Selfies with the Dead: ‘Shadow of the Tomb Raider’ and the Dehumanisation of Human Remains

Content Warning: Discussion of human remains in this blog post. No actual images of human remains are used, however there are images of digital human remains from the Shadow of the Tomb Raider video game, so please be advised.

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(Image Credit: Dia Lacina via Waypoint)

Recently, the third instalment of the rebooted Tomb Raider video game franchise was released. This game, titled Shadow of the Tomb Raider, places playable heroine Lara Croft in Meso-America and South America attempting to stop a Mayan apocalypse that she had unknowingly set into motion after stealing an artefact.

The game has received a fair bit of criticism not only for its gameplay, but for the content of the story itself. Despite being a property who has been in the public eye for over two decades, Tomb Raider has never been able to truly shake off its title – Lara Croft has always been a looter of tombs and ruins, despite any good intentions. Although this recent instalment has arguably made the most effort in confronting the inherent colonialism of being a “tomb raider”, the game still reproduces much of it itself (see Lacina 2018). Dia Lacina’s article on Tomb Raider and colonialism is a thorough breakdown of the game’s attempt to critique its own problematic setting, but only briefly mentions the problems caused by the game’s photo mode. What I would like to add, as an archaeologist, is how the photo mode plays into a well-known trope of colonisation: the dehumanisation of specific people, particularly their remains.

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(Image Credit: Resetera Community Member Sabrina)

Let me preface all of this by saying that I do not necessarily think the developers of the game intended for the photo mode to be used to take “silly” selfies with human remains! Photo modes in video games has been a relatively recent trend, with big name games like God of War and Spider-Man having their own versions of a photo mode as part of their gameplay. However, due to the context of Shadow of the Tomb Raider, the addition of a photo mode touches upon an issue regarding human remains that I slightly touched upon in last week’s blog post: what are the ethics of displaying and photographing remains?

This question is a relatively recent one, coming as part of a renewed interest in the ethics of remains amongst archaeological bloggers, writers, and curators. Harries et al. (2018) write that although there are plenty of ethical guidelines for the handling and display of  human remains, less work has been done on creating uniform guidelines for displaying photographs of human remains. This is mainly due to a key debate that is still underway: are photographs and other depictions of remains equal to the actual remains? Or are they just a likeness, and therefore a separate thing? Is the very act of making the dead the subject of your photo (without their consent) an act of objectifying and dehumanising them?

To further tie these questions in with the themes of Tomb Raider, let’s consider dehumanisation. Dehumanisation of human remains, as well as living humans, was and still is a key component to colonisation efforts. The remains of Indigenous people across North America were often displayed as “educational tools” in museums or as “oddities and curiosities” in roadside exhibits. Regardless of the setting or the perceived intention, these places had commodified these human remains, removing any agency and “othering” them as objects on display, rather than people (Rewolinski 2014).

So, is the photographing human remains ethical? I do not claim to have any concrete answers, of course, but I think in the case of Tomb Raider, what changes the answer is the fact that the player, as Lara Croft, can take selfies with human remains. In this context, it could be argued that the human remains are used as props – the same way one would pose with a statue, a landmark, or any other object. Not to mention that many players use the dead in-game for the purposes of hilarity, juxtaposing a corpse with Lara Croft’s awkward smile (McGladdery 2018). I’d argue that the use of a dead body for one’s punchline would consist of dehumanisation, to be honest.

So perhaps the next time you, or Lara Croft, come across human remains…maybe put the camera away. And reflect on why you instantly “other” the remains before you, instead of treating them as what they represent: a person who once lived.

Screenshot_2018-10-01 Andy Kelly on Twitter
(Image Credit: Andy Kelly via Twitter)

References

Harries, J. et al. (2018) Exposure: the Ethics of Making, Sharing, and Displaying Photographs of Human Remains. Human Remains and Violence. 4(1). pp. 3-24.

Lacina, D. (2018). ‘Shadow of the Tomb Raider’ Tries, but Fails, to Tackle its Own Colonialism. Waypoint. https://waypoint.vice.com/en_us/article/d3jgeq/shadow-of-the-tomb-raider-review-tries-but-fails-to-tackle-its-own-colonialismhttps://waypoint.vice.com/en_us/article/d3jgeq/shadow-of-the-tomb-raider-review-tries-but-fails-to-tackle-its-own-colonialism

McGladdery, M. (2018) Grin in the Face of Danger: Shadow of the Tomb Raider’s Hilarious Photo Mode. LAD Bible. http://www.ladbible.com/technology/gaming-shadow-of-the-tomb-raiders-hilarious-photo-mode-20180913

Rewolinski, D. (2014) Remains to be Seen: the Disparate Disposition of Culturally Unidentified Human Remains under NAGPRA’s Final Rule. Unpublished Thesis. New York University.

Square Enix. (2018). Shadow of the Tomb Raider.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

The Sadness Of Skin: Emotional Reactions to Remains

Content Warning: This post will be talking a lot about death and the emotional resonance of dead bodies, both human and non-human. No images of human remains will be shown, but there will be images of non-skeletal (mummified) dead animals, so if this may be upsetting, please skip this post.

I was on Twitter the other day when I came across a Tweet about the recent archaeological discovery of the well-preserved body of a dog that had recently been recovered from permafrost in Siberia (Siberian Times Reporter 2018). Looking at photos of the dog’s paws, which still have some fur, I thought, “Oh, how sad.” And yet, I work with animal remains all the time! So what is so different about these remains?

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One of the preserved paws of the Siberian dog (Photo Credit: Sergey Fyodorov, NEFU)

This dog is one of a couple of recent, well-preserved finds in Siberia – in August, a preserved body of a foal (young horse) was recovered (Associated Press 2018), and just weeks after the dog recovery, the well-preserved remains of a 50,000 year old lion cub was also found (Gertcyk 2018). Note the language and imagery used in these articles – Gertcyk refers to the lion cub as “cute” with significant emphasis of how young the lion was at death, the Siberian Times article on the dog makes certain to stress how some of the fur is still present, and an additional article on the foal by Michelle Starr (2018) utilises up-close photos of the hooves, face, and nose of the foal which were especially well-preserved.

Focusing on the young age of the animals – and how this increases the “cuteness” factor, so to speak – is arguably a tactic to incite sympathy and emotion, as well as relatability. This is also seen in human advertisements, especially regarding charity and other social activism for the sake of the living – this phenomenon has been widely studied, with many philosophical and psychological explanations given for why this is both so widespread and effective (Seu 2015). With regards to the dead, emphasis of youth also invokes an emotional reaction akin to something like grief – a life not fully lived, innocence struck down too early.

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The head and front limbs of the preserved foal (Photo Credit: Michil Yakoklev, NEFU)

What is more interesting, and perhaps more effective in evoking an emotional reaction is the constant emphasis of preservation. The ability for viewers to see the recognisable, the things we associate with the living, is what helps in empathising with the body.  A very evocative example is the bog body (which you can read more about here, CW: for a photo of actual human remains). The high level of preservation caused by bogs results in such a recognisable appearance that it creates a sensation that Wright (2017) refers to as the “sublime” – an interplay between empathy for the recognised humanity and also a sort of horror at the personification of death. It can be argued that it is this unique ability of bog bodies to invoke such an emotional reactional that led to the numerous art and prose inspired by  them – take, for instance, Seamus Heaney’s work.

The power of such reactions may also be evident from the response to a lack of recognisable features. Mummies, for instance, are technically well-preserved bodies. Yet the concealed nature of most mummies creates a need for additional elements to invoke more empathy and relatability; this is further explored by Day (2013), who questions the necessity of facial reconstructions of Egyptian mummified bodies in order for Western audiences to “relate” better to them.

