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Making the Case for a Video-Game Archive

Sunglasses_at_night
Wednesday, November 10, 2010
EDITOR'S NOTEfrom James DeRosa

I think it's important that we make an effort to hold on to the games that keep slipping into obscurity and nonexistence. According to Dave Kehr of The New York Times, we've lost 90 percent of all silent films and 50 percent of all sound films produced before 1950. Scary!

This week, Paul Wheatley, a specialist in digital preservation at the British Library, expressed an interest in preserving our collective video-game heritage. “At the very least,” he said, “I would like the British Library to provide support to the NVA [National Videogame Archive] based on [its] digital preservation expertise, and I'm hoping we can collaborate further."

The implication is a valid one: We simply don't do enough as a public and an industry to preserve our past. The arrival of a new hardware cycle is all it takes for us to lose legitimate access to hundreds of games, which for the most part won't be "legally" available again for decades.

Castlevania: Symphony of the Night is a great example. It's a classic. In fact, it's one of the greatest titles ever to appear on the PlayStation, yet Europeans have only a single option if they want to revisit it  (outside of buying an overpriced copy on Ebay). They must travel to the seediest corners of the Internet and download an emulator and an ISO that features no official support.

 

Of course, gamers can dig out or buy up a bunch of old hardware, but this becomes less likely as the necessary equipment becomes more and more unavailable. Even when people do put in the effort to do everything "above board," their money isn't likely to end up in the hands of the people who poured their heart and soul into the game.

The teams of passionate individuals who spend their spare time working on various console emulators are the unsung heroes of video-game historicity. If they're working behind the curve, they aren't pirates -- at least not as we think of them in the file-torrent sense. Nobody pays these people (for the most part), and they aren't looking to undercut any company's profits. Every step they take is an uphill struggle against the closed gardens the majority of console manufacturers have put in place. They deal with the legacy of 16- and 32-bit anti-piracy measures, and it is simply ridiculous that a commercialized industry for emulating old consoles doesn't exist.

The Wii's Virtual Console -- as well as the inclusion of original PlayStation games on the PlayStation Network -- is a noble effort, but in the grand scheme of things it's little more than a drop in the ocean. Bureaucracy has hampered efforts to bring old games to Virtual Console at every turn, bringing serious doubt to the financial viability of each title.

The final nail in the coffin is that the size of the audience interested in playing ten-year-old (or even five-year-old) games appears to be tiny when compared to size of the overall market -- and that's just for the blockbusters of yesteryear. Trying to find someone interested in paying for the Dreamcast's AeroWings is a business endeavor only a fool would embark upon.

The capitalists among you might argue that this should be the end of the discussion: If there's not enough demand, why bother? In most cases you'd have a point, but simply because the majority of people aren't interested in something, doesn't mean it isn't worthwhile. Many game makers are students of the medium, and access to an extensive archive could inspire future developers to create something that's couched in the design of an old game of so-so quality. That game could turn out to be amazing.

I'm not arguing that I want access to every retro game, so I can play and enjoy them. Rather, I think it's important for our history that we merely are able to. Most games made today aren't titles that people will still want to play in 50 years, but that doesn't mean that they won't have contributed a great deal to the industry as a whole.

Take Kill Switch as an example: When Namco released it, it was a pretty standard third-person shooter with a nifty little thing called a "cover mechanic." It was fun, but it was nothing special. (Not special enough to warrant a rerelease at any rate.) Nowadays, with the inclusion of a cover mechanic in dozens of games, can anyone really claim that Kill Switch wasn't a milestone?

As I see it, the solution is government intervention. If Sony's and Nintendo's indifference toward filling out their retro catalogues is anything to go by, the financial incentive for them just isn't there. Because such an effort may need to be run at a loss, it becomes necessary for a government organization -- akin to a library or a museum -- to step in.

On its most basic level, this could mean collecting together physical copies of games as publishers release them (as well as the pertinent hardware). The organization would store the collection for historians to peruse at their leisure.

In a perfect world, anyone could access this library at any time from the comfort of their own home. Emulator teams need official support, and companies should make disc images available by legitimate means. We would need some sort of public-domain law here: a stipulation that after a game has been out of print for 10 years, the source code belongs to the people.

I'll admit that it's a utopian idea. We haven't even been able to digitize all the public libraries of the world yet, and books only take up a few megabytes of disk space. Current copyright laws would also prove troublesome since companies wouldn't be too happy with all this information becoming free.

