively laden (Watterson
2015: 120). Furthermore, archaeologists create unique interpretations through the process
of selecting archaeological facts (Watterson 2015: 120-122). The production of visual
experiences is similarly defined. Therefore, both archaeologists and visual artists engender
a degree of subjectivity.
As such, this research acknowledges that all visual and artistic representations of tradition
and culture (source material) have a degree of subjectivity. This is also the case when such
representations have gone at great length to ensure that there is authenticity in how a
tradition/culture is represented. This is also the case with my video game, which uses the
narrative and communicative devices used in video gaming and used a few in my video
game. For example, I include a health bar to show the current health of the player.
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I took several steps to ensure that this research had the highest degree of authenticity as far
as the presentation of the uKhahlamba Drakensberg rock art in the video game. My view
is that authenticity of the rock art tradition is much enhanced by presenting it in two-
dimensional format. By using the artistic tradition of the of the uKhahlamba Drakensberg
Bushmen, the video game serves to preserve it in fluid and restored manner (see Figures
1.2 and 6.1 for examples taken from gameplay of my video game).
First off, most of the visuals and art assets all came from an existing rock art site (Game
Pass Shelter) located at Kamberg Nature Reserve at the uKhahlamba Drakensberg Park.
How the source images were edited for the video game is detailed in Chapter 5. The final
images that the editing process resulted in, and which were used in the video game, formed
part of the video games art assets. Video game assets are a catchall from the anything and
everything that can be included in a video game, from snippets of code, visual art, effects,
sounds, 3D models, etc. (Bouanani 2015). All of the instances where I had to create new
art assets were due to the images not being present at the site, but being present or
mentioned in the narrative of the video (i.e. The story about the Spoiling of the Eland). In
such instances, I used images from the broader tradition of Bushmen rock art from the
uKhahlamba Drakensberg Park as source material. In this manner, I ensured that the
authenticity of the rock art was of the highest degree while allowing for optimal
‘translation’ from the representational mode of the rock art (rock paintings on rock
surfaces) to that of video games (pixels on digital screens). This process is further explained
in Chapter 5.
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This is where this research attempted to leverage the inherent attributes of video games, to
provide an interactive experience that with the rock art tradition. This is primarily done
through the mediation of virtual entities (characters) and gameplay mechanics within it.
The player and non-player characters (NPCs) are virtual entities in my video game. In the
video gaming medium, NPCs serve various different functions. Primary among these are
informative, social, and representative roles (Champion 2015: 179-180). The NPCs in my
video game take on the role of either a hunter, butcher, eland, shaman or the wife of the
creator god, Coti. The hunters, eland, butchers and a single shaman are controlled by
artificial intelligence to behave according to their roles.
Game mechanics are also an important method for communication in a video game. I
follow the definition of game mechanics offered by Sicart (2008, as quoted by Champion
2017b: 111-112). According to Sicart (2008), game mechanics are actions enacted in the
video game world, by virtual agents. These said actions are governed within the rules of
the video game. This definition is, however, not fully adequate because it does not include
the full scope of what exactly game mechanics are (Champion 2017b: 111-112). This is
because of the co-creative quality of video gaming experiences, which are in my opinion
essentially dialogical. An in-depth explanation of this belief is beyond the scope of this
research, but I will briefly summarise it.
Video game developers do not merely create a ‘guided experience’ in the same way that
other media do, for example films. Although most video games do have some kind of overt
or covert narrative or sequence of events, they are essentially possibility spaces (Champion
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2017a: 24-25, 2017b: 115-116; Copplestone 2017b: 87-95). Developers dictate the rule of
the game and provide goals, but players then act within the created ‘possibility spaces’ and
contribute to the experiences video games afford. As a result, there can be a difference
between what the player’s views of a video game’s mechanics, and the developer’s. I
suggest, therefore, that the definition of game mechanics must additionally include the
views of video game developers, players, and any other identifiable ways in which video
games and video game developers communicate data to players.
3.4 Research Design
I followed an approach informed by a mixed methodology, with a greater emphasis being
placed on qualitative data which focused on participant opinions and experiences. The main
data collection method was an online survey administered through the use of a
questionnaire. I wrote a questionnaire and distributed it online using Google Forms. Google
forms allowed me to conduct the questionnaire and gave me extensive control over the
features I wanted to include in it.
The questionnaire was made open to participants from 11 February 2019, and remained
open till 17 June 2019. Once the required number of participants (50 individuals) was
reached, the survey was closed to new participants as having the survey open to new
participants could have affected the analysis of the survey by causing statistical changes. I
used these questionnaires to gauge what was desired by sample players of the video game
and adjusted my plan and design of my video game according to the results.
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This approach gave a meaningful voice to the participants by allowing them to influence
the development of the video game to some degree. The decision on which features I were
to include in the final video game was defined by comments received through the
administering of questionnaires. Only the features that were mentioned the most were
included in the video game, with most having been part of the original plan and design of
my video game. New features and mechanics had significant implication for the requisite
of time and labour associated with learning about implementing them and then actually
implementing them. This is why only the most mentioned features or mechanics were
included in the video game.
The questionnaire, which had a brief description of the research and the motives behind it
as well as a description of the proposed video game, was characterised by a combination
of both closed and open-ended questions (see Appendix A). Identified participants had to
have familiarity with the video gaming medium, allowing them to have greater contribution
to make towards the study.
3.5 The Survey Questionnaire
I have reasoned that the most important qualifying factor for participation in the survey
was familiarity with video games. My idea was that if participants had no knowledge of
the medium, they could not meaningfully contribute to the research in any way and their
input would be superfluous. All of the participants were video gamers, with either
international or South African backgrounds. I introduced the international group to the
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represented heritage and recontextualised this same heritage to the South Africans by
adapting it to a new medium.
I contacted two groups of video gamers online for participation in the survey. I made
contact with them via posts on the relevant platforms, asking members to follow a link to
the surveys. My decision to select these groups for participation in the survey was based
on their familiarity with video games. I contacted the first group through a communication
application called Discord.
My idea of approaching the Discord group was to benefit from the international feedback
to the video game I was creating. The second group of participants are part of the South
African Gaming Alliance, which is a Facebook group about video gaming in South Africa.
This group provided me with a good foundation to gather South African views on the video
game.
I did not expect everyone answer to the surveys. Thus, I contacted a greater number of
survey participants. As I expected, not everyone answered the surveys and far fewer
participants had contributed at the initial stages than I had hoped. The amount of time that
it took to reach the desired number of participants in the survey significantly exceeded my
expectations and as a result, I had to begin the development process before the survey was
complete.
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The desired number of participant responses was limited to 50, in order to reduce the
responses to a representative sample of the survey population. This made the analysis of
the questionnaire more manageable and provided a starting point for the research. It also
served as a pre-emptive measure to forestall having too much data to analyse, which would
result in research delays.
Some individuals additionally tried to encourage more respondents to participate in the
survey to it, but the response rate was still low. I then realised after the initial planned
period for having the survey open to new participants was exceeded that I would need to
change my dissemination strategy. I therefore decided to allow previous participants to
refer friends to the survey, and included a request to refer video gamer friends to the survey
in all subsequent invitation posts. I finally included a new option on the survey
questionnaire, allowing new participants to indicate that a friend had referred them to the
survey.
I segmented this research, as well as the development of the video game, into two phases.
During the first phase, I disseminated questionnaires to voluntary participants. The
questionnaire measured:
1. The appeal in the intended video game,
2. What participants think about video games being made for heritage purposes,
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3. What features (game mechanics) the participants thought should be included in the
proposed video game, and
4. The appeal traditional Bushmen heritage as source material for a video game.
Following the questionnaire, I then analysed the results with an aim of these informing
development of my video game (second phase). Research conducted at the site and the
traditional folklore of the uKhahlamba Drakensberg Park Bushmen informed the
development of the video game and what features I included in it (within a heritage
context).
The results of the survey had a bearing on what content was included in the video game,
and indicated what a sample population of the video gaming public thought of the
intersection of archaeology and video games (see Chapter 4).
3.6 The Design of the Spoiling of the Eland Video Game
Designing the structural elements of the video game was crucial for making the narrative
of my video game adhere to the archaeological and traditional data of the site. It was
important for me to capture as much data as possible while visiting the site in order to avoid
two complicating factors noted in video game post-mortems (development reports): (i)
schedule delays and (ii) scope alterations (Petrilllo et al. 2008: 709-711).
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I visited the site, Game Pass Shelter at Kamberg Nature Reserve in the uKhahlamba
Drakensberg Park, in order to photographically record the rock art. My view was that while
I could use source imagery from the site through other means, i.e. SARADA Database, I
needed to have very recent photographs of the rock art. However, I later decided change
representation of the rock art from one that shows the current state of the rock art to a
digitally repainted one. I explain this decision in the Post-Mortem chapter.
Figure 3.1: Photograph of the dominant eland on the Rosetta Stone at Game Pass Shelter,
Kamberg, in the uKhahlamba Drakensberg.
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I further needed to ensure that any motifs that I thought could be reasonably associated
with my video game’s narrative were photographed as well. I made use of a Samsung
WB150F camera. I provide a detailed description of the photographing process when
discussing the building process behind the 3D part of the video game.
The attention to artistry and creativity, suggested by Watterson (2015), played a large role
in my development of my video game within Unity (i.e. artistic adaptation from source
material). Small artistic projects are normal for the Indie video game scene, where
developers are limited to one developer or a small team (Martin & Deuze 2009: 279). Indie
video game developers normally need to develop all of the components of video games
themselves, whereas larger corporations or firms are able to outsource the development of
specific game features, mechanics or assets to specialists due to greater investment budgets
and expected returns (Martin & Deuze 2009; Petrilllo et al. 2008: 709-711). Apart from a
simple framework for the artificial intelligence that a more experienced colleague helped
me with and upon which I expanded, all of the assets and implementations in my video
game were created by me.
Although my own presuppositions no doubt influenced the video game, I minimised this
by making as realistic and objective a virtualisation rock art of the site as possible. The
research questions and aims guided the four stages of virtualisation. The first stage was the
documentation of the rock art at the site. It correlates with the first research question and
mainly involved taking images of the rock art at Game Pass Shelter. The second stage
focused on investigating the narratives that are associated with the rock art found at the site
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and explaining the rationale behind the story selected for the narrative of my video game.
The third stage was based on how the video game represented the selected uKhahlamba
Drakensberg Park Bushmen tradition. The last stage focused on assessing public interest
in the video game through a sample audience, as well as reviewing the recommendations
made by video gamers in the survey results. I give more details on these four stages below.
The first stage required the collection of visual data from the site. I visited the site and
photographed the rock art found there to achieve this. This stage aimed to create a
collection of photographs of the rock art from the site consisting of primary visual material.
As such, this phase had the least amount of subjective framing, selection and exclusion.
This collection of photographs then functioned as the source material for creating art assets
for my video game
The second stage was the design stage of this project. In it, the video game narrative and
mechanics were planned and designed to reflect traditional ideas associated with a rock art
from the site. Through my video game’s design, I aimed to communicate traditional
uKhahlamba Drakensberg Park Bushmen storytelling and represent the rock art. The
subject matter of rock art and the possible traditional stories related to the images limited
my subjective selection of traditional stories I could choose to be represented. For example,
a story with eland as a primary feature would be appropriate if eland were the primary
image found in the rock art. Ultimately, I selected the story about the Spoiling of the Eland
as the narrative of SE, as it is one of the most prominent traditional stories associated with
the uKhahlamba Drakensberg Park Bushmen.
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Most importantly, due to the significance of the ‘Rosetta Stone’ of southern African rock
art, I needed to explain what it was interpreted as representing. It shows the ritual of
transferring spiritual energy (/num) from an eland to a sorcerer, and I therefore needed to
explain why eland have potent /num. This is connected to eland being Cagn’s favoured
animal (see Chapter 2). As the Spoiling of the Eland is a creation story (i.e. the beginning),
I used the ‘Rosetta Stone’ of southern African rock art as the end of the narrative.
The Spoiling of the Eland story contextualises the ‘Rosetta Stone’ of southern African rock
art. It also served as a broader framework in which I could embed further information about
eland that I identified in the literature. For example, the uKhahlamba Drakensberg Park
Bushmen believed that Cagn as with eland and contributed towards the difficulties they
experienced in hunting eland (see Chapter 2). This is however not mentioned in the
Spoiling of the Eland story, but as the story shows why eland are important to Cagn, this
information can appear fully contextualized in subsequent events in SE’s narrative.
The results from the survey that I conducted defined the third stage of design (see Chapter
4). Whereas the second stage was critical to selecting an appropriate narrative content for
my video game, the third stage was concerned about how the selected content would be
represented, and consequently how the uKhahlamba Drakensberg Park Bushmen oral and
artistic traditions would be preserved.
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Although I had an idea of how I would like the uKhahlamba Drakensberg Park traditions
to be represented, it was important to gauge what a sample of the video gaming public
thought about the video game that I originally proposed to develop. Among the aspects of
my video game that needed to be confirmed through the use of the survey were: (i) the
perspective of the player, (ii) the video game genre/style, and (iii) what role the player was
to assume.
I selected online questionnaires as the primary means of researching the initial interest on
the video game idea. This approach was informed by the view that questionnaires could
potentially produce the greatest amount of information concerning specific questions. This
certainly proved to be the case, as I was able to gather much information from participants
without much effort on their part. Questionnaires needed to be short in order to generate as
much research data as possible without losing the interest of participants, and focused on
the key questions for this research. I invited participants to complete questionnaires through
voluntary participation during survey periods
Stage four concerned the final design of the video game. After analysing the results of the
survey, it was apparent that I needed to omit the part in my original design that included
the 3D tour from the design of my video game. This was primarily due to a considerable
percentage of the participants not being sure as to how this would be done in an entertaining
way. Although I attribute this the constraints of my survey, namely that it needed to be
short in order to maintain participant interest (see stage three above), this nevertheless
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strongly indicated to me the including the 3D tour in my video game would be very difficult
to pull off convincingly.
I am still new to video game development, and am largely self-taught and am only familiar
the fundamental systems and features that are used by Unity. Notable among these systems
is C# code, which is the scripting language that Unity uses to build functionality into video
games. Examples of the code I used in my video game can be seen in Appendix C.
The wariness that the participants had towards the proposed 3D tour, the complexity of
implementing it and the time constraints of the research led me to forego any development
in 3D. I therefore focused the design and development of my video game on the 2D level
of SE, as the survey indicated that it would best be received by video gamers (see Chapter
4).
3.7 Challenges Associated with Developing Archaeological Video Games
Various researchers recognise that there are several significant challenges hindering active
archaeological engagement with video games, including: training, work with video games
into limited schedules and budgets, and the acquisition of capable development software
and hardware (Bottino & Martina 2010: 436; Williams 2002). Although the cost of capable
software or hardware will continue to decrease, many aspects of video game creation need
to be given attention to in order to make video games fully immersive, entertaining and
functional. These include programming, creating virtual environments, script writing,
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editing audio (environmental sounds and music), editing images and scenes (art, texture
mapping and presentation), 3D physics/post-processing, and play-testing for errors in the
programming code (Bottino & Martina 2010; Copplestone 2017a: 33; Johns 2007: 159;
Naskali et al. 2013: 231).
Depending on the desired level of detail for the completed video game product, high
performance technology might also be required for development professionals. This is,
however, not as pronounced as it was in the past due to the affordability of technology and
decreased software paywalls. Furthermore, the training or video game developers takes a
lot of time and effort. As a result, it is common practice for industry leaders to have large
teams of specialised professionals (as per their experience).
However, there is a relatively large base of independent (Indie) developers who either work
individually or in small teams (Martin & Deuze 2009: 277). Indie developers tend to have
goals that are more artistic and work with smaller budget constraints. Their profit and
success returns correspond to their relatively small investments (Martin & Deuze 2009:
279-285).
Indie developers tend to distance themselves from the industrial ‘Ford factory assembly
line’ of the greater video gaming market, opting instead to suit a specific market trend or
seeking artistic freedom (a ‘Toyota model’) (Lowthorpe et al. 2013: Martin & Deuze 2009:
288). Indie development seems to be the most applicable development framework for a
small-scale video game development when conducted by academic researchers and
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archaeologists. This is also the case for students who may wish to refine their skills or
expand their domain of competence to popular public media forms. Indie development is
ideal for researchers in video games and archaeology.
Virtual agents are commonly used to communicate the narrative and other messages within
video games. They are the likely best way to communicate important information, but
cultural information can also be communicated through video game mechanic, rules,
visuals and audio (Champion 2015: 179). Champion (2015: 179-180) illustrated how
agents in video games evoke the feeling that video games are inhabited, can simulate crowd
behaviour, and have social, communicative, or representational (i.e. representing
individuals in the past) roles. These agents typically act as guides or crowds within video
games and can interact with the player according to predefined ways (Champion 2015:
180). They are generally limited in how much or what they are able to communicate and
typically perform social rather than cultural roles (Champion 2015: 180).
Champion (2015: 183) identified the need for virtual heritage projects to communicate the
import of the heritage they contain, communicating the contextual understanding and the
contextual experience of the original inhabitants (cf. Naskali et al. 2013: 235). He goes on
to note that the feeling of cultural presence arises from interacting with similar or different
cultural belief systems (Champion 2015: 183).
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Learning about archaeological cultures requires observation and communicating ritual, but
this can be difficult to express through virtual heritage (Champion 2015: 183). This might
be because it is difficult to represent cultural heritage, especially intangible cultural
heritage, without following a pedagogical approach (Ibrahim et al. 2011: 277). I argue that
using the subject culture’s own material and oral culture as source material cultural heritage
can suitably communicate and represent their intangible cultural heritage. Attempts to
represent the intangible cultural heritage of a culture should, in my opinion, be represented
through embedding data within the virtual environment (‘hiding’ them), through gameplay
mechanics (see below), and the behaviour of socio-cultural agents in video games
(Champion 2015: 184-186).
3.8 The Represented Heritage in SE
In my proposed video game, I did this by using uKhahlamba Drakensberg Park rock art as
an expressive form that represents the specific beliefs and values that interpretations of the
site’s rock art communicate. I further structured the narrative of the game in a manner that
reflect the oral storytelling techniques, i.e. repetition of key points and analepsis
(flashbacks). I briefly describe the structure of the video game narrative below. A detailed
description is provided in Chapter 5.
The rules of the 2D rock art level (hereafter 2D level) implicitly represent some of the
cultural rules and values of the uKhahlamba Drakensberg Park Bushmen. For example,
hunting was incredibly important to the Bushmen way of life, and it can be meaningfully
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argued that their culture was greatly focused on hunting (see Pager 1971; Vinnicombe
1976; Lewis-Williams 1981). This served to fulfil the requirement that Champion (2015:
184) identified of providing both an experience of having agency within the video game
and embedding meaning in narrative themes. He noted that having information hidden
within virtual environments, or being linked to certain objects and actions; causes more
thoughtful and purposeful exploration, reflection by players and incorporating information
than having explicitly communicating information (Champion 2015: 185). This can help
communicate some archaeological values such as the vulnerability of sites and artefacts,
contextual significance and the cultural mores of the represented culture (Champion 2015:
185).
Exactly what were featured in the video game was informed by the selected styles of
representation typical to video gaming that I had chosen, as well as those which the survey
participants indicated were most desired. This concerned a 2D rock art inspired
representation of a traditional Bushmen story, using uKhahlamba Drakensberg rock art as
a visual style. This style of representation comprised the video game, because it is suited
to the rock art in a heritage context and served as a starting point for this research.
I selected the ‘Rosetta Stone’ of southern African rock art because of its impact on
understanding the uKhahlamba Drakensberg Bushmen culture. This case study further
engenders a complex of related concepts about eland and how they related to Bushmen.
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3.9 Communicating Traditional uKhahlamba Drakensberg Park Beliefs
This research used stories documented by nineteenth century researchers, as told by
Bushmen informants as the narrative framework. It also used the rock art of a specific site
in the uKhahlamba Drakensberg Park (Game Pass Shelter) as the foundation for the visual
data of a 2D video game.
According to van Vuuren (1994: 62), the stories that were found in the oral tradition or
folklore of the Bushmen were selected and used based on their efficiency at communication
and preserving desired knowledge into posterity, especially those having to do with
surviving. Based on the recorded folklore written by Bleek and Lloyd in Specimens of
Bushman Folklore, Bushman oral traditions seem to have been heavily performative in
nature, with actual spoken words comprising an important part of the experience, but also
gestures and perhaps some acting (2001: 63-64).
This seems to be common with most acts of inter-personal storytelling, that there are
spoken and behavioural components that add to the storytelling experience. But what sets
the Bushmen oral tradition apart from most modern storytelling traditions, however, is that
there does not seem to have been the distinction between fiction and non-fiction (mere
stories as opposed to truth) (vanVuuren 1994: 64).
