Wait, what? I don't know if it's insane or groundbreaking to do a PhD Thesis on archaeology in a video game.
Wait, what? I don't know if it's insane or groundbreaking to do a PhD Thesis on archaeology in a video game.
> Entombed: An archaeological examination of an Atari 2600 game
One type of archaeogaming research is digital excavation, a technical examination of the code and techniques used in old games' implementation. We apply that in a case study of Entombed, an Atari 2600 game released in 1982 by US Games. The player in this game is, appropriately, an archaeologist who must make their way through a zombie-infested maze. Maze generation is a fruitful area for comparative retrogame archaeology, because a number of early games on different platforms featured mazes, and their variety of approaches can be compared. The maze in Entombed is particularly interesting: it is shaped in part by the extensive real-time constraints of the Atari 2600 platform, and also had to be generated efficiently and use next to no memory. We reverse engineered key areas of the game's code to uncover its unusual maze-generation algorithm, which we have also built a reconstruction of, and analyzed the mysterious table that drives it. In addition, we discovered what appears to be a 35-year-old bug in the code, as well as direct evidence of code-reuse practices amongst game developers.
I'm unfamiliar with UO, but with Eve, sadly, much of the most innovative and interesting parts of the game are done outside the client.
This is also true for the other examples (Minecraft and No Man's Sky) where the games basically become what the player base uses it for. I think this happens to most freeform games where without the multiplayer aspect, the game basically is nowhere near the same experience as with.
An example is GTAV. Where there are lots of structured things to do yet the players constantly make their own meetups, car shows and other shenanigans.
A notable exception could be Minecraft, where you could have your own single player world and so long as you are interested it can keep evolving.
That is true, and that alone would make the necessary development not economically viable for any game whose life is measured in few years, but what if, along content provided by players, the game creators could insert new environments with NPCs and new stories without ditching the game? In a few years/decades probably AI could also generate characters that develop themselves according to the environment they "grew" into or events happened during their "life". Dreaming too much maybe:)
To those that were involved in the games/events, they're a major part of their life (in a hobby/entertainment aspect), so having this sort of in-depth study is seriously cool to have as a record of it all.
> I was so entranced by it that it took me a few minutes to notice that the spindly structure was not all that there was to see. Both directly above and below the structure (relative to the system’s ecliptic, of course) were two large, swirling maelstroms of energy.
https://evetravel.wordpress.com/2015/11/24/massive-debris-fi...
> As if a giant hand had hand-picked pins out of a pin cushion, the debris field stretched almost as far as the eye could see. The various sticks, originally arranged in circular fashion, now are laid out in a serpentine pattern, as if it were a winding path. Lightning crackles between the various posts: the flashes of light that originally caught my eye.
I used to work at Archaeology Data Service and it is a pretty groundbreaking place :)