Of course, this is not to say that just “fleshy bits” – skin, hair, fur, etc. – necessarily equate to instant empathy. There is an element of “intactness” that also must be present. The preserved animals that have been previously discussed in this blog post have all been more or less completely intact, again a testament to their preservation. Separating an element, like a limb, from the body would most likely invoke a reaction closer to horror, as we often associate such separation with mutilation and other acts of violence, even if the separation is caused naturally by more taphonomic means.

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Close-up photo of the preserved hooves of the foal (Photo Credit: Michil Yakoklev, NEFU)

So, if we accept the argument that having these “preserved” elements causes empathy and emotional reactions, then perhaps we must also accept that there may be some truth to the reverse of this – that skeletal remains, both animal and human, are more difficult to empathise with. To an extent, this is certainly true for animal remains – skeletal animals are often see without issue at museums, in decoration and jewellery, and in the past sometimes utilised for tools and materials. The caveat to this, of course, is the last few decades during which animal rights activism has become more prevalent and acceptable in the public eye.

As for human remains, there is a long and lengthy history regarding the ethicality of display that is also intertwined with colonialist and racist scientific practices. It has only been recently that the repatriation of human remains – specifically those of Indigenous peoples – have become generally accepted as the “right thing to do” by the general public, although of course there remains some within anthropology, archaeology, and museums who fight against the act of repatriation in the name of “scientific process”, despite the horrific racial and colonial implications of said process. Even more recently, this debate has turned towards exhibitions that utilise real human remains to educate others about the body – touring exhibitions such as BodyWorlds have been as extremely controversial as they have also been extremely popular (Redman 2016).

Perhaps another blog post is necessary to further explore the ethicality regarding human remains, both in display and in analytical practice.As technology and preservation practices continue to advance, what new obstacles will we face with regards to our ability to preserve and display the dead? Redman (2016) perhaps offers the best glimpse at what troubles might be ahead, mentioning that BodyWorlds often runs into the issue of displaying the human body like an art piece, rather than an actual person. May there be a time when our conception of the body becomes so far removed that we no longer empathise with the dead, even as well preserved as they are? What does this mean for the future of ethics?

References

Associated Press. (2018) Ancient Horse Found Perfectly Preserved in Siberian Permafrost. CBC News. https://www.cbc.ca/news/technology/foal-permafrost-1.4797543?cmp=rss

Day, J. (2013) Facing the Mummy: Physiognomy, Facial Reconstruction, and the ‘Delirious Biographies’ of Egyptian Mummies. 8th International Congress on Mummy Studies.

Gertcyk, O. (2018) Cute First Pictures of 50,000 Year Old Cave Lion Cub Found Perfectly Preserved in Permafrost. The Siberian Times. http://siberiantimes.com/science/casestudy/news/cute-first-pictures-of-new-50000-year-old-cave-lion-cub-found-perfectly-preserved-in-permafrost-of-yakutia/

Redman, S. (2016) Reconsidering BodyWorlds: Why Do We Still Flock to Exhibits of Dead Human Beings? The Conversation. http://theconversation.com/reconsidering-body-worlds-why-do-we-still-flock-to-exhibits-of-dead-human-beings-57024

Seu, I.B. (2015) Appealing Children: UK Audiences’ Responses to the Use of Children in Humanitarian Communications. The International Communication Gazette. 77(7). pp. 654-667.

Siberian Times Reporter. (2018) ‘Sibling’ of Oldest Mummified Puppy in the World Found Preserved in Permafrost. The Siberian Times. http://siberiantimes.com/science/casestudy/news/n0386-sibling-of-oldest-mummified-puppy-in-the-world-found-preserved-in-permafrost/

Starr, M. (2018) Incredibly Preserved 40,000 Year Old Extinct Baby Horse Has Been Unearthed in Siberia. Science Alert. https://www.sciencealert.com/extinct-equus-lenensis-lena-horse-pleistocene-foal-found-preserved-near-perfect-permafrost

Wright, P. (2017) Empathising with Bog Bodies: Seamus Heaney and the Feminine Sublime. Brief Encounters. 1(1).


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

An Exercise in Archaeological Analysis: Fandom, Fealty, and Funko Pops

The Funko Pop. Anyone who has had even a passing interest in pop culture will have come across these figures. Although they have a basic template (large, squared head with tiny bodies and beady eyes), these figures cover a huge range of franchises, from the most mainstream, popular series to niche, cult classics. Funko Pop collecting has become a huge hobby of its own, with the #funkopop hashtag on Instagram showcasing the huge collections of (often unboxed) figures that many fans have amassed over the years.

Given their enormous popularity, it wouldn’t be much of a stretch to suggest that, centuries from now, future archaeologists will be finding giant hoards of Funko Pop figures. But what will they think of them? Let’s use these popular collectables to flex our archaeological interpretation skills!

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Funko Pop figures at WonderCon 2016 (Photo Credit: Frazer Harrison)

The Funko Pop: The Fandom Collectable

Let’s first look at Funko Pop figures as they exist right now: as a popular pop culture collectable. The first “Pop” figure was introduced in 2010 in the form of various Batman characters. Originally starting with only three major licenses (Marvel, DC, and Star Wars), the Funko Pop brand has now extended to covering 454 licenses (Cheng 2018).

Although each figure is representative of different pop culture characters, there is a sort of “basic template” that gives each Funko Pop figure a specific “Funko flair” – each figure has a large, square head, with beady eyes, and small, little bodies. Although Funko Pop figures are sold everywhere, they are most often associated with fandom conventions, with certain figures being sold exclusively at certain events, such as Comic-Con. The popularity of Funko Pop figures has led to the creation of other Funko Pop items, including clothing and homeware.

The Funko Pop: The Votive Offering

So now, let’s change the perspective. What will archaeologists in 1000 years think as they recover huge collections of Funko Pop figures from the ruins of our generation?

Humanoid figurines recovered from the archaeological record are often correlated with religion, specifically during prehistory where we lack written sources to tell us otherwise. By ascribing certain characteristics to the figurine – such as anthropomorphic traits, ritual significance, or some other supernatural aspect – the figurine is set apart from other material goods, allowing it to be used for dedication and offering to an otherworldly being, such as a deity or spirit (Osborne 2004). This idea, as applied to Funko Pop figures, is probably best described by Pulliam-Moore (2018), who has pointed out that the general uniformity of the figures heightens the fact that they are ultimately physical symbols “meant to represent the emotional relationships we have to characters and stories that they love”.

Additionally, we may also see the Funko Pop as a sort of offering – literally representing the exchange of money for these figures, which in turn can be seen as an offering to what the figures represent. As Funko CEO Brian Mariotti has said, “The idea of chasing things you love based on fandom is really, really important”. And this is true with Funko Pops – fans will spend hundreds of dollars collecting exclusive figures that are only sold at certain events (Cheng 2018). Although many Funko Pop fans are interested in collecting all things Funko Pop, there are many other fans who are only interested in certain fandoms and franchises. By buying and collecting only one particular franchise’s Funko Pop figures, a fan is expressing their fealty and dedication to that franchise – both as a performance and financially.

The Funko Pop: The Sign of Status

So, as future archaeologists, we have now established the significance of the Funko Pop figure. But how do we explain the huge quantities of figures that individuals may “hoard”, for lack of a better word? Just as we now find hoards of Viking Age treasures, will future archaeologists find hidden stashes of Star Wars Funko Pops?

Perhaps this can be explained by looking at the Funko Pop as a sign of status. By having the most Funko Pops, a person is showcasing not just their fervent fanaticism, but also displaying a sort of “wealth” that places them in a specific role in the overall hierarchy of both monetary class as well as “fandom class”, or how much of a “true” fan a person is.