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The performance of oral tradition in Bushmen society was viewed as a collaborative effort,
with storytellers and their audiences both contributing to the resulting knowledge creation
(van Vuuren 1994: 64; Bleek & Lloyd 2001: 113). Storytellers would communicate
information that informed the audience of events and knowledge of which the audience
were not a part, but intuitively (though not explicitly) already knew (van Vuuren 1994: 65;
Bleek and Lloyd 2001: 113).
This indicates that communicating Bushmen folklore solely for the purpose of
entertainment would not be true to the spirit of the Bushmen oral tradition and their
perception of folklore and storytelling (van Vuuren 1994: 64-65; Bleek & Lloyd 2001: 113,
123-125). In order to remain true to the Bushmen approach to oral tradition and
storytelling, it seems that a suspension of disbelief, a view of story as truth (or at least of
imparting vital messages), and a degree of co-creation are necessary. Additionally, in order
to create authentic stories and narratives in accordance with Bushman tradition, a
traditional expressive form is necessary.
It is unfortunately problematic to include the spoken language of the uKhahlamba-
Drakensberg Park Bushmen in any modern media. Most extant Bushmen languages have
changed from that which was spoken when the rock art was created, especially with the
influx of other cultural groups into the region. They are therefore different than those that
were spoken during the earliest written records thereof, let alone when the rock art was
made.
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Considering the time and labour that would be necessary in recreating the language
associated with the site in order to narrate a traditional story, the authenticity of the
recreated language would still be debatable. I therefore argue that translations of the stories
as they were recorded in the nineteenth century should be used in order to communicate
the story. Using translations would foster increased ease of understanding in players. It is
also impossible to include other performative and behavioural cues in modern portrayals
of Bushman folklore. This is because the Bushmen are now almost extinct and admixture
with other ethnic populations have likely altered the storytelling experience greatly.
According to van Vuuren (1994: 67-68), it would seem that the spoken Bushmen oral
tradition and the traditional Bushmen rock art complemented, but did not exactly mirror,
one another (Parkington 2003: 146; cf. Howard 1999: 111). They formed part of a greater
whole (Howard 1999: 147). This research will therefore focus on accurately and
authentically representing the rock art found at the site, its associated interpretations and
the site itself.
From the above, it seemed clear to me that the video gaming medium is ideal for
representing the traditional storytelling media of the uKhahlamba Drakensberg Park
Bushmen in a digital format. It would use the rock art style as the visual style and traditional
folklore as the narrative. It would further allow a degree of co-creation between the player
and the video game through the inherent interactivity of video games.
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This 2D level represents the events of a traditional uKhahlamba Drakensberg Park story
that can be associated with the rock art of the site. After the initial moments of this 2D
level, the broader tradition of uKhahlamba Drakensberg Park rock art comprises the source
material. This is due to the focus of the narrative shifting to visual material that can be
associated with the selected story, and not necessarily the selected site. I further elaborate
below.
As the video game requires a high degree of fluidity in order for the player to move in the
visual scene and navigate through the story, the 2D level cannot exactly reflect the rock art
found at the site, nor any other site necessarily. This is because the hallmark of video games
as a medium is the degree of interactivity and agency that they grant to the player. I used
images (namely of people, animals and objects) and symbols (such as ‘hoof’ images,
‘finger smears’ and ‘traps) found within the rock art tradition as the visual style in the video
game (see Vinnicombe 1976: 139-141). I also used slight alterations in the images (in
relation to the source material).
Most alterations to the images found at the site was done in order to represent images from
the site in a ‘fresh’ state, as if they had been recently painted. This is because the rock art
from the site has undergone significant deterioration since it was painted and the
deterioration made it aesthetically difficult to animate the rock art images. This was
especially the case with moments of transition between two images (as found in the source
material) and the compositions of images and symbols found in the source material (i.e. a
different composition than found in actual rock art panels).
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With the photographs of the rock art at my disposal, I did any editing of those images with
Autodesk Sketchbook. This free software is used for digital art and was perfectly suited to
producing the visuals for my video game. Autodesk Sketchbook was also perfectly suited
to making any new images from scratch, as well as making visual effects.
I constructed the narrative of the 2D level with a few premises in mind in order to make a
logical narrative. These were as follows: the scenes that are depicted in the rock art at Game
Pass Shelter (in their current state) depict the present in the 2D level narrative (that is, the
time of painting). The scenes that follow (excluding the repeated scenes from Game Pass
Shelter) are the past in the 2D level. The last scene is once again the present of the 2D
level.
In structuring the narrative of the 2D level in this way, the opening Act introduces the
player to the story and some of the traditional beliefs of the Bushmen.
This 2D level represented a traditional uKhahlamba Drakensberg story associated with the
‘Rosetta Stone’ of southern African rock art and associated beliefs about eland in a 2D
level. The actual images that are found in the rock art from Game Pass shelter that were
used for this act only informed the start of the video game’s narrative however.
To achieve the above, I used images from contextually similar rock art (i.e. from the same
tradition, but found at other sites) or wholly new images (should the wider corpus of rock
art not have images of the desired figures or features in the selected story). The fluidity of
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the video game necessitated the inclusion of rock art from outside the site. In this way, the
2D visuals were inspired by the associated tradition’s rock art, but was not limited to the
rock art actually found at the site.
The 2D visuals also feature certain images not related to the rock art, but which are
common in the video gaming medium (for example a heads-up display and in-game visual
effects). However, to the greatest extent possible, I did this by using the patterns, images,
and features from the relevant rock art tradition. These are not representative of actual
physical objects (for example red strokes, which can be interpreted as various different
things), but are commonly associated with other phenomena (i.e. entoptics) (Vinnicombe
1976: 139-141). Such images will be fit for use in the development of the video game.
The characters that are included in the Spoiling of the Eland story predominantly defined
the characters used inside the video game. Additionally, creating characters for the video
game included writing dialogue of. What was included in the dialogue was either explicitly
‘said’ in the Spoiling of the Eland story, or served functional purposes in the video game.
For example, a character giving instructions or hints indicating what the player should do
next. Character dialogue functioned as one of the methods for communicating information
about the Spoiling of the Eland story or communicated important aspects of uKhahlamba
Drakensberg Park Bushmen lifeways.
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I attempted to embed information on the beliefs of the uKhahlamba Drakensberg Park
Bushmen in the mechanics of my video game. I use the definition of video game mechanics
provided by Miguel Sicart (2008). He defined them as methods that agents use in order to
affect, or interact with, the game state(s). For an example of communicating the
aforementioned beliefs, the Spoiling of the Eland story took place during the time in which
the creator god of the Bushmen, Cagn was creating (in)animate things. I communicate this
by having one of the ‘abilities’ of the player (as Cagn) to create objects and animals
mentioned in the story.
3.10 Developing the 2D Video Game
With all of the above complete, the focus of developing this video game shifted from
presenting the physical state of the site to focusing on the complexity behind Bushmen
beliefs about a specific rock art panel. I selected the ‘Rosetta Stone’ of southern African
rock art as the main panel to centre the narrative of my video game.
This level communicated the complexity of beliefs associated with the ‘Rosetta Stone’ of
southern African rock art panel. Most of these beliefs are communicated either in the
Spoiling of the Eland story, or is related characters and themes in the story. For example,
although it is not explicitly stated in the Spoiling of the Eland story, the uKhahlamba
Drakensberg Park Bushmen believed that Cagn helped eland to better evade hunters
(Howard 1999: 103-107). The beliefs and topics that were explored included:
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1. The scenery represented by the rock art,
2. Why eland have powerful /num,
3. The traditional beliefs about the creation of eland (region specific),
4. The hunting of eland and why it is difficult to accomplish, and
5. The transferal of /num to sorcerers (i.e. ritual and beliefs).
In order to achieve the above, I used the ‘Rosetta Stone’ of southern African rock art as the
starting point for communicating the intended beliefs and concepts. I used images from the
broader tradition of regional rock art in order to find associated images that serves to
expand on the rock art at Game Pass Shelter.
During my visit to the site, the main purpose of which had been to photograph the rock art
at Game Pass Shelter, I also had an informal conversation with the tour guide. During this
conversation, I asked about the key associated concepts that linked with eland, vis-à-vis
the traditional Bushmen beliefs that I have identified in my review of the literature. The
guide confirmed my interpretation of key associated concepts, and explained how
Bushmen rock art painters used the bodily substances of eland in the painting of Bushmen
rock art. He also explained the rituals and practices associated with eland. Namely, the.
blood, skin, bone, horns and fat were used in various rituals and practices by Bushmen
contemporary to the rock art.
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As the goals of the 2D level at this point of the video game focused on communicating the
key associated concept to players, I identified individual scenes within the level from lines
in the Spoiling of the Eland story, as narrated by Qing (Orpen and Bleek 1874). For
example, the hunting scene in which Cagn’s sons hunt the very first eland (hereafter ‘The
First Hunt’). I then made each of the identified scenes individual pieces of gameplay within
the 2D game.
Segmenting the Spoiling of the Eland story into smaller gameplay pieces effectively
communicates the story to players. However, communicating this story was not the only
aim of the 2D level. All of the key associated concepts need to be communicated, but within
the structure of the Spoiling of the Eland story. Towards this end, I needed to embed the
remaining key associated concepts within the Spoiling of the Eland story, without merely
stating what they were (i.e. as text or narrative). This is due to one of the ‘golden rules’ of
visual storytelling ‘show don’t tell’. Video games take this even further, as they do not
merely show but let players play and explore. This is because of the inherent advantage of
video game that sets them apart from passive forms of media; they let players interact with
the created content. I therefore attempted to minimise the amount of featured text and
dialogue in my video. This I did by presenting the player with the verbatim text of
//Kabbo’s account of the Spoiling of the Eland and text presented from the perspective of
a Bushman. Additionally, there is a help or tip feature in the video game that explicitly ells
the player what to do next if they get confused.
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As an example of how I let player play the 2D level (not merely showing it to them), I will
briefly describe how the Rosetta Hunt scene (so named because it is not the First Hunt)
differs to the First Hunt scene. One of the results of the Spoiling of the Eland story is that
eland are no longer tame, but flee in the presence of hunters (Howard 1999: 74; Orpen &
Bleek 1874: 144). One way in which I show this to players in the Rosetta Hunt scene is by
having the eland in the scene constantly move and attempt to avoid the the player and
hunters. This is due to the traditional Bushmen belief that Cagn was always with eland after
the Spoiling of the Eland story, situated between the horns (on the forehead), and that eland
for this reason flee from humans (Howard 1999: 103-107).
This Rosetta Hunt scene differs from the First Hunt scene because the eland in the first
hunt scene do not flee, but simply idle around without the presence of Cagn. It is far easier
for the player to throw a spear at the first eland than later eland. In this way, players not
only see that it is much harder to hunt eland after their spoiling, but experience it. I opine
that this is a far more engaging method of communicating traditional Bushmen beliefs to
players than the methods of other, passive, visual media.
3.10 Conclusion
In this chapter, I described the methodology I followed in the implementation of the
research project I undertook. I made a distinction between the academic methodology
focusing on the general use of video games in archaeology and the technical methodology
I used in developing the SE. However, I did not group the steps associated with the
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academic and developmental methodologies in their own larger categories, but have
presented them in such a way as to reflect the progression of events my research followed.
I structured this chapter in the above-mentioned manner in order to give an impression of
how the individual stages of my research and the development of SE relate to and inform
each other. My approach additionally provides insight into the sequence in which I
conducted the stages of this research.
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Chapter 4: A Survey of Video Gamers on Heritage in Video Games
4.1 Introduction
As previously indicated in the presentation of methodology applied in this study, I
disseminated a questionnaire in order to gauge views on what video gamers thought about
the intersection of video games and heritage preservation. The questions were designed to
inform the development of this video game, what is to be included in it, and were defined
by a variety of topics. Amongst these were to establish the extent to which informants think
heritage management can benefit from the use of video games, understanding what heritage
video gamers considered interesting for a video game, and allowing video gamers to
provide technical advice on the development process. The foundational purpose of this
study was to make interactive media, a video game, of Game Pass Shelter in Kamberg,
KwaZulu-Natal; a well-known South African Heritage site. This interactive media was
meant to represent some important information on the site and its rock art.
There were 13 questions in the questionnaire, which were divided into three parts. The first
part had to do with video gaming and heritage (questions 1-5). The second dealt with the
3D part of this study’s proposed video game and 3D tours in general (questions 6-10). The
last focused on the 2D part of this study’s proposed video game, encompassing the folklore
and traditional stories as content in video games and visual styles to present such stories
(questions 11-13). These were a combination of open- and close-ended questions. This
questionnaire gathered both quantitative and qualitative data, but with a greater focus on
qualitative data.
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The quantitative aspect of the questionnaire was useful when measuring trends in
participant responses, to advise me in making decisions on which features must be included
in the video game. Such decisions were to be informed based on the greatest number of
participants desiring identified features. This is why identified participants had to be
familiar with the video gaming medium to allow them to have more meaningful
contributions towards the study. If participants had no prior knowledge of the medium,
then they would not have been able to meaningfully contribute to the research in any way
and their input would not be useful.
All of the participants were thus video gamers from South Africa and around the world.
For the quantitative aspect of the research study, questions were analysed on a voting basis,
where the participant’s position on a yes or no question counted as one vote if it was
mentioned. Similarly, participant responses to open-ended questions also worked on a
voting basis, and were sorted either by the terminology used, or by similar reasoning or
ideas (for example, ‘because it is educational’ was grouped with ‘because it helps with
learning’).
This chapter is a presentation of the analyses of data received from the 13 research
questions. For the analysis of the survey results in the following sections, I analysed the
survey on a question-by-question basis. As mentioned above, I approached the responses
to individual questions on a voting basis. For each question, I include an explanatory part,
a descriptive part, and a visual part. In the explanatory part, I give a brief overview of what
the question entailed or aimed to answer. For the descriptive part, I analysed the results of
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the question in words and briefly reflected on the results, which are reflected in the visual
part.
Having the above parts to each question is useful in isolating interesting and/or unexpected
responses, as well as general remarks on the results or how participants might have
interpreted questions. For the visual part, I have presented the results of the research in
either table or chart formats, depending on their appropriateness for the represented data.
The appropriateness of the visual part depended on such factors as the length of the
responses, the variability of the responses and the readability of the questions.
In the following section I (i) summarise the survey results, (ii) discuss the results in the
subsequent section, and (iii) conclude the chapter afterwards. I additionally address several
topics related to the survey content, including: (i) providing more details on how the results
of this research correlate with other similar research projects, (ii) discussing how the results
relate to the field(s) in which my research falls (Digital/Virtual archaeology and heritage
reservation, or Archaeogaming), and (iii) review how video gamers perceive work similar
to this research project and some thoughts on the future of such work.
4.2 Results and Analysis
For this survey, 50 participants responded to posts or referrals to participate in the survey
questionnaire. Of those 50, 23 (46 per cent) were from the ZA Gaming Alliance (the
Facebook Group), 20 (40 per cent) were from referrals from friends, and 7 (14 per cent)
were from the Discord server. Of the participants in the survey, most were South African.
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This is mostly due to the fact that the initial participants were South Africans and referred
their friends to the survey. No other demographic information about the participants was
collected.
I will now present the analyses of the information gathered from each of the 13 questions.
This will entail the discussion of data received for each question. I begin by reflecting on
what each question entailed, before presenting the data received from all participants
against such a question.
4.2.1 Question 1
The aim of this question was to ask participants to identify their favourite example of video
games that featured heritage elements. Figure 4.1 shows the results to Question 1. It
corrects for small differences in spelling and punctuation in responses, and considers
chosen video games in a single series of related titles (for example Assassin’s Creed) as
one category. Although the majority of the identified video games are all very successful,
with a few lesser-known titles, it seems that there could have been some priming that might
have skewed the results, as the three most voted for video games were mentioned as
examples in the actual question. The most popular choices of video game were God of War
(13 votes), Assassin’s Creed (11 votes) and Age of Mythology (8 votes), with the remaining
video games being chosen 3 times or less (Figure 4.1).
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Figure 4.1: Bar graph of the responses to Question 1. It shows the video game title and the number of participants who voted for
it.
0
2
4
6
8
10
12
14
Assassin
’s C
reed (s
erie
s)
God
of W
ar
Age
of M
yth
olo
gy
To
mb
Ra
ider
Age
of E
mp
ires
Th
e W
itche
r (se
ries)
Skyrim
Battle
field
1
Ca
ll of D
uty
Co
loniz
atio
n (S
id M
eie
rs)
He
llBla
de
: Se
nu
as S
acrific
e
Imp
era
tor: R
om
e
Num
ber
of
Vote
s
Video Game or Series
Number of VotesNumber of Votes
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The Assassin’s Creed and God of War series are both Triple A video game franchises,
which have large budgets to work with and have very detailed graphics. Triple A (AAA)
is an informal classification for video games that works in the same way as ‘blockbuster’
in the film industry. As such, Triple A video games are mainly produced and distributed
by a mid-sized or major publisher, with the use of significant budgets. Most of the titles,
with the exception of Age of Mythology, Age of Empires, and Sid Meier’s Colonization, are
very action-oriented. The three outliers represent a segment of the video gaming
community who enjoy strategy video games, wherein economies, armies and resources are
managed to achieve specified goals.
4.2.2 Question 2
This question was defined by two specific aspects. Firstly, participants were asked whether
they would like to see more video games that include elements of heritage. Secondly, they
were asked to explain their answers. Of the participants, ninety per cent (45 participants)
stated that they would like to see more heritage elements in video games. Two responses
were on the opposite end of the spectrum. One of the two negative responses had more to
do with a disinterest in heritage in video games than a clear ‘no’. This participant went on
to state that if there is heritage in video games, they would prefer fictional characters or
stories interwoven with historical events. The other participant was clearly negative and
stated that they play video games as “an escape from...daily struggles”.
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Table 4.1: A representation of the responses to Question 1 in a tabulated format. It shows
identified video and the number of participants who chose them (Set in descending order
of votes).
Video Game Number of Votes
Assassin’s Creed (series) 13
God of War 12
Age of Mythology 8
Tomb Raider 3
Age of Empires 2
The Witcher (series) 2
Skyrim 2
Battlefield 1 1
Call of Duty 1
Colonization (Sid Meiers) 1
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HellBlade: Senuas Sacrifice 1
Imperator: Rome 1
Octopath: Traveler 1
Overwatch 1
Red Dead Redemption 1
Smite 1
Titan Quest 1
Until Dawn 1
The remaining responses were more considered ‘maybes’ and ‘yes and no’(s). The
participants who responded with ‘maybes’ had two general motivations for their answers.
One was that such video games would need to be designed carefully in order to properly
treat the source material and avoid controversy, while the other had to do with the inclusion
of heritage not having an influence on what video game the participant chose to play.
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The motivations behind the positive responses frequently aligned with identified positive
features of video gaming found in the literature. These include:
1. The benefit of problem solving to learning (in order to achieve goals) (Bontchev
2015a: 44; Champion 2017a: 24; Ganström 2013: 12),
2. The benefit of interactive leaning, the appeal or charm of historical or cultural
content (Majewski 2017: 198; Mol et al. 2017: 9; Mortara et al. 2014: 318),
3. Videogames being a primary (sometimes exclusive) source of historical knowledge
for video gamers,
4. How interesting and popular media facilitate learning (see Bontchev 2015a: 44;
Champion 2017a: 24; Copplestone 2017a: 33; Newzoo 2017: 9),
5. The appeal and size of video gaming as a form of media and how much time people
spend engaged with it (which can be used to effectively educate), and
6. Video games catalysing further research into cultures and history and making what
can be considered ‘boring’ information entertaining.
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4.2.3 Question 3
This third question was open-ended and asked participants what aspects of South African
heritage (hereafter called ‘topics’) they would most like to see represented in a video game.
As expected, there were many different topics of South Africa’s heritage noted. These
included specific topic foci, such as ‘Shaka Zulu’, ‘van Riebeek’ and the initial forays of
the Dutch East India Company. Besides these interests, others mentioned broader topics
such as ‘pre-colonial times’ and ‘the South African War’. Additionally, there were 4
participants (8 per cent) who stated that they did not know of any South African heritage,
thus responding with a ‘none’ to the question. One participant (2 per cent) decided to leave
the question blank. The results are seen in Table 4.2, below.
I analysed this question on a ‘voting basis’, with a topic being mentioned counting as a
vote. I did this in order to get some kind of quantifiable value for analysis and to gauge
which topics were mentioned the most. This method meant that it was possible for one
participant to vote for more than one topic, although responses that did include multiple
topics usually did not exceed two topics. As the actual wording of the responses and topics
were variable, I grouped related topics together, notably when specifically mentioned or
foci formed part of a broader topic (e.g. ‘Shaka Zulu’ was counted as a vote for ‘The Zulu’).
