No More Continues

Brett_new_profile
Friday, May 08, 2009

Editor's Note: Congrats to Brett -- this is the first community story that we've promoted to the front page. We hope he follows up on this post, because it's an interesting discussion. -Shoe


The Archivist April Fool's Joke in Diablo III.
Here's one way to preserve videogames.

Let’s play a game: You’re a graduate student 300 years from now, studying videogame history at, say, the University of Mars, and the object of the game is to write a holopaper on the PlayStation Era and the God of War series in particular. How do you do this?

Sure, you could download the games into your eyeballs for 1,254,493 omnibucks and play them to your heart’s content, but what does that tell you about the people who made the games, or the people that played them back in the day? For that information, you’re out of luck. You can’t pop in the original disc because the data on CD-ROMs has rotted away. You can’t read a FAQ because GameFAQs had their servers shut down in 2065, or read any online reviews since Google closed its doors during the Great Browser Wars. You can’t read any design documents or email exchanges because every time a developer left the company, his hard drive was wiped. You can’t play any early builds of the game, since they were burned on CD-Rs, which rot faster than CD-ROMs, and anyway all the builds were kept in a supply closet that flooded after a particularly rainy day. In short, you’re screwed. No more lives. No more continues.

Okay, maybe that bit was a little silly, but I wrote it to emphasize a point: There is a very real danger that the videogame industry will lose much of its essential history if steps aren’t taken soon.

 
Preserving a videogame might seem, at first glance, an easy task: Simply store your Pitfall Atari 2600 cartridge in a cool, dry place, and pop it into your system whenever you want to play it. Plenty of collectors do that very act for thousands of games. But what do you do when the electronics in the cartridge start to break down, or when your brand-new TV doesn’t have the proper inputs? You could extract the ROM and emulate the system on your computer. But that’s not exactly legal, and, if you’re a library or a museum, you run a serious risk of being sued. Besides, what happens when a new operating system doesn’t support the old emulation software?

Beyond the game, there’s the material that surrounds it, that arguably gives the game meaning. That includes design documents, concept art, emails, alpha and beta builds, focus group results, marketing materials, sales data, box art designs, press releases, previews, reviews, cover features, and so much more. How does a library even collect this stuff, let alone deal with the legal implications of it? Suddenly preserving a game becomes a Sisyphean task, with no end in sight.

This blog aims to examine these issues in detail. But for the moment, what's my wish list for the industry regarding preservation? I wish that developers and publishers would begin to treat their work with a thought toward posterity, making sure essential documents are saved. I wish that lawyers would start to untangle the messy issues of DRM and copyright law, so that museums and libraries can act without feeling like both hands are tied behind their backs. And I wish -- I hope -- that you, the gamer, read up on game preservation issues, starting with Robert Ashley’s excellent interview with Henry Lowood, who runs the How They Got Game project at Stanford University, and the wiki for the Game Preservation special interest group of the IGDA. With luck, we’ll someday be able to beat the game and save game history.
 
