Mad Thoughts

This week I have been mostly reading Keith Jenkins and 6 years worth of Scary Go Round. I’m also looking after a coal fire, which means breathing in an unusual amount of hot ash and carbon monoxide. Therefore if I post any really mad ideas in the next few days it’s probably best to ignore them.

The other thing I read was an article by Brian Rejack about Brothers In Arms: Road To Hill 30 (the WW2 computer game that I posted about ages ago). First thought: if only I’d known you could get published in Rethinking History just by writing about how BiA isn’t as realistic as it claims to be. He didn’t even have to cite Derrida (although there is a bit of Barthes). Second thought: if only I’d bothered to look at the extras in BiA. I ignored them on the grounds that I already know quite a lot about WW2 and that I have the research skills to find out even more whenever I want. Do I need to be patronized by pop history factoids? Well, it turns out there’s a lot more to it than that.

One of the central points of the article is that extras can change the way a game (or DVD, where this idea started) is perceived and interpreted. The photos in the BiA extras are a major part of the games claims to realism. They include composites of original photos of WW2 mashed up with screenshots taken in-game, with only the change from black and white to colour showing where one begins and the other. (I’ve also just noticed that one of the composite shots is on the back of the box, but I don’t think I ever looked at the back of the box. So much for close reading…) With this attention to historical detail, surely Gearbox can say “This is How It Really Was”. But it doesn’t really work. When I wrote about the game I was mostly interested in tactical realism, which I think it ultimately fails at, despite being an improvement over MOHAA and CoD. They might have based the levels on maps and photos of the real Normandy, but does the real Normandy have those strange earth banks in the middle of fields with convenient dips in them that you can shoot over when you’re in the right position. If so who put them there and what are they supposed to be for?

Rejack takes a different approach, pointing out that the characters in the game are not emotionally engaging and don’t react to anything like real people. Even the death of Baker’s best friend in a cut scene isn’t particularly moving. Another weakness is that the game “presents a view of history as a straightforward sequence of events, with no sense of competing interpretations or multiple viewpoints”, although the sequel Earned in Blood does attempt something like that (as I mentioned here).

As a comparison, Rejack offers Facade, which involves more sophisticated interaction with NPCs and much less shooting. I’m not sure how excited I can get about a dinner party simulator, but I’ll report back after I’ve tried it.

Games, Theory — posted by Gavin Robinson, 9:12 am, 29 March 2008

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Military History Carnival posted

The 12th Military History Carnival is now up at Thoughts On Military History. Thanks to Ross for doing a great job.

The 13th edition will be hosted by Ken Reynolds at The Cannon’s Mouth on 17th April. E-mail submissions to military historian at gmail dot com or use the submission form.

We need hosts for May, June and July, so if you’d like to give it a go please get in touch. You don’t have to be an academic or a military historian, as long as you have a blog and are interested.

Blogging, History, Military — posted by Gavin Robinson, 2:34 pm, 20 March 2008

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Causation

Causation has always been a problem for me. I remember as an undergraduate struggling to write a 2,000 word essay explaining the French Revolution, and ending up thinking “what’s the point?”. My PhD thesis was mostly about describing rather than explaining, and where the conclusion touched on the reasons for the outcome of the English Civil War it was particularly weak. My first article mostly revolves around the question “continuity or change?” rather than “why?”, and I only ended up making strong claims about the causes of price changes in order to win an argument with the reviewer. But now I’m working on the Difficult Second Article, where I decided I could make the empirical data sexier by linking it to the debate on the causes of the English Civil War. That was probably a bad idea as it’s taking much longer than I expected, but I’ve put too much time and effort into it to abandon it now, and I need another publication on my CV as soon as possible to help with funding applications. So as well as digging into the mountain of historiography on the civil wars/revolution/whatever I’ve been looking into theories of causation.

There now follow some esoteric theoretical thoughts on an article by Steve Rigby (from 1996, so not necessarily the latest thing, but it’s a useful starting point even if the author might have moved on since then) on causal hierarchies, taking in Keith Jenkins along the way. Don’t be surprised if I’ve misunderstood some of it – this blog was always meant to be about thinking in public. (more…)

History, Theory — posted by Gavin Robinson, 6:50 pm, 19 March 2008

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Don’t wanna be a boy

Since posting about Esther MacCallum-Stewart’s article on gender bending in computer games, I’ve been thinking about early examples of female player-characters. Esther mentioned Gauntlet, a 1985 arcade machine (later converted to the C64 and other plartforms) where players could choose from 4 characters, one of whom was female (Thyra the Valkyrie). That was one of the earliest games where male players could choose to swap gender but not the only one. Below are some Commodore 64 games that I remember from the 80s in which boys could be (or in some cases would have to be) girls. (more…)

Games, Gender — posted by Gavin Robinson, 6:17 pm, 18 March 2008

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Yahoo and the semantic web

Exciting news via Read Write Web: Yahoo announced last week that their search engine will start searching semantic markup. Initially they’re concentrating on Microformats but eventually they will be supporting lots of other metadata standards using RDF. This opens up a lot of possibilities for finding information and making information easier to find. Although Yahoo Pipes previously offered powerful tools for doing things with structured content, one of the drawbacks seemed to be that you had to already know where to find the content you wanted to do stuff with. Once Yahoo search results take metadata into account it will save an awful lot of work.

