[game_preservation] White Paper: Case Study Research!

Andrew Armstrong andrew at aarmstrong.org
Fri Nov 28 08:55:34 EST 2008


Wow, quite a list, although I'm not sure how many total Amiga games
exist that's a fair few which are MIA.

Andrew

István Fábián wrote:

> For the Amiga platform:

> http://hol.abime.net/hol_search.php?N_rarity=5

>

> Cheers,

> Istvan

>

> ----- Original Message -----

> *From:* Andrew Armstrong <mailto:andrew at aarmstrong.org>

> *To:* IGDA Game Preservation SIG <mailto:game_preservation at igda.org>

> *Sent:* Friday, November 28, 2008 1:26 PM

> *Subject:* Re: [game_preservation] White Paper: Case Study Research!

>

> Neat thoughts, there's a lot of areas for this section to go

> actually and one is the entire loss of games, especially

> unreleased ones. I bet a lot of developers must take in their

> stride cancellations - there's a high percent which are cancelled

> at various stages, the worst being close to going gold. Anyone

> know any more examples of them?

>

> Hmm, I'm thinking it might be better to make a fictional account

> up for the case study. I'm not sure what'll work best myself, but

> lost games are certainly one major thing.

>

> Andrew

>

> Stuart Feldhamer wrote:

>>

>> To me the greatest loss is when a game itself becomes lost. There

>> have been several cases in the past where a title was thought not

>> to exist or not to have been released despite the presence of ads

>> for the title, until a copy was eventually found. I believe the

>> infamous Ultima: Escape from Mt. Drash fits into that category.

>> Well what if the game had never been found and verified? Only a

>> few copies are known to exist. What if there are titles that we

>> think don't exist but really do and have been lost?

>>

>> Even if we are 99.9% sure that a game hasn't been officially

>> released, does that mean it shouldn't be preserved? There are

>> some games that although they were never released (to the best of

>> our collective knowledge), may have been complete or very close

>> to complete and were just killed at the end for financial

>> reasons. One example that came up in discussion not that long ago

>> was Ultima 8: The Lost Vale expansion, for which a box prototype

>> turned up. The code may turn up at some point - it may even be

>> among the mass of materials that the Wing Commander fans got from

>> EA from the old Origin collection. But EA didn't really care too

>> much about preserving that stuff, and so for now, the code is

>> lost. Another game that was killed close to the finish line and

>> which I personally mourned was Star Trek: The Secret of Vulcan

>> Fury. DeForest Kelley (Dr. McCoy) even recorded voice acting for

>> that one before he died and it presumably has been thrown in the

>> garbage.

>>

>> I'm not sure how this group feels about unreleased games, but I

>> would think that developers in particular would want to preserve

>> them. I was reading something on Gamasutra the other day where a

>> developer was saying that he's been in the industry for 10 years

>> (or something like that) and only had 2 released titles, because

>> the other 3 were cancelled after the team had put in a lot of

>> work. Should that work be preserved, if it was at the point where

>> the game was playable and viable? Does the decision of a

>> marketing exec ultimately define whether or not we want to

>> preserve a title? I realize there are intellectual property laws

>> in play here, but ultimately we have these "guerilla

>> preservationists" who will do what is needed despite the law,

>> such as finding an old Atari 2600 game prototype on cartridge and

>> then dumping it onto the net so it can be preserved.

>>

>> Anyway, it's late and I think I rambled a bit, but I hope I got

>> some coherent thought across. Happy Thanksgiving. : )

>>

>> Stuart

>>

>> *From:* game_preservation-bounces at igda.org

>> [mailto:game_preservation-bounces at igda.org] *On Behalf Of *Andrew

>> Armstrong

>> *Sent:* Friday, November 21, 2008 7:48 PM

>> *To:* IGDA Game Preservation SIG

>> *Subject:* [game_preservation] White Paper: Case Study Research!

>>

>> Hey all you people with knowledge about videogame history.

>> There's one part of the white paper we could do with major SIG

>> work on as a whole - we've decided the majority of the paper

>> content, which you can check out here (comment on it if you like):

>>

>> http://www.igda.org/wiki/Game_Preservation_SIG/White_Paper/Before_It%27s_Too_Late:_A_Digital_Game_Preservation_White_Paper

>>

>> The main part that we need information on is the Case Study:

>> "What If We Do Nothing?"

>>

>> This requires either a savvy fictional account of the future

>> where we don't preserve much of anything, or some good examples

>> of what we have already lost (a nice twist, we reveal this has

>> already happened.../dun dun dun!/).

>>

>> There are a few examples brought up

>> <http://www.igda.org/wiki/Game_Preservation_SIG/White_paper_brainstorm/Compelling_Examples#Examples_of_Historical_Works_lost_in_Videogames>

>> before, but nothing much detailed for a real-life example. This

>> means we might have to come up with a fictional account anyway,

>> or a hybrid.

>>

>> So: ideas welcome! What's the worst story you can think of, or

>> the worst actual thing that's been lost so far!

>>

>> It's aimed at developers remember - not

>> historians/preservationists/archivists themselves (we already

>> know how important it all is) - so a relevant example for

>> developers (crediting of their works? people unable to play their

>> games soon in the future? simply them dropping off the face of

>> the earth in historical terms?) would be great.

>>

>> Thanks if anyone can help on this!

>>

>> Andrew

>>

>> PS: we still want logo ideas from an earlier thread, surely

>> someone must have some good ideas for them too ;) there's enough

>> of you listening to these emails I hope!

>>

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