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Comments (23)
Default_picture
May 07, 2009
Do you listen to A Life Well Wasted? Robert Ashley talks to a lot of people about this subject in one of his episodes. It's a great one. Here's the URL for the episode. [url]http://alifewellwasted.com/2009/03/03/episode-two-gotta-catch-em-all/[/url]
Default_picture
May 07, 2009
Why should we even bother to save such information? For prosperity, to get a better idea of how our ancestors used to think? I say we intentionally burn all of that crap, just so Mairo can die. Let our decedents invent their own games, and if they end up makeing the same mistakes we did they will be better of for surmounting them by their own skills. -Karl
Default_picture
May 07, 2009
[quote]Why should we even bother to save such information? For prosperity, to get a better idea of how our ancestors used to think? [/quote] I couldn't disagree more. How can we move forward if we just keep falling in the same holes the people before us fell in? We can't.
Brett_new_profile
May 07, 2009
Damn, you guys are fast! I didn't even finish editing the post... @Charles Brokaw: I have indeed listening to A Life Well Wasted - that Henry Lowood link is actually a B-side to the second episode. I highly recommend the podcast to anyone. It's even safe to listen to with nongamers, which - even though I love them - is more than I can say about most gaming podcasts. @Karl Rosner: Why save anything? I'll get into this sort of thing in future posts, but when you really stop and think about it, in a very short amount of time games have become one of the dominant forms of popular culture. People have a tendency to laugh games off as simple "fun," but they said the same thing about film a hundred years ago, and look at it now: film widely considered "art," thousands on books written on the industry and individual films, film studies at universities - and I guarantee you people wish companies had taken better care of films at the beginning, because there's a lot of lost history there.
Default_picture
May 07, 2009
Oops... So I read that part of your post but totally missed the fact that it said "Robert Ashley". My bad.
Default_picture
May 07, 2009
I didn't really have a point, I was just on a comment binge. However reading your comment kind of inspired me to think a bit more. Here is my hastily presented and poorly delivered point. Do we care about the people who writes fantasy novels? No we don't. We care about the content, what dragon did what and how it did it. There are so many fantasy novles that we can't keep a detailed life biogrphy of each of their wrtiers. What I'm trying to say is if the content is it self intact who cares about how they made it? It's the end product we need to evaluate no the process of its productions. Each and every game studio out there right now does it differently. Each person dose it differently. Mistakes are made by others not becuase they are not willing to learn from the past but becuase of the nature of what they are creating. The shear complexity of a creative work such as a game, which commonly takes dozens if not hundreds of people, is boggling. With each new generation of game developers the tools for creating these works are re-invented, forged and sharpened for the use with new hands. Looking at space invaders will not give you insight in how to craft the next generation of games. What they will give you is perspective, but that is an entirely different train of thought. So I went on a tangent, one edit pass and it's posted. Hugs and love. -Karl
Brett_new_profile
May 07, 2009
@Karl: I can see what you're getting at, and I agree that the average Joe doesn't care who Tolkien was as long as they dig his books, or could give a rat's ass about David Jaffe (sorry, David - great interview though!) as long as he puts out another game on par with God of War. But that doesn't mean we shouldn't preserve their letters or early drafts or alpha builds, etc. What I mean is that just because it's not important to you doesn't mean it's not important. I don't care for American Idol - in fact I think it's absolute trash - but like it or not, it's of cultural importance. It speaks to who we are at this time. History is more than a series of significant events: it's also the things that fall through the cracks, the seemingly insignificant things, like American Idol, or God of War that - bound together - end up truly defining an era. Anyway, that's getting a little grandiose. Back on track: You say looking at Space Invaders won't give you insight on how to craft the next generation of games. But why not? It may not tell you how to model an apocalyptic wasteland, but designers can learn a lot from the decisions the Taito team made. That game is considered a classic, and it's not because of the graphics. So what makes it classic? You could look at the game itself and come up with some guesses. Or you could talk to the designers, look at their design documents, find out what stayed in and what got cut, and why the game plays the way it plays. Like I said, I understand if these things are not important to you. But that doesn't mean they're not important and worthy of preservation. p.s. Thanks for the comments!