For historians, learning new search techniques to take advantage of this development will be vital, but that’s the easy (or at least less difficult) part. There is even more work to be done on the side of creating metadata: putting adequate metadata into the digital resources we create ourselves, encouraging organisations to provide metadata in their digital collections (that means you, CWGC!), and above all helping to define standards for historical information so that the metadata is as useful as possible. This is exactly what Tom Scheinfeldt was getting at in his recent post at Found History. Although I took issue with some of the things he said about ideology, his central points were spot on: history hasn’t always been done the same way and won’t always be done the same way; digital technology is changing things right now; organizing, cataloguing, and collaboration will become more important than lone researchers working on monographs.

Digital History — posted by Gavin Robinson, 2:25 pm, 17 March 2008

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When horses collide

Back in December 2006 I posted about cavalry charges. Inspired by John Keegan and Frank Tallett, I argued that the idea that cavalry horses crashed into each other in a “shock” charge was completely spurious because horses won’t willingly crash into a solid object, and if they could be made to the outcome would be disastrous because they would be killed or seriously injured by the impact. Physics and common sense are both on my side, but empirical evidence of horse collisions is very difficult to get. The best I could do back then was the footage of Anmer hitting Emily Davison in the 1913 Derby.

Now Peter at That’s Pretty Lame has found exactly what I needed: YouTube footage of two horses colliding head-on at a full gallop. According to the commentary this happened at Prescott Downs, Arizona on 26 August 2000. Both horses were killed and jockey Stacy Burton suffered severe brain injury. I shouldn’t be pleased about such a tragedy, but it’s the perfect empirical evidence to prove my point.

If only I’d thought of searching YouTube for horse collisions, but I assumed they were so rare that I wouldn’t find one. In fact that isn’t the only one. This is another - it looks like the collision is at a slower speed than the Prescott Downs accident but both horses are brought down. In this one the collision is at a very slow canter - looks like no-one was hurt but the riders only just stayed on. This is about as close as you can get to knocking the enemy out of the way with your momentum, but I think it supports my point that the effects of a collision are equally bad for both parties (just as Isaac Newton predicted - who’d have thought it?). So the bay barged past the grey and kept going, but if this was a cavalry charge I don’t think you could really say that the bay won. Both sides would be disordered and neither would have gained an advantage.

Animals, Cavalry, English Civil War, History, Military — posted by Gavin Robinson, 12:47 pm, 13 March 2008

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Call for Military History Carnival submissions

The 12th Military History Carnival will be hosted by Ross Mahoney at Thoughts On Military History on Thursday 20th March. If you’ve recently seen or written a post on any aspect of wars, conflicts or armed forces that you’d like to see included, please e-mail the link to $mahoneyross$@$hotmail.com$ (without the “$” signs) or use our carnival submission form.

Remember the carnival takes a very broad view of military history and covers any part of the world in any period up to the end of the 20th century.

Book Reviews, History, Military — posted by Gavin Robinson, 7:14 pm, 12 March 2008

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Boys, girls, and other animals

For the first 9 weeks of this year I didn’t read any books or articles - mainly because I’ve been concentrating on Python programming and XML markup. This weekend I broke the embargo in style by reading two exciting new pieces: Karl Steel’s ‘How To Make A Human’ and Esther MacCallum-Stewart’s ‘Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games’. This might sound like a horrible cliche, but both articles are about the blurring of boundaries.

Karl argues that in the middle ages the animal-human boundary was maintained not just by asserting that animals were different from humans, but by subjugating animals to humans. Owning and killing animals was necessary to maintain the distinction between animals and humans. He concludes with the suggestion that taking away the right of the lower classes to hunt was seen as taking away their humanity. This is something that I’m likely to be quoting a lot in my work on horses in the English Civil War, as it could equally be suggested that when soldiers took away people’s horses they were also taking away their humanity.

Esther suggests that gender swapping in online gaming is likely to be a lot more common than many people think. She points out how common it is for players to ask female avatars whether they’re female in real life. This suggests a certain amount of anxiety about gender bending, but although this anxiety might ostensibly be based on an assumption that playing an avatar of a different gender is deviant, the assumption undermines itself. If the question is asked so often, that leads to the conclusion that gender swapping is quite normal, even if you don’t want to admit it. If it’s supposed to be so unusual why waste time asking every female avatar if she’s really a man?

