[game_preservation] Kickstarting the IGDA Preservation SIG
Greg B
lextalionis at gmail.com
Wed Oct 19 08:32:09 EDT 2005
Kieron,
Small typo at the end maybe. "greatfully" should probably be "gratefully?"
Greg
On 10/19/05, Kieron Wilkinson <preservation_sig at igda.org> wrote:
>
>
> 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
> _______________________________________________
> game_preservation mailing list
> game_preservation at igda.org
> http://six.pairlist.net/mailman/listinfo/game_preservation
>
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