In historical archaeology, it is often useful to examine material goods through a more “consumerist” perspective, especially when dealing with larger “collection”-type assemblages. Consumerism studies allow archaeologists to analyse material goods not just for their functional value, but also for their cultural value as well, as consumerism often results in utilising quantification of certain material goods as a means of marking or expressing one’s hierarchical status (Martin 1993, Van Wormer 1996). Collecting Funko Pops is also not just a display of monetary wealth (each figure is roughly $10), but also a display of cultural wealth – arbitrary ideas of “fandom credit” means one must have a certain about of “cultural capital”, which can refer to simply having the “right” knowledge about a certain franchise to, in our case, having a certain amount of material goods (Fiske 1992).

The very act of collecting itself has its own hierarchies as well. For example, a person who is able to obtain certain figures, such as the exclusive “chase” Funko Pop figures, is in itself an achievement that creates more cultural capital for the collector. This is especially heightened with the recent popularisation of documenting collections via social media – the Funko Pop fandom is able to see, in real time, who are the “top collectors”, which adds a new dimension to accumulation as achievement (Heljakka 2017).

All hail the Tom Servo Funko Pop figure!

Of course, this all sounds silly to us in the modern day – as fanatic as Funko Pop collectors are, I don’t we would consider their collections as “altars” or “offerings”! But this exercise provides us with an idea of how the intentions and use behind material goods can change over time. It reminds us, as archaeologists, that ultimately we are “interpreting” what we find – there are so many nuances that we will miss along the way, some which could totally change our current interpretation!

I’d also like to think that this exercise can also provide us with different perspectives of the things we consider “normal” right now, like how we express our “fandom allegiances” and how consumerism is entwined to create an economy of “cultural capital”. That’s one of the best things about archaeology – by thinking about the past, we can further explore our present and future!

Also, I would love a Funko Pop figure of Dale Cooper from Twin Peaks, thanks.

References

Cheetham, F. (2012) An Actor-Network Perspective on Collecting and Collectables. Narrating Objects, Collecting Stories: Essays in Honour of Professor Susan M. Pearce. Routledge.

Cheng, R. (2018) At Comic-Con 2018, Funko Reigns as Unofficial King of Pop. Cnet. https://www.cnet.com/news/at-comic-con-2018-why-funko-is-the-unofficial-king-of-pop-culture-fundays/

Fiske, J. (1992) The Cultural Economy of Fandom. The Adoring Audience: Fan Culture and Popular Media. Psychology Press. pp. 30 – 49.

Heljakka, K. (2017) Toy Fandom, Adulthood, and the Ludic Age: Creative Material Culture as Play. Fandom: Identities and Communities in a Mediated World. New York University Press. pp. 91-108.

Martin, A.S. (1993) Makers, Buyers, and Users: Consumerism as a Material Culture Framework. Winterthur Portfolio. 28 (2/3). pp. 141 – 157.

Osborne, R. (2004) Hoards, Votives, Offerings: the Archaeology of the Dedicated Object. World Archaeology. 36 (1) pp. 1-10.

Pulliam-Moore, C. (2018) My Love for Funko Pops is What Made Me Stop Buying Them. Gizmodo. https://io9.gizmodo.com/my-love-for-funko-pops-is-what-made-me-stop-buying-them-1823725462

Van Wormer, S.R. (1996) Revealing Cultural Status and Ethnic Differences through Historic Artifact Analysis. Proceedings of the Society for California Archaeology. pp. 310 – 323.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

An Archaeology of Sudden Death: A Fallout Case Study

Content Warning: This post will discuss human remains and death from disasters and acts of mass violence. Although I will not be posting any actual images of real human remains, I will be using images of human remains from the video game Fallout 4. There may also be discussion of disasters and violence that may upset others, so please do not read if you may find this triggering.

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The Player Character and their neighbours watch as a nuclear bomb hits Boston, Massachusetts in Fallout 4.

When archaeologists recover human remains, its often from burials – whether these are elaborate affairs, simple depositions, or whatever could be considered the most loosely defined “intentional” placement of remains. Of course, there are exceptions – sudden deaths, from accidents to murders, will often result in bodies found in “unusual” ways, or at the very least, in a context different from a more intentional burial. Sometimes, the spatial context of the body may provide clues to how the person may have died.

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An unfortunate victim of the Great War in Fallout 4 – it is likely that they died after being crushed by furniture when their house was blown apart in the nuclear blast.

In the world of Fallout 4 (Bethesda Softworks 2015), the “Great War” occurred in October 2077 when the United States, the Soviet Union, and China exchanged multiple nuclear bombs, causing death and destruction at a massive scale. The actual gameplay is set in a post-apocalyptic world, hundreds of years after the Great War. Here, the United States has been completely changed into a new world, with people attempting to make new lives on the wasteland surface, often by using the remnants of the past – recycling old materials, living in the ruins of Pre-War buildings, and attempting to recreate Pre-War factions (see previous posts on Fallout‘s Legion and Kings factions). As the Player explores many of these ruins, they may come across the remains of those who most likely died in the original nuclear fire of 2077.

Of course, there is a bit of scientific liberty being taken here – most of the remains that the Player Character can find are ridiculously well-preserved (all skeletal elements are intact and articulated?! that’s a bioarchaeologist’s dream!) despite being hundreds of years old and subjected to the open environment.

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More victims from the Great War of Fallout 4 – possibly killed immediately in the blast while in bed.

That said, this phenomenon of human remains found in contexts relating to a sudden and unexpected death (and, sometimes, with significant preservation) has many real world parallels. Many instances are found in more natural settings, where sudden deaths are caused by accident or forced upon the victim unexpectedly –  for example, bogs are, as Karin Sanders (2009) writes, “natural darkrooms” that preserve those who die within them almost perfectly (for more on bog bodies, see this blog post).

Arguably a more famous example of a natural force aiding in the preservation of victims of an unexpected death is Pompeii – in 79 CE, nearby volcano Mt. Vesuvius erupted, covering the land with ash and debris (Deem 2005). Those who died during the eruption and covered in ash deposits were ultimately “preserved” through the impressions of their bodies, which were able to be  examined through casts (Luongo et al. 2003).

Natural disasters such as volcanic eruptions are often studied by archaeologists using the creation of various models – this allows for examination of the impact of the disaster on the surrounding people and environment, like how it may have affected population numbers (Torrence and Grattan 2002). Not only does focusing on natural disasters let archaeologists further interpret how past people may have reacted to and managed emergencies and their aftermaths, but it may also help us deal with natural disasters in the present and future – this point is especially critical today with the effects of climate change causing destruction and displacement around the world.

Disasters, both natural and human-caused, are not always so kind to the remains of its victims. Impact, force, and other acts of violence may cause bodies to be less preserved. Stretches of ground may become unintentional mass graves, with bodies strewn everywhere. In these cases, we turn to methods developed within “forensic archaeology” – this refers to a sub-field in which the focus is mainly on applying archaeological frameworks to contexts referring to crime, as well as search and recovery scenarios (Hunter and Cox 2005). This means that many forensic archaeological methods are based on recovering and identifying individual human bodies, which is vital to dealing with disaster archaeologies. For example, as I previously mentioned, the bodies of victims will be found “commingled”, or entwined with multiple individuals found in one context – there has been many developments within forensic archaeology for separating and identifying individual bodies (human and non-human), ranging from manual observation to the use of data and spatial analysis (Adams and Byrd 2008). These methods have been used in recent recovery missions following massive tragedies, such as the 9/11 Terrorist Attacks in New York City (Mundorff, 2009).

It should be noted that, in contrast, there are often times resistance to the idea of “excavating” sites of disaster – for example, Gabriel Moshenska (2009) writes about bombsite archaeology and how it is rarely performed for the intention of examining a bombsite as a bombsite. There is an implication that archaeological acts are similar to “opening up old wounds”, contrasting with the idea of archaeology as recovery in the previous section. Archaeology of disaster sites are fraught with emotion – filled with painful memories, particularly with more historical sites.

