Videogame Archivists Face Challenges

allistairp

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Apr 22, 2011
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Videogame Archivists Face Challenges


A recent essay by an Italian film scholar suggests that the quality and methods of preserving videogame history have a long way to go.

The article, written by Federico Giordano, sheds some light on the problems videogame archivists face and offers some tangible solutions. The essay is a heady read but Wired.com's recent translation from the original Italian should make it a wee bit easier to digest.

"The widespread need to store and preserve has only appeared in recent years because of the awareness of how technological media becomes obsolete," Giordano writes.

How can one archive an MMO? How does one judge between emulation and games running on their original hardware? How do archivists credit early Japanese and American games where staff often went unlisted? Giordano doesn't answer these questions but he does open up an interesting discussion on the topic.

"Game archives and exhibitions have to give themselves a series of priorities," Giordano writes. "A videogame is not merely a text, a support, atom or bit but an experience. A game is a relationship between the user/ text /space and usage and social context."

The article condenses archiving into three stages: storage, transfer and emulation. First, the original copy must be properly preserved, then transferred onto current storage (from floppy to a modern hard drive, for instance) and finally emulated on current hardware. Any gamer who keeps old games unopened in their original box, a gigabyte of ROMs in a desktop folder, and knows all about running PS2 games on PC, is an archivist in a way. "Piracy? No, I'm archiving these games," some might say.

Zach Vowell, an archivist for the UT Video Game Archive in Austin, Texas, spoke to me last year about the troubles of preserving games. He cited physical storage space and developer availability being the main hurdles of his job. Veteran game designers, such as Warren Spector (Deus Ex) and Richard Garriott (Ultima series), came to him with contributions, but most contemporary studios aren't as willing to give source code, internal documents and alpha builds.

"One of the reasons that Warren Spector was passionate about creating the archive is that when he was a graduate film student [at UT] in the early 1980s - at the same time that he worked at Steve Jackson Games - he was confronted with the extreme lack of documentation regarding early film history," Vowell said. "He didn't want the same thing to happen to the game industry."

The success of Vowell's archive (and similar ones) will continue to thrive on contributions and support from gamers and game developers.

How much value do you place on preserving your favorite past time's history?

Source: Wired.com [http://www.wired.com/beyond_the_beyond/2011/04/dead-media-beat-federico-giordano-almost-the-same-game/]
(Image [http://www.flickr.com/photos/david_s_carter/5507085133/])



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Onyx Oblivion

Borderlands Addict. Again.
Sep 9, 2008
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Not to mention the legal hurdles, thanks to developer/publisher switches and all that stuff.

Archiving games will get messy, for sure.

But if we can do it for film...which has similar legal issues...games should be possible.
 

incal11

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Oct 24, 2008
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Here's a practical example of why current copyright laws are absurd.
If copyrights ever go back to the original 14 years length, like they really rally should, that would solve a lot of legal issues.
 

Speakercone

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May 21, 2010
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That's a damn good question...how exactly do you archive something like WoW? Also, did Blizzard keep all the pre-cataclysm stuff? would be strange if a world that persisted for years just vanished.
 

Ytmh

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Aug 29, 2009
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This is a very VERY important thing. It's just amazing nobody seems to care, while at the same time screaming on and on about games being or not being art. Well this is the main difference, most people, when it comes actually down to it, don't CARE as they aren't part in the experience of making games.

People who just play games don't care if they're achieved or not. People who MAKE them do. Desperately.

Likewise, people who just play games don't understand how this is important since it doesn't really affect them, specially when they only care about the latest stuff.

Also, any developer worth anything has a huge library of games to look at (even things like ROMS and ISOs) this is common sense for the creator of the media, not so for someone who just enjoys the end product.