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The Ancient History Encyclopedia

September 8, 2009 Shawn 3 comments

Jan van der Crabben is a name you might be familiar with if you’ve played any of the mods or other community-built content for Civilization IV. Jan has a new project under way, called ‘The Ancient History Encyclopedia‘, and he’s looking for content and editors. And, in a lovely twist not often seen, he’s willing to pay contributors. His note is below:

The goal is to become the number one source of information on ancient history — for students, academics, enthusiasts, and the general public alike.

I believe that this is achievable due to our unique way of presenting information: The website is centered around tags (which are essentially the entries in a printed encyclopedia), with each tag having a definition, articles, a timeline, illustrations, and external links / book references displayed. Like this, one finds several different kinds of information at the same time, in a modern format. When you visit the website, you will be able to see this organization best on the “Babylon” page, simply because it is the page with the most content at the moment.

The website address is http://www.ancientopedia.com and I would be happy if you could visit it and have a look. Please be aware that it’s far from complete! There isn’t very much content yet, we clearly need a lot more content to make this website a success. Also, you are among the first people to be using this website, so there might still be bugs. If something doesn’t work, or doesn’t work as you would expect, please email me what you were doing, what happened, and why it’s not what you expected.

Please register at the website (the “Register” link is at the top), and start adding content wherever you can! Content is submitted through the website, using the existing online forms. You can add/edit a definition, an article, or an illustration. You can also contribute timeline entries. Look for the “Add”, “Edit”, and “Upload” buttons in the relevant sections of the site (generally on the right of the section headline).

You can choose what you want to write about… We need definitions, articles, and illustrations. Please be careful not to infringe on any copyright, so only submit your own work. Of course you are allowed to submit work that you’ve already written, as long as you hold the copyright to it (this might be a grey area if it’s published in an academic publication, for example). You can also submit work that falls under a Creative Commons or GFDL license (such as images from Wikipedia), as long as it is attributed and licensed correctly. Please do not copy & paste any text from Wikipedia or other websites, only images are fine to copy under a CC or GFDL license.

All content that you submit is reviewed and possibly edited. Before the review process is complete and your content has been approved it will not show up on the website. So if you don’t see something you’ve written, be patient. If it doesn’t show up within a few days, please contact me. There will be a more formal system that allows the contributors and editors to communicate through the website in the future.

The website makes money through book sales (via Amazon, we get a commission), as well as advertisements (which aren’t online yet). As I’ve mentioned before, the 100 first contributions will be paid at a rate of US $10 per article and US $5 per definition. For definitions, only new definitions are paid, edits do not count. You will be paid when the initial paid submission period is over and we’ve got 100 contributions. Payment will be conducted via PayPal. After the initial paid phase, you will be able to earn advertising revenue on your content using Google AdSense and possibly other revenue sources.

There are no deadlines: You can submit work at any time, on any subject you choose (subject to review). The more you submit, the more money will you receive. :-)

I did ask him how he feels this will differ from Wikipedia, which is pretty solid on many things ancient. He responds that it is in the backend, and in how the information is served up with the ancillary materials. I’ve explored a bit, and I like that for any given article you can see who authored it; a little difference there with the big W; perhaps some sort of reputation-tracking mechanism would be useful. One thing I noticed is the feed from Amazon will serve up ‘pyramidiot’ and other nonsense they classify as ‘ancient history’ – 2012 anyone?  I don’t know how well those materials can be filtered before they’re displayed.

Check it out. I’m always ready to applaud new initiatives that make our subject better known to the wider world – good on you, Jan!

Don’t Knock the Aztecs: Civ for History, WoW for German

May 27, 2009 Shawn Leave a comment

Still have folks in your department who dismiss games as…, well, games? Then you need to check out this article in the latest edition of the Escapist.  Todd Bryant has been experimenting with using games like Civ IV in history classes. This is no unthinking use of the game, though. For Bryant, the value lies in exploiting the gap between ‘real’ history, and the way that history is modelled (or argued, as it were: see Bogost) in the game:

A student came to my office last week and asked for help setting up a LAN game of Civ IV in one of the college’s computer labs. He was going to play my Age of Conquest mod scenario with some friends that afternoon. While I showed him in the menu how to set up a multiplayer game, he shared his strategy to play Spain and attack the Aztecs. It’s a bad idea.

[...]