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Figure 4.2: Bar graph of the responses to Question 3. It shows the topic of South African heritage and how many times it was
voted for.
10
65 5
4 4 4
2 2 21 1 1 1 1
0
3
5
8
10
13
The Z
ulu
Anglo
-Boer W
ars
Pre-C
olo
nial T
imes
The B
oere
The C
olo
nial P
eriod
The B
ush
men
None
All S
ou
th A
frican H
eritage
Fab
les, Sto
ries, Myth
s
Anglo
-Zu
lu W
ars
Voortrek
ker M
onum
ent
Trad
itional H
ealing
#F
eesMustF
all
The F
oundin
g o
f the R
ainbow
…
Xhosa
Nu
mb
er
of
Vote
s
Topic Chosen
Chart of Question 3Number of Votes
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Figure 4.2 clearly shows that the two most popular topics have to do with warfare, or
periods and groups that linked to conflict of some kind as they pertain to history. Despite
‘The Zulu’ not necessarily having to do with conflict, I interpret this topic in this light as
the majority of Zulu history involved some sort of conflict, particularly with the
participants focusing on King Shaka in their responses. King Shaka Zulu is mainly
associated with warfare and is always profiled as a war hero. Having said this, there are
aspects of the Zulu culture that can be portrayed without any ‘combat’ aspects, but I opine
that such has more to do with Bantu culture than Zulu culture.
This focus on conflict or combat in the first two topics, and any subsequent topics is not
surprising, and reflects common perceptions of what kind of content video games do and
should contain. I interpret this as reflecting what kind of content is most engaging in any
media, but especially with modern visual media (such as film). I also attribute the
frequency of combat being featured in video game content to the fact that it is easier to
gamify (turn into a game or involve in play). It is also easier to use conflicts in order to
create a competitive aspect to video games, an aspect that likely started in the days of
arcade gaming. Competition is especially notable in current multiplayer video games. As
the term ‘multiplayer’ suggests, this is where more than one player play either
cooperatively or competitively.
The subsequent topics are more nebulous concerning what constituent aspects would form
the content of a video game. For example, ‘Pre-Colonial Times’ could refer to the life-
ways of the Bushmen, or to the consolidation of the Zulu Kingdom. Additionally, there
were two outliers that were completely unexpected, that of ‘Traditional Healing’ and
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‘#FeesMustFall’ (see Table 4.2). Unfortunately, the participants who mentioned these
outlier topics did not provide reasoning behind their responses, apart from the participant
who responded with ‘Traditional Healing’ adding ‘where appropriate’ in parentheses (i.e.
Traditional Healing (where appropriate). What exactly the participant meant by this is
unclear, although from the responses of other participants, it seems as if this is meant to
indicate that ‘inappropriate’ use of ideas such as traditional healing could spark
controversy. This is especially relevant in countries such as South Africa that have a
plurality of cultures and an arguably tense political climate.
Table 4.2: A representation of the responses to Question 3 in table form. Topics mentioned
in participant responses and the number of votes that they received (Set in descending order
of votes).
Topic Number of Votes
The Zulu 10
Anglo-Boer Wars 6
Pre-Colonial Times 5
The Boere 5
The Colonial Period 4
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The Bushmen 4
None 4
All South African Heritage 2
Fables, Stories, Myths 2
Anglo-Zulu Wars 2
Voortrekker Monument 1
Traditional Healing 1
#FeesMustFall 1
The Founding of the Rainbow Nation 1
Xhosa 1
4.2.4 Question 4
In this question, participants were asked to provide their views on how video games can
benefit the preservation of heritage. This question was also analysed on a ‘voting basis’,
with wording and specificity accounted for, except when specifics engendered something
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different. It was also possible for participants to mention more than one topic in their
responses.
Table 4.3: A representation of the responses to Question 4 in table form. The Manner in
which video games can benefit heritage preservation and the number of votes they received
(set in descending order of votes).
Reasoning Number of Votes
Knowledge dissemination, Learning, Education 16
Adapting to modern times, video games as a medium for
accurate heritage preservation
15
Popularity of video games making heritage more entertaining
and accessible
11
Easy way to engage youth with heritage 6
Long life-span of video games 5
Affirmative (yes) 4
Spreading more South African specifically heritage, specifically 4
Causing further independent research 3
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Raising awareness about heritage in general 2
Enriching video game content 1
Video games are art and can benefit the appreciation of heritage 1
Heritage professionals should be consulted for games that are
not works of fiction, as people often believe media portrayals of
history
1
Games-as-a-service can benefit heritage preservation. Fixed
content in video games can quickly lose their appeal
1
Video games do not benefit heritage preservation 1
Table 4.3 shows that knowledge dissemination, learning and education was mentioned the
most (16 votes), followed by the use of video games as a modern medium for preserving
heritage (15 votes. Thereafter, the popularity of video games as a modern medium making
heritage accessible and enjoyable to new people (11 votes) and the ease with which video
games foster the engagement of children through play were provided.
These coincided with the dominant reasons in the literature (see Amory et al. 1999: 311;
Bontchev 2015a: 44; Champion 2017a: 24; Ganström 2013: 12; Haddad 2016: 709;
Newzoo 2017: 9; Squire 2008). In fact, I came across all of the mentioned ways that video
games can benefit heritage preservation seen in my review of the literature, excepting the
last.
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The last ‘manner’, which motivates for the use of games-as-a-service, was unexpected.
This is a monetisation model used in the video gaming industry either to increase the
revenue of purchases in or of video games beyond the initial purchase of a video game, or
to support the development of free games. Games-as-a-service usually implies that future
content will be created and released incrementally and can mean that content can be made
for indefinite periods. Only one participant stated that they do not really think video games
can benefit heritage preservation.
4.2.5 Question 5
For the fifth question, participants were asked whether they thought heritage professionals
should become more involved in the development of video games. The question started
with a yes/no answer as an option, and asked all participants to explain their answers. Of
the responses, 92 per cent (46) of the participants answered in the affirmative, 8 per cent
(4) answered with ‘maybes’, while only one replied in the negative (Table 4.4).
Table 4.4: A representation of the responses to Question 5 in table form. It shows the
position of the respondents, the explanation behind their position and the number of
respondents that had that motivation. (Set in descending order of votes).
Position Explanation Number
of Votes
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Yes Heritage professionals can help make the representations
more accurate
12
Yes [No explanation provided] 6
Yes As video games are a primary medium for the youth, such
work can expose them to more heritage
4
Yes Video games have a greater reach and effect on society 3
Yes Heritage professionals know more and can expand content
with their knowledge
3
Yes Heritage professionals work as consultants to video game
developers on heritage video game
2
Yes When those video games focus on heritage 2
Yes Both heritage professionals and video game developers can
benefit from such work
2
Maybe Video game developers and heritage professionals have their
own goals, and the video game developers have the ultimate
say. It’s up to heritage professionals to convince video game
developers of the need for their input
2
Yes Knowledge is best learned through entertainment 1
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Yes Only when the heritage professionals are passionate about
video gaming
1
Yes It can bring lesser-known heritage to the surface 1
Yes Both heritage professionals and video game developers
should put in a mutual amount of effort
1
Yes For video games that really need it 1
Yes A strong element of realism and grounding, as well as solid
research and professional insight is the best way to foster
immersion
1
Yes Input from heritage professionals should not be forced 1
Yes It can help preserve the heritage 1
Yes There is much potential in such work 1
Maybe Heritage professionals should stay away from big IPs and not
push political agendas
1
No I do not see educational games as real video games 1
Table 4.4 shows the majority of the most-voted-for explanations behind a positive answer.
These were that the involvement of heritage professionals can improve the accuracy of the
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heritage aspects represented in video games (12 votes), or simply a positive answer (6
votes). These explanations, as well as most of those that follow, adhere to the advantages
and ‘benefits’ of video gaming that can be found in the literature from multiple disciplines
(Anguilera & Mendiz 2003: 9-11; Belotti et al. 2012: 1-2; Bontchev 2015a: 44-53,b;
Champion 2017a: 24; González-Tennant 2016: 23; Griffiths 2002: 47-48; Majewski 2017:
185; McGraw et al. 2017: 170-171; Mortara et al 2014: 318; Rubio-Campillo et al. 2017:
154; cf. Gee 2003). This is especially the case with digital heritage preservation (see
Bontchev 2015a: 44; Champion 2017a; Haddad 2016: 709; Mol et al. 2016, 2017).
Notable explanations behind participants’ positions in Table 4.4 are: (i) that input from
heritage professionals should not be forced, (ii) that heritage professionals should not push
political agendas, (iii) that the internet is full of inaccuracies, and input from heritage
professionals can mitigate this, and (iv) that such input can make even fictional and fantasy
content more ‘sensible’ and ‘relevant’.
The negative response is a position that can be expected from a portion of the video gaming
community, which sees video gaming exclusively as a form of entertainment, and
‘educational games’ as lesser products.
4.2.6 Question 6
In this question, participants were asked whether they thought a 3D virtual tour is
appropriate for presenting a heritage site to the public and asked them to explain their
answer. This was a yes or no question, followed by a request for an explanation. Ninety-
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four per cent (47) of participants answered in the affirmative, four per cent (2) answered
with maybe (yes and no), and one answered with no. This is shown in Table 4.5.
Table 4.5 shows that the most voted for explanation (with 26 votes) was that 3D virtual
tours in video games are vital. This was because they would make the heritage they display
far more accessible and affordable than actual visits to the site. Such a benefit was
especially more applicable in the case of individuals from low-income and international
destinations who can ‘visit the site’ with relative ‘affordability’ and convenience from their
various locations around the world.
An important point that came up several times (8 times) in the explanations is that although
it would greatly benefit the reach and accessibility of the heritage, 3D virtual tours can
never achieve the same experiential quality of actually visiting the site. Especially on an
emotive and spiritual level. This was also the explanation behind the one negative answer
to Question 6.
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Table 4.5: A representation of the responses to Question 6 in a table form. It shows the
position of the respondents, the explanation behind their position, and the number of
respondents that had that motivation (Set in descending order of votes).
Position Explanation Number
of Votes
Yes Websites are far more accessible and affordable to for
international or low-income audiences [as opposed to the actual
sites]
26
Yes [Explanation not provided] 4
Yes It would be an interesting way to 'preview' sites 2
Yes It would need to be interactive though 2
No It is necessary to actually visit the site, the experience cannot be
replicated
2
Yes It can be educational while protecting vulnerable sites 2
Yes Something entertaining needs to be included though, to keep
players engaged
1
Yes Especially with the popularity of virtual reality in video gaming
seen today
1
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Yes It shows the 'true story' behind sites and the video game 1
Yes As long as it is as accurate as possible 1
Yes It is a good was to get younger people interested 1
Yes Hybrid exhibits with virtual and physical features would be best 1
Yes It would be more convenient and comfortable 1
Yes It can put a person 'in [the] history’ 1
Yes As long as it is not viewed as a replacement for actually visiting
the original site
1
Yes and
no
It can help new people experience the site and preserve the
heritage, but can detract from experiences in the actual site
1
Yes 3D tours have worked in the past and can work for this case as
well, if done right
1
Yes It would make people feel like they are actually there 1
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Two notable exceptions from the general trends in the explanations were made. Firstly, the
spread of smartphones and their technical capabilities make it possible and affordable for
many to experience virtual reality. Secondly, 3D virtual tours should be used to augment
physical visits to sites and exhibitions instead of replacing them, as there should be some
kind of physical exhibition to fall back on should there be technical issues.
4.2.7 Question 7
This question was largely based on the experience of the visitor that could be attained from
the video game. In particular, focus was on gathering the views of the participants as to
whether there was any value to be derived from the player taking on the role of a tour guide
in a video game. Value in this regard could be defined in terms of an effective method of
teaching players about the heritage site. Similar to other questions, participants were asked
to explain their answers. Figure 4.3 shows the positions on this yes or no question were
more evenly distributed, with 42 per cent (21) responding in the affirmative, 30 per cent
(15) having a negative response, and 28 per cent (14) falling somewhere in between.
The general trend in the explanations behind the affirmative responses intimated that
having the player take on the role of the tour guide would cause them to be more actively
engaged with the data they are presented with and help them retain the knowledge learned.
However, many of the affirmative responses pointed out that this would have to be done
very carefully, to keep the video game interactive and the player engaged. Some noted that
although this approach would be attractive to some, others would not be interested in this
premise.
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Figure 4.3: Pie Chart of the position of participants in responses to Question 7 (Question 2
under 3D Tours of heritage sites in Appendix A). This pie chart shows the percentage of
participants that chose one of the three represented positions (yes, no and other) in brief.
The explanations behind the negative responses to this question followed several trends.
These included a variety of views: (i) this premise sounds boring and not terribly
entertaining, (ii) it will not appeal to the majority of video gamers, (iii) that some kind of
test or tutorial would be needed, (iv) that the player should be a tourist, (v) Educational
games tend to have design and pacing problems that cause players to lose interest, and (vi)
having the players take part in the heritage (i.e, events etc.) would be better than
communicating information about the heritage.
From those participants who fell somewhere between the positive and the negative answers
to this question, I believe the most valuable information can be found. This is because the
Yes
42%
No
30%
Other
28%
Pie Chart of Question 7
Yes No Other
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explanations that they provided can help in the process of developing video games such as
the one that I made, especially with earlier stages of development, notably the design of
the video game. These responses were either more considered and nuanced in their
explanation, or showed confusion as to how the ‘player as tour guide’ approach would be
accomplished. Chief among the latter confusion was not knowing exactly how the player
could function as a tour guide without having learned the relevant knowledge beforehand,
or having some kind of training or test.
4.2.8 Question 8
Question 8 was an open-ended question that asked participants what other role, other than
as tour guides, could players take in the video game. The responses to this question
followed several trends, including: (i) Having the player be a time traveller, trying to come
back to the present and each level having a vital piece of knowledge in order to progress,
(ii) An active role in the story as a main character, (iii) Having the player create some of
the heritage, as a craftsman or narrator, (iii) Being a tourist, historian, explorer, on-site
expert, or Indiana Jones-like character, (iv) Having the heritage function as the background
or setting of the video game, (v) Adding extra video game mechanics, like strategy, combat
or puzzles. Table 4.6 shows a more detailed account of these trends.
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Table 4.6: A representation of the responses to Question 8 in table form. It shows what
roles the respondents recommended the player should take, as well as the number of
respondents that had that (or similar) answer(s) (Set in descending order of votes).
Role Number of Votes
Leading or side role character in historical
events(s)
8
Tourist 7
Time-traveller 3
Detective 3
I don’t know 3
Hero from the past 2
Explorer adventurer 2
An interactive narrative role 2
Narrator 1
Historian 1
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Indiana Jones type or museum thief 1
Management role or on-site expert 1
There should be a choice in characters 1
Multiple characters 1
Heritage enthusiast 1
Soldier 1
Craftsman or artisan 1
This question did not ask participants to explain their answers, as it was expected that they
would give short answers consisting of one or a few words. Some participants, however,
did not answer the question and suggested video game mechanics instead. It might be that
they did this in order to suggest what would make the video game more engaging. These
responses were not included in Table 4.6 above because they did not speak to the question.
Among these responses, puzzle mechanics (2 votes), player feedback, environmental
storytelling, strategy mechanics, and action or combat mechanics were suggested.
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4.2.9 Question 9
Participants were asked whether they thought that having dialogue options as a method of
communicating information on the site would be effective in educating players about the
relevant heritage. They were also asked to explain their answers. Table 4.7 shows that
seventy per cent (35) of the participant responses were in the affirmative, four (8 percent)
were negative, 16 per cent (8) gave more nuanced answers without a clear position. One
participant answered with ‘I don’t know’ and another displayed confusion as to whether
the question concerned a website or a physical heritage site.
Among the positive responses, many simply agreed with the suggested method of
communicating information on the site. The rest argued that other elements should be
included in order to make the experience better and foster learning on the players’ part.
Such elements include voice-overs of dialogue text, visual and effects, and an interesting
story or narrative. Some of the negative responses had similar reasoning, but also noted
that environment storytelling and other mechanics or elements would help. In addition,
some further explanations from this group corresponded to the more nuanced answers that
were neither explicitly positive nor negative.
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Table 4.7: Responses (which took a definite stance) to Question 9. It shows the position of
the respondents, the explanation behind their position and the number of respondents that
had that motivation (Set in descending order of votes).
Position Explanation Number
of Votes
Yes [Explanation not provided] 17
Yes Having visuals will create a better experience though 6
Yes If spaced out or having audio 2
Yes It should be text-based and have audio 2
Yes If the game is being developed by heritage specialists then the
dialogue given will be well-rounded knowledge of the subjects
at hand
2
Yes If the information is relayed in an interesting manner, such as
the history or reason for a quest
2
No Players want interactivity and visuals 2
Yes Dialogue is more interesting than someone just telling
information
1
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Yes It would instruct the players as to what questions they should
be asking in real life as well as in the game
1
Yes If the dialogue options are actually what the character says 1
Yes If factually correct 1
No Players need to live through the experiences, to absorb the
information better
1
No Optimal game information dissemination relies heavily on
environmental storytelling over exposition
1
No Players would not have to engage with all the available
information in this case
1
The more considered responses noted several points. These included: (i) That the language
used would need to be tailored to the intended audience and that there would need to be a
balance of accuracy and accessibility, (ii) That the dialogue options would need to be
limited, in order to direct the players and progress the story, as well as have the players
take on a character’s role in order to invest them with the narrative and foster learning
through empathy, (iii) That environmental story-telling is far more engaging, and (iv)
Adding other mechanics, for example puzzles mechanics.
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4.2.10 Question 10
Participants were asked whether they thought that the storyline should be in first-person,
third-person, or through any other approach. Figure 4.4 represents the responses to
Question 10. Fourth-six per cent of the participants (23) chose a first-person perspective
and 14 per cent (7) chose a third-person perspective. Thirty-six per cent (18) chose ‘both’
as their answer, stating that each perspective has advantages in certain situations, and four
per cent (12) said that it depends on other factors.
Figure 4.4: Pie Chart of the responses to Question 10 (Question 5 under 3D Tours of
heritage sites in Appendix A). This pie chart shows the percentage of participants who
chose one of the represented positions.
1st Person
46%
3rd Person
14%
Both
36%
Depends
4%
Pie Chart of Question 10
1st Person 3rd Person Both Depends
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Although this question did not ask participants to explain their answers, some did. All of
the given explanations followed one trend. Briefly, this trend is that on the one hand first
person is better at portraying information as it involves the player more directly. On the
other hand, third person is more suitable for exploring an area.
4.2.11 Question 11
The focus of the question was on the participants’ views regarding the use of traditional
stories or folklore in video game development. Table 4.8 shows the positions of those
participants that took a clear stance on the question, as the responses of those who did not
do so did not answer the question as indicated. The responses that did not take a position
still provided explanations however, which I describe below.
Eighty-eight per cent (44) of the participants responded in the affirmative, 10 per cent (5)
gave more considered answers without a clear position and 2 per cent (1) gave a negative
response. The explanations behind the positive responses to Question 11 show that the
participants viewed folklore and traditional stories as interesting and informative
information that can be used to enrich video game experiences. A few went on to suggest
ways in which such stories could be presented (e.g. in small chunks), or that having such
stories play a bigger part in video games would help preserve the heritage and broadcast
the heritage to more people.
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Table 4.8: A representation of the responses to Question 11. It shows the position of the
respondents, the explanation behind their position and the number of respondents that had
that motivation (Set in descending order of votes).
Position Explanation Number
of Votes
Yes It’s informative and interesting 13
Yes There are so many exciting stories and legends that have not yet
been explored
4
Yes To teach more about heritage 4
Yes [No explanation provided] 4
Yes It can preserve the stories while making it easier to learn 3
Yes It allows for people completely oblivious to folklore and culture
to explore beyond what they know
2
Yes Folklore can be used as a story to create interesting games 2
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Yes These stories strengthen engagement 2
Yes Anything can and should be used in game development 1
Yes I would enjoy having traditional folklore and its metaphoric
story-telling play a bigger role in video games
1
Yes A lot of deep history to be unpacked. 1
Yes They have a certain degree of interesting events and characters 1
Yes South Africans have very deep roots. The Zulu and other
African nations have extremely deep lore, especially when it
comes to religion
1
Yes If it's quick, bite-sized chunks 1
Those participants that did not take a clear position stated three reasons. Firstly, that
including such traditional stories should not be forced. Secondly, that there should still be
interaction in the video game. Thirdly, that there should be clear line between fictional and
non-fictional use of traditional stories and folklore in video games.
