[game_preservation] Ian Bogost on the 'thingness' of games
Andrew Armstrong
andrew at aarmstrong.org
Sun Sep 6 14:01:43 EDT 2009
I know the person who curated the museum - I can contact him about this
if you like. I wrote up a report (it's linked to from our preservation
blog) and yes, along with documenting the archives and projects,
documenting the exhibitions is something to do :) Might be a good start,
kind of have a "form" to fill in about it.
As for how he got the stuff - a lot of direct contact AFAIK, which is
pretty much how you'd do it anyway I'd hazard a guess. As you might
note, the exhibit didn't have much in the way of "big publisher" things
donated (sadly!), but a lot of temporary donations by developers.
Without any real permanent videogame exhibits in museums (or a videogame
museum as it were), there is little way for companies or developers to
go to the people running it to ask if they want to run a special exhibit
or whatever :)
Andrew
Devin Monnens wrote:
> Actually, while we're on the topic, I assume we've got a detailed
> report on Videogame Nation in Manchester? The exhibit is closing on
> the 14th of September. I just read an article on it in Retro Gamer,
> and was surprised to see that many objects in the exhibit had been
> donated by developers (including original artwork from Broken Sword
> donated by Charles Cecil of Revolution Studios). This was exactly the
> kind of thing we were talking about in the White Paper, and I wanted
> to know if anyone had done a case study on this to see how the
> developers were contacted for donations and what level of value these
> objects had to the developers themselves and the reasons why they
> decided to donate. This could be coupled with analysis of the Get Lamp
> project as well as the Wing Commander documentaiton project.
>
> Along the lines of what to preserve, maybe there's two parts - one
> being defining what all aspects of a game could be preserved or
> documented, and the other being which area does the archive want to
> focus on. You can't preserve everything because eventually you have to
> find a place to focus on. You can either do a poor job at trying to
> save lots of things or you can do a good job specializing in one area.
> That's my idea at least. Who knows with digital, but I can certainly
> see it from the research and analysis side of things (not all archives
> are going to have a detailed collection of curated text adventure game
> materials).
>
> On Sun, Sep 6, 2009 at 9:59 AM, Andrew Armstrong
> <andrew at aarmstrong.org <mailto:andrew at aarmstrong.org>> wrote:
>
> I mean to post up a report on the IGDA Preservation SIG wiki on
> our presentation at DiGRA actually. For those interested, I made
> lots of notes on the sessions I attended:
> http://aarmstrong.org/notes/digra-2009
>
> One of the things we discussed between ourselves was, to a point,
> exactly this: a multitude of "questions we dare not ask". I am
> sure all history and preservation people deal with this too (in
> fact I should try and get in contact with some of them to gather
> consensus from what they work on! Perhaps Tom Wooley knows more
> about this since he works in a multimedia museum). Dan Pinchbeck
> suggested a meeting between everyone for a day at one location so
> things like this could be discussed - he might try and get some
> money to cover people's travel, and it'd be awesome to lay out
> things like this with some discussion.
>
> As for the question "what to preserve" specifically? It's
> difficult, everyone thinks one thing is more important then
> another. There isn't unlimited space (although many places are on
> a "we'll accept anything of given quality we don't have some
> copies of already" but think in 10 years or so if that'll be true
> still). I personally don't know the answer, although sometimes you
> can have a historical record of something without the actual item
> - the record of things with photographs, scans and metadata might
> prove useful for space saving. Volunteer time is another big one
> too - even with the items, it is a choice between what to restore,
> present, research and archive depends on the time you have. Some
> guidelines would be good - beyond the simple "if it is rare/one
> off, it is usually worth preserving", since I'd hope this is
> mainly obvious (depending on the item).
>
> Tetris might be a nice one to do actually for the "multiplicity of
> objects" mainly because DiGRA had a presentation by a (I think
> non-games researcher) on basically "What is Tetris?":
>
> http://aarmstrong.org/notes/digra-2009/evolution-of-the-tetromino-stacking-game-an-historical-design-study-of-tertris
>
> It's interesting because it was an early game, it had direct and
> indirect influences, it has a strange story on the "IP" angle and
> other things too. I got permission to put his paper online so I'll
> get it on the IGDA site at least. Doom is a good choice too,
> certainly in some ways more "limited" - it influenced other
> things, but no real direct copycats and since it wasn't released
> as long ago there is, statistically, less there. The ET example in
> Ian's keynote again is another one - certainly "easier" to
> determine "what" it is, except that "what" changes constantly even
> for such a one off game.
>
> Also, Ian's keynote went basically *woosh* for most of it, being
> very hard to follow for me personally (them start and middle
> mainly was the problem - the last bit makes sense). It being down
> on a page is a lot easier to follow :)
>
> I'm also infused with energy to get the bibliography work to a
> point I can get a prototype up and running, since the researchers
> themselves admitted they find it hard to find research material -
> usually, it appears by most accounts, it is "find a similar paper,
> and look at the references, then look at those references", and so
> forth. Not that the project is just for research papers of course,
> but as a mass of content in themselves, they're mainly top of the
> pile.
>
> Andrew
>
> Devin Monnens wrote:
>> Ian Bogost recently gave a keynote in DiGRA on videogames and
>> ontology. In it, he argues that videogames may be defined as a
>> multitude of things, from code to plastics to experiences to
>> cultural phenomena.
>>
>> http://www.bogost.com/writing/videogames_are_a_mess.shtml
>>
>> I believe this brings up an interesting question that we've
>> encountered a few times in our discussions: what is it that we
>> are preserving?
>>
>> Is this question made any easier to answer once we consider
>> videogames as a multiplicity of objects? Obviously, not all of
>> these elements are preservable. Maybe we don't want to preserve
>> some of these elements anyway. Or maybe this gives us many things
>> we would like to preserve but are unable to preserve them all.
>>
>> Can we apply this to a case study, such as the preservation of
>> Doom, by breaking Doom into a multiplicity of objects?
>>
>> --
>> Devin Monnens
>> www.deserthat.com <http://www.deserthat.com>
>>
>> The sleep of Reason produces monsters.
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>
> --
> Devin Monnens
> www.deserthat.com <http://www.deserthat.com>
>
> The sleep of Reason produces monsters.
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