Default_picture
May 07, 2009
[url]http://en.wikipedia.org/wiki/Space_Invaders[/url] Space Invaders was made by one man in his basement or geraage, cant remember which. If it teaches people anything its to perceiver in the face of adversity to pioneer an industry. As a creator of media I look at people like him and see a man, a worker of tools and ideas who made a game. I see an individual. When I look at a games development team, and the early rough content they produced, I don't see individuals I see only parts of a whole. A creative community which is working together to achieve a goal defined by it's leader ship, and perused by its members. I see little reason to pry into their internal workings, which are at base social in nature. Each child must learn how to handle them selves in the social context, and so each development team must learn these cooperative skills from the 'old hands' that lead. Any case, I don't like David Jaffe any more becuase he likes Olson Scotcard...god I hated Ender's Game! It's Lord of the Flies in space with a Star Trek moral choice of the week twist...Damn I wish I could unread it. Hugs again. -Karl
Default_picture
May 07, 2009
Great read Brett. We really are in unknown territory when it comes to the process of archiving our culture. Not only video games, but any digital content. We have a incalculable amount of information stored on media with a life expectancy of less then a 100 years, and no one has a plan on preserving that information in any permanent way. Just goes to show, if you want your ideas and culture to be preserved, go carve them into some cave walls.
Default_picture
May 07, 2009
After reading your article an seeing that picture makes me want to play more Burn Zombie Burn now.
Brett_new_profile
May 08, 2009
@Fred Smith: I absolutely agree. We're in a digital dark age and we don't even know it. A thousand years from now they'll know more about the ancient Egyptians than about us. Think about it: if they - god forbid - pull the plug on Bitmob's servers, who would know that we ever had this conversation? That's why projects like the Internet Archive's Wayback Machine are so important. But it can only capture so much...
Default_picture
May 08, 2009
The dark likelihood is that we'll continue down this "Wikipedia"-styled path where, much like the dark ages mentioned by Brett in the comment above, solid records will be lost and forgotten, and information will travel via (digital) word-of-mouth and second-hand sources. Rather than an interview with David Jaffe, at some point there will just be commentary on that interview, and later on commentary on that commentary will be all that's left. We all need to get to work on some form of physical archives to constantly refresh and care for this digital information.
Default_picture
May 08, 2009
That was a very interesting read. It would seem that as technology improves, the life expectancy of information actually decreases. But what truely is an archival medium that is guaranteed to survive time? Books and paper will disintegrate, and are susceptible to water and fire; not to mention future potential language barriers. Even carvings on rock will eventually erode away. But at no point would all history be lost with our digital media as long as there are those who continue to preserve a means of access; or those who continually convert to other mediums, such as monks of the past. And I would very much disagree with Karl's view on preservation. It is not only the end result that matters. I am also keen on knowing the full history of something, be it book, movie, game, music, whatever. What inspired the creation in the first place? Many of Nintendo's most successful franchises have come from Shigeru Miyamoto; more importantly, his childhood memories and more recently his hobbies. Why does Stephen King write horror? What inspired Mozart to create his music. Does knowing all this improve the end result? That is up to the audience.
Ragnaavatar2
May 08, 2009
Interesting, seeing how the guys from Twin Galaxies are struggling to make a museum in their hometown.
Photo_159
May 09, 2009
this post is great! this site is freaking amazing! bitmob... i think i'm in love.
Brett_new_profile
May 09, 2009
Thanks for the front-page bump, guys! I'm happy to get people thinking about game preservation - it's a field that needs to get established [i]right now[/i] or we're going to lose irreplaceable information... On a side note, was there any effort to preserve important documents at EGM? Twenty years is a lot of history. It'd be great (if the rights are there) to digitize back issues with, say, the Internet Archive. @Eric: You're right about all materials eventually degrading. But monks in the middle ages didn't have to worry about copyright law. Which is why it's imperative that lawyers and lawmakers get work revising DRM and copyright law - especially the Digital Millennium Copyright Act - because right now archivists can't legally make copies of most games. There are exceptions, but if I'm not mistaken those exceptions have to get renewed every few years, and if archivists forget to reapply: too bad, it's not legal to make copies again.
