[game_preservation] Watermarks and Studio Communication
Andrew Armstrong
andrew at aarmstrong.org
Mon Apr 21 19:56:18 EDT 2008
This is another excellent point Simon (apart from a great website I'll
add to the project resources list), and something we perhaps should look
at. Do we have any available resources (besides the IGDA's own
webservers, of which I don't know the capacity in bandwidth or disk
space, and something I will look into) that can take on the task of
having a backups/copies of items?
Archive.org doesn't seem to have anything for this kind of work, perhaps
some of the University-based guys on the list can offer some help in
this regard? Or anyone who has the spare time to accept file uploads?
It'd certainly be good to have a capacity so we can contact people
offering them a mirror or even just a "private" backup! (and perhaps so
later the information can be properly categorised and be made useful).
Since there isn't many people to work on a general site for it, storing
the files would be a good compromise for now. While "disk space is
cheap" I don't have the money myself (at the moment that is) to take too
much media on my own hands and store it reliably, sigh.
Andrew
Simon Carless wrote:
> Incidentally, these folks are doing an awesome job of archiving arcade
> flyers, we should make sure someone has a spare copy:
>
> http://www.arcadeflyers.com/?page=home
>
> s!
>
> On Mon, Apr 21, 2008 at 4:45 PM, Andrew Armstrong
> <andrew at aarmstrong.org <mailto:andrew at aarmstrong.org>> wrote:
>
> I'll note this down to consider in the future. Certainly, the
> meta-industry (or what is the right word?) regarding
> non-development or publishing companies will be important to
> record the histories of, and watermarking and logos are definitely
> an important part of that. Hopefully fair and educational use of
> such watermarks and logos will suffice as a reason not to sue if
> any effort was made to document the companies!
>
> (I also agree, it's good that such images exist even if not
> pristine, just so there is a copy - although there'd be no need to
> store all of them, a sample would do, and this story certainly
> would be an interesting one to note as an example of how it can
> look bad).
>
> Andrew
>
> Captain Commando wrote:
>> Henry,
>>
>> Yeah, a watermark is certainly not the original - but it can
>> sometimes do if it's the only copy available (and if it's famous
>> enough, people will search high and low and everywhere in-between
>> for the original). I've been doing something similar with MP3s -
>> I get multiple MP3s of essentially the same song, but with
>> different ID3 tags or filenames. These are made and distributed
>> by the people who make them as opposed to say different tags of a
>> CD. I decided to back up a copy of the multiples before deleting
>> them as you never know if it will be important later. And space
>> is cheap.
>>
>> Watermarking will certainly be an important part of digital
>> culture and would be important to a future paper (or present,
>> paper, really) on ownership in the Network Age. Who knows how
>> images will be distributed 30 years from now, but I doubt they'll
>> be marked in the same way.
>>
>> -DM
>>
>> On Mon, Apr 21, 2008 at 5:19 PM, Henry Lowood
>> <lowood at stanford.edu <mailto:lowood at stanford.edu>> wrote:
>>
>> <wrote this morning but forgot to send until now>
>>
>> Devin,
>>
>> Preservation itself, in a way, is neutral with regard to
>> digital watermarking. By that I mean that the technology
>> and practice of watermarking itself should be preserved, as
>> being likely to be of historical and technical interest.
>> So, we should expect to collect watermarked images. That
>> said, I do not think we can consider these as pristine
>> images, but rather as documenting the practice of
>> watermarking. It would be rather like considering a cracked
>> copy of a game, with a cracktro as being a preserved copy of
>> the original game; surely, cracked copies of this sort are
>> worth preserving, but they are not valid copies of the
>> original game. (I don't mean to compare cracking and
>> watermarking, by the way, other than to point out that they
>> are modified copies.)
>>
>> My inclination would be to build collections of original data
>> (software, images, etc.) and Creative Commons seems like a
>> good way to handle access (but there are difficulties with
>> applying it retroactively without permission). We are going
>> to wrestle with documenting authenticity in the LC project,
>> and I think that's also a good topic for the White Paper.
>> Then perhaps separately build separate collections around
>> topics such as watermarking, cracking, and other means of
>> duplication. In some cases, of course, a copy in the latter
>> sort of collection may end up being the only copy to survive.