In reality, it's probably a completely impossible proposition to expect companies to release their back catalogues to the public domain, even with an unlikely government push behind the movement. As much as I hate to say it, thousands of titles will likely never be available again -- at least not through legitimate means.

This doesn't mean we shouldn't try and change things now. Early legislation could force games companies to publicly release after their products have gone out of print. This would ensure that copyright documents written today plan for this eventuality. It wouldn't do much for the hundreds of Dreamcast games that are impossible to find today, but it'd certainly be a start.

Currently, it seems like a small issue, but with hardware architecture getting increasingly complicated, it's only going to get more difficult for emulator teams as time goes on. We need to start seriously thinking about video-game libraries now because with every year, we lose more and more titles to the ether of time. In all likelihood, the issue isn't going to become apparent until it's far too late.

 
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Comments (7)
Alexemmy
November 09, 2010

Man, I would love to be able to take my kid down to the local library and pull up a slew of classic games in an attempt to teach her about their history. I seriously hope someone figures something out so all of gaming history isn't lost to the winds of time.

Assassin_shot_edited_small_cropped
November 09, 2010

I know some people who are working to solve these problems. From what I can tell, the biggest problem they're having is with legal issues -- to do things properly takes support from legitimate businesses, who will not touch anything they could get sued for. So these people have to skirt around the issue of copyright infringement and piracy, and when they try to create a business they run into all kinds trouble keeping everyone happy.

Keep in mind also that a lot of older games do not have clear copyright ownership. Companies have gone into liquidation or been bought, sold, and re-sold dozens of times. In many cases, no-one knows who owns the copyright, and no-one has the source code. A lot of games have been lost completely, while many others remain only so long as the amateur or illegitmate archives survive. So even if the government does change the copyright law (which it absolutely should), there will be games that get lost in the turbulence of game company mergers, acquisitions, and bankruptcy.

Img950653
November 10, 2010

It's my understanding that the Library of Congress has taken up the issue of video game preservation recently. Several universities are exploring this as well. But keeping a physical copy locked away in a dark closet in a library, and having access to a vibrant catalog of games that lives and breathes on the internet are two entirely different things. Keeping multiplayer servers alive for educational and historical purposes, for instance, is something that needs more attention from the public sector. Gamers can only do so much to preserve these experiences without government funding and corporate cooperation. The problem is that companies are inclined to feel that if an experience like Halo 2 Slayer or SotN is worth preserving, than it's worth trying to make a buck off of.

Great article, Jon.

Dsc00669
November 10, 2010

Nice read! Chris Melissinos, formerly of Sun Microsystems, is actually a curator at the Smithsonian, and this is part of his efforts. At any rate, having a Library of Congress-esque archive of video games is just a smart idea.

Robsavillo
November 10, 2010

Richard is right in that copyright law really becomes a roadblock here -- in addition to the DMCA, which makes it illegal to pick a digital lock for almost any purpose (aside from a very small number of fair uses explicitly defined -- none of which pertain to video games in particular, as far as I know).

And while a lot of games are lost as "abandonware," I'm pretty sure that such orphaned works aren't likely to default to public domain, either. At least, courts haven't done so in other mediums.

A library may work, but I don't think the curator would be able to provide unlimited access to the public. They'd have to design the system similar to how we currently check out physical media, which means more digital locks. I'm not even sure that commercial software developers would agree to such lending, anyway, and their continued insistence that software is "licensed" rather than sold makes this doubly difficult for anyone trying to build a sharable collection in a library system.

But you're absolutely right that we need government intervention at some level. Clearly, we have a market failure in the retention of these games -- capitalism cannot address this need to preserve this aspect of culture.

And that's really the end goal, preservation of culture, because that's the public interest in this endeavor. I hope someone figures out this puzzle before we lose more games.

Photo_159
November 10, 2010

This is an excellent article Jon. Also everbody should check this out:

There is going to be an exhibit at the Smithsonian.

Brett_new_profile
November 11, 2010

Like Rob and other say, copyright is the biggest hurdle here. Forget about the heavy-handed laws in place now -- for a lot of older games, just figuring out who owns the copyright in the first place is a puzzle of Layton-esque difficulty.

What ends up happening is libraries and archives end up walling most of their preserved content in "dark archives" that may well never see the light of day. See an article I wrote on them last year: http://www.bitmob.com/articles/the-mysterious-world-of-dark-archiving

There are a few shining beacons of game archiving in the States, however, most notably the Preserving Virtual Worlds project (which the government is funding): http://www.digitalpreservation.gov/partners/pwv/pwv.html

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