For the class, students had to play the game in addition to their readings and discuss whether the scenario accurately represented the period. One of the key concepts students should have learned about was the role of belief systems as described in the book The Conquest of America: The Question of the Other.” In essence, the book and the game make the same argument: Had the Aztecs viewed the world differently, their clash with the Spanish conquistadors would have been radically different.

He goes on to describe exploration of language teaching through immersing students in a German server for World of Warcraft. Mein Gott! Das ist wunderbar! (all that I remember from a freshman German class; that and a song set to the Blue Danube… perhaps if I’d been gaming language, things would be different…)

There are people doing similar things with Latin, as it happens (I had experimented with old school text adventures for Latin teaching, but this might be a bit more *sigh* exciting) … sign the petition now!

Why computer games matter for history education

August 10, 2008 Shawn 2 comments

For an illustration of the power of a computer game to teach – or reveal deficiencies in – historical knowledge, check out a recent posting over at the Escapist Magazine, concerning Sid Meier’s Colonization.

The recently announced Sid Meier’s Civilization IV: Colonization has raised some eyebrows at Variety’s Cut Scene blog, where writer Ben Fritz calls the game mind-boggling and “morally disturbing.”

“Goddammit, am I the only one who thinks it’s morally disturbing to make a game that celebrates COLONIZATION?” Fritz said in the article. Describing information he was given about the original Sid Meier’s Colonization, released in 1994, Fritz says at first he took it for a joke. “But sure enough, it was real,” he said. “However, I dismissed it as a relic from a time when neither developers nor players took videogames seriously as media with moral implications.”

“But the idea that 2K and Firaxis and Sid Meier himself would make and release a game in the year 2008 that is not only about colonization, but celebrates it by having the player control the people doing the colonizing is truly mind boggling,” he continued.

Fritz compared the situation to the uproar surrounding a Resident Evil 5 promotional trailer which showed African zombies being cut down by the game’s white protagonist. Quoting Newsweek journalist N’Gai Croal, who said the imagery in the trailer was “messed up,” Fritz said a game about colonization is 100 times more messed up. “Throughout history, colonization regularly involved stealing, killing, abuse, deceit, and the exploitation or decimation of native people,” he added. “Anybody with a shred of moral conscience who studies the history will be appalled. Whether it was British rule in India or slavery in Africa or Aboriginal children kidnapped and taken to Christian schools in Australia or the dislocation of Native Americans in the U.S., there were no positive colonization experiences.”

By this reckoning, one would not be allowed to make a movie or write a book about the colonial period, either. Moreover, this fellow seemingly hasn’t played the game, or he’d know that the mechanics of the game – its procedural rhetorics – penalize for destroying native settlements: so clearly, racism isn’t being celebrated.

Moreover, he assumes that players play blindly, lapping up whatever is fed to them. But as the discussion on the Escapist forum demonstrates, it is possible to play the game precisely to challenge the assumptions of the game.

This is why computer games matter for history education. By embodying their rhetorics, their arguments, about the past in code, it becomes possible for players to see the practical outcomes of those arguments through play. Being a critical thinker consists of two parts: understanding the arguments made to you, and responding appropriately. Playing a game is not a one-way flow of information: the player’s actions matter. Players are not empty vessels, nor are they stupid: playing a game focuses the attention on the rules of play, and players respond to those rules and challenge them through metagaming, mod making, community forums, story writing, and so on.

If your average everyday undergraduate responded to a set text the way the player communities respond to a witless post like the one from Cut Scene, we as educators would be in heaven…

Civilization & Education

May 27, 2008 Shawn 1 comment

In the course of doing some writing on why making games and modifications for existing games is a much better educational endeavour than simply playing historically-themed games (it seemed much more clever when expressed in 7000 words than 20), I came across the following post on Rob MacDougall’s blog which covers some of what I’m thinking:

In simpler language, Civilization’s game play erases its own historical content. Learning to play means learning to ignore all the stuff that makes it a game about history and not about, say, fighting aliens. One could easily program a different game with a different set of ideological assumptions—Galloway imagines a “People’s Civilization” game by Howard Zinn—and see precisely the same de-historicizing effect. Mastering the simulation game necessarily involves a journey away from reality towards abstraction, away from history towards code.

However, I don’t know whether there’s anything particularly unique to computer games about that idea – isn’t any game, when you really get down to it, about mastering the mechanics of the game, the rules? (whether or not those rules are expressed mathematically or in a rule-book is immaterial I should think).

