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Gamifying the Past: Embodied LLMs in DIY Archaeological Video Games

Published online by Cambridge University Press:  10 December 2025

Mikkel Nørtoft*
Affiliation:
Section for Prehistoric Archaeology, Saxo Institute, University of Copenhagen / Copenhagen School of Archaeology, Copenhagen, Denmark
Daniela Hofmann
Affiliation:
Department of Archaeology, History, Cultural Studies and Religion, University of Bergen, Bergen, Norway
Rune Iversen
Affiliation:
Section for Prehistoric Archaeology, Saxo Institute, University of Copenhagen / Copenhagen School of Archaeology, Copenhagen, Denmark
*
Corresponding author: Mikkel Nørtoft; Email: mjn@ku.dk
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Abstract

This article is a proof-of-concept that archaeologists can now disseminate archaeological topics to the public easily and cheaply through video games in teaching situations or in museum or heritage communication. We argue that small but realistic, interactive, and immersive closed- or open-world 3D video games about cultural heritage with unscripted (but guardrailed) oral conversation can now be created by beginners with free software such as Unreal Engine, Reality Capture, and Convai. Thus, developing tailor-made “archaeogames” is now becoming extremely accessible, empowering heritage specialists and researchers to control audiovisual dissemination in museums and education. This unlocks new uses for 3D photogrammetry, currently mostly used for documentation, and could make learning about the past more engaging for a wider audience. Our case study is a small game with two levels, one built around 3D-scanned Neolithic long dolmens in a forest clearing and an archaeologist and a prehistoric person, who are both conversational AI characters. We later added a more open level with autonomous animals, a meadow, and a cave with a shaman guiding the player around specific cave paintings. We tested the first level on players from different backgrounds whose feedback showed great promise. Finally, we discuss ethical issues and future perspectives for this format.

Resumen

Resumen

Este artículo es prueba que los arqueólogos ahora pueden difundir temas arqueológicos al público de manera fácil y económica a través de videojuegos, ya sea en contextos educativos, en museos o actividades de diseminación de patrimonio, o en plataformas en línea. Sostenemos que los videojuegos 3D pequeños pero realistas, interactivos e inmersivos —tanto de mundo abierto como cerrado— sobre patrimonio cultural, con conversaciones orales no guionizadas (pero moderadas), pueden ser ahora creados por principiantes usando software gratuito como Unreal Engine, Reality Capture y Convai. De este modo, el desarrollo de “archaeogames” hechos a medida se está volviendo extremadamente accesible, lo que permite a especialistas del patrimonio e investigadores controlar la difusión audiovisual en contextos museísticos y educativos. Esto también puede ayudar a cerrar la brecha comunicativa entre especialistas del patrimonio, investigadores/docentes y desarrolladores de videojuegos profesionales en proyectos de mayor envergadura, y desbloquear nuevos usos para la fotogrametría 3D, actualmente empleada para la documentación arqueológica. Esto podría generar que el aprendizaje sobre el pasado sea más interesante e interactivo para una audiencia más amplia. Nuestro caso de estudio es un juego pequeño con dos niveles: uno construido en base a dólmenes neolíticos escaneados en 3D en un claro del bosque, con un arqueólogo y una persona prehistórica como personajes conversacionales de IA; y otro nivel más abierto con animales autónomos en un prado y una cueva donde un chamán guía al jugador por ciertas pinturas rupestres, este último fue añadido posteriormente. Testeamos de forma preliminar el primer nivel con un pequeño número de jugadores de diversos contextos, cuyos comentarios mostraron un gran potencial para este formato. Finalmente, examinamos en este trabajo cuestiones éticas y perspectivas futuras de esta modalidad.

Information

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press on behalf of Society for American Archaeology.
Figure 0

Figure 1. Workflow of game development for the case study: left, most essential workflow; right, our customized workflow. Several steps are marked as optional (lighter colors) and depend on the desired game environment or interaction modes (drawing by Mikkel Nørtoft in MindMaple).

Figure 1

Table 1. Estimated Cost of Software and Hardware to Make the Game.

Figure 2

Figure 2. Screenshot of gameplay where Dolmen Guy talks about dolmen building techniques, by Mikkel Nørtoft. Watch the game play here: https://youtu.be/6h4KqFgoPv4.

Figure 3

Figure 3. Convai interface with the backstory of Dolmen Guy, name, the character ID used to link him to the Metahuman in Unreal Engine, and the voice preset, by Mikkel Nørtoft.

Figure 4

Figure 4. Convai interface with the backstory of Dolmen Debbie, name, the character ID used to link her to the other Metahuman loaded in Unreal Engine, and the voice preset, by Mikkel Nørtoft.

Figure 5

Figure 5. Screenshots of gameplay: left, the Neolithic spirit Dolmen Debbie relating her Neolithic past, by Mikkel Nørtoft; right, other gameplay with the two NPCs in a heated discussion about how Neolithic dolmens were built, by Mikkel Nørtoft. Watch at Nørtoft’s YouTube at https://youtu.be/7e2cPdwWBfo.

Figure 6

Figure 6. Screenshots of gameplay from level 2 of the game: left, Dolmen Debbie on a procedurally generated meadow with an AI-generated “Ötzi” character and cave in the background; right, a shaman gives Debbie (now as player) a hunter-gatherer perspective while guiding around the cave paintings; the only Neolithic cave painting in the game is from Grotta Dei Cervi in Italy.