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Not Even Past

Designing Historical Video Games

by Adam Clulow with Ashley Gelato, Michael Rader, Izellah Wang and Alex Aragon.

In early 2020, we set about recruiting students for an experiment: Could four History majors design a fully functional, historically accurate video game across the course of a single semester. The experiment was driven, first, by an awareness of the dramatic growth of the video games industry in recent years and, second, by a sense that History departments including our own needed to engage more closely with what has become a key conduit for students in our classes.

At current estimates, video games are a $120 billion industry and one that is growing rapidly every year.  For university students in particular, video games are pervasive.  According to surveys, more than 70% of college students play video games, even more watch gaming content streamed on a range of services and the overwhelming majority report some exposure to video games across multiple platforms.  At the same time, video games have become an increasingly important gateway for majors.  Many students who enter our classrooms come to History via historically-based games which proliferate across multiple platforms.

Historians can engage with video games in two basic ways. First, we can deploy them much as a film or a novel to interrogate popular understandings of particular topics, moments or figures. Second,  we can use them as a learning tool by asking students to design their own games.  This was our approach.  After an open call for applications followed by interviews, Julie Hardwick and I recruited four students, Ashley Gelato, Michael Rader, Izellah Wang and Alex Aragon, for a semester long Digital Humanities internship focused on game design, story-telling, programming, and history. 

The Game Design Team: Ashley Gelato, Michael Rader, Izellah Wang and Alex Aragon

The task for the semester was to design a fully playable game that could be used in the classroom. The game was constrained by a set of guidelines.  First, it had to be built around a historical episode known variously as Chushingura, the 47 ronin or the Akō incident.  One of the most celebrated but also controversial episodes in Japanese history, the Akō incident took place between 1701 and 1703 and centered on an act of revenge carried out by a group of samurai against the perceived enemy of their dead master.  It laid bare the tensions between the myths and the realities of samurai life in this period, between legality and morality, and between the need for order and the desire for honor. 

Second, the Games Team had to develop a game with a clear educational payoff that could provide a window into the difficult life of a low-ranking samurai family in the eighteenth century.  To ensure stability, the Tokugawa regime that governed Japan worked to preserve and secure the samurai class while also stripping them of the right to use violence.  Placed on fixed stipends, many samurai and their families fell deeply into debt.   The game had to draw on and make connections to the most recent scholarship on the lived realities of the Tokugawa samurai, providing a series of teaching points that educators could use to design lesson plans around.  Third, the game had to be developed on zero budget, using only free, publicly available platforms and software without purchasing game assets. With these requirements in place, the Games Team was given total freedom to design the characters, the narrative and the game as a whole. As part of the internship, they worked closely with Ian Diaz, a UT graduate and experienced Games Designer.  

Promotional video for the Ako game

Video games take many forms.  Working within the confines of a single semester timeframe, the decision was made to develop a Visual Novel, a popular genre that is also highly flexible. Visual novels, which can broadly be characterized as Choose-Your-Own style adventure games, are typically presented in the first person with the player making a series of choices that govern subsequent actions.  They employ branching storylines that offer multiple paths through the narrative and for this reason players often replay them to experience the full range of different options. 

In designing a functional game, the Games Team faced four overlapping challenges: creating a believable central character, developing a branching storyline with consequential choices, writing compelling dialogue and producing realistic and historically grounded artwork. The most successful games push the player to invest emotionally in their character and the choices they make.  The first hurdle, therefore, was to create a believable character that could stand at the center of a first-person game.  The Akō game allows the player to view Tokugawa Japan through the eyes of young samurai, Kanpei Hashimoto. As Hashimoto, the player progresses through the major events of the Akō incident.  The game is divided into four chapters with each chapter designed to expose Hashimoto to new decisions and conflicts while exploring the realities of samurai life, the economic structures of early modern Japan, the role of women in society, the commercialization of religion, and the nature of samurai ideologies in an age of peace.

Second, the Games team worked to construct compelling narratives filled with choices that matter.  In total, the Akō game has five possible outcomes depending on the individual decisions players make.  These five outcomes represent unique branches of the story, but the player is also presented with numerous smaller decisions that open up additional pathways. 

Example of individual player decision

Third, the Games Team wrote thousands of words of dialog for use in the game.  Visual Novels contain some background information that is displayed at key junctures in the story, but the vast majority of interactions take place through dialog as the player engages with individual characters.   The scale of this dialog is magnified by the fact that it has to be written to accommodate multiple different pathways through the game.  For this project, the Games Team wrote over 30,000 words of dialog, a significant challenge that required extensive research in topics as diverse as agriculture, diet, currency, dress style, architecture and funeral ceremonies.

Comments from Ashley Gelato, a member of the Games Design Team

Finally, the Games Team made the decision to develop original artwork rather than using public domain images.  In its final form, the game has 4 chapters with 30 background images and 13 characters. Each of these 13 characters has multiple expressions, creating a total of around 50 individual “sprites” that display varying emotions and postures.  In order to ensure that the artwork was historically grounded, hundreds woodblock prints and other images were collected to serve as reference material.  Even the smallest of artistic decisions required extensive research. 