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One of the more “humorous” tableaux in Fallout 4 – the remains of a soldier neatly tucked in bed with plush animals and a book. Is this actually how they died, or perhaps a post-mortem staging?

Many instances of human remains in Fallout 4 are meant to invoke “morbid humour” – occasionally, one might find a skeleton posed in a compromising manner, like on the toilet. This is most likely one of the reasons why the human remains in Fallout 4 are often articulated and intact – for quick and immediate identification by players, and for the ability to create comical situations by posing the dead. And yet, there are also “death tableaux” meant to establish the realities of war onto the player – bodies found in beds, cowered in hastily made shelters, skeletal hands found clasped together even hundreds of years after the Great War. These unintentional portrayals of a sudden death, forever immortalising the true nature of war: senseless, uncaring, and ultimately…fatal.

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Two bodies from Fallout 4 – one in a wheelchair, and one sat next to them. They are surrounded by flowers, candles, and other “offerings” – did they die here, and then become a memorial? Or were they purposely placed here after death?

References

Adams, B.J. and Byrd, J.E. (2008) Recovery, Analysis, and Identification of Commingled Human Remains. Humana Press.

Bethesda Softworks. (2015) Fallout 4.

Deem, J.M. (2005) Bodies from the Ash: Life and Death in Ancient Pompeii. Houghton Mifflin Company.

Hunter, J. and Cox, M. (2005) Forensic Archaeology: Advances in Theory and Practice. Routledge.

Luongo, G. et al. (2003) Impact of the AD 79 Explosive Eruption on Pompeii, II. Causes of Death of the Inhabitants Inferred by Stratigraphic Analysis and Areal Distribution of the Human Casualties. Journal of Volcanology and Geothermal Research. pp. 169-200.

Moshenska, G. (2009) Resonant Materiality and Violent Remembering: Archaeology, Memory, and Bombing. International Journal of Heritage Studies. 15 (1). pp. 44-56.

Mundorff, A. (2009) Human Identification Following the World Trade Center Disaster: Assessing Management Practices for Highly Fragmented and Commingled Human Remains. Unpublished PhD Thesis. Simon Fraser University.

Sanders, K. (2009) Bodies in the Bog and the Archaeological Imagination. University of Chicago Press.

Torrence, R. and Grattan, J. (2002) The Archaeology of Disasters: Past and Future Trends. Natural Disasters and Cultural Change. Routledge.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

Side Quest: Archaeology!

Inaccurate portrayals of archaeology in other media has been discussed before – whether it’s fact checking the Indiana Jones franchise, reiterating that Lara Croft is indeed a Tomb  Raider, or correcting someone for the 100th time that no, sorry, we don’t dig up dinosaurs…it can be exhausting! But unfortunately, it will always be necessary so long as archaeology remains a part of pop culture – in films, novels, television shows, and more recently, in video games.

Archaeology in video games can often be divided into two categories: archaeology as the main narrative (for example, Indiana Jones video games, the Uncharted franchise) and archaeology as an in-game mechanic. Meyers Emery and Reinhard (2015), in their examination of video game archaeology from which these categories originate from, explain that archaeology is a perfect fit for the modern day video game – after all, archaeology reflects the sort of puzzle-solving and narrative of exploration that many video games attempt to replicate in their own gameplay.

This blog post will be looking at archaeology as an additional in-game mechanic, often used in the form of “side quests” and “collectables”. How does this portray archaeology and why is archaeology so well-suited for side quests? As part of this discussion, we’ll be focusing on two video games that utilise a sort of “archaeology” as a side quest mechanic: Stardew Valley and Animal Crossing: New Leaf.

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Gunther, the curator of the museum in Stardew Valley, says, “It doesn’t seem like you have anything to donate to the museum. Better get out there and do some treasure hunting, huh?”

Stardew Valley

Stardew Valley (Chucklefish Limited 2016) is a farming simulator video game that has the Player Character leave their miserable city life for the countryside, where they have just inherited their grandfather’s farm. During the course of the game, the Player Character can develop their skills in different ways and receive achievements for the things they can collect along the way.

Artifacts make up one of these achievable “Collections”. Through various methods (either digging in the right spot, breaking open a geode, or catching a treasure chest while fishing), the Player Character can collect artefacts of varying types – from priceless material objects to skeletal remains. Once found, the Player Character can either sell the artefact, or donate them to the town museum, run by curator Gunther. Occasionally, the Player will receive rewards based on what they have donated – this is the only form of payment that they will receive for their archaeological work during the game.

Although Stardew Valley falls into the common pitfall of conflating archaeology and palaeontology, it does a good job with placing some emphasis on post-excavation developments – for example, once an artefact is collected, the Player is able to read the interpretations of each item in their “Collections” menu. You’re also able to manually display the artefacts, allowing the Player to act as curator as well as excavator.

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A snapshot of the incomplete Artifacts Collection in Stardew Valley – the note for the Ornamental Fan collectable says, “This exquisite fan most likely belonged to a noblewoman. Historians believe that the valley was a popular sixth-era vacation spot for the wealthy.”

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The Player Character has dug up an unidentified fossil and exclaims, “I wonder what kind of fossil it is. I’ll have to take it to the museum and get it examined right away!”

Animal Crossing: New Leaf

Animal Crossing: New Leaf (Nintendo Co. Ltd. 2012) is a life simulator video game, and the fourth game in the Animal Crossing franchise. The Player Character takes on the role of Mayor in their own created town, which is populated by anthropomorphic animals, and tries to improve citizen satisfaction by building and updating public amenities. including the town’s museum.

Every day, the Player Character may recover several fossils, digging them up with their shovel. At this point, they are only shown as mysterious, unidentified spheres labelled as “Fossil”. If the Player heads to the museum, they can ask Blathers, the curator, to assess any of their recovered fossils – if these fossils are not currently on display, Blathers will ask the Player if they will donate the fossil to the museum. The game places a fair bit of weight to Blathers’ identifications – the Player Character can sell fossils for a bit of money, but will receive much more if they get them assessed first.

Fossils will range from dinosaur remains (ahem, not archaeology) to other fossilized organic material – droppings, eggs, plant life, and even a hominid! The museum also accepts donations of bugs, marine life, and artwork, but will not accept forgeries or fakes. Yes, this game actually has a forgery mechanic – it takes a good eye to notice which artwork (which can be bought by a travelling trader) is the real deal!

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The Player Character has just asked Blathers the Curator to examine a fossil. Blathers, when realizing it is a fossil that is not in the museum’s collection, says, “I’m rather jealous…I hope I can perhaps convince you to assist with Harvest’s [the name of the town] cultural education.”
So, why is archaeology  such a popular “side quest” mechanic in games like these two?

The easy answer is that archaeology is, in a sense, the act of “collecting” artefacts, which creates a set of collectable items for video game players. “Collectables” are a wildly popular component of many video games  – these are items that may be hidden within the levels of the game, and can sometimes trigger an achievement or trophy of some kind. There has been some research that has linked collectables to the “addictiveness” of video games (Goggin 2008), explaining the popularity of the feature.

By using archaeology as a means of collecting these “collectables”, video games are able to transform the discpline into a form of treasure hunting that is easy for the general audience (mostly children!) to understand. In both Stardew Valley and Animal Crossing, “X marks the spot”, and I mean that literally – in Stardew, its in the form of wiggling worms, and in Animal Crossing, in the form of stars found on the ground.

Of course, this is problematic – it propagates the idea that archaeology and treasure hunting are the same, that archaeology is simply digging up things and displaying them in a museum. This simplified version of archaeology is what leads to the continuation of harmful archaeological practices entrenched in white supremacy, imperialism, and colonialism – looting, the theft and destruction of Indigenous and colonized lands, and the delay of further repatriation of artefacts and remains, among other things.