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4.2.12 Question 12
With this question, I particularly wanted to establish whether participants thought that a
2D, rock art-inspired visual style would be effective at preserving the rock art site chosen
for this study, Game Pass Shelter at Kamberg, uKhahlamba Drakensberg Park. They were
also asked to explain their answers. Table 4.9 shows that seventy-two per cent (36) of the
participants answered in the affirmative to this question, 6 per cent (3) responded in the
negative, 14 per cent (8) responded with more considered answers without clearly taking a
position, and 4 per cent (2) responded that they did not know or couldn’t understand the
question.
Table 4.9: A representation of the responses to Question 12. It shows the position of the
respondents, the explanation behind their position and the number of respondents that had
that motivation. (Set in descending order of votes).
Position
Explanation Number
of Votes
Yes If it’s made well it can help preserve the art 8
Yes Bushman art is a very unique into the past and can make a
great art-style for a game
5
Yes [No explanation provided] 5
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Yes It fits the theme very well and can be interesting in itself 3
Yes It shows what the rock art looks like 3
Yes This is an approach which many other games have used in the
past
3
No Having something in 3D makes it feel more interactive and
realistic
2
Yes It is a vital part of the culture and heritage that we know and
love
1
Yes It creates an importance of said site art 1
Yes Video games are the most appreciated form of art nowadays 1
Yes In stories that are relevant to the era or group of people
responsible for the art. It should make sense why the art is
used. The art shouldn’t be used in stories that are not
connected to the art
1
Yes As long as it does not interfere with the art 1
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Yes It prevents damage and touching of the physical art 1
Yes As the world and technology grows, heritage sites are being
destroyed either on purpose or by accident. With this method,
the imagery is safe for years to come in, even if the original is
gone
1
No This doesn’t seem to do anything for the actual sights
themselves
1
Maybe Depending on how the story is told etc. 1
The explanations for the positive responses to Question 12 followed along several trends,
namely: (i) that this would help to preserve the rock art in a digital form, (ii) that Bushmen
rock art is unique and would make a good art-style for a video game, and (iii) that video
games using similar approaches have been successfully done in the past.
Two explanations provided for the negative responses. These were that having a 3D game
would create more realism and a more interactive feeling, and that trying to use rock art-
inspired art styles in a video game would not necessarily help improve the preservation of
the rock art in the actual archaeological site.
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The responses that fell somewhere in between a positive and negative stance on the
question had varied reasoning behind their responses. These include: (i) That it would
depend on the visual appeal and quality of the rock art, since the technical complexity and
the state of preservation of the rock art might be lacking, (ii) This style could be very
effective if it were done in the right way and would work if it complimented the overall
theme, especially if the audio was carefully considered as well, (iii) It would be entirely
dependent on who the target audience is, since even critically successful projects could be
entirely ignored by the intended users. Observational and user testing would be necessary
to gauge what art style would work best, (iv) It depends on how the story is told, (v) Using
such an art style could be a contentious issue in a country like South Africa, and claims or
inauthenticity could arise as a result.
4.2.13 Question 13
The focus of this question was to establish what other visual styles participants could
suggest to represent a traditional story, apart from 2D. Figure 4.5 and Table 4.10 represent
the participants’ responses to Question 13. This question was analysed on a ‘voting basis’,
in order to the most desired visual style. Participants could vote for more than one visual
style.
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Figure 4.5: Pie Chart of the responses to Question 13 (Question 3 under 2D level Appendix
A). This pie chart shows the percentage of participants that chose one of the represented
visual/presentations styles.
A considerable number of participants (17 votes) were either unsure as to what visual style
they would recommend, or did not give an answer. The visual style that received the most
votes was 3D (30 votes) and several participants (6 votes) stated that would actually stick
to a 2D style. Following these, Virtual Reality (4 votes) and 4D (2 votes) received more
than one vote. The rest of the mentioned visual styles only received one vote each and were
grouped into the ‘Other’ category in Figure 4.5. The name of the style which only received
one vote can be seen in Table 4.10.
None/not sure
30%
3D
26%
2D
11%
Virtual Reality
7%
4D
3%
Other
23%
Pie Chart of Question 13
None/not sure 3D 2D Virtual Reality 4D Other
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Table 4.10: A representation of responses to Question 13. It shows the visual style the
respondents chose and the number of respondents that chose that visual style (Set in
descending order of votes).
Visual Style Number of Votes
None/not sure 17
3D 15
2D 6
Virtual Reality 4
4D 2
Pixel Art 1
Minimalist 1
Puzzle or Quiz Game 1
Isometric 1
Story or Flip Book 1
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Cartoony 1
Free Camera Movement 1
2.5D 1
Abstract 1
4K 1
Augmented Reality 1
Low-Poly (polygon) 1
Cell-shaded 1
4.3 Discussion
The discussion presented here is not necessarily following the same chronological
approach as the data presented earlier in this chapter. I am, therefore, discussing the data
gathered in terms of how the question and their responses were interlinked.
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The responses given towards Question 1 indicate that there might have been some priming
that led to the results becoming skewed. This is because the three most popular video games
were mentioned as examples in the question’s wording. All of the video game titles
identified by the participants do have heritage elements which can clearly be identified,
from the representation of historical life-ways seen in the Assassin’s Creed series to the
representation of traditional beliefs seen in the God of War series. Therefore, responses to
Question 1 should be read within this limitation.
What can be discerned from the responses to Question 2 is that in general, the video gaming
public is aware of the heritage benefits that could be derived from video games. This
especially concerns education and the broadcasting of accurate information. Responses to
Question 2 further indicated that some video gamers are aware of the care with which
certain topics should be approached in order to avoid controversy, while remaining
authentic. The responses to Question 4 were similar to those given to Question 2.
In Question 4, participants were explicitly asked whether they thought video games can
benefit the preservation of heritage. As with their responses to Question 2, participants
most frequently noted that video games would benefit the dissemination and education of
heritage information to the public. They also regularly mentioned that video games would
make such information far more accessible and affordable to people, and engage
individuals who might not know about it or do not engage with media normally employed
in heritage-related disciplines.
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Participants further noted that video games would benefit the heritage fraternity by
engaging the youth, for whom video games are a primary entertainment medium, and help
preserve heritage data in the digital age. As was stated above, one participant gave an
unexpected response, stating that fixed or once-off heritage content in a video game would
quickly lose its appeal. They recommended that games-as-a-service model, which adds
more content at later dates in the form of updates, would be a suitable model.
Question 3 revealed what video games are often expected to represent or feature as content.
Participants seemed to favour combat mechanics in video games. This conclusion is based
on the most voted-for topics of South African heritage. They all have to do with combat or
warfare. As was stated in the analysis of this question above, this is not particularly
surprising, as the content that focuses on combat of military aspects is one of the easiest to
‘gamify’, turn into some form of competition, or can be used as a metric for goal
completion. Such mechanics also have a history in video gaming that reaches decades into
the past and has several well-established ways of being represented.
Such representational conventions include score counters, real-time strategy conventions,
and loot or ammunition conventions to name just a few. An example of such a convention
are ‘loot drops or loot boxes’. These are randomly generated items which are selected from
an array of ‘loot’ items and are based purely on chance.
Other than topics that would focus on combat, cultural groups formed a large part of the
topics participants chose. These include ‘The Zulus’ and ‘The Boere’, for example.
Additionally, some of the participants were aware of the affordances that video games offer
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to the representation of less conventional content within video games, notably ‘traditional
healing’. This was a surprising topic that I had not previously considered.
It could be that recommendations of topics are informed by the dominant games that were
presented in responses to Question 1. Thus, the responses to Questions 3 and 8 reflected
what video gamers are familiar with in terms of video gaming content and the role of
players within video games. Most notable here was having the player take on the role of a
time-traveller or hero from the past. An interesting direction in some of the responses to
Question 8 was that players would could take on the role of craftsmen of some kind and
who would then need to make the heritage that the video game focuses on while in those
roles.
The majority of respondents, as noted from their responses to Question 10, highlighted the
subjective nature of storytelling. Thus, whatever the topic chosen, be it general history or
warfare, it will always be told from subjective reasoning. Therefore, it does not matter
whether it is a first-person or third-person perspective used in the video game, the reasoning
will remain the same. This viewpoint is also informed by the relatively equal distribution
of the responses (see Figure 4.4) and the fact that a third of the participants chose ‘both’ as
their answer. Besides the combative stories, the majority of participants (to Question 11)
said they would like to see more folklore, traditional stories and mythology being featured
in video games.
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In terms of informing the content used in video games, participants’ responses to Question
5 generally thought that heritage professionals should become more involved in the
creation of video games. In this way, historical accuracy, which is an explicit goal of video
game developers, will be significantly enhanced. Some of the notable additions to
participants’ stance on this question can be seen above. One stood out as not being part of
the literature, or expected by me - that heritage professionals could benefit the development
of video games, since they are more likely to be aware of information that developers would
not be aware of.
I interpret this as meaning that heritage professionals can go beyond just validating the
accuracy of portrayals of heritage, but can also enhance the ‘believability’ of stories to
enhance even entirely fictional settings on solid principles or premises. This would increase
the sense of cultural presence within a video game.
Moving away from the discussion on whether video games can best present cultural
heritage, responses to Question 6 showed that the majority of participants thought a 3D
tour of a site would be an appropriate way of presenting a heritage site to the public. This
especially concerned issues around the recommended content for video games and the
accuracy of such content. An important point that appeared several times in the
explanations is that although it would greatly benefit the reach and accessibility of the
heritage, 3D virtual tours can never achieve the same experiential quality of actually
visiting the site, especially on an emotive and spiritual level.
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This was also the explanation behind the one negative answer to Question 6. Thus, 3D
virtual tours should primarily be used to augment physical visits to sites or exhibitions
instead of replacing them, as there should be some kind of physical exhibition to fall back
on should there be technical issues.
A few notable exceptions from the general trends in the explanations were evident. For
example, the spread of smartphones and their technical capabilities make it possible for
many to experience virtual reality in a much more affordable manner, a point which is
noted in the literature (see Lowthorpe et al. 2013: 277; Newzoo 2017: 13). Work in
preserving data on archaeological sites, artefact, or traditions should not necessarily be seen
as ends in themselves, although they may be.
Rather, in cases where sites are still open to visitation from the public, such work should
act as a catalyst to new people becoming interested in archaeological heritage. For instance,
they could become more interested in visiting the site once they have seen it in the video
game. Otherwise, when a site is no longer accessible to the public or is in a critically
endangered state, then creating a video game representing the site can serve to expose
people to a site that can no longer be visited.
Linked to views on whether 3D virtual tours could work, participant’s responses to
Question 13 show that video gamers mostly prefer traditional 2D and 3D visual styles,
while the others represent segments of the video gaming public that are interested in niche
styles or styles which have not yet reached their full accessibility or optimisation (such as
4D and virtual reality). For Question 12, the majority of participants found that a rock-art
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inspired art style for a 2D game would be effective at preserving the heritage of Game Pass
shelter. There were those who did not take a clear stance. However, they noted that it would
depend on the quality of the rock art, the interests and preferences of the target audience
and user tests or prototyping.
For Question 7, I believe the most valuable information can be found in the responses that
fell somewhere between the positive and the negative answers. These responses were either
more considered and nuanced in their explanation, or showed confusion as to how the
‘player as tour guide’ approach would be accomplished. I found these ‘in-between’
responses to be more informative as they showed that video gamers are aware that having
players take the role of a tour guide could be problematic if the information players choose
to communicate was inaccurate.
The particippants recommended that there would need to be some kind of learning or
training before the player takes a guiding role, or that there would need to be some kind of
test beforehand. Chief among the latter confusion was not knowing exactly how the player
could function as a tour guide without having learned the relevant knowledge beforehand,
or having some kind of training or test.
Communicating information through dialogue was overwhelmingly considered, as can be
understood from the responses to Question 9, to be the most effective method. Many
participants, however, also thought that there would need to be stimulating visuals
accompanying such dialogues. Including dialogue was therefore generally thought to be
more engaging than only having visuals. A few also mentioned that there would need to be
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some action and interactivity for optimal knowledge retention and entertainment, while
several stated that other video game mechanics would be required. For example,
environmental storytelling was suggested as being a suitably engaging method of
communicating information.
Reflecting some more on the results of the survey, I would like to discuss a one final point.
Most of the video games identified in question one are Triple A titles, with Senua’s
Sacrifice being a notable exception. The video game I developed was not Triple A, but an
Indie video game (made by an independent developer). Although AAA games have major
publishers and are respected amongst the gaming industry, they all started as Indie Games,
where there reputation and status had to be earned. Thus, it is not uncommon for my game
to fall under the Indie game category. There is in fact a relatively large market for Indie
video games.
4.4 Conclusion
In general, the results show that players prefer Triple A video games. As indicated earlier,
these are video games with big budgets and are supported by big corporations. There is
also general support to having video games that have heritage elements in them. This is
expected since these are the types of video games that are most frequently and effectively
marketed to audiences, especially if they have detailed visuals and established franchises
(as the aforementioned Triple A video games do).
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The results showed that the majority of participants would like to see more heritage in
video games and that they are able to correctly identify video game features that can benefit
heritage efforts. Most stated that they would like to see more involvement from heritage
professionals in video game development
The participants in this survey preferred to play video games with combat features, cultural
data, or trading/economics as their core gameplay mechanics. Participants mostly stated
that a 3D tour would be appropriate for broadcasting information on an archaeological site
to the public. The data from this questionnaire suggest that a sample of video game players
would like to see more heritage work in video games. It also showed that a 3D tour of an
archaeological site would be suitable for educating players about that site, but that having
the player take on the role of a tourist should be considered before having the player take
the role a tour guide. The results of this questionnaire also show that having rock art form
the visual style of a 2D video game would be effective at preserving the heritage of a rock
art site and that sample of video gamers would like to see more folklore and traditional
stories in video games.
From the above, I concluded that creating the 3D tour part of my proposed video game
would in fact be beyond the scope of my research. I therefore decided to focus on the 2D
part of the video game. I came to this conclusion based on the responses to the survey
questions in general, from the topic suggestions, which included several under which
‘Bushmen culture and heritage’ falls, to the positive reception of having a Bushmen rock
art inspired visual style be the presentation style of a video game about Bushmen heritage.
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Chapter 5: Post-Mortem and Asset Creation
5.1 Introduction
The content of this chapter follows two themes, although the structure thereof does not
reflect this. The first theme is modelled on post-mortems, which are reports of the
development of video games. The second theme is a description of a development
workflow for assets in SE. Additionally, I provide an overview of the design of SE, the
impression of sequence of events in which development took place, and a more technical
description of developing assets.
In the first theme, I highlight the impact of the recommendations I received from the survey
participants on my design decisions, the challenges I experienced during development, as
well as a reflection on what I could have done differently to possibly make the process of
developing my video game much easier. I particularly focus on three big lessons which I
learned from this research and use these to provide recommendations for potential future
research projects.
5.2 Designing SE
I originally planned for my video game to have two parts: (i) 3D tour of the chosen rock
art site, and (ii) 2D tour of the rock art site. In the 3D tour of the Game Pass Shelter at
Kamberg in the uKhahlamba Drakensberg Park, the players would have taken on the role
of the tour guide, giving them the power to focus on those aspects of the site and associated
data which they found most interesting. An ability to make such choices would thus have
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given them the agency and power to lead the tour as they wished and to freely explore the
presented heritage. I originally planned a system of dialogue that would direct the way in
which the player learns about the heritage before communicating it to the virtual tour group.
My idea was to have this dialogue system linked to a probabilistic system which would
have had the type of information that the player chose to communicate to arise more
frequently in future dialogue choices.
Besides the 3D tour of the Game Pass Shelter, I further planned for the second part of the
video game to be presented in 2D. This part would use the rock art tradition associated with
Game Pass Shelter as the art style. It would also use the traditional uKhahlamba
Drakensberg Park Bushmen story that was most applicable to the rock art motifs at the site.
A significant amount of the participants showed confusion as to how the player would take
on the role of tour guide during a 3D tour of Game Pass Shelter. This eventually led me to
the decision not to include the 3D tour in my video game.
I made the above decision in good conscience, as the survey also showed that nearly all of
the participants were interested in the 2D part of my video game. As one of the purposes
behind conducting this survey questionnaire was to create a video game, the results
indicated several things concerning the development of my video game. Firstly, it indicated
that a relatively small percentage of video gamers would find taking on the role of a tour
guide to be interesting or optimally effective, without a clear and well-planned idea as to
how such a role would retain the engagement of the player. This would then need to be
communicated effectively and ‘sold’ as part of the package.
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Additionally, the amount of video game features (puzzles, knowledge tests,
environmentally-embedded data, etc.) that the participants suggested for inclusion in the
3D tour I posited would be far too much for a project as small as mine to accomplish. Some
of the features that they suggested were part of my original plan, such as environmental
storytelling. Others, such as puzzle mechanics, were not. Most video games (and especially
Indie video games) would lean in on one feature, optimise it and have the rest take on lesser
roles, but this would still require too much time and labour for my video game.
The second big indication from the survey was that a 2D video game using uKhahlamba
Drakensberg Park rock art as a visual style would generally be well-received by video
gamers. In theory, it would also be easier to achieve than creating the 3D tour. I therefore
decided that I would need to focus all of my attention on developing the 2D level. I thus
decided to focus my attention on the 2D part of the video game.
5.3 The Narrative of SE
One of my goals throughout the development of my video game was to keep it as authentic
to the uKhahlamba Drakensberg Park Bushmen traditions as possible. This meant that I
would use the rock art actually found at Game Pass Shelter for the art and visuals, unless
the rock art at the site did not include what was needed to represent the Spoiling of the
Eland story. The aim of the above was to maximise the degree to which my SE
communicated cultural presence (see Champion 2015: 179-186). As it applied to the
narrative of my video game, I needed to represent all of the objects and ideas mentioned in
the story to the greatest extent possible. For example, there are no hartebeest motifs at
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Game Pass Shelter, but these animals are feature in the Spoiling of the Eland story. I
therefore decided to use hartebeest motifs from elsewhere within the uKhahlamba
Drakensberg Park rock art. Additionally, although I focused on the Spoiling of the Eland
story, there were other beliefs that the Bushmen held that are directly associated with eland,
but that are not part of the story. For example, the Bushmen believed that eland received
some kind of aid from the creator god, Cagn, in order to evade hunters (Howard 1999: 103-
107). Such additional content serves to further contextualise the Spoiling of the Eland story.
I decided to divide my 2D video game into three acts. Act One was to be centred on the
‘Rosetta Stone’ of southern African rock art. Act Two was to represent the Spoiling of the
Eland story. Act Three was to be an act focusing on Bushmen hunting eland. I designed
the progression of the narrative to take place in different ‘times’. Act One takes place in
the ‘narrative present’, a time contemporary with the painting of the ‘Rosetta Stone’ of
southern African rock art. Act Two is set in the most distant past or primordial time of
creation, or the ‘narrative past’. It provides detail and context to the events within Act One
and Act Three. Act Three is also set in the ‘narrative present’, but with the scenes in a
reverse order when compared to Act One.
Act One and Act Three function as the repeated phrase that so often occurred in oral
traditions. The acts in my video game’s narrative are further comprised of scenes. These
scenes serve to segment the acts into smaller pieces of gameplay, as well to structure the
narrative in a neater ‘mirror image’. These are defined by events within the narrative, rock
art panels at Game Pass Shelter, and the mechanics in the scenes.
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I structured the narrative of the video game in this way, specifically in order to keep it as
authentic as possible. I tried to structure the narrative according to how individual lines are
recited in paragraphs (or stanzas) in oral traditions. As it applies to my video game’s
narrative structure, the first lines in a paragraph are often repeated. This creates smaller
units of a given narrative and helps the narrator to keep track of where they are in a story,
as well as giving them the freedom to make these ‘units’ of narrative their own. Although
it was not explicitly stated, audiences in oral traditions knew or expected that narrators
would follow a ‘skeleton’ or ‘rubric’ of a narrative, which was normally defined by the
repeated phrase at the beginning and end of a stanza or paragraph. All of the details of the
‘event’ between the repeated instances of the phrase gave more content and this is when
individual narrators were given the opportunity to contribute to a unique experience of
storytelling.
Keeping to the authentic presentation of the traditional story, I further decided to make it
the explicit purpose of the player to ‘perform the narrative of the Spoiling of the Eland as
it is presented to them in text. This is arguably the only goal or objective that the player
needs to fulfill. I only minimally edited the account of //Kabbo, in order to adjust the pace
of the narrative of SE. I additionally tried to present the remaining story of SE from the
same narrative perspective- that of a Bushman informing a non-Bushman of their culture.
