 Rhaid wnaeth ymgyrchu, rhaid, ymlybr a'r cyffredin ar gyfer ar gyfer arlunter. Ond yr edrych, mae'n gandill gweithio'r styro â unwyr gael penodol. So, nid o'n dweud yw iawn arddangodau o bleiff. Mae'r game i Japanese produ forced interfeyddio, bydd angen ar y PC 2017, yng nghylch, yng Nghymru a'u cyfraithau. Mae'r cyfnodd yn y dystod yn y ffutur. Mae'r cyfnodd yn ymgyrch. Mae'n ddweud y roi'r cyfnodd yn gweithio'r cyfnodd o bob amser ar gyfer ymgyrchol a'r android a'r hynoddau ar gyfer ymgyrchol. Mae'r hynoddau wedi bod yn cael ei gynhyrchu i'r cyfnodd ar gael ar gael'r cyfnoddau. Mae'r cyfnoddau yn gweithio ar gyfer ymgyrchol yn ymgyrchol, ac mae'n gweithio'r cyfnoddau yn ymgyrchol. mae'n fwylo'n gweithio bod nhw'n gweithio'r robotau o'r ysgol, mae'n fwylo'n gweithio'r ysgol o'r bod yn cyflawni'r hunain. Mae'n ddiddordeb yn cael ei cofnig o'r sylfaenau, ac mae'n credu bod y gallwn yw'r anodol yw'r cyflwymon, mae'n cael ei chyflwyno'n gweithio'r anodol yw'r anodol yw'r anodol, ac mae'n cael ei chyflwyno'r anodol, ac yn y cyfnod y gweithio cyfrannu ymweld gennym, yw ydych chi'n eu bod yn wneud yn ddweud o'r ddeithas. Felly rydych chi'n dweud o'r bodai ac yn ceisio'r ddeithas i'r ddweud o'r ddweud o'r ddeithas, neu i chi'n dyfodd i'r ddweud i'r ddweud i'r ddweud. Ychydig yw sydd wedi'u ei wneud, efallai ymweld be'r gweithio gwaith o'r bobl amser cyfnoddiad. mae'r gwahodd mewn gwahodd i'r ysgolwydau. Mae'n amwylo'n amgylch yn ymddangos fel y gweithio. Ac mae'n rhan oeddan nhw, rwy'n credu'n wneud o'r cyfnodd, mae'n rhan oeddan nhw'n rhan oeddaeth gwaith sydd ychydig a'n datblygu'r cyflogion y ddater y pethau a chyflodd. Ond rwy'n dechrau'n amdano yma, a'r dda chi'n gweld yn ddechrau. Mae'n cyfnodd yn cael ei ddysgu'r dystafell ysgrifennu. I thought, OK, if I am overwhelmed with this, I don't know where to start. Why don't I produce a Desmace assessment of this video game? A Desmace assessment is a report which assesses the nature, extent and significance of the historical environment in the specified area. I in normally in my day job I will produce a DVA as part of the planning process so that it is going to be developed and the Desmace assessment is the first thing that is produced to assess what is argyllog y beth o'i gwopodau argylluniaeth Cymru. Wrth gyda hwnnw'n rhoi'r biadau arwearll o'i gwopodau argylluniaeth Cymru, nifer o'r bwysig cartigraffiaid, ac roi deithas y llif yn ychydig. Rwy'n daith hyd o'r pwysig yng Nghymru, yng Nghymru'r rhywbeth yng nghymru, o wybodd gwaith cyddiad yn amlwg sydd i fynd yn y gwir yno argylchedol o gwol yn y gwir argylluniaeth Cymru. Fynaeth ynglyn â Ynny'r Aangywys yw'r archio gaming, ac sian, ond yn ymdogfydd. Mynd ymwneud yn meddwl i'r game videol ac mae archiologi ac roed cymunedau. Mae bydd yn rhan o'r ffordd gyda cymhwytsiolaid, ac ymwneud wrth yw ddau'r rhan o a oedd ymddangos. Yr anod, y gwaith hwn yn ychydig y cwrwp hwn yn y fwyaf. Ie'r anod y wneud yn rhoi ar gweithlidol. Rwy'n ddod i'r argument yw eich booed o'r byd oherwydd. A'u cyfnod i'r dyfyniad y ddweud o'r cyfrifoedd yno. is important in terms of project management and just as in kind of, kind of field work in the natural world. In the synthetic world, we also have to think in terms of project management and being prepared before we do digital field work. So just as in a desk space assessment, I thought I'd set myself some aims and objectives and that was to look at the archaeological potential and significance of the railway system in this game in particular. prisoner of action, but I also wanted to be quite self-reflexive about using a desk space assessment, what are the limitations of that. It's a very standardised document and I wanted to question some of the things that we do as part of that. So what was my methodology? I decided to focus on a particular area of the game in order not to be totally overwhelmed, so I kind of delineated this outline of an area in the game called the city ruins, mae'r diall gynhwys erioedau ar yr ysgolfynid wych yn gynrych, mae'n gennym yn broses, yn y bydd hynodfyn wedi rwyf yn ymgyrch ar ysgrifennu. Mae'n gynnwys ymlaen i ddoedd yn oed rydym yn siaradol bod dwi'n ei wneud bod hynny'n ymgyrch i gweld am ffordd ymlaen a'r an seal, yn ymweld chi'n ddîm, mae'r llol sy'n ddysgu'r allan ar ac yn gwybarth i'r i'r awf. Roroedd nifer ei gael Gymru midniadau Taelor's idea of the assemblage of play which is kind of when you're looking at gameplay not thinking of the player, the hardware or the actual game experience as kind of discreet entities trying to look at them as a whole and as well as looking at sort of traditional academic kind of sources I wanted to look at things like online articles and reviews and things like video capture that have been done by fans because I think these are also really important sources that I need to look at when considering kind of the history and archaeology of video game and one of the things I really believe is that you can't really kind of understand a video game without understanding the kind of history of the development of the game and kind of to illustrate this I wanted to put this picture on there of the guy who directed this game, it was called Yoko Taro and he's kind of well known for always making public appearances in this mask of one of the characters in his game and he's also kind of notorious for creating these very kind of dark existential games so once you kind of know that that changes your impression of the game, he's also talked in interviews about being influenced by 9-11 and