I’d argue, though, that Stardew Valley and Animal Crossing are at the very least a step in the right direction for archaeology in popular culture – although problematic and also just flat out wrong in some respects, both video games provide a glimpse into a (rather simplified) version of post-excavation work. Players are able to see specialists identify and further interpret artefacts, as well as take part in the further curation and display of the recovered items. Although Stardew Valley constantly refers to archaeological excavation as “treasure hunting”, Animal Crossing at least makes an attempt at framing archaeology in a more educational way by referring to the donation of fossils and artwork as adding to the town’s “cultural education”.

Holtorf (2004) has previously written that in popular culture, the action of “doing archaeology” is often the focus, as it is believed to be more interesting and exciting than the actual interpretation and analysis of the finds. And yet, these two video games show that pop culture archaeology can be much more than just the act of digging for priceless artefacts – perhaps what we need next is a Excavation Supervisor Simulator, with downloadable extra content in the form of Curation Quests?

References

Anonymous. (2009) Museum. Animal Crossing Wiki. http://animalcrossing.wikia.com/wiki/Museum

Anonymous. (2016) Artifacts. Stardew Valley Wiki. https://stardewvalleywiki.com/Artifacts

Chucklefish. (2016) Stardew Valley.

Goggin, J. (2008) Gaming/Gambling: Addiction and the Video Game Experience. The Pleasures of Computer Gaming: Essays on Cultural History, Theory, and Aesthetics. McFarland and Company, Inc. Publishers. pp. 33-51.

Holtorf, C. (2004) Doing Archaeology in Popular Culture. The Interplay of Past and Present. pp. 42-49.

Meyers Emery, K. and Reinhard, A. (2015) Trading Shovels for Controllers: A Brief Exploration of the Portrayal of Archaeology in Video Games. Public Archaeology. 14(2). pp. 137-149.

Nintendo Co. Ltd.. (2012) Animal Crossing: New Leaf.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

The Archaeology of Vandalism

Monuments and, more specifically, the vandalization of monuments have become widely debated topics over the past year. American monuments of Confederate soldiers and others have been subject to destruction by activists across the country who protest against what they represent (Lockheart 2018) – just this week, the “Silent Sam” statue at the University of North Carolina was finally toppled by protestors. The statue was a monument to Confederate soldiers, originally gifted by the United Daughters of the Confederacy in 1909 and erected in 1913. The destruction of Silent Sam follows much debate and protest action over the statue’s presence, including the work of PhD student Maya Little, who painted the statue with blood and red ink in April (Vera 2018).

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“Silent Sam”, a statue at the University of North Carolina commemorating Confederate soldiers, after being toppled by protestors. (Image Credit: Samee Siddiqui)

And although people will decry acts of vandalism, they seem to forget that this is nothing new – vandalism is prevalent in our history and can be seen in the archaeological record, allowing us to get a better idea of the attitudes and opinions in the past. You might say it is one of the more “human” aspects of archaeology – while statues and monuments are built to showcase icons at fantastical proportions, graffiti will often represent the everyday person who is sharing their thoughts in a way that will be impactful and last thousands of years.

Two things should be noted before getting further into this blog post. Firstly, monuments do not equal archaeology in the sense that it represents history “as is”. Rather, monuments are a statement – they are intentionally created as an expression of a specific concept or opinion. Kirk Savage puts it best: “the impulse behind the public monument is the impulse to mould history into its rightful pattern” (1997: p. 4). It is a reminder to all who walk past it of a particular message. Many of the monuments across the world, unfortunately, represent white supremacist and/or imperialistic views – in the form of “celebrating” colonizers, racists, and others with bigoted thoughts. Secondly, I use the word “vandalism” here because the acts described in this blog are, by definition, vandalism – “deliberate destruction or damage to property”. However, I recognise that this word is loaded with a negative connotation that could imply disapproval so let me reiterate that personally, I believe that these monuments should be torn down and I am in full support of these activists and protestors.

Okay, enough preface – let’s take a brief trip through history!

Akhenaten, Disgraced in Name and Portraiture

To say that Akhenaten was a “controversial” pharaoh might be a gross understatement. During his reign in the 18th Dynasty, Akhenaten introduced a new form of religion to Egypt, centred around worship an entity known as Aten. This meant that the previous form of Egyptian religion – a polytheistic practice worshipping an entire pantheon of deities – was to be left behind (Reeves 2004). Akhenaten apparently attempted to rid Egypt of the previous cult of Amun by prompting destruction of any related art and goods, replacing them with work depicting Aten. This bout of vandalism and destruction can still be seen in surviving archaeology, including attempts to restore these works of art post-Akhenaten’s rule (Brand 2010).

After Akhenaten’s death, it didn’t take long for depictions of him and his religion to be removed – this includes the vandalism of many relief paintings, statues, and monuments. Akhenaten was nearly erased from history as a heretic as Egypt returned to its previous religious practice (Reeves 2004).

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A relief of Akhenaten – notice the chisel marks where his name has been removed. (Image Credit: Keith Schengili-Roberts)

Vandalism as Damnation in Ancient Rome

The Romans actually had a concept based around the vandalism of portraiture – “damnatio memoriae“, or “the condemnation of memory”. If and when an emperor was overthrown, depictions of said emperor were destroyed – this includes statues, busts, and even the portraits found on coinage (see below).

What makes this a rather unique form of vandalism is that it was formalised, with a legal process that prefaced it. The Senate was able to set damnatio memoriae into motion and a systematic destruction of the disgraced emperor’s legacy would begin: books were burnt, lists containing the emperor’s name were destroyed, property was seized, and legal contracts related to the emperor were often annulled (Varner 2004).

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A vandalised coin where the face of Emperor Commodus has been destroyed (Image Credit: the British Museum)

The Vikings and Their Graffiti Trail of Travel

One of the ways by which archaeologists and historians can see how far and wide the Vikings have travelled is through their graffiti – and there’s a lot of it. Some of our evidence for interaction between the Vikings and the Islamic world include graffiti found on Arabic coins – this includes images of ships, weapons, and runic inscriptions, as well as religious symbols, like Thor’s hammer or Christian crosses, gratified over text and imagery related to Islam. One interpretation is that this was a means for the Vikings to disassociate themselves from the religion (Mikkelsen 1998).

More general types of Viking graffiti have been found on various buildings and monuments. In Maeshowe, a Neolithic cairn found in the Orkney Islands of Scotland, a group of Vikings left graffiti behind that ranged from informative text about the purpose of their travel, to intricate designs and symbols, to writing that more or less reads “Ottarfila was here” (Towrie 1996, Forster et al. 2015).

Perhaps one of the more famous instances of Viking graffiti is found in the Hagia Sophia (see below), where indecipherable runes have been etched into the marble bannisters. Several images of ships have also been found graffiti in the church. In the article about the ships, Thomov makes an interesting connection between the ancient graffiti and the more modern graffiti that is also seen marking up the marble of the Hagia Sophia, wondering if both ancient and modern vandals had similar motivations for their graffiti. Perhaps to make one’s mark or place one’s name in a holy space…or just to express oneself freely in a space where this would normally be frowned upon (Thomov 2014).

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Possible Viking graffiti from the Hagia Sophia (Image Credit: The Wandering Scot)

As you can see, vandalism is nothing new – and nothing to scoff at or to simply write off. When used in an archaeological context, we get multiple layers of interaction at play: contact of different cultures (in the case of the Vikings), change in power and social status (Akhenaten and the Roman emperors), and ultimately, we see the expression of opinions and messages. The act of vandalising a monument, whether inspired by ideology,  religious beliefs, or “just ‘cos”, is an act of making a statement at the expense of whatever the defaced monument stood for. And today, these activists are making a stand against racism, against imperialism, and against colonialism by toppling these statues and monuments to the ground.

References

Brand, P. (2010) Reuse and Restoration. UCLA Encyclopedia of Egyptology. 1(1) pp. 1-15.