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5.4 The Narrative Timeline
As indicated earlier, the narrative of the video game is segmented into three acts, each of
which is further comprised of smaller scenes. A brief plan of how the narrative of my video
game is structured is presented in Table 5.1. An explanation of the terms used in Table 5.1
is necessary before I explain what exactly transpires in these scenes. I will start with the
terms used for the three acts. ‘Rosetta Stone’ indicates that the contents of Act One has to
do with the ‘Rosetta Stone’ of southern African rock art. More specifically, it focuses on
representing what is happening in this panel, and the event (a normal successful hunt of an
eland) that immediately preceded the event represented in the ‘Rosetta Stone’ of southern
African rock art.
The normal successful hunt of an eland is what I call ‘Rosetta Hunt’ so as to more clearly
distinguish it from ‘First Hunt’. Calling it ‘Second Hunt’ could lead to some confusion.
‘Rosetta Hunt’ also indicates that the hunting that is taking place is a hunt as it would have
happened at a time contemporary to the painting of the ‘Rosetta Stone’ of southern African
rock art. The ‘Spoiling of the Eland story’ connotes that the scenes in Act Two represent
the events within the Spoiling of the Eland story. I have identified two scenes of creating
eland within this story, each of which is followed by a hunting scene.
The hunting scene which form parts of Acts Two should not be confused with those in the
other acts, as they happen in the distant past and are governed by different rules and
conditions. I therefore term the hunting scenes in the Spoiling of the Eland story ‘First
Hunt’, as it was the first hunt to happen since the creation of eland.
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An important distinction needs to be made with regards to Table 5.1. Although I use the
term ‘scene’ to describe the individual narrative parts in SE, this should not be confused
with ‘scenes’ in Unity. In this context, I use ‘scene’ to describe the narrative as it is the
term used in literature, theatre and film. Its use can be equated with ‘events’ in narratology
(Corvellec 2006).
Table 5.1: A representation of the Narrative Structure of SE
Narrative Segment Narrative Time
Act One: Rosetta Stone Present
Scene 1: Rosetta Hunt Present Perfect
Scene 2: /Num Transfer Present Continuous
Act Two: Spoiling of the Eland Story Perfect Past/Primordial Time
Scene 1: Eland Creation #1 Perfect Past
Scene 2: First Hunt Time immediately after the above
Scene 3: Eland Creation #2 Time immediately after the above
Scene 4: Second Hunt Time immediately after the above
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Act Three: Rosetta Hunt Present
Scene 1: Rosetta Hunt Present Perfect
Scene 2: /Num Transfer Present Continuous
To understand the terms used in the ‘Narrative Time’ column of Table 5.1, I employed
categories to distinguish verb tenses. I use ‘Narrative Timeline’ to distinguish between the
traditional story and the ‘The Narrative Times’ in my video game. The Narrative Times of
the three acts are the general periods in which the events within the narrative occur occur.
These ‘Narrative Times’ are relative to a conceptual storytelling event, wherein a Bushman
tells the Spoiling of the Eland story at a time contemporary with the painting of the rock
art at Game Pass Shelter.
The verb tenses are useful within the Narrative Times of the scenes within the acts. ‘Present
Continuous’ indicates the corresponding scene is currently happening in the Narrative
Timeline (Aarts 2014). ‘Perfect Present’ indicates the corresponding scene happened in the
immediate past of the ‘Present Continuous’. ‘Perfect Past’ indicates the farthest point in
time that comprises the narrative past. It is effectively the primordial beginning and the
farthest past simultaneously. ‘Time immediately after the above’ indicates that its
corresponding part happened immediately after the scene that preceded it. For example,
Act Two: Part 2 happened immediately after Act 2: Part 1.
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In Table 5.2 below, I try to convey how this structure to the scenes in the narrative can be
understood as the rhyme scheme of a poem. I do this in order to clarify how the structure
of the scenes in SE reflect storytelling in oral traditions. The letters in Table 5.2 represent
a rhyme scheme reminiscent of poetry, where the repetition of individual scenes serves
mnemonic purposes in SE. This serves to familiarise players with the mechanics and rules
of SE, while incrementally progressing them through the narrative.
Table 5.2: A representation of SE’s Narrative Structure as the Rhyme Scheme of a poem.
Narrative Structure Poetic Structure/Rhyme Scheme
Act One: Rosetta Stone Stanza One
Scene 1: Rosetta Hunt A
Scene 2: /Num Transfer B
Act Two: Spoiling of the Eland Story Stanza Two
Scene 1: Eland Creation #1 C
Scene 2: First Hunt D
Scene 3: Eland Creation #2 C
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Scene 4: Second Hunt D
Act Three: Rosetta Stone Stanza Three
Scene 1: Rosetta Hunt A
Scene 2: /Num Transfer B
In Table 5.2 the scenes on the left-hand side of the table have corresponding letters within
the rhyme scheme on the right-hand side. Stanzas One and Three have the same narrative
content. This repeat of letters A and B serve to encapsulate the entire narrative, and with
the first event being fully contextualised at the end. This achieves the aim of
communicating the significance of the Rosetta Stone of southern African rock art to
players.
Stanza Two contains a standard repetition of narrative scenes, but with slight alterations in
narrative content, which serve to introduce players to the mechanics of the video game
while gradually progressing the Spoiling of the Eland story.
By structuring the narrative and the timeline in this way, I believe that I have made these
aspects of SE authentic to the tradition of oral storytelling of the uKhahlamba Drakensberg
Park Bushmen (and likely other oral storytelling traditions too).
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5.5 Structure and Content
Here I describe the events that transpire in the narrative acts and the scenes that comprise
them. I progress through the narrative as it is presented to the player, that is, from the
beginning of Act One to the end of Act Three.
5.5.1 Act One:
1. Scene 1: Hunters are hunting a herd of eland. The player is one of these hunters.
The goal of the player is to successfully hunt an eland by throwing spears at it.
2. Scene 2: The Shaman (player) needs to walk up to a wounded eland, in order to
transfer /num from it to himself. The /num which is originally inside the eland is
transferred through the tail of the eland, into the hand of the shaman and finally into
the shaman.
In the description of the scenes in Act One above, I firstly show the player how hunts
contemporary with the painting of the ‘Rosetta Stone’ of southern African rock art would
have happened. During Scene 2, I represent what is occurring in the ‘Rosetta Stone’ of
southern African rock art during Scene 1. This shows the player about the uKhahlamba
Drakensberg Park Bushmen beliefs concerning eland and the spiritual power (/num) they
possessed. This is done in a brief and simplified form.
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Through the rules and constraints of this hunt, which I go into further detail in the
breakdown of the mechanics below, I convey the difficulty with which such hunts would
have happened in the narrative present. This is arguably the entire purpose of the Spoiling
of the Eland story. Here, the player does not necessarily know how the rules of the video
game works, adding to the feel of how difficult hunting eland was. There are prompts
letting the player know what they can do as the hunter they control, but the rules of the
video game (or system) are not made clear. This is done through the narrative of Act Two.
5.5.2 Act Two:
1. Scene 1: Cagn acts out the events of the narrative of the Spoiling of the Eland story
which occur before the first hunt of an eland. In this part, the player controls the
actions of Cagn.
2. Scene 2: The player’s perspective of the story changes from controlling Cagn to
controlling Gcwi. The player twice attempts to hunt the eland, but fails on both
times. The player only succeeds on the third attempt, because the eland was asleep.
This is the First Hunt.
3. Scene 3: The narrative after the First Hunt, but before the Second Hunt takes place.
This occurs during the second event of creating eland. First Gcwi attempts to
recreate the eland, but fails. Cagn then attempts this as well, but even he cannot
replicate the first eland.
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4. Scene 4: The player takes on the role of three characters: Cagn, Cogaz, and Gcwi,
respectively. The goal is to get the player fully acquainted with the rules of the
video game, and the conditions for success. As Cagn, the player needs to hunt three
eland, as Cogaz he needs to hunt two, and as Gcwi one.
There are two main objectives that underlie the events in Act Two. These are to
contextualise the events in Act One and to communicate the rules, constraints, and win/lose
conditions of the video game system. In the contextualisation of Act One, the player learns
three lessons: (i) why eland have such great spiritual potency, (ii) how eland are spoilt, and
(iii) why man must hunt them. In the communication of the video game system, the player
learns: the ‘abilities’ of the different hunters as player characters, how the eland behave in
the different scenes, the constraints of the video game, and what the win or lose conditions
of the hunting scenes in the video game are.
5.5.3 Act Three:
1. The player once again needs to hunt an eland as a normal hunter in the ‘Perfect
Present’. Once he has successfully hunted/wounded an eland, which does not die
outright, a Shaman appears. The player once again controls the Shaman and
transfers the /num from the eland into the Shaman.
In act three, the player again needs to hunt an eland with a normal hunter in the ‘narrative
present’. This he/she does with the contextualised knowledge of why it is difficult, how to
play the video game, and why eland are special and spiritually potent.
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As can be seen in the breakdown of the act and scenes above, SE is structured in a way that
goes back and forth between narrative scenes and hunting scenes. The variations on hunting
scenes are the foundation of SE’s gameplay, which are contextualised by the narrative
scenes before or after them. Now I want to focus my attention on the description of video
game mechanics to discuss the technical aspects of the video game.
5.6 Description of the Mechanics
5.6.1 The System’s Mechanics
In SE, there are several mechanics that form the rules of the video game in general. I shall
now briefly describe these mechanics. I will not go into detail on the specific values or
constraints of the video game, but include such when necessary to explain the mechanics
of the video game.
As mentioned earlier, the presentation of my video game is two-dimensional (2D). This is
because although the rock art of the uKhahlamba Drakensberg Park Bushmen often gives
the impression of three-dimensions, they nevertheless remain 2D motifs on rock surfaces.
My video game allows the player and other characters within the video game to move both
vertically and horizontally, since real-world rock art is best interpreted without vertical or
horizontal constraints (Lewis-Williams & Pearce 2009: 43). There is no reason to assume
the uKhahlamba Drakensberg Park Bushmen would have interpreted their rock art from
left to right, or top to bottom.
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Having said this, I confine the events of the video game to keep the action relatively close
to the player by limiting the playable area to about two ‘screen heights’ and a limited
horizontal plane. This acts to avoid an endless cycle where the player is doomed to chase
fleeing eland forever. The eland, therefore, are permitted to move out of the screen view,
but their movement speed is greatly constrained at a certain point.
During all the hunting events in the video game, the defining aspect of winning is the
successful hunt of the target eland. This varies according to which hunt is being played.
The character that the player controls changes according to which hunt is being played,
which eland is being hunted, and the features or mechanics linked to the specific player
character and eland. The First Hunt, for example, has the character taking on the role of
Gcwi, who eventually kills the first eland by successfully hitting it with a spear. All hunting
scenes use spears for weapons. This is because the Spoiling of the Eland story explicitly
mentioned that Gcwi ‘could throw well’. The weapon of choice does not change in later
hunting events in the story.
There is a difference between the first eland and the ‘normal eland’ in Acts One and Three,
respectively. This is because the first eland had not been spoiled as later eland had. More
specifically, it was neither wild, nor aggressive. It was, however, evasive. As this applies
to what the player can do as Gcwi, the player can also stab with his spear, which normal
hunters from future scenes cannot do. Normal hunters, such as the player, are however able
to use a different ability.
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Players are able to ‘rally’ the other hunters in the scene, which then attempt to corral eland
in the scene towards the player. Characters that the player does not play as are controlled
by artificial intelligence. Such non-playable characters are commonly referred to as NPCs
in video gaming.
During Act Two, the player has an inventory that is visualised on the heads-up display of
the player. This simple system allows the player to pick up items when the correct
conditions are met, contributing towards story progression. What the player experiences
here is familiar to most video gamers. In my game, when the player presses one of the
‘interact’ buttons within a predefined distance to a inventory object, they can pick it up.
5.6.2 The Player Mechanics
The player has several mechanics in which they can interact with the video game system.
Depending on what specific player character the player controls, certain features may be
removed or added. These features include: (i) free-directional (horizontal and vertical)
movement, (ii) a melee attack, (iii) a ranged attack, (iv) a special ability, and (v) an
interaction button.
In order to allow the greatest degree of freedom within SE, I chose to allow the player to
freely move in any direction they chose, whether this is vertically or horizontally. This
decision was informed by the uKhahlamba Drakensberg Park rock art not being limited to
any single directional axis. In addition, the rock art should also not be viewed through a
‘Western lens’ of left-to-right, or top-to-bottom. Instead, rock art panels should be regarded
in their entirety in order to improve interpretive potential (Lewis-Williams & Pearce 2009:
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43). The vertical movement of the player is clamped, thus can be limited to a maximum or
minimum value. In this case a maximum speed value is used. Structuring the movement in
this way also allows greater flexibility in composing everything within scenes.
The melee attack mechanic is applicable during certain events within the Spoiling of the
Eland story, where it mentions attempts at stabbing. It also results in gameplay that is
slightly more action-heavy since it brings players closer to the eland, which may react
aggressively. The ranged attack mechanic of the player is a spear throw.
The player also has a special ability mechanic, which is a ‘rally’ ability during hunting
scenes. The ‘rally’ ability causes NPC hunters to move towards eland and try to drive them
towards the player. This effectively makes it easier for the player to try hunt eland, for a
limited time.
The buttons that are for a ranged attack varies depending on the context of the current
moment of gameplay. In Act Two, it can be both the ability to create, or do a ranged attack.
The player is implicitly directed by the narrative on whether they are able to create or
perform a ranged attack at any given time. In the /Num Transfer scene these buttons cause
the player character to perform a trance dance.
The interact mechanic allows the player character in the narratively driven parts of scenes
to interact with objects and NPCs in order to progress the narrative in the desired way. For
Cagn, this is a catch-all for the interactions needed to progress the story. For the Shaman,
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it is specifically to initiate the /Num Transfer event. The interact mechanic also is used by
Gcwi during Part 3 of Act Two, as he attempts to create eland.
5.6.3 Character Artificial Intelligence
Character Artificial Intelligence can be one of the most challenging things to convincingly
implement in video games. Artificial intelligence (hereafter AI) defines the ways in which
entities ‘behave’ in video games, and can involve much coding to implement.
Unfortunately, I did not set up my Unity project in a way that would have allowed me to
use the in-built features of Unity that facilitate this. To fully describe the process of creating
the character AI is beyond the scope of this research, but I will briefly explain what the
resulting behaviour of the AI in SE is.
The primary goal of the AI in my video game was to get various types of characters to
behave in appropriate and realistic ways within hunting scenes. For eland, this entailed
having them move in random directions and variable speeds when a hunter is not nearby.
They additionally stop and idle if no hunters are nearby for a predefined amount of time,
clustering together, unless a predefined condition is met. Such a predefined condition can
be a hunter being too close, resulting in fleeing which supersedes clustering. The eland
become wounded if hit once with a spear and die when hit a second time.
The hunter AI only features in Act One and Act Three, and during Rosetta Hunt parts. This
AI differs from the eland AI in that the NPC hunters generally just follow the player.
Although the hunters do not attempt to attack eland and only actively participate in hunting
the eland when they are ‘rallied ’by the player. . This is done through the use of the above-
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mentioned use of the player character’s special ability. To reiterate, this‘ rally ’call makes
it easier for the player to hunt eland by making the AI attempt to direct eland towards the
player. This assists the player somewhat by helping them find eland if they lose track of
them and provide them with a better opportunity to successfully hit eland.
5.7 Asset Creation
For the project of making this video game, I initially thought that I had all of the art and
images that would comprise the visual element of SE created. Although I expected that I
would need to edit the images in order to get the desired style, I did not foresee how long
the process would take. In the following section, I will describe the process of making
various assets in a pipeline that culminates in an animation, in this case a hunter character’s
‘Idle’ animation. To do this, I needed to become familiar with Autodesk Sketchbook, which
is an application designed for creating digital art and which can be used to edit existing
images. I also needed to familiarise myself with various in-built features and systems
within Unity, which I describe below.
As mentioned in Chapter 3, I had a collection of photographs that I had taken of the rock
art at Game Pass Shelter to work with during the development stage of SE. I consulted this
collection of photographs to begin the process of developing the visuals for the video game.
Initially, I went through all of the photographs and looked for identifiable and relatively
complete images of eland, hunters, and Shaman. I then isolated the images I chose from
those surrounding them within a particular painted scene and grouped them in separate
documents for hunters, eland, and Shaman. I use ‘isolated’ to indicated that I separated a
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desired image from all of the surrounding visual data from a photograph, to get a ‘cut’
image to work with in further asset development steps.
Figure 5.1: Photograph taken of rock art at Game Pass Shelter, Kamberg, in the
uKhahlamba Drakensberg.
I used various tools and features within Autodesk Sketchbook to isolate and edit images
from my collection of rock art photos. These tools included the selection tool, the erase
tool, and the layer feature, to name just a few. Using the ‘Select’ tool, more specifically the
‘Lasso’ selection tool, I followed the outline of individual motifs to select them, copied
and pasted the selection on that same layer, upon which Sketchbook would automatically
put the new image on a new layer.
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Individual layers within Sketchbook can be edited without affecting the images on other
layers, allowing for easier editing of separate elements within a single Sketchbook file. If
I was not satisfied with the results of a selection, I further used the ‘Hard Eraser’ tool to
clean up images.
Using the ‘Layer Editor’ feature of Sketchbook, I organised all of the hunter images in one
document. These were in a tiff. file which is the default file format Sketchbook uses. This
files format allows multiple layer with images to be saved in one file, where PDF or PNG
files save only what is visible on-screen as on layer. I then went through all of the hunter
images to look for one that I found to be the most correct in terms of proportions, as well
as relatively complete (that had not decomposed a lot).
Having found a hunter, I then deactivated the background layer of the document, which
created an alpha channel which defines the transparency of an image element. This was
necessary for transferring the resulted image file to Unity in the right way. I then saved the
image as a PNG file and imported the file into the ‘Project’ window in Unity.
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Figure 5.2 shows the layout of Autodesk Sketchbook, as well as the original image of a
hunter that I edited and used for inclusion SE. In Figure 5.2, the tool marked as ‘1’ is the
‘Select’ tool, the tool marked as ‘2’ is the ‘Lasso’ selection tool, the window marked as ‘3’
is the ‘Layer Editor’ feature and the layer marked as ‘4’ is the ‘Background’ layer (made
indivisible by clicking on the eye icon on the left-hand side of the layer icon).
Figure 5.2: Autodesk Sketchbook layout. An isolated Bushmen Hunter, as he is positioned
in the rock art at Game Pass shelter.
After I had exported the hunter image to the ‘Project’ window in Unity (see the window
marked as ‘1’ in Figure 5.3), I firstly had to generate an Anima2D Spritemesh from the
Sprite of the hunter body image. The Unity Manual defines a sprite as ‘2D graphic objects’
in their documentation and the sprite file format is the default for all image files that are
imported to a Unity project (https://docs.unity3d.com/Manual/Sprites.html). The
generation of a spritemesh, which is different to a sprite, was necessary for me to work
with Anima2D which is a development tool that is free to download from the Unity Asset
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Store (a marketplace for assets). It is designed to streamline the process of animating 2D
images. Spritemeshes allow for pseudo-3D animation by rigging sprites to ‘bones’, in a
manner that is reminiscent to 3D animation.
Figure 5.3: Unity layout. A hunter character is shown with some of the most common
windows and tabs in Unity.
Having generated a spritemesh of the hunter body image (hereafter ‘HB spritemesh’), I
moved it into the ‘Hierarchy’ window. The ‘Hierarchy’ window is labelled as ‘2’ in Figure
5.3. The hierarchy window shows and manages all of the game objects within a Unity
scene. Game objects are important parts of Unity, which act as placeholders for
components, which build functionality into scenes and/or game objects
(https://docs.unity3d.com/560/Documentation/Manual/class-GameObject.html).
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Components are modular features/tools which can be attached to gameobjects in order to
get the gameobject to function in the desired way. Under the ‘Inspector’ tab (label ‘5’ in
Figure 5.3), developers manage components attached to gameobjects, thereby adding
functionality in a modular fashion. The window marked as ‘3’ is the ‘Console’ window,
which is the primary tool used in debugging and which informs developers of any errors in
the project or code that might occur. The window marked as ‘4’ is the ‘Scene’ (hereafter
Scene view) window, which shows the virtual (2D or 3D) space, all the gameobjects in the
project. This differs from the ‘Game’ window, to the Scene window’s immediate right,
which shows the scene as it would be seen by players.
Having moved the spritemesh into the Hierarchy view, it is then necessary to optimise the
spritemeshe to show exactly what is intended. To do this, Anima2D offers the SpriteMesh
Editor feature which allows developers to edit what is shown in spritemeshes, and is further
used to define how spritemeshes further interact with other features they are linked to.