also there's kind of in speculation that the Obama administration's use of drone strikes was very influential on this game because you've got this kind of proxy war between robots and androids so that's just kind of a couple of general points that there's obviously lots I could go into and kind of more I'd like to go into in terms of the in-game world history by not necessarily have time here, that's just kind of a couple of examples Right so I did a site visit which was kind of a very basic kind of experimental trial of trying to record the location of player deaths as I encountered them on this map so what I do is as you can see I had this map and I just kind of put little dots on there I gave each body that I found a number, I took screenshots, I wrote down notes and in some cases took video capture as well and just from what you can see here, number 16 up in the corner there, just as in kind of in the natural world, in the digital world as well, you found trying to walk around this environment it was actually quite hard to see player bodies because of the long grass and this is something that maybe even counted when doing surveys anyway and also Andrew was talking about glitches before, I found that a glitch occurred where one body was just sort of like in the middle of a rock which shouldn't really happen so that could be considered an artifact in and of itself and also kind of when you encounter these bodies you'll see the player names and this is something that I was kind of potentially worried about thinking in terms of the ethics of recording this because technically the players haven't consented to be recording the location of their deaths however they do remain anonymous because the names that you see are the names that they use to make their save file so looking at limitations, in terms of the background research I was doing, one of the main limitations I had was the fact that I can't read Japanese, I mean it's a Japanese game but I was thinking I just can't look at any of those kind of sources but in terms of doing, say for example the site as you can see, a big hazard was just robots which would sometimes punch me while I was trying to do things that's quite a big hazard and as you can see it will come up again in a minute as the gif is playing what happens is when you encounter a body you can decide to retrieve or repair it but you can only do one of these and also if I decide to retrieve the items that it's holding I'll see that information on the screen but then the body will disappear from the map so it's a destructive process once you've recorded it it's gone however a way around that is to go back to the last save point so these are the kind of things to consider or would need to be considered when doing a larger scale survey so archaeological potential and significance, how do we assess this? well in the UK one of the things that we look at is these different values to assess significance as produced by Historic England and trying to apply these to a video game is potentially controversial I mean I thought it was kind of interesting that you could say, one thing that I'd argue is that the world peace system as kind of a record of a player community you could argue it has communal value but if you were looking at something like aesthetic value how do you kind of gauge that especially in a video game that could be very problematic being self-reflexive about this whole process of assessing archaeological potential and significance this really isn't an objective way of assessing significance anyway so that was kind of something that I was thinking about myself and that would be something that I'd have to interrogate further if I were going to do this so conclusions and recommendations, what was the point of all of this? I think that in some ways doing a desperate assessment of the game was there are some aspects of it that seem kind of contrived like having the site outline if you're trying to think in terms of not having discreet entities in the experience of the game that kind of may be contradicted that but I definitely think that doing a desperate assessment of a game or trying to apply the methodology that I've used in that is useful for project management of digital field work because it's a way of kind of going in and seeing what's possible or potentially you could find before you actually even started and that would be potentially a useful document to create to share with other people who might conduct digital field work and this question of how we assess archaeological potential and significance of a video game is one that I haven't answered but it's definitely a really important question how do we do that and one thing I was really thinking about was you know I've chosen to look at the record system but is the fact that it's the record of player interaction with the game does that make it more significant than say the depth of NPCs for example is it because it's that human element in it or the player element that we consider it yet to be more significant and I think if I were to go forward in this having done that kind of experimental survey it would be certainly possible to record the location of player deaths but you know that was a very limited kind of survey and really you'd need more people to do this on different platforms to see how that would work and it would be I think it would be very important to involve the kind of wider game community as you're essentially recording their interaction with the game so thanks very much