Esther’s article focuses on an issue which was largely glossed over in the Fibreculture article that I posted about the other day: we really don’t know how many women are playing online games because there’s often no way of knowing who’s behind an avatar. If someone plays a female avatar in game but posts on the forum as a male there’s clearly some gender bending going on, but which way? Is a forum persona necessarily any more real than an avatar in a game? (See also my old post on roleplaying in Livejournal) Therefore Fullerton, Morie and Pearce might be assuming too much (or should I say too little?) about female participation in gaming. Could it be that female gamers adopt male personas when playing stereotypically masculine games? Nobody knows whether they do or don’t. Ultimately Esther shows that even when mainstream gaming is dominated by a narrow range of gender stereotypes many gamers are undermining those stereotypes in ways that are really not that deviant or unusual. As Paul Westerberg said, “tomorrow, who’s gonna fuss?”.

  1. Tracy Fullerton, Jacquelyn Ford Morie, and Celia Pearce, ‘A Game of One’s Own: Towards a New Gendered Poetics of Digital Space’, Fibreculture, (2008).
  2. Esther MacCallum-Stewart, ‘Real Boys Carry Girly Epics: Normalising Gender Bending in Online Games’, Eludamos, 2 (2008).
  3. Karl Steel, ‘How To Make A Human’, Exemplaria, 20 (2008), pp. 3-27.

Animals, Games, Gender, History — posted by Gavin Robinson, 6:52 pm, 9 March 2008

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Great War Archive update

Yesterday I tried uploading some material to the Great War Archive (which I previously posted about here). I’m pleased to say that it was very easy to do and that the site works very well. It took me less than one hour to upload about 27 items, so about 2 minutes per item, but that would vary depending on how many pages each item has. These were all letters and postcards with only two images per item. Most of the time was spent waiting for the files to upload, which depends on the speed of your connection (my ADSL is 8Mb downstream but only 500Kb upstream). Although there are several pages to click through during the submission process they all load very quickly, and there is an option to remember your personal details so you only have to enter them once.

There’s surprisingly little opportunity to enter structured metadata, but I think the idea is to make the submission process as easy as possible for people with no technical skills. This is likely to be a big advantage - I’ve previously mentioned that the UK National Archives wiki Your Archives requires an unusual combination of skills and experience which probably limits the number of people who can contribute. The important thing with the Great War Archive is to get hold of previously unseen material and make it accessible to the public (access to the archive will definitely be free for everyone). This means not making too many demands on the people who hold this material. It’s important to recognise that even uploading photos can be difficult for some people - many new users on the Great War Forum have problems with this, although that’s partly down to the 100K file size limit. The GWA allows each file to be up to 25MB, which should mean that contributors don’t have to worry about resizing or compressing images.

The submission form asks for as much information as possible in a human readable form. It will then be down to the project staff to convert this into structured metadata. It looks like they have the time, budget and expertise to do this - project director Stuart Lee said in a comment on my previous post that 60% of the timetable is devoted to cataloguing, and that the Centre for First World War Studies is involved in the project. The result should be very different from Ancestry’s sloppy indexing of service records. Now we’ll just have to wait until November to see how it turns out.

Digital History, World War I On Web 2.0 — posted by Gavin Robinson, 11:23 am, 9 March 2008

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The Gendered Space(wo)man

Via Grand Text Auto I found an interesting article in Fibreculture about gendered space in computer games and virtual worlds. I definitely agree with the authors that game designers tend to cater for a very narrow range of gameplay styles which conform to a particular masculine stereotype. Anything which encourages more diverse experiences through different gameplay and different concepts of space is very welcome. On the other hand I was a bit disappointed that the article seems to reinforce gender stereotypes more than questioning them. Although the authors claim not to be calling for more “pink” games but to be encouraging an “androgynous mind”, they still seem to be assuming that violence and competition are male concerns which are of no interest to women. For example they refer to FPS as “distinctly masculine”. Defining games as “male” or “female” is part of the problem, not part of the solution. It’s frustrating that the authors recognise this and try hard to avoid stereotyping women and feminine games (occasionally failing, as when they say that in Second Life “fashion is a prevalent form of player productivity, dominated by female players”), but easily fall into the trap of stereotyping men and masculine games.

Also they seem to have got the links between gender, spatial reasoning, and FPS the wrong way round. The cognitive research they cite to support the argument that FPS favours males isn’t quite as recent as the research I mentioned here which shows that playing FPS increases spatial reasoning skills and that girls don’t benefit from this as much as they could because they’re put off by the idea that FPS is just for boys. This perfectly illustrates the problems caused by stereotyping games as masculine or feminine.

Games, Gender — posted by Gavin Robinson, 5:45 pm, 7 March 2008

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