In the SpriteMesh Editor, I optimised the HB spritemesh in order to allow convincing
movement to be shown in animations. This step in the asset development process allowed
some flexibility in working with images, as it could be used to correct relatively untidy or
rushed work in previous steps. If there was some ‘noise’ in the visual data (e.g. specks in
an image that were not properly erased), then the SpriteMesh Editor could ‘clean’ the image
by defining what part of the image should actually be rendered (processed as visual data).
I did this by using the editing affordances of the SpriteMesh editor, namely defining edges,
vertices, and weights.
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Defining the edges and vertices of images are two of the three primary tools in which the
SpriteMesh editor is useful. With these two tools, a 2D polygonal shape is made and defines
the visual parameters for later animation.
I sometimes used the SpriteMesh Editor to ‘clean’ images by placing the edges and vertices
on the outline of the image I wanted to be rendered within SE. This effectively cuts out all
of the visual noise in the image. It was further necessary for me to add vertices in specific
areas within images where I knew there would need to be movement in animations,
specifically at the joints of characters. This is because one of the vital functions of vertices
and edges is to define where the rendered image can be ‘bent’. As a simple heuristic, more
vertices mean more versatility in bending potential. I found that placing vertices in a
diffusing pattern offered the most flexibility in making animations, with more vertices
being clustered to the origin of bending. I illustrate this in Figure 5.5, which shows the
spread of vertices (the yellow highlighted ones) around one foot of our hunter.
In Figure 5.4, the torso and legs of a hunter sprite is shown with all of the edges and vertices
defined (the arms and apparel had their own spritemeshes, respectively). The blue lines
between the dots are edges and the dots are vertices. Vertices are the points at which two
or more lines meet in a geometrical shape
Commented [NND1]: Am I correct to understand that you
begin with figure 5.5. then refer to 5.4? If that were the case,
then the order needs to change, to 5.4 then moving to 5.5.
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Figure 5.4: SpriteMesh Editor window. The HB spritemesh is shown with edges and
vertices already placed.
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Figure 5.5: Spread of vertices in the SpriteMesh Editor.
Having defined the geometrical data of the HB spritemesh, I then went back to the Scene
view in order to build its real functionality. To do this, I had to go to the Hierarchy window,
and create Anima2D ‘bones’ for the HB spritemesh. In Anima2D, bones are primarily used
to control the movement of spritemeshes during animation. This is done by defining what
bones are attached to spritemeshes in the Inspector and further offering additional
development flexibility through the weight system in the SpriteMesh Editor. I explain this
below.
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The top of the HB spritemesh can be seen with several bones attached in Figure 5.6 (see
Figure 5.3 above for the HB spritemesh with all its bones, which are in different colours).
The white triangular shapes are the graphic representation of bones that come with
Anima2D by default. The thicker end of the bone is the pivot point (static during rotations),
while the point at the other end moves during the rotations of bones. The result of rotating
a bone can be seen in Figure 5.7, which shows the same view of the HB spritemesh from
Figure 5.6, but with all bones set and the ‘torso bone’ rotated to the right (anti-clockwise).
Figure 5.6: Bones attached to the HB spritemesh. The ‘PlayerHunter’ gameobject is
highlighted, as well as the HB spritemesh (edged in orange).
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Figure 5.7: Rotated ‘Torso Bone’ (relative to Figure 5.6). The torso bone rotated to the
right (anti-clockwise).
To briefly describe the process of ‘setting’ bones to spritemeshes, I first needed to add all
of the bones I wanted for the HB spritemesh and position or rotate the bones to align to it.
I then assigned the bones to it in the Inspector window, which shows all of the values and
components of a gameobject. The last step is done in the Inspector, under the ‘Sprite Mesh
Instance’ component attached to the HB spritemesh. Having done this, I needed to go back
to the SpriteMesh Editor to complete the process of setting the bones.
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In the SpriteMesh Editor, I needed to adjust the edges and vertices of the HB spritemesh to
the placement of the bones set to it a spritemesh. Once I clicked ‘bind’ and ‘apply’ (seen
at the top left and top right of Figure 5.4, respectively), I was finally finished with setting
up the bones and could move on to further aspects of setting up the HB spritemesh.
Anima2D generates a map of how much ‘weight’ set bones have on individual vertices,
edges and the polygons they define, but it was frequently necessary to further adjust the
weights of the bones to get animations to look right. This often involved a lengthy process
of adjusting weights for each vertex in using the weight tool of the SpriteMesh Editor.
However, sometimes the auto-generated weights worked perfectly and no further
adjustment was necessary.
In Figure 5.8, I show how weight adjustment happens. Both of the visual aids for the weight
tool are enabled, ‘Overlay’ and ‘Pies’. The overlay toggle represents the weight of bones
on the defined polygons within the HB spritemesh, with different colours being assigned
to individual bones. The influence of bone weight is represented with their corresponding
colours in the polygons and vertices. The pies toggle represents the percentage of weight
assigned to each vertex per bone with each bone’s corresponding colour. The weights of
two bones, the head and torso bones, are shown in yellow and red, respectively.
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Figure 5.8: Full visualisation of adjusting the weights of bones on vertices in the
SpriteMesh Editor.
To finalise the HB spritemesh, I needed to add inverse kinematics (hereafter IK) to the ends
of specified bones set to it. In brief, IKs allow for easier animating by moving chains of
bones according to predefined parameters. Anima2D represent IKs with a blue circle by
default (see Figure 5.6). In the case of the IKs in Figure 5.6, any movement of an IK moves
the two arm bones that it is attached to. Additionally, I needed to define in which direction
the IK is meant to rotate the bones attached to it to prevent unnatural bending. In Figure
5.7, the IK on the left has been moved upwards, which caused the arm spritemesh that the
associated bones are attached to bend at the elbow in the correct direction. Creating the IKs
was the last step in setting up spritemeshes in my project.
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Having completed the HB spritemesh, I could animate it in conjunction with the other
gameobjects (and their respective spritemeshes) under the ‘PlayerHunter’ gameobject
(hereafter ‘player gameobject’). To do this, I needed to assign the ‘Animator’ component
to the player gameobject that all the spritemesh gameobjects were attached to (see Figure
5.6) and create or assign an ‘animator controller’ for the animator. After activating the
‘Animation’ and ‘Animator windows, I could then begin animation. The animation window
is similar to video editing applications and allows extensive control over the timing of
movements within animations, as well as offering other useful features like animation
events. Figure 5.9 shows the animator window in Unity, which is used to organise or
customise created animations and transitions between them
(https://docs.unity3d.com/530/Documentation/Manual/AnimationSection.html).
Figure 5.9: Animation Window. The Hunter1Idle (Idle) animation is shown with timeline
data.
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The ‘Hunter1Idle’ animation (the player gameobject’s ‘Idle’ animation) is the animation
being shown in Figure 5.9, labelled as ‘1’. Label ‘2’, the ‘Dopesheet’, starts blank with
new animations and records every gameobject that is moved in an animation. Gameobjects
need to be a ‘child’ of a ‘parent’ gameobject in order to be recorded on any given dopesheet,
with the parent gameobject being the one that has the animator component attached. The
parent-child relationships between gameobjects is a hierarchical system of group ‘sub-
gameobjects’ under other gameobjects. In other words, it allows gameobjects (parents) to
work as containers for other gameobjects (children). Only gameobjects that are parented
under the gameobject with the animator can be part of an animation.
When the record button on the playback bar (labelled ‘3’ in Figure 5.9) is active and a
gameobject is transformed (has its position, rotation or scale altered) and automatically
added to the dopesheet. This simultaneously adds a ‘keyframe’ (a moment) on the
‘timeline’ of the animation (see ‘4’ in Figure 5.9), which records the time during which a
keyframe occurs. In Unity, keyframes are visualised as diamonds on the timeline (see ‘4’
in Figure 5.9). This allows flexibility in the animating process, as the keyframes can be
moved to different moments on the timeline by sliding them left and right (earlier and later)
in the timeline, respectively (see https://docs.unity3d.com/Manual/animeditor-
AdvancedKeySelectionAndManipulation.html). The timeline-dopesheet relationship is
vital to the animating process, as it can become quite complex when there are many
gameobjects being moved in an animation.
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Another useful aid in the animation process is an additional feature offered by Anima2D,
called the ‘Onion Skin’ window. This visualises the position of the gameobjects within an
animation, with frames prior to the current frame being one colour and later frames being
another colour (for more information see the Anima2D User Guide: 29). This helps to see
where and how gameobjects are moving in an animation, and makes adjustments easier to
grasp. This is especially useful with animations of more complex movements, such as
running. Figure 5.10 shows what the onion skin feature looks by default, with red images
showing where gameobjects were in previous frames of the timeline and green images
showing future frames.
Figure 5.10: Animation with the Onion Skin feature enabled. Different colours show past
(red) and future (green) positions, rotations and scale of gameobjects.
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Coming back to making the ‘Idle’ animation for the player gameobject, it is common in
video games for idle animations to give the impression of a character not really doing
anything apart from breathing. To show the character breathing, this is normally done with
slight vertical movement of a character (the inhale) and returning to the original position
(the exhale). I did this for all of the characters within SE, with slight variations to make
individual characters a little unique (head bobbing, moving arms a little, etc.).
Once I was satisfied with animations, I then ‘baked’ them. Baking animation is the process
of recording animation completely during development, frame-by-frame, in order to reduce
the processing requirements of actual playthroughs of a video game (once completed) (see
Blender Manual). This is because computer systems need to process unbaked frames in
real-time, which could have an impact on performance with larger projects that could have
hundreds or thousands of things happening at once.
At the completion of the animation in the animation window, it automatically gets added
to the animator window as a ‘state’. In short, animation states control what animations are
played at any given time (see https://docs.unity3d.com/Manual/class-State.html). It also
allows developers to control the transitions between different states, when specific
conditions are met. There are various features and functions that can be used to do the
above, including ‘blending’ states with one another for smooth transitions and
manipulating playback speeds, to name just a few.
In Figure 5.11, a few states (the rectangular blocks) are shown as they are visualised in
Unity. The ‘HunterIdle’ state is the idle state of the player gameobject, and its orange
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colour indicates that it is the default state. Depending on whether the player provides input
to move the player gameobject during play sessions, the player gameobject will either stay
in the idle state (and occasionally do a trick) or walk (play the walking animation).
Figure 5.11: Animator Window. The animator for the player gameobject is shown with
states (the blocks) and transitions (arrows).
This completes the primary description of my development pipeline of a simple animation,
if all steps in the above process go smoothly. After completing a gameobject or asset, I
sometimes found that I had not set them up in an optimal manner. Such an occurrence leads
to bugs, glitches or jarring visuals. It was therefore often necessary for me to go back a few
steps in the process to resolve such issues.
The benefits of this approach was that the development of spritemesh gameobjects and
setting up of characters vis-à-vis spritemeshes only needs to be done once (if done
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correctly). New animations can simply be added onto properly set-up characters or
gameobjects. However, things can get quite punishing and time-intensive when one little
fault is made in the set-up process. For example, if the edges and vertices of a spritemesh
were not set up properly then it could ultimately result in a jagged edge or smudged features
in an image during specific points in an animation. This can be quite jarring to see and can
break the immersion that players experience. It would mean that several additional hours
of work would be necessary to fix that issue.
5.8 Lessons on and Implications of the Asset Development Process
Most of the steps in the development process were dependent on earlier steps being carried
out in optimal and correct ways, which meant that any faults in previous steps would cause
errors later on. I experienced some of these issues several times during development,
including: (i) Changed file directories (where they are located in the project folder), which
resulted in Unity giving a ‘Missing!’ message, (ii) NullReferenceExceptions, where
specific files were deleted for any number of possible reasons, and (iii) Sub-optimal
spritemeshes, which resulted in sharp edges, unnatural movement in animations and
‘stretched’ features in spritemeshes (which were derived from the original photographs of
the rock art).
Correcting the above errors could be either quick and simple, or very lengthy and complex.
Such corrections often resulted in several extra hours of work, either to correct the issue or
start the assets from scratch. More importantly, it led me to make an important decision
regarding the development of SE.
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My goal was to get spritemeshes to represent the images collected from the rock art as
closely as possible. Although I succeeded in doing this with several characters in the video
game (a hunter and an eland), this turned out to be truly sub-optimal. It simply took too
long to implement without glitches. This led me to decide to change my intention behind
how I wanted to represent the rock art via SE. Instead of representing the rock art as it can
be seen at Game Pass Shelter today, SE shows the same art as if it was freshly painted.
The spritemeshes as I originally approached them can for example be seen in Figure 5.2.
The flecks that were the result of decomposition or other destructive process (i.e. the grey
flecks in the other black image of a hunter) sometimes were stretched in unappealing ways.
I had been considering approaching the spritemeshes and the art of SE differently for quite
some time, specifically to make the art appear ‘freshly painted’. Such an approach would
be resonant with the setting of the Spoiling of the Eland story, which happened at the
genesis of the Bushmen worldview or mythology. As such, a fresh look to the rock art
would be ideal. I therefore altered my approach to creating new assets to this ‘fresh’ look,
as it made sense within the setting of the Spoiling of the Eland story. It additionally also
made sense for Act One of SE, as its setting on the narrative timeline is at a time
contemporary to when the rock art was painted.
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This decision had both positive and negative consequences on the development of new
assets, but I believe that the overall effects were to my benefit. The negative consequence
was that instead of simply isolating the desired motifs from my collection of photographs
of the rock art, I had to isolate them and then paint over them on different layers within
Autodesk Sketchbook. This affected the time it would take to make the initial image that
would turn into a spritemesh. Additionally, changed directory issues and null reference
exceptions could still occur despite changing the visual approach.
The positive consequences of this decision, however, meant that the third issue, the
stretching one, would not occur. It additionally became useful later in development when
I needed to add visual art that either does not appear in the broader tradition of uKhahlamba
Drakensberg rock art or Game Pass Shelter specifically. For example, hartebeests and
partridges are specifically mentioned in the Spoiling of the Eland story, but are not found
in the rock art of Game Pass Shelter (Orpen & Bleek 1874: 143-144; Howard 1999: 101).
Hartebeests are found at other sites though and I imitated the manner in which they were
painted in Autodesk Sketchbook. Partridges are not specifically identified in the broader
rock art tradition, but images of birds that look like fowl are. I therefore imitated this in the
Autodesk Sketchbook. As to the images that are not found in the broader rock art tradition
at all, there was an issue of the characters in the Spoiling of the Eland story. More
specifically, Cagn and his wife, Coti, were believed by the Bushmen to have been both
animals and people simultaneously. Cagn was believed to have been the ‘mantis’ god of
the Bushmen. Cagn’s name in fact means ‘Mantis’ (Howard 1999:25). Coti was thought of
as being a dassie, or rock hare.
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To represent the unity between being both a person and an animal, as the Bushmen believed
of Cagn and Coti, I consulted my collection of photographs for therianthropic motifs. I
decided that the best manner through which I could represent Cagn and Coti would be to
represent them as therianthropes, since the broader tradition of uKhahlamba Drakensberg
rock art seems to indicate that this is how the Bushmen would have represented such
animal-human beings.
Using a normal motif of a hunter from Game Pass Shelter as a starting point, I altered the
head of Cagn to be that of a Mantis. This is because animal heads are the most prominent
feature of the therianthropic motifs in the broader rock art tradition. In existing
therianthropic motifs and some of those found at Game Pass Shelter, the legs of these
figures will often end in hooves. This is because the therianthropes are human-antelope
combinations. I decided that having the animal ‘feet’ be part of the Cagn and Coti
gameobjects would not be necessary, as the animal heads would be enough to represent
their animal-human state of being.
I needed to consult images from the broader tradition of uKhahlamba rock art for
images/motifs representing mantises and lynxes, but found neither. There are images of
‘cats’ or ‘felines’ in the tradition, but not lynxes specifically, and there is only one motif
that I could find which could be interpreted as representing a mantis. I therefore deemed it
necessary for me to make wholly new art for the head of Cagn and Coti. They are both
simple images, with the prominent features being large insect eyes and antennae for Cagn,
and the pointed ears of lynxes for Coti. The most important rules I followed for creating
new art was: (i) keep it simple, and (ii) stick to the colour palette of the rock art tradition.
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I therefore needed to keep the images mainly on a spectrum of white, yellow, red, and
black.
As stated above, the decision to change my approach to the artwork helped with making
all the future visuals in SE. This included visual effects (spoors, blood) and objects (traps,
pots, gourds). One additional object I needed to create from scratch was a sprite (not
spritemesh) of a ‘kloof’. This is because the Spoiling of the Eland story specifically
mentions it.
5.9 Post-Mortem
According to Atwood (2007), post-mortems are reports of the development of video games,
or a retrospective of the development process made by the developers. This is what I am
doing in this section, reflecting back on the process that has been (what went right, what
went wrong, and what I could have done differently), and the lessons that have been
learned. As I have mentioned at the beginning of this chapter, one of the biggest reasons
why I embarked on my journey to develop a video game helping to preserve South African
heritage was that I felt the need to do something artistic for my masters project.
This artistic need is something that I most certainly fulfilled, despite having to limit myself
to a smaller project than I had originally anticipated (the 2D part of the original idea). I
learned several new skills during this process, but could not manage to learn others. For
instance, I learned how to use several key features in Unity, the basics of 3D modelling,
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how to animate 2D spritemeshes, how to use image editing software (Autodesk
Sketchbook), and how to code in C#.
I was unfortunately not able to learn how to apply some of the skills and practices
associated with the 3D which was part of my original video game idea. This includes
creating a 3D environment using photogrammetry, creating 3D characters, creating a causal
dialogue system for 3D characters and animating 3D models. I am sure that there are others
that I am not aware of, as something almost always comes up when making something as
complex as video games.
I will now focus on three aspects: (i) What went right with the concept I had of creating a
video game, (ii) what were the challenges and how were they resolved, and (iii) what I
could have done differently.
5.9.1 What Went Right
From the beginning of my research, the conceptualisation of the initial idea, there were two
apparent advantages to my video game idea. The first was that I essentially did not need to
make any concept art for SE. Concept art communicates ideas and visual styles in video
games, for characters, environments, etc. I did not need concept art because I had the entire
corpus of uKhahlamba Drakensberg Park rock art that functioned as such. Second, I did
not need to make a game narrative from scratch, since there is the collection of Bushmen
folklore stories that I could draw on as required.
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Once I knew that I was going to focus on the rock art at Game Pass Shelter for my research,
I had a much more refined body of rock art to start the development of the game. I
eventually found the one traditional story that was applicable to the site (the Spoiling of the
Eland). As I initially suspected, having the rock art as conceptual guide for my video game
was probably the greatest advantage I had. This no doubt saved me a lot of time and effort
when compared with normal video game development projects.
I additionally found that working on my own, for the most part, was also a great advantage.
This is because it granted me the capacity to make any crucial decision immediately. I ran
the idea by a few individuals who had experience with video games, but the main method
I used to gauge the interest in my idea was done through the survey questionnaire. I found
it quite to my liking to be in control of most of the areas of development. The only help
which I received in developing the video game had to do with some of the more complex
coding, which needed someone with more experience and competence than I had.
Lastly, I initially expected it to be rather difficult to represent the content of a traditional
folklore story as a video game. This is because of the fact that the video game needed to be
heritage focused and so any violence or combat (a staple of video games) would not be
appropriate. Unless, of course, it had to do directly with the heritage being represented.
Fortunately for me, the Spoiling of the Eland story has to do with hunting and the rock art
at Game Pass Shelter concerns either hunting scenes or the results thereof (i.e. the RS).
Hunting, therefore, became the foundation of SE’s gameplay and this fact made
development much easier, as the content in SE became much easier to ‘gamify’.
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5.9.2 What Went Wrong
The most frustrating things that happened during the development phase in my opinion
resulted from my inexperience with developing video games and the learning process
always being undertaken by developers. I believe that video game developers are always
learning new things about their craft, even if they are specialists. This is simply because of
advancements in the industry. These advancements are profound in a field that is based so
heavily on both technology and artistry. New technology is developed, software is
optimised, and innovators think of new ways to do things. Any of these three aspects can
basically cause a paradigm shift in industry standards.
The biggest problems that I experienced can no doubt happen to any developer, since they
normally result from small oversights, silly mistakes, inattention, and disposition. The
problems that I experienced most often had to do with setting up spritemeshes, my
inexperience with coding in general, as well as coding in C# specifically. With setting up
spritemeshes, it is relatively easy to decide after the initial set up, for example during
animation, that something about the original spritemesh was not optimal for later steps.
Such a decision might cause me to delete a bone that was effete or that made an animation
look unnatural. This would then result in a NullReferenceException error, which meant
that Unity can no longer locate a file that it needs to do a process.
Unfortunately, Unity is not always able to tell developers exactly what is missing, or what
cannot be done. This either results in extra time or labour needed to resolve the issue,
abandoning an asset to make a better one (my option of choice) or working with a (slightly)
‘broken’ asset. Sometimes it is necessary to shrug things off if they achieve their purpose.
