[game_preservation] Kickstarting the IGDA Preservation SIG

Kieron Wilkinson preservation_sig at igda.org
Wed Oct 19 01:27:30 EDT 2005



You probably know the problem already. How do we ensure that the
computer and video games we played in the past will be available in the
years to come, not only for ourselves but also for future generations
and historians to study?

This question will not, and indeed cannot be answered by this article.
The intention is to organise something that might help answer it, and
hopefully actually help //do// it.

This is truly a huge task when you consider the many gaming systems
produced over the years, the different technologies in use, and the
hundreds or even thousands of games produced for many of them. It is
very unlikely that a single entity is able to solve this problem.

Of course, some great work is being done already. There are lots of
individuals and organisations out there that are nibbling away at the
edges of this massive problem. Many of those entities have their own
army of contributors, and there are bound to be many more people who
would be willing to join in - if only they knew where to start. Without
these efforts we may well have ended up with nearly all games
irreversibly lost due to hardware failure of the systems that run them,
and more worryingly, the corrosion of the media that the software
resides on.

For games that do survive their physical media by these efforts there
may still be some doubt over their authenticity since in the vast
majority of cases, this can only be reliably verified while the original
is still available, and this verification should preferably be done
around the time that the game is "digitally liberated". Since this is
often a very complicated thing to do (particularly on magnetic media
such as floppy disks), it is likely that most games are still in danger
of being lost from a preservation perspective. Some types of computer
storage media only last a few years even when kept in the most optimal
environments, and so it becomes an increasing desperate situation. The
most important fact is that regardless of the life of the media, they
will all develop errors and cease to function eventually.


This is the most pressing, but not the only problem. With many disparate
projects attempting to preserve these titles, you are bound to get
inefficiencies. For example:

* Overlap - duplication often becomes wasted effort that could
otherwise be targeted in other more productive directions.
* Patchy use of standards - even though one way of doing something
may be generally regarded as better than another.
* Fragmented inter-project communication - projects are bound to
complement one another in various ways but may currently be unaware of
each other and so are unable to mutually benefit.

The extent of these problems in practice remains to be seen. However it
is probably safer to assume they are widespread.


I propose that we, as the computer and video game preservation community
kick-start the preservation SIG (Special Interest Group) at the IGDA
(International Games Developers Association, http://www.igda.org).

Now before the screams of horror reach my ears let me state that I do
**not** think that all these projects should become members of an
umbrella organisation whose purpose is to tell them what to do, and lay
down just enough bureaucracy that nobody gets any work done.

This most certainly wouldn't work.

What would be helpful is to make the SIG some sort of preservation hub.
This will hopefully become a place where:

* Various individuals, projects and organisations can connect (via
the mailing list, forums, etc) and coordinate their efforts.
* People can find out about preservation-related news around the world.
* New people to preservation can learn about it, what projects are
doing, and most importantly, how they can get involved.
* It can be used to help track the progress of the various efforts.
* It can provide hints to projects on where best to focus their
efforts to maximise benefit as well as help reduce duplication of effort.
* Discussions can take place on the recommended (though not enforced)
way of doing things. This means using standards by general consensus,
but hopefully with preference to what is commonly used elsewhere in
similar industries such as digital libraries and archives.
* Younger projects can tap the experience and technology of more
established ones.
* Projects can coordinate buying power for large quantities of games
that occasionally appear on auction sites. Preservation on a global
scale may also mean access to auctions that would otherwise be
impossible due to geographical location.
* The SIG, as part of the IGDA, has a direct connection with the game
industry. This may ease access/interaction between the industry and the
various projects, certainly more so than by each project alone.

Having such an entity will hopefully encourage pear-review of project
technology and preservation procedures. This is vitally important to
help prevent "bad" preservation. This is where a game is thought to be
"safe" but is later found (for example) to crash in the later levels or
in certain situations because the storage medium has been corrupted or
altered prior to its "preservation". This is serious problem if it is
not discovered until a time when no more working versions of the game
exist. With such peer review, more advanced projects can help provide
pointers on how this can be avoided.

Quality in preservation is paramount. Trying to digitally preserve
faulty games is not only pointless; it is also dangerous because it
gives people a false sense of security over those items. With a central
resource of knowledge and expertise, we have a fantastic opportunity to
group together advanced projects that know how to guard against such
eventualities along with other projects who can come to learn about how
to do the same.


So the question now is, exactly what and who should make up this global
preservation effort?

Firstly, and most importantly we should say that anyone and everyone
will be welcome to participate and discuss game preservation. The
intention is that it be open to all. There should also be a list of
ratified projects which make up the core of the entity, which can be
listed on the website.

The kind of organisations, projects and individuals that would be good
to attract are those that:

* Collect, catalogue and archive physical computer and video game
hardware and software. This may include individuals with large
collections all the way to full-blown computer and video game museums.
* Collect, digitise and archive computer and video games from the
games original storage media.
* Collect and digitise the physical items that come with video and
computer games such as scanning of promotional material, packaging,
manual, etc.
* Collect metadata on computer and video games. An example project
might be a web-based game information databases.
* Specialise in locating copyright owners with a view to allow games
and perhaps source code to be archived, or even better publically
redistributable (this in no way means relinquishing copyright). This
gives lots of free marketing to the copyright owner, and makes it far
easier to preserve the item(s) in question.
* Create expert groups who can work with games companies to help put
preservation plans in place to protect their older, current and future
games from exactly the situation we have now in that most games are
still at risk.
* Specialise in the field of metadata standards for digital
artefacts. Adhering to standards commonly used by libraries will make it
far easier to integrate collections later.
* Specialise in copyright law of various countries. Getting proper
legal advice about what exactly we can and cannot do is paramount.


The aim is to get the above types of projects and individuals to work
together to build an efficient and cooperative worldwide effort to
preserve interactive works. Computer and video games are art, and being
mankind's first interactive entertainment media they deserve to be
properly preserved so we don't lose them forever. It is an immense task,
but working together, with enough exposure, we can get this thing done.

If you fit into any of the above categories please join with us to move
this official IGDA Special Interest Group forward. We can then take this
to the broader public and start discussing the issues as well as
actually getting down and doing the work.

For more information, and to get your project or organisation added to
the list of proposed interested parties, please email us at
preservation_sig at igda.org.

Any feed back on or off list is greatfully received.

--
Kieron Wilkinson
Preservation SIG
International Game Developers Association


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