>>
>> Henry
>>
>>
>> At 09:37 AM 4/21/2008, Captain Commando wrote:
>>> I have started to realize that watermarking is really a bad
>>> idea. Sure, it tells you where the image came from without
>>> having to check the metadata, but all it does is ruin an
>>> otherwise nice image. For this reason, I am starting to turn
>>> to the idea of uploading future high-res images to the
>>> Metroid Database without watermarks and possibly eventually
>>> converting some older images over and using Creative Commons
>>> when possible. I'm not sure if this is something we should
>>> be worried about (watermarking) but I know I'd prefer to
>>> have images without it in my own collection. Goodness knows
>>> we already get more hits than any other fan site out there
>>> anyway.
>>>
>>> -DM
>>>
>>> On Mon, Apr 21, 2008 at 10:26 AM, Simon Carless
>>> <simon at archive.org <mailto:simon at archive.org>> wrote:
>>
>> In more recent history, GamesPress:
>>
>> http://www.gamespress.co.uk/
>>
>> ...is an excellent source for unwatermarked assets. I
>> believe you need to pay a minor amount for full asset
>> access, though. And you have to be a journo to use it at all.
>>
>> s!
>>
>>
>> On Mon, Apr 21, 2008 at 9:13 AM, Andrew Armstrong
>> <andrew at aarmstrong.org <mailto:andrew at aarmstrong.org>> wrote:
>>
>> Oh, I noticed this on some random news feed. It is
>> utterly ridiculous (and funny no doubt), but of
>> course this might just be an indicator that someone
>> at Capcom's American office doesn't know how to
>> contact the Japan office! (bloody interns ;-) )
>>
>> As for high quality unmarked copies (like, in PNG
>> format not JPEG), it's a real issue. There isn't any
>> good unwatermarked source for most of these marketing
>> items a few years after release (this also can
>> include preview screenshots, artwork, etc.). I'll be
>> looking to source some for the Digital Game Canon
>> website and the entries on there as a prototype to
>> see if it's feasible for the IGDA to store them, or
>> if there is any way to get them in the first place
>> (perhaps the IGDA can get some contacts going to be
>> sent marketing materials the same as press websites
>> do and the preservation SIG can sort them).
>>
>> I'm sure some marketing departments keep tons of
>> archives of this kind of stuff, I just wish I knew
>> how we could get at it! :-) IGN etc. are "okay" for
>> some research, but the fact is, it's unworkable for
>> anyone doing proper historical research or trying to
>> reuse the images in any way, since copyright
>> (somehow) gets in the way...funnily, IGN "watermarks"
>> to protect their copyright, despite the images not
>> being theirs in the first place.
>>
>> Certainly the images would be better released under
>> some less restrictive copyright (creative commons or
>> somesuch), but permission is always a hassle,
>> although I doubt anyone could sue for use of the
>> original unmarked images anyway (marked ones at the
>> very least, stupidly, might infringe trademark laws
>> since IGN etc. plaster them with their logos).
>>
>> Some sites don't watermark or downscale (or JPEG
>> images, urg...) though, although I've not made a list.
>>
>> Definitely a good whitepaper point at least!
>>
>> Andrew
>>
>> Captain Commando wrote:
>>> I recently blogged about the debacle of Capcom
>>> using an image watermarked by IGN for the US
>>> Okami Wii box art. I think this is something the
>>> IGDA Preservation SIG should be concerned with
>>> as it seems to me if you're organized and have
>>> good communication between studios, you're also
>>> able to preserve stuff better (and perhaps get a
>>> better product?).
>>>
>>> http://deserthat.wordpress.com/2008/04/21/ign-watermarks-and-lack-of-studio-intercommunication/
>>>
>>>
>>> Another point to add to the White Paper?
>>>
>>> -DM
>>>
>>> --
>>> The sleep of Reason produces monsters.
>>>
>>> "Until next time..."
>>> Captain Commando
>>>
>>> _______________________________________________
>>>
>>> game_preservation mailing list
>>>
>>>
>>> game_preservation at igda.org <mailto:game_preservation at igda.org>
>>>
>>>
>>>
>>> http://six.pairlist.net/mailman/listinfo/game_preservation
>>>
>>>
>>
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>>
>> --
>> The sleep of Reason produces monsters.
>>
>> "Until next time..."
>> Captain Commando
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>> Henry Lowood, Ph.D.
>> Curator for History of Science & Technology Collections;
>> Film & Media Collections
>> HRG, Green Library, 557 Escondido Mall
>> Stanford University Libraries
>> Stanford CA 94305-6004
>> 650-723-4602; lowood at stanford.edu
>> <mailto:lowood at stanford.edu>; http://www.stanford.edu/~lowood
>> <http://www.stanford.edu/%7Elowood>
>>
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>>
>> --
>> The sleep of Reason produces monsters.
>>
>> "Until next time..."
>> Captain Commando
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