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Another way in which the setup of a spritemesh could be done sub-optimally is if the
planning of where vertices and edges in a spritemesh are located was not thoroughly
thought out. For example, when creating the spritemesh for a hartebeest, I consulted some
source material for how they were painted in uKhahlamba Drakensberg Park rock art. I
then replicated the rock art style of painting a hartebeest in Autodesk Sketchbook without
realising that the general stylistic representation of hartebeest legs was less than ideal for
animation.
Figure 5.12 shows the traditional style of representing hartebeest legs in the uKhahlamba
Drakensberg Park rock art (left) and the way in which I ended up painting them for the
spritemesh (right). The difference between curving the legs (left) and ‘bending’ them
(right) may seem small, but had a noticeable effect on animation. While I was checking the
movement of the different bones and IKs during the setup of the hartebeest spritemesh, I
noticed that the legs did not look precise when I followed the stylistic representation of the
art.
A very sharp edge appeared on the front of the knee-joint and the back folded incorrectly.
By ‘joint’ I mean the intersection point between two Anima2D bones. Making the legs
straight with an identifiable joint resolved this visual issue.
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Figure 5.12: Simplified example of different ways of painting hartebeest legs. The
traditional uKhahlamba Drakensberg stylistic representation is shown on the left and the
way I painted them is illustrated on the right.
What made it frustrating to resolve was that I needed to unbind the bones from the
suboptimal spritemesh, make the change to the hartebeest sprite, then redefine the edges,
vertices, and weights for the new spritemesh. This was a fairly lengthy process that could
have been avoided had I only known of the trouble that working with those curved legs
would have caused. I now think it safe to assume that curves (in general) do not function
well when they end in joints. Such a small oversight resulted in much extra time and labour
on my part.
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5.9.3 What I Could Have Done Differently
During the development of SE, I learned that there were four alternative ways in which I
could have initially approached the development process differently in order to avoid some
frustrations during later phases of development. These alternative approaches include; (i)
focusing on a 2D video game from the outset, (ii) setting up my Unity project as a 3D
project instead of a 2D project, (iii) using Unity’s Spine system for animating in 2D instead
of Anima 2D, and (iv) working in a small team instead of alone.
Focusing on a 2D video game from the outset
Concerning the first alternative approach, it was a difficult decision to forego the
development of the original 3D part of my video game as I had put a lot of work and thought
into its design. However, it did turn out to be quite necessary. This decision was ultimately
influenced by two major factors: (i) I did not have a collection of photographs of Game
Pass Shelter that were extensive enough to generate a 3D model of the site, and (ii) I did
not have enough time to create the 3D part of the video game. Additionally, the survey
questionnaire I conducted showed that the participants were enthusiastic about a video
game that used rock art as the visual style of a 2D video game.
During my visit to the site, I made sure that I thoroughly photographed the rock art located
there, so I had all of the visual source material to choose from for the 2D part when I started
development. I was able to generate 3D models of the rock art panels using Autodesk
ReCap Photo, which is a software for generating 3D models from still photographs
(photogrammetry).
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Unfortunately, the 3D models were not optimal for the project. They could perhaps have
been used as interesting backgrounds to in-game menus or splash screens. They were not
optimal because I did not have the time to take photos of the rock art panels in their entirety,
but had to focus on the specific rock art motifs.
I therefore had a collection of photographs of all the motifs at the site, but not how they
related to each other spatially. For example, if two distinct eland were located to the
immediate left and right of each other in real life, then I had no way of knowing this in
cases where I did not take a photograph of the panel they are in. Instead, I would have two
isolated photographs of individual eland. As a result, the 3D models of the rock art panels
sometimes had ‘holes’ where no photograph covered that spot on the 3D model. This
resulted in some of the 3D models being incomplete.
The 3D models of the rock art panels that were complete needed to be exported to Autodesk
Maya before I could import them to Unity. My hardware system was unfortunately not
capable of importing the generated 3D models into Maya without long waiting periods,
and I did not yet know enough to be able to edit them in the way that I desired.
As I had all of the source material that I needed to develop the 2D part of my video game
and not the 3D part, it was natural to shift my focus and attention onto the 2D part. I fully
realised that I needed to decide not to develop the 3D part when I experienced how time
and labour intensive developing the 2D section of the video game was. I originally thought
that developing the 2D part would be the easiest of my tasks, but after my experience, I
can no longer hold the same view.
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I made the decision above after realising that my original video game proposal was too
large in scope. This is often cited as being a serious impediment to completing the video
games alongside ‘feature creep’ (Petrilllo et al. 2008: 710). I now realise that the
development of SE would have been too much to handle if I did it alone. Even with the
decision to only focus on the a 2D video game, I needed assistance from a consultant more
experienced in coding and mathematics.
One of the biggest lessons that I learned while developing SE is that it is extremely difficult
to estimate how long development will take. Almost everything took longer to implement
than I originally thought and this limited the freedom I had to try different approaches to
achieving developmental goals. Additionally, there are certain features of Unity that I was
not able to utilise because of the way in which I had set up my project.
Setting up my Unity project as a 3D project instead of a 2D project
The second alternative approach led to perhaps my greatest regret in the development of
SE: that I set up SE as a 2D project in Unity. The first step in setting up a project in Unity
is to choose either a 2D project or a 3D project for your video game. It seemed logical to
me that it would be a 2D project, since I was working on a 2D video game. This turned out
to be suboptimal as there are certain features of Unity that are only applicable to 3D projects
and thus are not available for 2D ones. For example, I needed the eland in my video game
to behave like animals would in real life.
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Unity has an in-built feature that greatly facilitates the implementation of navigating
gameobjects within a scene, including follow or evade behaviours, and obstacle avoidance.
This feature is called ‘NavMesh’ and creates a grid (mesh) which ‘agents’ then use to
navigate a scene. NavMesh did not work for my project and after some extensive
troubleshooting online, I learned that NavMesh only works for 3D projects.
I later also found that there were specific commands in Microsoft Visual Studio, used for
programming in C#, that also could not be used in 2D projects. There are a number of
reasons for this. For example, I wanted the projectiles for ranged attacks to move in an arc,
but I experienced difficulty in implementing such movement. Normally, Unity’s C#
command for a ‘Slerp’ handles this. ‘Slerp’ refers to a spherical interpolation either
between two points, or two vectors. In other words, it moves a gameobject in an arc. I
struggled to implement this, despite attempting a few different applications thereof.
Due to this limitation, it sometimes meant that I needed to implement more complex and
time-consuming code in order for the project to work as I wanted. In the case of the ‘Slerp’
that I wanted, I needed to implement a C# method for SE to calculate a parabola to the
position of the mouse pointer on the screen, and then move the projectile along the
calculated parabola. This command needed variables that were beyond my abilities to
achieve this, but I was able to get assistance from a consultant on this. The resultant code
was more complex than using a ‘Slerp’ command, which is already defined in Unity.
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One simple choice to make the project a 2D in the very beginning caused problems cause
much headache further on in development, when I was too invested with the project to
reconfigure the project. I could have saved myself a lot of time and effort if I had set up SE
as a 3D project instead of a 2D one. Again though, this is not certain, as things would work
differently and new problems inevitably pop up, but I think it would have been easier
nonetheless. This would have meant that I needed to have a fixed camera angle for my
video game to give the impression/perspective of a 2D video game and I would also need
to basically omit the use of one of the three dimensions. There are always work-around for
implementing something in a video game and I think that I needed to do more to implement
content in a 2D project than I would have in a 3D project.
Using Unity’s Spine system for animating in 2D instead of Anima 2D
The third alternative approach of developing SE that could have been done differently
concerns my choice to use Anima2D to create the visuals of SE and animate them.
Anima2D is an additional feature offered by Unity that I needed to add to the project. Using
Unity’s in-built sprite system of sprite animation might perhaps have been more time
efficient, but I am not sure on this point. Using Anim2D did require some additional
troubleshooting, time, and labour to get right.
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I found Anima2D’s use of meshes for sprites to be useful, as they are similar to how 3D
models are made and I had some experience with 3D modelling. However, it often took a
lot of time to fully set up a spritemesh asset for animation, as I frequently needed to
manually allocate weights to numerous vertices in order for animations to look right. This
was especially the case with eland spritemeshes, which are far more complex than hunter
spritemeshes.
Working in a small team instead of alone
Lastly, the fourth alternative approach concerns working as part of a small team instead of
by myself. Although one of the biggest reasons why I decided to focus my research on
preserving heritage through video games was so that I could learn as much about video
game development as possible, and later found that it could have been to my benefit to
have worked with a small team. I have experience with video games, art, music and
narratives, and therefore thought that I had most areas of video game development covered
by what I already knew.
Other aspects of video game development, such as animating, came to me relatively easily,
but when I was developing SE, I found that some of the more complex coding was a very
challenging task for me. Coding would no doubt come easier with more experience and I
believe that I was able to achieve a lot in the relatively short time at my disposal. However,
I now think that it would have been to my benefit to consistently work with someone with
more coding experience throughout development.
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I did have a consultant who was able to assist me on serious roadblocks and this gave me
an appreciation for the skills of more experienced individuals. I am truly grateful for the
assistance I had during the development of SE. The ease with which this consultant helped
me with coding that had me stuck frustrating lengths of time really opened my eyes to
working with a team.
5.9.4 Recommendations for Other Archaeologists Developing Heritage Video Games
There are several lessons that I learned from the development of SE, which I believe will
be crucial for any further work that I will do in video game development. I believe that
these lessons will be helpful for heritage professionals that would like to develop video
games to preserve heritage.
First, have a clear idea from the outset of what heritage it is that you want to make into a
video game. Specifics can come later, but as the possibilities of what video games and
game engines offer are limitless, a core idea of what video game you are aiming to create
is essential. This will help further during development when you inevitably think ‘Wow, it
would be so awesome to include that!’, as such thoughts (when left unchecked) lead to
feature creep. This can lead to failed or incomplete projects, or extended development
periods. If you have a core idea in mind, then additions to the video game that are not vital
to the core idea can be dismissed before they take up time and resources (even if the idea
might be really awesome). This helped me with designing my video game, as I needed to
limit the content to dealing with the Spoiling of the Eland story, and believable hunting
gameplay.
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Second, ensure that you identify the simplest way to get your idea realised, in terms of your
games design, game mechanics, etc. You should think of what the minimum is, in terms of
features, mechanics and assets, that you need to get your idea across. Initially, I thought
that mechanics such as sneaking and dashing would be necessary for SE. However, once I
realised how much time and labour it took to implement even the basics of movement,
attacking and AI, I decided to scrap sneaking and dashing to get the core gameplay down
first. This does not mean that other mechanics should be done away with entirely, but at
the very least, they should be side-lined for a time when the core gameplay mechanics are
finished. Once the core features of the video game have been established, each extra
mechanic or feature should be added incrementally. This of course depends on the goals
you have for your video game and what you find to be the most important.
For SE, I focused my efforts on two goals. The first was the creation of the visual assets
and animating the rock art motifs to move realistically or in ways that correspond to how
they appear in the source material (the rock art). I knew that I always had to consult my
collection of photographs from Game Pass Shelter to create new assets. The second goal
was to depict the hunting scenes as realistically as I could using the software and rock art
at my disposal. This involved the coding of (for me) complex AI, for which I luckily had
help. I knew that having convincing hunting scenes and animal behaviours (for the eland
AI) was important, as hunting was such a vital part of the uKhahlamba Drakensberg Park
way of life.
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Lastly, expect problems, error messages, and new challenges to arise throughout the course
of developing your video game. Video games are complex, interconnected systems that
can surprise you with things that work almost immediately and others that take much longer
than initially thought. Throughout the development of SE, I found it helpful to all
unexpected occurrences as vital learning experiences that would help me to plan better for
future projects.
Many people who aspire to become video game developers simply abandon their projects
when things get tough, or simply forget about them after taking a long break. I am a big
believer in incremental progress, and it really helps to keep coming back to a project or
problem and building on it little by little. Do not lose motivation because of setbacks, as
they will happen. Expect them and learn from them.
5.10 Conclusion
For this chapter, I have provided an overview of how I designed the video game, the main
asset pipeline I used, the mechanics of SE, and the challenges I encountered and how I
addressed these. I finished this chapter by discussing the biggest lessons from my
experience developing SE and how they can be used by heritage professionals to better
plan for similar research. The main goal of this chapter, then, was to communicate how the
video game was designed, what went wrong, what went right, as well as presenting
recommendations for future research.
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As noted in the introduction to this chapter, its two themes are; 1) a post-mortem of SE,
and 2) an overview of some of the vital development steps. The goal of my post-mortem is
to communicate what went wrong and what went right during development, as well as my
recommendations for heritage professional that would like to do work similar to my
research in the future.
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Chapter 6: Conclusion
Video games are arguably the most influential digital medium in the modern world, which
draws on many varied disciplines and practices in order to create entertaining and engaging
experiences (Bottino & Martina 2017: 436-438; Champion 2017a). This research took the
positions that video games are ideally suited for the preservation of heritage, as they are
the fastest growing modern pastime, they engagement foster, they necessitate interactivity,
and they afford pronounced advantages to learning (Belotti et al. 2012: 2; Bostan 2005: 1;
Champion 2017a; Copplestone 2017a: 33; Haddad 2016: 705-709; Majewski 2017: 198;
Mol et al. 2017: 9; Morgan 2009: 483; Newzoo 2017: 32 Mortara et al. 2014: 318;
THESSA 2017: 4).
I would argue that research has a significant potential in the preservation of uKhahlamba
Drakensberg heritage by collecting two traditions associated with the uKhahlamba
Drakensberg Bushmen in the form of a video game; rock art and folklore. This video game,
SE, focused on primarily on the ‘Rosetta Stone’ of southern African rock art, but also drew
from the rock art of Game Pass Shelter, Kamberg, in the uKhahlamba Drakensberg Park.
It was sometimes necessary for me to draw on the broader tradition of uKhahlamba
Drakensberg rock art in when the rock art at Game Pass Shelter was incomplete or I deemed
motifs to be too decomposed. This mostly resulted in me looking at the broader tradition
or reference material, in order to ‘reconstruct’ desired motifs. I did this with the first aim
of this research in mind. Namely, to develop a video game that was authentic to
uKhahlamba Drakensberg Park traditions.
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I similarly drew on the broader traditions of the uKhahlamba Drakensberg Park Bushmen
when the Spoiling of the Eland story mentioned something not seen in the rock art at Game
Pass Shelter. For example, the Spoiling of the Eland story mentions partridges, but neither
of these animals are to found at Game Pass Shelter. As far as I know, no bird motifs in the
broader rock art tradition have specifically been interpreted as a partridge, but there are
motifs of general ‘fowl’. I therefore used this motif for SE.
Associated folklore was represented in conjunction with the rock art motifs in the ‘Rosetta
Stone’ of southern African rock art and at Game Pass Shelter, and focused on eland hunts,
dying eland and Bushmen shamans. Notable amongst the included folklore was the
Spoiling of the Eland story, as it is in my opinion vital for understanding the world-view
and beliefs of the uKhahlamba Drakensberg Park Bushmen. It is also the traditional story
that can be most strongly associated with the ‘Rosetta Stone’ of southern African rock art
and other rock art at Game Pass Shelter.
6.1 Research Results
During the early stages of this research, I decided that it was important to ensure that my
project was responding to some demands amongst video gamers. I selected a survey
questionnaire as the best way in order to identify and measure this, and decided to
disseminate it online in order for it to broadest possible reach. I used Google Forms as the
dissemination platform, due to the flexibility it offers in structuring, asking and analysing
questions. I summarise the survey and its results below.
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Fifty participants volunteered to answer the survey questionnaire and the majority of them
were South African. I designed the questionnaire around three general topics. (i) video
gaming and heritage, (ii) virtual 3D tours and the 3D part of this study’s proposed video
game, specifically, and (iii) folklore and traditional stories as content in video games and
visual styles to present such stories, as well as the 2D part of this study’s proposed video
game. There was a combination of open- and close-ended questions and both quantitative
and qualitative data were collected.
The participants had to be familiar with the video gaming medium to allow them to
meaningfully contribute towards the study. This was necessary, as the participants would
otherwise not be familiar with the terminology used in the questionnaire and would not
have serve the purposes of thereof. Amongst these purposes were: (i) to establish the extent
to which informants think heritage management can benefit from the use of video games,
(ii) understanding what heritage video gamers considered interesting for a video game, (iii)
and allowing video gamers to provide technical advice on the development process of SE.
Although combat features, cultural data, or trading/economics were the preferred gameplay
mechanics for the survey participants, the majority stated that a 3D tour would be
appropriate for broadcasting information on an archaeological site to the public. The
majority of participants further indicated that they would like to have more heritage in
video games and the input of heritage professionals could benefit video game developed in
the right circumstances. It also showed that a 3D tour of an archaeological site would be
suitable for educating players about that site, but that this could be tricky to pull off.
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However, I did not include a 3D section in my video game due to the difficulty and scope
constraints of my research.
The results of this questionnaire established that having rock art form the visual style of a
2D video game would be interesting for video gamers. It would also be more effective at
preserving rock art heritage. The majority of participants further indicated that they like to
see more folklore or traditional stories in video games.
6.2 Discussion
The development of SE was a complex, difficult, and time-consuming process. To do so I
needed to learn about various aspects of video game development and working with the
specific systems within Unity. In developing SE, I additionally learned much about
adapting heritage data so as to make a new form of intangible heritage, thereby helping to
preserve the adapted heritage.
Adapting the heritage in SE involved the design thereof, which I attempted to achieve by
having various aspects of the videogame remain authentic to uKhahlamba Drakensberg
Park Bushmen traditions. For example, the narrative structure of my video game is
modelled on oral storytelling and poetic techniques. The techniques generally serve
mnemonic purposes for the teller, but also help listeners to remember a story and to expand
on the core ideas of narrative events. In SE, this is accomplished by structuring the scenes
in the video game and smaller parts thereof in a rhyme scheme. This rhyme scheme follows
the following pattern: AB CDCD AB.
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Apart from initially learning how to use the Unity’s systems, I actually needed to learn how
to practically use them in developing a video game. This involved a lengthy process of trial
and error, in which I learned much about the affordances of the systems I was using, how
to optimise my workflow and how to approach various steps in the workflow in order to
avoid frustration in later steps. For example, in creating the gameobjects for Bushmen and
animals (‘living’ gameobjects), I learned that I needed to create separate spritemeshes for
the limbs in front of bodies, for the bodies and heads (in one spritemesh), and for the limbs
behind the bodies. I learned that this led to cleaner animations later on, as I initially made
‘living’ gameobjects as one single spritemesh. Having a single spritemesh for ‘living’
gameobjects resulted in jarring animations, because parts of the spritemesh would
noticeably stretch.
Coding for the video game was a very thought-intensive process and involved much trial
and error. This is because there is a multitude of ways in which any single task of outcome
can be achieved, all with various degrees of complexity. After having spent much time on
implementing something, I could later discover that Unity had a system dedicated to that,
which would mean that I had to restructure my previous implementation in order to
facilitate similar work later on. Such was the case with animating multiple gameobjects in
a single video clip or cutscene. My work-around for this is too extensive to describe here,
but after a few initial implementations, which were admittedly rather ‘buggy’, I later
discovered Unity’s ‘Timeline’ systems was built for the task.
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Figure 6.1: Screenshot of the Rosetta Ritual scene in SE. Then shame with the walking
stick in the centre has successfully tranced danced into a hallucination state. The vignette
effect and entoptic shapes indicate this to the player.
Sometimes I tried to use a dedicated Unity system only to have it fail completely, after
which I needed to work around it or achieve a similar effect differently. For example, the
NavMesh component is used to define the navigational behaviour of objects within a scene
with the use of a grid or mesh. All one needs to do is attach the component to a game object,
define some conditions and behaviours, and Unity sorts out the rest. However, this systems
is only available for 3D projects, while mine was a 2D project. I therefore needed to
implement complex artificial intelligence in order to get the eland and the NPC hunters in
SE to behave as I intended.
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6.3 Limitations to the Research
As Majewski (2017: 198-199) describes, there are several issues that can result from
attempting to work with video games in the heritage sector. The first among these is the
protocols and procedure that are used by ethics committees and ethical guidelines,
especially when cultural heritage is concerned (Majewski 2017: 198). This is especially the
case when permitting the consumers or users to modify the results of virtual heritage
projects and the regulation of what content is appropriate for the video game (Majewski
2017: 198-199).