Over the semester, the Games team dedicated hundreds of hours to the task. The result was impressive: a deep learning experience and a fully functional game, Ako: A Test of Loyalty, that is linked to contemporary scholarship.  By the end of the semester in May 2020, the game was distributed to beta-testers who provided feedback.  In September 2020, it will be used for the first time in a university setting as an educational resource and then released on commercial platforms where it will be available for download at no charge. 

Screenshot of Ako: A Test of Loyalty

As an educator, it was remarkable to watch a group of students start from zero and build up an immersive historical experience over the course of a semester. Such experiments show how video games can be viewed as something more than just a distraction separated from the core study of history. Instead, used properly, video games can provide a highly effective vehicle for learning about the past. At UT, the experiment was so successful that it led directly to the creation of Epoch: History Games Initiative, which aims to develop a pipeline of historical games over the coming years.

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History of Modern Central America Through Digital Archives

By Vasken Makarian

What happens when historians take a pause from using archives to write history and instead delve into the science of producing digital archives? If you are a traditional historian, you might cower at the bombardment of technological know-how that comes your way. Look a little closer however, and you soon find that archival science is an intellectually and theoretically rich field. Engaging with digital archives and digital history is a great way for scholars to re-think how they and archivists alike, select, categorize, and publicize historical data for educational and scholarly purposes. As historians increase their use of digital platforms, it can be helpful for all historians to take a step in the archivists’ shoes.

In the spring of 2016, students of Dr. Virginia Garrard’s course, “History of Modern Central America through Digital Archives” had this opportunity. The course bridged traditional historiography with an introduction to digital archives and digital history. Students came from a wide array of disciplines, from Information Studies to History. For their final project, they could choose between writing a traditional research paper or designing a digital history project, or both. This mix of both worlds allowed for a hybrid conversation that melded traditional historical debates with sensitivity to the way scholars and archivists produce and organize knowledge.

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The National Library of Guatemala, a more traditional place for historians to conduct research (via Wikimedia Commons).

Students eager to get up-to-date with newer digital history platforms were not disappointed. Homework assignments ranged from digital primary source scavenger hunts to analyzing pre-established digital scholarly interfaces, such as the Latin American Digital Initiatives Collection (LADI). The class introduced students to up-to-date digital projects like interactive maps, self-correlating databases, and archival metadata. Students also worked in groups to grapple with the challenges of making digital archives more accurate and efficient.

One of these challenges involved selecting the right “subject terms” that help users search for content in digital databases. To facilitate the search process, students needed to produce terms that were neither too narrow nor too broad, and that represented the “aboutness” of their subjects. Just how efficient, accurate, and unbiased these terms appeared influenced the way users would receive and write about history. In one instance, I had to produce English subject terms for a short and vague Guatemalan newspaper about a desaparecido or forced disappearance. Choosing between terms like “assassination,” “murder,” and “homicide” prompted me to scrutinize the meaning, political implication, and contextual relevance of each term. These questions added a nuanced perspective to my research as well.

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Forced disappearances were common during the Guatemalan Civil War (via YouTube).

A less somber yet strangely satisfying task involved creating a sound bite archive from Radio Venceremos—an underground anti-government radio program from 1980s El Salvador. Here, students created an archive of background noises: shouts, singing, frogs, birds chirping, gunfire, alarms, helicopters, and static. Rather than paying attention to content, they recorded language dynamics, the environment, and materiality. This innovative way of organizing data allowed them to get at more subtle information, such as timing, emotion, background events, secrecy, and level of danger. This was detective work at its finest and “tech-savvyist.”

Radio_Venceremos

Outside of the Radio Venceremos studio (via Wikimedia Commons).

Of course, walking away with new skills in digital media was not the be-all and end-all. Thinking more deeply about digital archives illuminated urgent theoretical questions relevant to scholars and archivists alike. To whom do historical records belong? What biases do archivists and scholars convey when presenting data? Do living (or even dead) historical actors want others to publicize information about them? How do we reconcile the desire to uncover histories, with the risks and inconveniences public knowledge poses for historical actors and their communities?

Personally, this course contributed to thinking about my dissertation on Guatemala’s recent civil war, which spanned from the 1960’s to the 1990’s. The legacy of the civil war carries over to present-day Guatemala and presents political and ethical roadblocks to the publication and presentation of records. Emerging data may appear rich for archiving, as the recent Guatemalan National Police Historical Archive demonstrated. However, historical records are living things that carry emotional, political, and economic consequences for present-day actors. As this course demonstrated, archives are anything but a mere compilation of sources. They require much human configuration, strategic organization, and logistical coordination. On the other hand, they demand sensitivity to the ethical, political, and intellectual problems of producing knowledge.