Forester, A. et al. (2015). Etched in Memory. RICS Building Conservation Journal. pp. 28-29.

Lockhart, P.R. (2018) Researchers are finding Confederate memorials faster than they’re being taken down. Vox. https://www.vox.com/identities/2018/8/7/17661154/confederate-memorials-southern-poverty-law-center

Mikkelsen, E. (1998) Islam and Scandinavia during the Viking Age. Byzantium and Islam in Scandinavia. Paul Forag Astroms. pp. 15-16.

Reeves, N. (2004) Who Was Akhenaten? [Lecture] http://www.academia.edu/download/35141349/Who_Was_Akhenaten_.pdf.

Savage, K. (1997) Standing Soldiers, Kneeling Slaves: Race, War, and Monument in Nineteenth Century America. Princeton University Press.

Thomov, T. (2014) Four Scandinavian Ship Graffiti from Hagia Sophia. Byzantine and Modern Greek Studies. 38 (2). pp. 168-184.

Towrie, S. (1996) Maeshowe’s Runes – Viking Graffiti. Orkneyjar. http://www.orkneyjar.com/history/maeshowe/maeshrunes.htm

Varner, E.R. (2004) Mutilation and Transformation: Damnatio Memoriae and Roman Imperial Portraiture. Brill.

Vera, A. (2018) UNC Protesters Knock Down Silent Sam Confederate Statue. CNN. https://edition.cnn.com/2018/08/20/us/unc-silent-sam-confederate-statue/index.html


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

Preserving Play: Video Games as Digital Artefacts and the Status of Games Preservation

Archaeology and video games have been a hot topic in the past few years – not only is it a growing sub-discipline of its own (for more information, check out archaeogaming.com or the new Archaeogaming book that has come out of that website), but we also seem to talk about video games and archaeology a lot on this blog (see: Fallout, Skyrim, Dragon Age…plus many more in the near future!). However, this all utilises the video game as its own digital space, inside which archaeological theory can be applied. But what about the video game as an actual artefact?

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(Image Credit: Nintendo of Europe)

Like any artefact, video games have been the focus of preservation efforts for some time. Not only is preservation vital for digital academics and historians, but many game enthusiasts appreciate the ability to play games from their childhood that may be inaccessible any other way. Two of the main methods of preservation have been migration and emulation. Migration refers to the movement (also known as ‘porting’) of a game from an older and/or obsolete gaming system to another, more recent/active one. Emulation is arguably a more popular method, where a program is created to emulate both the game and the original software it ran on, creating a more “accurate”, preserved version of the game.

Video game preservationists include designated research groups, such as the Preserving Virtual Worlds Project. It has also become an industry in its own right, with new re-releases of classic games and systems and large scale conventions becoming more popular as “retro gaming” and nostalgia become extremely marketable to the general public. However, most preservationists consist of hobbyists and fans who seek to not only preserve video games, but to make them accessible to everyone, usually by making emulated games and emulators free to download online.

This latter group of video game preservationists have found themselves in hot water recently, as Nintendo, a popular video game company, is taking legal action against two major emulation websites for illegal distribution of their copyrighted games. While this may seem understandable, it should also be noted that many of these emulated games have not been in distribution for a long period of time and will most likely never been regularly distributed again in stores. So the situation is slightly more complex – how can we preserve these games if the game companies will not?

So, what is in the future for video game preservation? Some propositions for going forward with a more “formal” (read: without breaching copyright or including illegal downloading) preservation approach include utilising the museum approach and returning to more backwards compatible consoles (in other words, allow for newer consoles to play older games on them), as well as a more organised push towards migration/emulation of all games.  However, the heart of game preservation will arguably remain with the hobbyists and fans who will continue to produce downloadable versions of well-loved games online, regardless of the legal issues ahead.

Perhaps archaeologists and heritage specialists should consider video game preservation as part of our respective fields? After all, if we consider the video game as a historical/digital artefact, doesn’t that deserve saving as much as the more physical artefacts? With the growing popularity of “archaeogaming”, it seems like more archaeologists might find themselves looking more into preservation techniques of ATARI games instead of looking at pottery! And to be honest…that sounds awesome. Maybe I got into the wrong archaeological field?

References

Barwick, J. et al. (2011) Playing Games with Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation. Games and Culture. 6 (4). pp. 373-390.

Guttenbrunner, M. et al. (2010) Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games. The International Journal of Digital Curation. 1 (5). pp. 64-90.

McFerran, D. (2018) The Retro Gaming Industry Could Be Killing Game Preservation. Eurogamer. https://www.eurogamer.net/articles/2018-02-09-the-retro-gaming-industry-could-be-killing-video-game-preservation

McFerran, D. (2018) What Does Nintendo’s Shutdown of ROM-Sharing Sites Mean for Video Game Preservation? NintendoLife. http://www.nintendolife.com/news/2018/08/feature_what_does_nintendos_shutdown_of_rom-sharing_sites_mean_for_video_game_preservation 


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

What is Old is New Again: Altars, Today and Yesterday

 

If you peruse a few Paganism for Beginners-type books, you’ll find that nearly all of them start with the act of assembling one’s altar. This isn’t surprising – altars are arguably, in some form or another, a ubiquitous element across religious and spiritual practices. It is a centre for activity, a focal point for one’s devotional exercises…in short, the altar may be one of the most important physical features of a religion or spiritual path.

A quick glance at the Instagram #altar hashtag reveals that most altars consist of small, dedicated spaces in the practitioner’s home. However, those who have easy access to natural space may also create an altar space hidden within the landscape; given that many neo-pagan and spiritual practices emphasise the need to reconnect with nature, it shouldn’t be surprising that many practitioners consider this an ideal to strive towards.

A more recent phenomenon within neo-pagan circles of today is the creating of hidden or minimalist altars; this comes as a response to a variety of issues, including smaller living spaces and the need for hiding one’s practice from others. For the latter case, digital altars have also become popular (McSherry 2010). By utilising social media networks that encourage collating images and posts from around the Internet (for example, Tumblr or Pinterest), an altar can be creating in the digital space, easily hidden from others.

Components of the average, modern day altar (read: not based on any particular, non-neo-pagan religion or pantheon) seem to take inspiration from popular practices such as Gardnerian Wicca, which in turn arguably appropriates from many other religious practices (Sylvan 2016). Ritual tools such as the athame, the pentacle, and the chalice are usually on hand, often consecrated with oil or water prior to use (future blog posts will discuss each of these tools individually). Again, there is also an emphasis on nature worship in many of these spiritual practices, so altars may often have representations for each of the four elements (i.e. candle for fire, incense for air, a seashell for water, and a plant for earth). Additional altar items will often depend on the particular focus of one’s practice – many neo-pagans associate with particular pantheons, which may in turn dictate how they adorn their altars, for example.

So, how could we look at the modern day altar through a more archaeological lens? In some ways, this can be problematic – the use of the word “ritual” has been contested and debated amongst archaeologists for years, and probably requires its own post to fully discuss. But, if we consider the altar as a place of ritual, this requires that we consider the entire space as well in our archaeological investigation. Moser and Feldman (2014) have discussed ritual as a “performance” that cannot be studied without spatial context included.

In Wicca, for example, the acts of “Casting the Circle” and “Calling the Corners” are important components to ritual – this refers to the act of either physically or metaphorically creating a sacred space to perform one’s ritual, and then calling in the four “corners” (North, South, East, and West), sometimes along with reciting the four elements, although this varies amongst practitioners (Sylvan 2016). Given the emphasis on creating one’s sacred space, you could understand why spatial context is important for discussing an altar. As previously discussed, many modern altars are created in specific rooms or natural landscapes – this echoes a recurring theme found in ritual archaeology, where sacred spaces play with this dichotomy of built/natural places (Dematte 2014). It also provides a clue as to what the focus of the practice was on – a modern day altar created overlooking an ocean, for example, could indicate that the practitioner considers themselves a “sea witch”, or someone who worships a particular sea deity. Further clues could be discovered by the materials found within the altar space, but it is the spatial components that provide much of the background information (Williamson 2014).

