I have recently been playing (and enjoying) the new release of Two Point Museum. It’s the latest in the series of ‘Two Point’ Management simulator games that are the spiritual successors to the venerable Theme Hospital. It’s a great game, but it’s not really a game about museums, or even a game of a museum.
This is something of a trend if you look at ‘Museum Games’ they are largely just other types of games with a museum themed wrapper. They are point and click, puzzle games, or even a card battler set in museums that use the display cases and exhibits as props. This isn’t per se a bad thing, but it is something that’s worth noting, and I think we can do more.
What a museum game can offer
Digital collections are now a normal part of almost any major museum. They offer constant access and enough space to offer basically whatever you want next to them.
As with most things, a proper examination of digital collections is more than a topic in its own right. But despite the near endless possibilities in my experience the general public isn’t so keen on them. For most a near endless catalogue of items just isn’t all that interesting.
The idea of using a ‘game’ then is that we can grab people's attention and meet them where they are. A place that they already want to be and have interest in, and there are a few different ways to go about this.
VR Museums
The most obvious solution is to simply make a museum that is wholly within a digital environment. There are plenty of people out there who have done this and you can access them today, either through your computer or even a VR headset. Things like Occupy White Walls, Infinite Art Museum, or The VR Museum of Fine Art. This is not a modern phenomenon however, I have distinct memories of having a virtual museum you could walk around some time in the early 2000’s and some quick googling shows a variety of computer programs even earlier than that.
A delightfully retro Virtual Gallery ‘Relocating the Remains’ (Image from Tate)
You will note rather quickly however that many of these digital spaces act mostly as art galleries or contain rather basic amounts of click boxes that act as labels. This I fear rather misses the point of having a virtual museum. In a real museum you are limited by space, having multiple visitors trying to interact with the exhibits, and of course being financially limited.
Whilst developing a virtual museum is by no means free its is much cheaper and it makes things like walking through a hall and turning into a room to be confronted with a 100 ft tall Buddha Statue on a snowy plain (as happens in The VR Museum of Fine Art) the same price as having a much smaller version sat on a plinth in the middle of another muted room.
One of the few virtual museums that I'm aware of that has a more proactive approach is the Museum of Other Realities. Whilst far from what I might expect to be possible it plays around with being able to jump into scenes, taking advantage of volumetric sounds and allowing you to directly interact with exhibits.
Screenshot of the Digital Art Museum Museum of Other Realities (Image from Museum of Other Realities)
The collection is once again largely artistic rather than trying to emulate an actual museum and teach about a subject but it goes some way into showing the kind of things that can be achieved with the technology.
Playable Digital Archives
Another obvious way to do it is creating a game out of digital elements, the kind of thing that wouldn’t work all that well in a real location. Things like Museum of Mechanics: Lockpicking which focuses on presenting an archive of the lockpicking mechanics from a host of different games. You can walk around the admittedly rather lo-fi museum floor and try out different mechanics seeing how they have evolved over time and across different genres.
Screenshots of the Museum and some of the lockpicking activities from other games (Image from Museum of Mechanics Lockpicking)
More common however is a kind of mini library of an older series which includes multiple games you can play through as well as a variety of other related materials such as development discussions, concept art, and even adverts.
Taking this to an extreme the PAC-MAN MUSEUM+ even makes this something of a game in itself where playing various iterations of PAC-MAN franchise gives you coins that you can use to deck out your own virtual museum.
Screenshot of A Player Made PAC-MAN Museum (Image from PAC-MAN MUSEUM+)
Assassin’s Creed Museums
The most groundbreaking and best example (in my opinion) of what can be done are the Assassin’s Creed Discovery Tours. Available either as standalone products or as part of the games they’re based on, you can explore 425 BC Greece, 40BC Egypt, and 873 Viking Britain (with 1580’s Japan presumably coming soon).
This presumably came from the idea that in building respectively Assassin's Creed Odyssey, Origins, and Valhalla the team put huge amounts of work into researching the worlds to make them as authentic as they could reasonably get. So they decided to show off all of that research as a kind of explorable museum.
A Player Getting a guided tour of the Theatre of Dionysus (Image from Assassin's Creed Odyssey)
The discovery tours allow you to freely explore the entire worlds of the games without any of the story, quests, or combat. Instead a mixture of audio tours, tool tips, and even acted scenes to describe a historical setting.
This is the kind of thing that living museums wish they could be. Huge reconstructions of different areas filled with hundreds of costumed people going about some facsimile of daily life. The ability to listen to a tour, wander off for something that grabs your attention and then come back with hardly a break in the stride is ideal.
I can heartily recommend that you give one of these a go as they really open your eyes to what could be possible. And by being couched in the language of games and linked to such a huge franchise they generate immediate interest.
Being part of a huge franchise is also the only way that this kind of thing could currently get realistically made. Assassin’s Creed Valhalla made over $1 billion which gives the wiggle room for the kind of value-added prestige product like the Discovery Tours to be made. The amount of development work that would be required to make something like this without the original game would be prohibitive. Still, I think it shows a real potential and I hope that more people can do something similar in the future.