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Virginia Garrard-Burnett on La Violencia in Guatemala.
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Charley Binkow discusses the online archives of the 1914 Easter Rebellion in Ireland.
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Digital Teaching: A Mid-Semester Timeline

By Chris Babits

Last March, students in Dr. Erika Bsumek’s Introduction to American Indian History took their midterm exam. Most students earned good grades, but on a mid-semester assessment, a large number expressed interest in some form of extra credit. Students also indicated that since the material was very new to them (secondary curricula rarely emphasizes the American Indian past), they felt that they didn’t have a good grasp on the sequence of events covered in the class. Although Professor Bsumek, the other teaching assistant, and myself were shocked at the overwhelming request for additional work, we thought we’d try something new: a digital timeline in order to improve students’ research and writing skills.

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A screenshot of the timeline.

Digital history projects have grown more popular over the past decade. Professors, instructors, and history educators have increasingly recognized the limitations of traditional assessments. Exams, quizzes, analytical essays, and book reviews — each of these can measure student learning. Exams and quizzes, for example, challenge students to recall a wide-range of information. This can include students crafting and proving original arguments, using the course’s source material in order to support one’s position. Writing essays, on the other hand, provide students the opportunity to work on their writing skills. Recent reports show how this crucial part of literacy is lacking in the workplace. History papers can play a crucial role in developing students’ analytical and writing skills, preparing them to be better in the business world and as engineers.

What these traditional assessments are missing, however, are the twenty first century skills our students need. The teaching team for Introduction to American Indian History wanted to create an extra credit assignment that combined the best parts of history education with the core components of digital humanities pedagogy. When we reflected on the midterm exams, we noticed a few things that were lacking. Most importantly, the students were right. They lacked a strong sense of chronology. How would we better equip them to understand sequence and change over time? They needed some tool to help them see these important parts of historical inquiry. A digital timeline seemed like the best way to go. Utilizing course development funds, Dr. Bsumek agreed to compensate me for the extra time this would require.

The initial step was determining which online timeline generator to choose for the project. With the growing interest in digital humanities, there are many timeline generators. After less than an hour of research, and after further consultation with Dr. Bsumek, I decided on Knight Lab’s TimeLineJS because of its user-friendly interface. My former colleague, Dr. Julia Gossard (now an Assistant Professor at Utah State University) helped me make this decision as well since she had successfully implemented several assignments in her courses with the program.

Knight Lab has created a template from which one could create their own timeline. I was initially wary of the template but, as one can see below, Knight Lab describes what type of information should be placed in which column.

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Knight Lab Template (click to enlarge).

After deciding on the digital tool for the timeline, we created the instructions for students. Students could write a 150-200 word timeline entry for any person, place, event, movement, or piece of legislation from the midterm on. Before writing an entry, students had to write to me to receive approval for the entry they wished to write. Upon approval, I then asked students to find and email me an outside academic source. Only after clearing this hurdle were students approved to write their extra credit timeline entry.

The result was a collaborative study tool that students could use on the final exam. Thirty seven students out of the 156 registered for the class contributed to the timeline. I proofread each entry not only for content accuracy but also for writing style, proper grammar, and spelling errors. If students wanted the full points they could earn for extra credit, they usually had to revise one or two times.

Most students earned additional points that were added to their final grade. Twenty one students submitted two entries, markedly increasing their chance of earning a better grade in the course. More importantly, they collaborated on a project that addressed the weaknesses they identified when studying for their midterm exams. The final exams displayed a much more sophisticated understanding of sequence and change over time. Students crafted better in-class exams that highlighted a more nuanced interpretation of the history of American Indians.
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Digital History: Resources.
Digital Teaching: Ping! Are you listening? Taking Digital Attendance.
Digital Teaching: Talking in Class? Yes, Please!
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Historical Objects: Latin America

“Colonial Latin America Through Objects” is a class taught by Prof. Jorge Cañizares that offers a view of a region’s past by exploring material remains: currencies, playing cards, musical scores, water mills, comets, relics, mummies, coded messages, to name only a few of the 50 objects studied. The class introduces students to a region from unusual angles that upset deeply seeded assumptions about Hispanics.

The students are required to produce two online museum exhibits. The five best exhibits for the mid–term are sampled here. These five exhibits address unusual aspects of colonial Latin America through their material culture. Click on links to see full exhibits (and credits for images).

The history of conquest as described in sixteenth-century indigenous codices by Tymon Sloan

Bernadino De Sahagun, Illustration of the Mirror-Faced Bird, La Historia Universal De Las Cosas De Nueva Espana,1577 Ink on Paper Medicea Laurenziana Library, Florence, Italy

Bernadino De Sahagun,
Illustration of the Mirror-Faced Bird, La Historia Universal De Las Cosas De Nueva Espana,1577
Medicea Laurenziana Library, Florence, Italy

Cranial Deformity and Identity by Aaron Quintanilla

skulls

Native Drinking Cups of the New World by Riley Reynolds

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Ancient Zapotec Chocolate Vessel (Gardiner Museum of Ceramic Art)

Syncretism and Marian Representations by Lily Folkerts

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Our Lady of the Rosary of Potama (Anonymous, 17-18c, New Mexico History Museum)

Las Bolsas de Mandingo: Deconstructing Misconceptions of Traditional African Religions in the Luso-Atlantic World, by Maryam Ogunbiyi

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Manuscript showing syncretism of African and Portuguese Catholic representations

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