But what about altars that are found amongst the everyday? Those that are found tucked in between bookshelves, or hidden in closets, or found in digital form only? Spatial context is still important, but now we move onto practicality – what is feasible? What will work within the individual context? For many, including modern witches that keep their practice secular (non-religious), ritual and practicality are one and the same. A ritual (or a spell) is performed in order to achieve a particular outcome, so it would make sense that certain altars may be placed where that practicality makes most sense; for example, there are many instances of altars made with the intention of focus or prosperity that are then placed in an office or similar working environment. Some modern practitioners of witchcraft may specialise in a particular kind of magic, so their altar may make more sense in a particular room; kitchen witchery, for example, would obviously require an altar in the kitchen.

Altars found within what we may call a “domestic” sphere also brings into mind another archaeological debate: should we consider the sacred and the profane as separated? Or can these spheres be one and the same? Many sects of neo-paganism, as well as Wiccan and witchcraft practices, would argue that “everything is ritual” (Sylvan 2016); from the way one stirs their coffee to the way they dress for the day, there is a possibility to place purpose behind every action. Again, there may also be a “practicality” factor at play here: as we live in a period of late capitalism, where many work longer hours (and/or multiple jobs!) with less pay, maybe there is a need for making everything ritual. When you lack the time for spirituality, you make do – perhaps by combing your spiritual practices with your secular ones.

The altar is simultaneously both a simple and complex concept to understand and discuss: on one hand, it simply represents a place of ritual and spiritual focus. On the other hand, there are many complex factors that are at play: is it a consecrated and/or removed place from the everyday and profane? Or is it an immersed experience that reflects the idea that everything is sacred? Is it an altar of practicality and functionality, where ritual tools are stored and used? Or is it more meditative, with items to allow for focused mediation and prayer? Or both? Perhaps these considerations can be applied to current archaeological debates regarding past religions and rituals – maybe things are more complex (or more simple?) than we all thought?

References

Dematte, P. (2014) Itinerant Creeds: the Chinese Northern Frontier. Locating the Sacred: Theoretical Approaches to the Emplacement of Religion. Oxbow Books.

McSherry, L. (2010) Cyber Altars: Using New Technology in Traditional Ways. Llewellyn’s 2010 Witches’ Companion: An Almanac for Everyday Living. Llewellyn Publications. (p. 72-78)

Moser, C. and Feldman, C. (2014) Introduction. Locating the Sacred: Theoretical Approaches to the Emplacement of Religion. Oxbow Books.

Sylvan, D. (2016) The Circle Within: Creating a Wiccan Spiritual Tradition. Llewllyn Publications.

Williamson, C. (2014) Power of Place: Ruler, Landscape, and Ritual Space at the Sanctuaries of Labraunda and Mamurt Kale in Asia Minor. Locating the Sacred: Theoretical Approaches to the Emplacement of Religion. Oxbow Books.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.

Not For You: Cultural Appropriation in Neo-Paganism and How Archaeology Plays a Role

Issues of cultural appropriation in “New Age” and holistic circles isn’t breaking news – over the past decade, there has been much in the media and news discussing appropriation of ritual garb, sacred herbs, and practices, often by white spiritual leaders who make financial gain through their appropriative acts without providing anything in return to those whose culture has been stolen. Although the material side of cultural appropriation is easy to spot (for example, the many, many examples of white people wearing indigenous war bonnets during festivals), it has also become far more engrained in some Neo-Pagan and modern witchcraft circles. Cultural appropriation doesn’t seem related to archaeology at first glance, but because appropriation is mostly performed through the creation and utilisation of material culture, it arguably is an archaeological issue.

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Just a small example of clashing cultures – a Norse rune alongside an oracle card depicting Egyptian deity Bast.

Arguably much cultural appropriation could be traced to comparative studies of religions – for example, comparative Indo-European mythology, which has resulted in the use of aspects of Hinduism in Celtic reconstructivism (Michale 2008). In some ways, this could be seen as coming from a good natured place – by utilising a form of soft polytheism, or the belief that all deities across religions are all aspects of the same god, it places all religions on a similar level of “respect” and does not place one particular religion over another.

However, this masks the negative effects of cultural appropriation. In Peter Grey’s book Apocalyptic Witchcraft (2013), he writes that “the New Age is one such form of cultural imperialism”, referring to the violence that cultural appropriation does towards the very rituals and rites that are being appropriated, torn from the cultural context that they originated from. An “outsider” from the culture will gain from their use (or, in many cases, misuse) of their practices – in a sense, they are stealing what is not rightfully theirs, which in some ways can recreate imperialistic power structures, especially if the culture in question has a history of being persecuted for practising the very beliefs that have now been appropriated.

The more malicious form of cultural appropriation is seen in the commodification of spiritual elements from other cultures by outsiders. The term “plastic shaman” is often used to refer to someone (often a white, non-native) who peddles “Native American spirituality” in the form of manufactured totems, jewelry, or oracle cards. This commodification often results in the homogenising of all Native American practices as one singular tradition, rather than the complex and diverse cultures that differ based on tribe and region (Lelandra 2008). The commodification of appropriation further “others” a culture, often advertising it as something “new” and “exotic” to Western consumers.

Ultimately, it seems that most instances of cultural appropriation can be traced to a similar cause that also creates pseudo-archaeological histories (which you can read more about here) in Neo-Paganism: a need for authenticity. Filan’s paper in Talking about the Elephant (2008) makes a great point about the word “authentic”, noting that “it is an outsider’s word”. Those outside of a culture want something “authentic”, something that is proven to be real and true, as they will not have the background knowledge to truly connect with the practice. Authenticity also implies a sense of insecurity as well – someone who has grown up in a particular culture knows that it is real, while an outsider will need reassurance.

This insecurity is similarly reflected in the pseudo-archaeological histories that have come out of many Neo-Pagan practices. In order to combat naysayers and disbelievers, many feel that they need to prove that their path is authentic and valid. So, in many ways, these drive for authenticity in both history and practice feeds into pseudoarchaeology and cultural appropriation – for example, Gardnerian Wicca extrapolates from different cultures (Celtic, Egyptian, etc.) to formulate its rituals as well as provide the aura of an ancient, authentic religion that harkens back to prehistory. This is also seen in “eclectic” paths, or spiritual practices that tend not to follow one particular pathway – by utilising “authentic” cultural practices and their histories as “proof”, their path is more “valid”.

The discussion surrounding cultural appropriation in Neo-Pagan and other New Age communities is still very tense, as practitioners try to balance between cultural diffusion and appropriation – on one hand, those who find themselves “called” to their current practice may feel as though they are not appropriating said culture at all, but rather can be seen as part of the culture due to their spiritual connection. Others argue that so long as the practitioner follows the laid out traditions of the culture and is knowledgable of their history (more specifically, by an elder of said culture), it should not been seen as appropriation (Barrette 2008). But there is a growing number of people within these communities who are becoming more informed about cultural appropriation and engaging with it, both on a spiritual level as well as a more aware, political and social level.

References

Barrette, E. (2008) Braiding Pagans: Cultural Etiquette in a Multicultural World. Talking About the Elephant: An Anthology of Neopaganism Perspectives on Cultural Appropriation. Immanion Press.

Filan, K. (2008) Ain’t Nothing like the Real Thing, Baby…Cultural Appropriation and the Myth of Authenticity. Talking About the Elephant: An Anthology of Neopaganism Perspectives on Cultural Appropriation. Immanion Press.

Grey, P. (2013) Apocalyptic Witchcraft. Scarlet Imprint.