Default_picture
May 09, 2009
[quote]was there any effort to preserve important documents at EGM? Twenty years is a lot of history. It'd be great (if the rights are there) to digitize back issues with, say, the Internet Archive. [/quote] I doubt anyone could do this legally any time soon but I think it would be great if the community started doing this now! I'm sure there are a lot of people out there with stacks of old EGM's. I'm not one of them sadly. I think a pretty good bit torrent of all of the old EGM's would be pretty sweet.
Img_0183
May 09, 2009
Brett, you might want to consider, for a future article, talking to the guys at Retromags - one of the things I like about the Retromags project is it covers one of the bases you're discussing, in terms of lost portions of gaming history - the video game magazines that would have the previews, reviews, and screenshots that would help document the history of the game. Similarly, I've been recapping classic gaming magazines on my own blog for similar reasons (though I can't include all the screen shots that the magazines have). Unfortunately, Retromags current cut-off date for magazines is 2000 - hopefully if they're still around by 2010 they'll start rolling that back, so they can start getting PS2-era gaming magazines in the site.
Brett_new_profile
May 09, 2009
@Guest: Thanks for the Retromags tip. I'm flipping through the classic Fabio EGM issue right now! I will say this: perhaps monks in the middle ages didn't have to worry about copyright law, but they also didn't have an army of amateurs to pick up the slack. With the traditional academic routes tied up in legal knots, we may have to rely on these citizen-archivists to keep things going until the issues can be resolved. However, archivists do have one ominous trick up their sleeve: dark archiving! But that's for a future post...
Shoe_headshot_-_square
May 09, 2009
[quote]On a side note, was there any effort to preserve important documents at EGM? Twenty years is a lot of history. It'd be great (if the rights are there) to digitize back issues with, say, the Internet Archive.[/quote] And...what would happen after the Server Wars and that information is lost forever? Currently, all EGMs are archived in those CD-ROMs that will eventually waste away. The pages aren't archived anywhere on the Net, but there are some places that have scanned in all EGM covers to date. Don't have time to look right now, but they should still be out there....
Brett_new_profile
May 09, 2009
Hopefully some group like the Internet Archive would have an underground bunker filled with backup servers on the moon by that point... Joking aside, with my EGM comment I was thinking more about near-term access than long-term preservation. I've just started helping out the Internet Archive with their Open Library book-scanning project ([url]http://openlibrary.org/[/url]), so I've got digitization on the brain. The amount of information they're making available to non-academics is boggling. I'd love to see that sort of care and access extended to magazines, like what the [i]New Yorker[/i] has done - especially since magazines seem to be folding left and right these days. My fear is that with the Ziff buyout everything got tossed in the recycling. Hope that's not the case! But even if it is, the Retromags site has shown me that there are plenty of people out there with a pack-rat mentality, a [i]lot[/i] of storage space, and access to a high quality scanner...
Brett_new_profile
May 09, 2009
I looked at your comment again, Shoe, and I realized that I misread the part about all the EGMs being (temporarily) safe on CD-ROM, so ignore that part about "Hope that's not the case!" On a related note, there's no way to edit a comment after posting it, is there?
Default_picture
May 10, 2009
If there is anything I have learned from watching 30 years worth of TV, movies, and playing Videogames, it's that the future is a viscious, life sucking, destructive force from which there is no escape. While preservation is important, it is inevitable that everything will be destroyed (sadly), wether by a Homer-Simpson-travel-back-in-time-killing-a-bug-and-changing-the-future scenario (though unlikely) or by the numerous means of ultimate destuction to our race. If there is another thing I learned, it's that history will always find a way to prevail. Maybe some of the great games, Idea's, notes, and names will get lost in time, but so long as one copy The Legend of Zelda, A Link to the Past survives, then so will it be remembered. Speaking of ROM files; These very well might actually be the key to the "survival" of some of these great games. Afer all, he ROM your playing was wanted by someone who had a longing for those simple times, and so it will again. They can be transfered, re-written to "data crystals" and what have you, and essentially go on forever. Every day we dig up artifacts from our past, from famous artists. Well in 2435, some poor soul out in the middle of a desert is going to dig up a seemingly endless sea of "E.T." and on that day, god help us all for not keeping that dust cover on your copy of Mega Man II. -Don

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