Many cultural groups already have a significant history of tension with the archaeological
and heritage disciplines, indicating that unregulated and inappropriate content could stand
to unduly intensify existing tension (Majewski 2017: 198-199). This indicates that allowing
modders to alter the content of video games that are created to represent and communicate
the heritage of cultures that remain a sensitive or controversial issue would not be
appropriate or recommended for heritage and academic contexts (Majewski 2017: 198). It
would therefore seem best to facilitate the manipulation of content represented in a video
game through game mechanics and content that has been made by the archaeological and
heritage disciplines according to likely and predefined parameters.
These parameters, beyond the input of informed disciplinary input, should also be partially
constructed according to the expectations and desires of the intended end-users (players)
(Ibrahim et al. 2011: 278-282). The consideration of end-users according to Ibrahim et al.
(2011: 278) is an element which is not typically given attention by virtual heritage
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researchers and developers. Namely, video games are generally entertainment media, and
pedagogical approaches to creating video games could, such as gameplay that focuses too
much on evaluating learned information, can cause video games to feel like tests or exams
(Ibrahim et al. 2011: 178).
6.4 Final Remarks
Despite the difficulties I experienced in developing SE, I found the whole development
process to be very interesting and engaging. I found being involved in all of the steps in
adapting heritage into a video game to be very rewarding. Although there were definitely
frustrating times when I just could not wrap my head around a particular problem and
needed to clear my mind before further attempts, those moments when something suddenly
just worked were truly redeeming. The feeling of accomplishment is immense at such times
and progress is very identifiable.
Trouble is, often times when progress is made, it resulted in the realisation that further
work is needed and maybe that extensive changes needed to be made in order to realise a
goal. For example, as the Spoiling of the Eland story mentioned Cagn picking objects up
and using them, I needed to have the Cagn character pick things up. This meant that he
needed an inventory, a common visual feature showing all the items a player has collected.
Creating an inventory system for Cagn meant that I needed to create visuals for the items
using sprites (not spritemeshes) to visually represent them in the inventory, and would need
to add code to help find items, pick them up and drop them. The player also needed to be
able to interact with these items, which required further work.
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All of the above leads me to the most important point about adapting heritage as a video
game and developing video games in general: video game design is key. I cannot stress
this enough. It is imperative that careful thought be put into what needs to be done, how
things will be accomplished and what the intended effects are. For me, the guiding principle
behind the design of SE was to develop a video game that was authentic to the represented
traditions.
From what I can gather, the process of improving on design and implementation thereof,
as well as the workflows that one uses during development, are a continuous process that
will always change in response the specific projects at hand. However, much expended
time and frustration can be avoided with careful design. Additionally, it is also important
to keep the design as simple as possible.
As things inevitably turn up that need to be addressed throughout development, a simple
design can greatly decrease the spectrum of possible complications later on in
development. Developers commonly mention these last two points (design is key and keep
it simple), but it does not quite register until it is personally experienced and learned.
To reiterate, I found the process of adapting heritage for a video game to be highly
rewarding. I believe that similar efforts in preserving heritage will be a prominent practice
in the future and look forward to taking part in and observing such work in the coming
years.
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types][Microsoft Windows, PlayStation 4, Xbox One], Ubisoft.
Ensemble Studios. (2018)[1997]. Age of Empires [download][Microsoft Windows,
Windows Mobile, Macintosh], Microsoft Studios.
MicroProse. (2015)[1994]. Sid Meier’s Colonization(classic).[download][multiple
platforms], Retroism, NightDive Studios.
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Appendix A: Survey Questionnaire
General Information
South African heritage has much to offer modern media. One of the newer media forms,
video gaming, has not yet been ideally applied within South African heritage management.
This research recognises that video games are an immensely popular pastime that greatly
informs the knowledge frameworks of players and that it has great potential for educating
players about South African heritage. This is due to the unique manner in which video
games promote learning (by making it fun and engaging). Additionally, video games offer
much to heritage preservation efforts, as they streamline the delivery of impactful visual,
audio and descriptive data in a manner that can be interacted with.
This questionnaire is designed to inform the development of the proposed video game. All
personal information is solely for the purpose of recontacting selected participants for beta
build access.
Your assistance is warmly appreciated.
Email Address
………………………………………………………………………………………………
………
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Name
………………………………………………………………………………………………
………
Manner Contacted
1) ZA Gaming Alliance (Facebook)
2) GfpoG.NGa (Discord)
3) Referral from a friend
Future Contact
Please not: All personal information given above will NOT be given to any third parties,
but are only for the purposes of further research (play-testing and feedback questions).
Heritage in video games
1) The influence of heritage and cultural traditions can be seen in many video games
(e.g. God of War, Age of Mythology, Assassin’s Creed). What is your favourite video
game that includes heritage?
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………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
2) Would you like to see more video games that incorporate heritage? Please explain
your answer.
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
3) What South African heritage would you most like to see represented in a video
game?
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
4) How do you think video games can benefit the preservation of heritage?
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
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5) Do you think that heritage professionals should become more involved in the
development of video games? Please explain your answer
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
3D Tours of heritage sites
1) Do you think that a 3D virtual tour is appropriate in presenting heritage sites to the
public? Please explain your answer.
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
2) It is currently proposed that a player takes the role of a tour guide in the video game
to be created. Do you think that this is an effective method for teaching players about the
heritage site? Please explain your answer.
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
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3) Besides acting as a tour guide, what other role do you think a player should take in
the video game?
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
4) At present, a selection of dialogue has been chosen for communicating information
on the site. Do you think that this is an effective method for informing players on the
relevant heritage? Please explain your answer.
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
5) Should the storyline be in first-person, third-person or any other approach?
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
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2D level
1) Do you think that traditional stories/folklore should be used more in video game
development? Please explain your answer.
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
2) A 2D visual style, inspired by Bushmen rock art, has been selected for the
representation of a traditional story. Do you think that this is an effective in preserving the
site’s art? Please explain your answer.
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
3) Besides 2D, what other visual style do you suggest?
………………………………………………………………………………………………
………………………………………………………………………………………………
…....................
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End of Survey
Thank you for answering the above questions. The information provided will be used in
order to develop a proposed video game. Your contribution is greatly appreciated.
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Appendix B: A Summary of the Spoiling of the Eland Traditional Story
In the Spoiling of the Eland , Cagn’s wife, Coti, took Cagn’s knife to sharpen a digging
stick, with which she dugs out roots (Orpen and Bleek 1874: 143). In doing so she spoiled
his knife, which seems to mean that she used it without getting his permission first (Orpen
and Bleek 1874: 143). Cagn scolds her, subsequently informing her that evil will come to
her (Orpen and Bleek 1874: 143). She then immaculately conceives the eland, apparently
as a consequence for spoiling Cagn’s knife (Orpen and Bleek 1874: 143).
Neither Coti nor Cagn know this new animal’s name and Cagn uses charms, an aromatic
mixture of herbs and bark, to enquire as to the young eland’s name (Orpen and Bleek 1874:
143). When he names it correctly, the eland replies ‘Aaaa’, and Cagn’s affection for it
grows (Orpen and Bleek 1874: 143). He embraces it, puts it in a gourd and protects it by
ensconcing it in a secluded kloof surrounded by hills (Orpen and Bleek 1874: 143). The
eland then grew and Cagn taught it to be obedient, to come when he called its name (Orpen
and Bleek 1874: 143). But while Cagn was away to fetch poisoned arrows from his nephew,
his two sons came upon the eland and did not know what it was (Orpen and Bleek 1874:
143).
Cagn’s sons then attempt to kill the eland, but fail to do so several times (Orpen and Bleek
1874: 144). Eventually, while the eland is asleep, Cagn’s youngest son, Gcwi, kills it with
a spear and the sons cut up the eland, and take the meat and blood home (Orpen & Bleek
1874: 144). When they have returned home, they realise that it was Cagn’s eland, because
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it was amongst the traps and weapons of Cagn (Orpen & Bleek 1874: 144). They then
become afraid, and rightly so, for when Cagn returns home after the days of being gone he
is angry (Orpen & Bleek 1874: 144).
Cagn punishes Gcwi by throwing his nose in the fire, but then decides against it and returns
to Gcwi his nose (Orpen & Bleek 1874: 144). But he tells Gcwi to atone for his actions,
asking Gcwi to place the eland’s blood in a pot and churn it with a stick (Orpen & Bleek
1874: 144). But Cagn is not satisfied with the results of this, and does it himself (Orpen &
Bleek 1874: 144).
Cagn then takes fresh eland blood and the fat from the eland’s heart and adds it to the
churned mixture, which morphs into bull elands who start to act aggressively towards Cagn
(Orpen & Bleek 1874: 144). Cagn subsequently makes multitudes of eland (Orpen & Bleek
1874: 144). He then tells Gcwi that he spoiled the eland, because they are now aggressive
and no longer obedient (Orpen & Bleek 1874: 144). He then goes on to say to Gcwi that it
was Gcwi’s work to hunt the eland and that he should now try to do so (Orpen & Bleek
1874: 144). When Gcwi does so, he fails in the attempt, and returns tired and foot-sore
(Orpen & Bleek 1874: 144).
Thus, it was that the sons of Cagn hunted the new and unknown eland (Howard 1999: 74;
Orpen & Bleek 1874: 144). Gcwi successfully killed the first eland, and as punishment for
his actions the eland became wild and men were made to hunt eland for meat (Howard
1999: 74; Orpen & Bleek 1874: 144). The knowledge that this myth communicates is
believed to concern appropriate marriage and hunting rituals (“whom to marry” and “what
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to eat”), as well as the observances and beliefs associated with them (Klingender 1954;
Parkington 2003: 136-143).
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Appendix C: Examples of Scripts made for SE
The following is an example of some of the scripts (code) that I used within SE. The first
is script called ‘ElandAnimator’ (hereafter italicised), which receives signal events from
the ‘ElandBrain’ (hereafter italicised) script and controls the Animator component on the
eland game object to correspond with eland states. I explain this in more depth below.
The ElandAnimator script was coded entirely by myself. All of the text that is formatted
differently is from the script, whereas comments for this appendix is formatted as seen in
the rest of this paper. Additionally, I use the conventions used in the C# scripting language
to provide even more clarity. These C# comments are more extensive than those found in
the actual scripts in SE in order to provide a better description of the code without breaking
the flow of reading the code with the formatting used throughout the rest of this paper. As
in C#, comments in the code are prefaced by double forward slashes (//) and do not affect
the functionality of the code in any way. The appendix comments explain what the
underlying code does in a broader sense.
The following lines of code form the opening portion of the ElandAnimator script. The
lines starting with ‘using’ defines what definitions the script can access. The following line
in square-brackets (crotchets) ensure that this script can only be attached to game objects
that have the ElandBrain script attached, as the ElandAnimator script would otherwise not
function appropriately.
The subsequent lines declare the fields, properties and components that are required by the
script in order to produce the desired effects in the animator.
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// Declares namespaces used by the script. using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(ElandBrain))] public class ElandAnimator : MonoBehaviour { [SerializeField] private GameObject noseBleed; // References to other fields, properties, components and scripts. private ElandBrain _elandBrain; private Animator _animator; private GameObject elandGO; private float elandTransX; private float elandTransY; private bool m_facingRight; private Vector2 _pos; private Vector2 _lastPos; private bool isFleeing = false; private float walk2Run; private float graze2Run; private Brain _brain;
In the opening method of the script below, some of the fields, properties and component
declared above are either referred to gameobjects in the scene, components on those game
objects. Additionally events within the ElandBrain script are referenced as well.
// The Awake method is called when the game object is made active or a scene starts. private void Awake() { // References other components on the game object to which this script is attached and field they contain. _elandBrain = GetComponent<ElandBrain>(); _animator = GetComponentInChildren<Animator>(); elandGO = this.gameObject; _lastPos = elandGO.transform.position; // Subscribe to events in elandBrain. // These will make sure the functions get called ever time the event gets activated. _elandBrain.OnRelocationStart.AddListener(OnRelocationStart); _elandBrain.OnGrazingStart.AddListener(OnGrazingStart); _elandBrain.OnFleeingStart.AddListener(OnFleeingStart); _elandBrain.OnAttackingStart.AddListener(AttackingStart); _elandBrain.OnChargingStart.AddListener(OnChargingStart); _elandBrain.OnHitStart.AddListener(OnHitStart); _elandBrain.OnDeathStart.AddListener(OnDeathStart); _elandBrain.OnAnimEnd.AddListener(OnAnimEnd); }
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//The following methods are called from sources external to the ElandAnimator script. private void Update() { _pos = elandGO.transform.position; elandTransX = elandGO.transform.position.x; elandTransY = elandGO.transform.position.y; float eMoveSpeed = elandGO.GetComponent<Rigidbody2D>().velocity.sqrMagnitude; float currentAnimSpeed = _animator.GetCurrentAnimatorStateInfo(0).speed; float nextAnimSpeed = _animator.GetCurrentAnimatorStateInfo(0).speedMultiplier; //Determines whether the eland game object is facing right or not, and flips it if needed. if (elandTransX > _lastPos.x && m_facingRight) { m_facingRight = false; elandGO.transform.localScale = new Vector3(-1, 1, 1); } else if (elandTransX < _lastPos.x && !m_facingRight) { m_facingRight = true; elandGO.transform.localScale = new Vector3(1, 1, 1); } _lastPos = _pos; //Changes the speed of the eland animations to 1 if the eland is running. if (_animator.GetCurrentAnimatorStateInfo(0).IsTag("Running") || _animator.GetCurrentAnimatorStateInfo(0).IsTag("Charging") || _animator.GetCurrentAnimatorStateInfo(0).IsTag("Hit")) { _animator.speed = 1f; }
The following methods change variables on the animator component attached to this game
object to play the desired animations. By switching the Booleans (true or false variables)
that are not associated with the current state of the eland off and switching on the Boolean
that the current eland state is associated with on- the eland animates accordingly. The
current state of the eland is determined by the ElandBrain script, which is the main artificial
intelligence script for the eland.
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To briefly illustrate this, the Relocating state of the ElandBrain script calls the
OnRelocationStart event, which has a listener declared in the ElandAnimator script (see
above). Whenever the eland enters the Relocating state and the OnRelocationStart event is
called, the ElandAnimator script then calls its own OnRelocationStart method.
The OnRelocationStart method is not to be confused with the OnRelocationStart event that
trigger the method being called. Although the ElandAnimator cannot be applied to a game
object without the ElandBrain script being attached, the latter can function perfectly
without the ElandAnimator. The events called in the ElandBrain always get called and
only function as signals to other scripts to indicate what is happening in it.
Finally, all the animator Booleans inside the OnRelocationStart method are declared false,
except for isWalking, which is declared true. Thus, when the eland ‘relocates’ it ‘walks’.
private void OnRelocationStart() { _animator.SetBool("isRunning", false); _animator.SetBool("isGrazing", false); _animator.SetBool("isCharging", false); _animator.SetBool("isAttacking", false); _animator.SetBool("isWalking", true); } private void OnGrazingStart() { _animator.SetBool("isWalking", false); _animator.SetBool("isRunning", false); _animator.SetBool("isCharging", false); _animator.SetBool("isAttacking", false); _animator.SetBool("isGrazing", true); }
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private void OnFleeingStart() { _animator.SetBool("isGrazing", false); _animator.SetBool("isWalking", false); _animator.SetBool("isCharging", false); _animator.SetBool("isAttacking", false); _animator.SetBool("isRunning", true); var currentAnim = _animator.GetCurrentAnimatorStateInfo(0); if (currentAnim.IsTag("Walking") || currentAnim.IsTag("Grazing")) { _animator.speed = 3f; } } private void OnChargingStart() { var player = GameObject.FindGameObjectWithTag("Player"); FlipToTarget(gameObject, player); _animator.SetBool("isGrazing", false); _animator.SetBool("isWalking", false); _animator.SetBool("isRunning", false); _animator.SetBool("isAttacking", false); _animator.SetBool("isCharging", true); var currentAnim = _animator.GetCurrentAnimatorStateInfo(0); if (currentAnim.IsTag("Walking") || currentAnim.IsTag("Grazing")) { _animator.speed = 3f; } } private void AttackingStart() { var player = GameObject.FindGameObjectWithTag("Player"); FlipToTarget(gameObject, player); _animator.SetBool("isGrazing", false); _animator.SetBool("isWalking", false); _animator.SetBool("isRunning", false); _animator.SetBool("isCharging", false); _animator.SetBool("isAttacking", true); } private void OnHitStart(ElandBrain eland) { _animator.SetBool("isGrazing", false); _animator.SetBool("isWalking", false); _animator.SetBool("isRunning", false); _animator.SetBool("isAttacking", false); _animator.SetBool("isHit", true);
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var currentAnim = _animator.GetCurrentAnimatorStateInfo(0); if(currentAnim.IsTag("Walking") || currentAnim.IsTag("Grazing")) { _animator.speed = 3f; } noseBleed.SetActive(true); } private void OnDeathStart() { _animator.SetBool("isGrazing", false); _animator.SetBool("isWalking", false); _animator.SetBool("isRunning", false); _animator.SetBool("isCharging", false); _animator.SetBool("isAttacking", false); _animator.SetBool("isDead", true); } private void OnAnimEnd() { _animator.SetBool("isRunning", false); _animator.SetBool("isGrazing", false); _animator.SetBool("isWalking", false); _animator.SetBool("isCharging", false); _animator.SetBool("isAttacking", false); } // The following methods are called from sources external to the ElandAnimator script. public void ParamChangeEvent(string param, bool value) { _animator.SetBool(param, value); } public void NoAttack(string param) { _animator.ResetTrigger("isAttacking"); }
The FlipToTarget method flips the eland game object if called and this only occurs if
either the eland is moving in the opposite direction to which it is facing or if the target it is
moving towards is on its other side. For example, OnChargingStart identifies the player
game object and calls FlipToTarget if necessary.
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private void FlipToTarget(GameObject obj1, GameObject obj2) { if (obj1.transform.position.x < obj2.transform.position.x) { obj1.transform.localScale = new Vector3(-1f, 1f, 0); } else if (obj2.transform.position.x < obj1.transform.position.x) { obj1.transform.localScale = new Vector3(1f, 1f, 0); } }
The following is an excerpt from the ElandBrain script and only shows one of the state
within it. It shows an example of one of the eland states associated with the animations in
the ElandAnimator script. The entire script is not included here as it is nearly 1700 lines
long.
// Relocating state is derived from ElandState set direction and velocity for Relocation. public class Relocating : ElandState { protected float minMoveDist = 2f; protected float maxMoveDist = 10f; protected float moveDist; protected Vector2 startPos; protected float minGrazeDist = 10f; protected float lastClosestDist = 0f; protected bool _collision = false;
// Instantiates the game object that will be relocating and where to derive ElandBrain code from. public Relocating(ElandBrain eland) : base(eland) { // Calls OnRelocationStart for other scripts. _eland.OnRelocationStart.Invoke(); // Sets direction and velocity for relocation. // A proportional mixture of a random direction and the direction to the herd centre according to _eland.herdAdhesion value. _eland._actor.Velocity = (RandomDir() * (1 - _eland.herdAdhesion) + (GetHerdCenter() - _eland.Pos).normalized * _eland.herdAdhesion).normalized * _eland.idleSpeed; moveDist = Random.Range(minMoveDist, maxMoveDist); startPos = _eland.Pos; GameObject elandHead = _eland.GetComponentInChildren<ElandHeadFinder>().gameObject;
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Collider2D attackColl = elandHead.GetComponent<CapsuleCollider2D>(); if (attackColl.enabled) { attackColl.enabled = false; } } public override void Update() { base.Update(); _eland.centre = GetHerdCenter();
// Logic of the ElandState(Relocating). If the eland collides with some other object, it transitions to the Grazing state. It a hunter gets too close it transitions to the Flee_Hunter state. if (ShouldStopMoving() || _collision) { _eland._state = new Grazing(_eland); } if (MinHunterDist() < _eland.tooCloseHunterDist || _eland.FleeingElandClose) { _eland._state = new Flee_Hunter(_eland); } } // Finds a position to move to that is free. // Returns a unit vector in a random direction. protected Vector2 RandomDir() { var angle = Random.Range(0, 2 * Mathf.PI); return new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)); } // Returns true if the eland should stop relocating protected bool ShouldStopMoving() { if (Vector2.Distance(startPos, _eland.Pos) > moveDist) return true; var minDist = MinElandDist(); if (minDist < minGrazeDist && minDist < lastClosestDist) { return true; } lastClosestDist = minDist; return false; } // Returns true if the _eland collides with another game object with a collider. public override void OnCollisionEnter2D(Collision2D collision) { base.OnCollisionEnter2D(collision); _collision = true; } }
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This concludes the example of scripts attached to the eland game object used in SE. To
recapitulate, the ElandBrain script controls the eland artificial intelligence, which is a state
machine. As the eland game object transitions to different states, event get called the cause
the ElandAnimator script to animate the eland in the appropriate manner.
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