Lelandra (2008) Devouring Kitsch: Image Collecting and Cultural Appropriation. Talking About the Elephant: An Anthology of Neopaganism Perspectives on Cultural Appropriation. Immanion Press.

Michale, J. (2008) Druids and Brahmins: of Cultural Appropriation and the Vedas. Talking About the Elephant: An Anthology of Neopaganism Perspectives on Cultural Appropriation. Immanion Press.


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Studies in Skyrim: Lessons in Typologies, from Dwarven Fortresses to Nord Ruins (Part II)

Today’s blog post is the second part of our discussion of archaeological typologies as seen in Skyrim. Last week we started off the conversation with an example of using typology to differentiate between ancient Nord and Dwemer ruins in Blackreach (you can read Part One here!). For today, we’ll be continuing this conversation by looking at functionality and typology, as well as the way Skyrim takes typologies to the extreme through the design of certain items and how this simplified version of typology may reflect criticisms of the practice by archaeologists.

We can see the item design in Skyrim as a way of talking about typology (or the method by which archaeologists categorise stylistic elements of material remains in order to associate them to a certain time period and/or culture) in relatively simplistic terms – after all, if we look at the physical characteristics of different pieces of weaponry and armour from different cultures, we can see how they completely different they are and how easy it is to identify where an item originated.

In the overall Elder Scrolls lore, ideas of culture are more or less simplified into being race-specific, with additional cultures based on in-game factions. There are 10 playable races that make up the majority of the material culture in the video game: the Altmer, (High Elves), Argonians, Khajiit, Nords, Imperials, Bosmer (Wood Elves), Redguards, Dunmer (Dark Elves), and Orsimer (Orcs). In addition, there are several non-playable races with their own specific material culture (the Falmer, the Dwemer, the Daedra), as well as faction-specific cultures as well (the various Guilds, the Blades, the Stormcloaks, etc.). Overall, Skyrim’s archaeological record is filled with a diverse selection of different cultures intermingling, with very obvious physical markers on their material goods that allow the player to differentiate between them when obtaining equipment throughout the course of the game. It should also be stressed that the in-game concept of race and culture as more or less interchangeable is incredibly simplified and not at all a reflection of real life, which is far more complex than that.

For example, let’s look at the four weapons in the above image, each of which originates from a different culture. On the top left is an Orc sword, on the top right is a Dwarven axe. On the bottom left is a Redguard sword (more specifically, a scimitar), and on the bottom right is an ancient Nordic axe. The stylistic differences are very obvious and would be easy to see that there is a certain typology involved in the creation of each weapon within each culture. But let’s take it further and discuss why these stylistic differences are necessary – after all, this is another aspect of typology which makes the process valuable to the interpretation.

To start, let’s look at the Orc sword. Based on the Orsimer culture from which it originates, its possible that the strange shape associated with Orc weaponry may simply be a reflection of their culture’s strong emphasis on warrior culture and blacksmith skills; in fact, the Orsimer culture is, within the lore of Skyrim, known for the high quality smithing that is taught from a young age and results in some of the best weaponry in the realm.

The Dwemer, or Dwarves, were known for their mechanical prowess and utilisation of metalwork in their complex and intricate machinery that can still be found in working condition centuries after their disappearance; their proficiency in metalwork can also be seen in their weaponry, which are often more decorated with small details than that from other cultures.

The stylistic traits associated with the material culture of the Redguards and the Nords, on the other hand, can be best explained from the perspective of the creation of the game’s lore. As players may notice, many of the in-game races are clearly based on real life cultures – this is clearly seen with the Nords, who are not only based on Norse material culture, but also named after it. In the case of the Redguards, the game designers were inspired by African and Middle Eastern cultures, explaining the substitution of the usual longsword found in the other Elder Scrolls cultures with a scimitar, which has its real life roots in the Middle East.

As another example in cultural typologies, let’s look at the above image comparing three pieces of armour. From left to right, we have an Imperial cuirass, a Blade cuirass, and an Elven helmet. Again, all of these pieces of armour have distinct stylistic characteristics – but let’s take a closer look at the Imperial and Blade armoury. Again, from an out-of-game perspective, we can clearly see where the real life inspirations lie – the Imperials are, as one can tell by the name, based off of Roman legionnaires, while the Blades take their inspiration from Japanese Samurai warriors. And yet, it can be argued that the two pieces of armour have similar characteristics in design as well. It could be that this reflects the entwined histories of the two cultures – according to the Elder Scrolls lore, the Blades were a group of Akaviri warriors (another extinct race that are represented in other games in the Elder Scrolls series using East Asian-inspired architecture and artefacts) that eventually became part of the Imperial life as bodyguards.

The Elven helmet (which is more often worn in-game by the Altmer or High Elves) doesn’t necessarily reflect a similarly elaborate history, but it is another example of functionality reflected in cultural style – the shape of the helmet appears to specifically suit the shape of an Altmer, who often have higher foreheads and elongated faces. It could also be argued that the ornate and feathery style of the helmet is an attempt to emulate the alleged ancestors of the Altmer – this refers to the Aedra, a race of god-like immortals that have disappeared from the realm prior to the story of Skyrim.

Although the extreme stylistic differences between Skyrim’s cultures make the process of typological analysis appear to be very simple and easy, it’s a bit more complicated in real life. There has been a lot of debate on the usefulness of typologies in general, and how they may ultimately just be a reflection of bias on the part of the archaeologist. Typologies could be argued to have been more modern inventions, based on the outside perspective of an archaeologist that does not reflect the realities of the past culture from which it originated. These invented types may eventually become “canonised” within archaeological literature and considered the “truth” – ultimately obstructing alternative interpretations (Boozer 2015). Additionally, it can be argued that typology presents the idea of culture as relatively static and unchanging, which may not be accurate (Hill and Evans 1972). In some ways, this is shown within Skyrim’s material culture – Nordic styles (as discussed in Part One of this post) change over time, the Blades maintain their Akaviri roots in their ornamentation while being subsumed into Imperial culture, etc.

Regardless, typology has certainly been an important analytical method in archaeology, albeit a controversial one in some cases. And while it may not be as useful as it was once thought, we can use the theoretical concepts utilised in typology to further our interpretations, but still be open minded and conscious of the hidden biases that may be disrupting our research.

References

Anonymous. (2011). Altmer. The Elder Scrolls Wikia. http://elderscrolls.wikia.com/wiki/Altmer

Anonymous. (2011). Blades. The Elder Scrolls Wikia. http://elderscrolls.wikia.com/wiki/Blades

Anonymous. (2011). Dwemer. The Elder Scrolls Wikia. http://elderscrolls.wikia.com/wiki/Dwemer

Anonymous. (2011). Orsimer. The Elder Scrolls Wikia. http://elderscrolls.wikia.com/wiki/Orsimer

Anonymous. (2011). Races (Skyrim). The Elder Scrolls Wikia. http://elderscrolls.wikia.com/wiki/Races_(Skyrim)

Anonymous. (2011). Redguard. The Elder Scrolls Wikia. http://elderscrolls.wikia.com/wiki/Redguard

Bethesda Game Studios. (2011) The Elder Scrolls V: Skyrim.

Boozer, A.L. (2015) The Tyranny of Typologies: Evidential Reasoning in Romano-Egyptian Domestic Archaeology. Material Evidence: Learning from Archaeological Practice. Routledge. p. 92-110.

Hill, J. and Evans, R. (1972) A Model for Classification and Typology”. Models in Archaeology. Methuen. p. 231-273.


If you’re financially stable enough, why not donate to help out marginalised archaeologists in need via the Black Trowel Collective Microgrants? You can subscribe to their Patreon to become a monthly donor, or do a one-time donation via PayPal.

My work and independent research is supported almost entirely by the generosity of readers – if you’re interested in contributing a tiny bit, you can find my PayPal here, as well as my Amazon Wishlist for research material.