Anyway, there’s a lot more on his blog worth a longer look! Ultimately, MacDougall concludes that what one should do is get the students to design their own game. We’ve been doing just that at the Simulating History project at Brock for some time; we’ve got a workable beta up and running, but man! there’s a lot of work involved. My role in that project (making the game) is more of a background reviewer-type guy; I’m not at the coalface.

Yet.

The Year of the Four Emperors mod for Civ IV

April 17, 2008 Shawn Leave a comment

This little video records some of the game play in ‘The Year of the Four Emperors’ mod for Civ IV that I’ve used from time to time in my teaching. Things to watch for – the opening shows how to load the mod and get it running; ‘research’ can’t be turned off in the game, but you can make it impossible to carry out (‘gunpowder’ for some reason is on the list- but it’ll take ca 2600 turns to do it, by which time the game has ended); the senate takes a vote on declaring one of the contenders Emperor; towns and military units are more or less in their correct historic positions.

Civilization Revolution

January 29, 2008 Shawn Leave a comment

It seems that the Civilization franchise is coming to the console market. This can only be a good thing, since I believe that Civilization is one of the greatest gifts the games industry ever gave us historian-folk. Civilization: Revolution is not a straightforward port though of the PC version to the console. There are numerous differences, one of which is that it would seem that new content, scenarios etc will only be available for people with the Xbox Live service. On the plus side, presumably the interesting errors and glitches that exist in the player-created content won’t be there (in my mod, if you look carefully, the Roman Senate looks an awful lot like the modern United Nations building… :) ). Anyway, an in-depth review is available here.

What I find also quite exciting, is that a port is planned for the Nintendo DS (the dual-screen; you’ve seen them, they look like little PDAs). The Nintendo DS allows multiplayer play when players are sitting together, over a tiny wi-fi link. This port will allow head-to-head competition over that link. From an educational point of view, this is the most valuable part of any commercial game used educationally: the ability for players/students to discuss and think about the playing – the metagame. Hopefully, new content will become available periodically for the DS version too.

Official site: http://civilizationrevolution.com/

Categories: civilization, games

Civilization IV World Builder Manual & other needful things

January 8, 2008 Shawn 2 comments

So perhaps you now have a copy of Civilization IV, and you want to begin scenario building or even a larger scale modification to the game’s mechanics. What do you do?Roman ruins from Veii, photo from Bryn Mawr Lantern Slides of Classical Antiquity

Before you begin, you need to understand how the Worldbuilder works in Civ IV – here’s the manual and a discussion of what’s what – note that you have to add the code ‘chipotle’ to “cheatcode = ” in the Civ IV ini file, to get the full worldbuilder experience.

Now. What do you want to model using this game? A particular war? a battle? a long period of cultural interchange between two peaceful peoples? Answer this question well, and be very clear what it is you hope to accomplish. Let’s say, for interest’s sake, you want to make a scenario focussed on Veii, and you want your student – the player – to understand the urban dynamics of central Italy during the protohistoric period (you’ll want to describe it much more snappily to your students, when the time comes). You’ll need a map then for the playing board. Here’s a google map centred on Veii. (Maybe you’ll want to zoom out a bit). Open it up in your graphics program, clean it up, and save it as a bmp. It doesn’t have to look like a Civ IV map yet; we use another program to do that.

To turn that map into a playing board for the game, use this bmp-to-wbs utility. This will allow you to make the map exactly as you want it, the placing of resources, etc etc. It comes with an excellent tutorial on mapmaking and scenario design. Alternatively, you can try this tool instead.

That’s all you need to get a good scenario up and running; other interesting tools and utilities are available here.

Things you should think about: Civ IV uses XML files to store lots of the information. To really get rolling, you need to delve into the XML and associate these files with your map – you might try this program here. For instance, in our hypothetical Veii scenario, you might alter the XML files so that you have some Etruscan named leaders, some Roman ones, some Sabine onces, etc. You can change the calendar, so that game turns go in days, or weeks, or months. You can limit how long the game will be played. You can add ancillary information to the opening screen or other pop-ups.

Say you don’t like the way the game imagines the progress of technology. You can use this tool here to tweak it to your heart’s content. You might want to make it so that certain technologies are never available to the player. You do this by altering the ‘cost’ of them in time (so that it becomes impossible for a player to get to, say, feudalism, within the confines of your scenario). You can use this tool for that.

The key things to remember always are ‘why am I building this? what teaching goal do I hope to achieve? how does playing this game – even with my neat-o scenario – make that possible?’ Remember, you can’t just leave your students to play the game and expect them to learn something. You have to be there while they play it, you have to talk it out with them. You make the anachronisms and emergence of the game work for you.

In fact, the best way you can make this game a part of your teaching is to get the students to design the scenarios/mods themselves. These tools I’ve collected here will help you enormously (and thanks again to Civfanatics and the great people there!)

ps, I’ll do a similar post for Caesar IV once I figure out how to make the game editor do what I want. One final note: lots of the graphics in both games come as dds files. You need a converter to put your artwork into the game if for instance you want to create an etruscan augur unit – try this program; you can also get similar programs from nVidia’s website

Categories: civilization, games, making

What does Civilization Stand For? Modding Contest from Firaxis!

December 21, 2007 Shawn Leave a comment

One last post before the holidays (thanks Jan for bringing this to my attention!), and one which might be of interest to any academic/educational modders out there; nb it’s only for US residents, so my ‘Year of the Four Emperors‘ won’t be in the mix:

What Does Your Civilization Stand For?
Official Rules
Entry Form

The holidays are upon us and we’re certain many of you are wondering what to do while sitting in the comfort of your homes, staying as far away from the nasty weather and shopping crowds as possible. Sure, you could spend time with family, play with the kids, or figure out how to turn on your shiny new iPod. But, we have a better idea. Why not show the world what you can do to customize the greatest strategy game ever made?

And to give you an even bigger incentive Dell has sent us some brand new XPS machines (four desktops and a laptop to be more specific) and we will give them to the winners of this contest. What we are looking for is simple: we want to see your best work, in any of the following four categories:

  • Best In-Game Asset (art, including units, buildings and/or wonders)
  • Best World-Builder Scenario (just a single .wbs file)
  • Best Map Script (just a single .py file)
  • Best Educational Mod (only educators and schools can submit entries for this one)

The creator of the winning entry in each category will receive a Dell XPS desktop computer to show off to your friends. In addition, the best over-all mod from the submissions above will receive the grand prize of a Dell XPS laptop. Can you say Happy Holidays?

Here are some things to remember. The prizes are awarded to individuals only, so if your mod is a team effort, the prizes will only be awarded to the designated team leader. You can use existing mods that you’ve already created, or you can create something from scratch using Civ IV or any of its expansions. Finally, please do not submit mods that are not yours. This not only makes our job harder, but also makes children cry.

The contest begins December 23, 2007, and will run through February 18, 2008, so crack your knuckles and crank out something fabulous. As an aside, this contest is U.S. only, and our lawyers have drafted up a lovely set of rules for you to follow, so be sure to check them out before starting. If you have any further questions, send them in, we’re all ears!

 

By the way, The Ancient Mediterranean Mod version 2.01 FINAL has been released for the ‘vanilla’ version of Civilization IV. I know what I’m going to be doing over the holiday!

Vespasian, Civ IV, and Intro to Roman Culture

December 5, 2007 Shawn Leave a comment

An article of mine has just been published over on Planet Civilization:

“Vespasian has converted to Judaism!”

The cheery message came as something of a shock. After all, Vespasian and his son Titus together were responsible for the destruction of Jerusalem and the Temple – hardly likely converts to Judaism. But I was play-testing a scenario I had been building in Civilization IV, and so this ‘counter-factual’ brought up an interesting conundrum. I wanted to use the scenario in my teaching for my ‘Intro to Roman Culture Class’ at my university. Did the unlikeliness of the event undermine the utility of my scenario? If I used it, was I going to get papers like the one in this comic?”

<more!>

By the way, in the next session of my Intro to Roman culture course at Robert Welch University (which lasts for six weeks), I have permission from the Dean to offer Civ-related exercises and assessment. If you’re interested, contact RWU, and we’ll come to an arrangement. That’s one of the nice things about RWU – it’s small, so we can be very flexible.

“Great game, but NOT a study guide”

November 30, 2007 Shawn Leave a comment

Truer words were never spoken:

…that’s why people like me are around! More Civ-related comics & wisdom

Categories: civilization, history, teaching