[game_preservation] DOOM manifest for PVW project
Devin Monnens
dmonnens at gmail.com
Thu Sep 17 23:23:32 EDT 2009
Henry,
Do you have a list of all (?) versions of the DOOM game that were released?
This would include ports too I suppose. Actually, I'm kind of surprised
there isn't an article on DOOM in HG101 - that sounds like a perfect series
to cover.
Also, I hope you're going to publish a paper on this as a case study for
game preservation! Remember, I'll be hosting a panel on it in Albuquerque in
February. If we get enough people, it's possible we could do two sections.
-Devin
On Thu, Sep 17, 2009 at 2:01 PM, Andrew Armstrong <andrew at aarmstrong.org>wrote:
> Cool answers ^_^
>
> The robots.txt restrictions are a shame :( I wonder what the tool can do to
> maybe just simply bypass that (I tried the archive's crawler before, I think
> it has the option to bypass it - but I never tried it much due to the way it
> worked in the end) - recording something that is available and does download
> (after all, you don't get that kind of thing from something like putting a
> book in a repository/library, heh), but perhaps the key would be to not
> putting it online visibly ie; only on the Stanford servers in this case, but
> accessible to researchers if needed. You're right it is pretty arbitary when
> such robots.txt files are applied though (game fan sites? huh? :/ ).
> Ethically, I don't see a problem keeping offline or generally inaccessible
> online copies of a page or site content if it was publicly accessible in the
> first place, but I don't know about legal issues perhaps. I presume archives
> haven't been sued over keeping offline/dark copies or screenshots of
> downloaded web pages before.
>
> For the dates of things, I just was curious. I guess if it's not mandatory
> for the bag system to have any of this in the first place, then I guess
> there's little point :) I think the Archive-It tool adds some as comments on
> the page source anyway. It's mainly a good thing for dynamic pages - wiki's
> (notorious Wikipedia deleting content arbitrarily for instance) new feeds,
> etc. where no date might be visible, and digital copies of items like the
> games themselves - but you have dates there :)
>
> The copyright was just a legal thing yeah. I guess one option is always to
> scan/photograph the manuals, box art or whatever else will go in a
> repository but sometimes, for that, you need to have the original item or
> permission from someone who owns it, and some items are a lot rarer then
> others (especially if you go for multiple languages). If you get permission
> from the owner of the IP, no problemo I guess! They probably have access to
> digital copies of such material even if there were not ones available
> online. :)
>
> Thanks for explaining a little about the manifest system too. I presume the
> Bag-It system is entirely digital based, and that it is going to be
> digitally archived specially. It'd be great to hear more when you've
> finished it :)
>
> Andrew
>
> Henry Lowood wrote:
>
> Andrew,
>
> 1. On the books. There are plenty of books on DOOM level editing and
> programming. Trust me -- I still have a nice vertical pile of them on the
> floor of my office at home. I won't say how high ...
>
> 2. On the web links. We do have local copies for the sites we crawled as
> part of our site. If you look closely and know how Archive-It builds its
> links, you can tell which are normal crawls and which are ours. I would
> say it's about 50-50.
>
> 3. Also on the links, the reason for the live links is robots.txt blocks on
> crawls. Classic Doom, for example. I have no idea why. Some day when I
> have time, I will write to them and ask them to open it up. Yes, whenever
> possible, I would point to an Archive-It or Wayback Machine crawled version.
>
> 4. Dates in the manifest. Actually, the manifest is not even required for
> the Bag (we are using Bag-It for the file transfers). Our guru in all
> things metadata/schemes is Jerome McDonough, who is on the list, and he puts
> a ton of effort into mapping relationships and all that. My perspective as
> a curator here in the archivist role is that some sort of human-readable
> manifest belonged in the bag, so I just put it there. It is not typical to
> do so, as far as I know. I thought about dates, but this leads to another
> issue, which is that these documents as standing alone here are really out
> of context. So, my feeling is that if there is a date on the document, that
> should suffice. A propos, keep in mind that the documents here that are
> not actually DOOM are included as "context" for DOOM. Again, it's not a
> research project or even a collection, really. After the bags are delivered
> to the digital repository, we have the option of presenting the material in
> a different way.
>
> 5. In the last question, did you mean a problem as in a legal problem? We
> asked id for permission to do this, and we got it.
>
> 6. Thanks for catching the error.
>
> Henry
>
>
>
> Andrew Armstrong wrote:
>
> Yeah, I was joking about the wiki, it's your document, hehe - you said you
> have a wiki ;) perfect application unless you've got a good relational
> database for processing entries like that :)
>
> I've got no documents myself on doom level editing - I dabbled a little in
> it but that was, wow, years ago now, sorry. I'll leave it to someone else to
> know of a good one, I am sure someone else on this list would have a clue. I
> wonder if any of the DOOM books are related to level editing directly. There
> I know there is a few on just DOOM itself - I still need to read Masters of
> Doom, going to borrow it off a friend sometime (who ranted it was a great
> book himself, popular one that :) hehe).
>
> A few things if you want more comments - for the web links, perhaps there
> should be secondary links to Archive-It copies of the resources linked to
> directly (unless the implication is you have local copies downloaded of
> them) - most of them are Archive-It or Wayback but a few are just direct
> links at least (classic doom links, some mobygames, planetdoom...). It seems
> more a mistake not having them - thus I guess it's a standard practice to
> get an Archive-It copy to add it to a manifest?
>
> Another thing is dates. Is it worth in a manifest listing the dates items
> were either created or posted, or when they were looked at on the internet?
> Most do have wayback implicit dates mind you, and in a list that might not
> be appropriate I guess :)
>
> Finally - I just wondered, probably slightly related, but I guess there is
> no cause for concern having items like the DOOM manual basically in a
> manifest - ie; I presume a user-scanned copy of it (or maybe off the CD
> versions?). For other games, links to unofficial translations for ROM files,
> or emulation programs necessary to run something, etc. always might need to
> be added, no problems there I hope - I've no idea what the range of things
> the manifest should have in it is of course, or what reasons there might be
> to not add anything (apart from the obvious "you can't fit everything in,
> and not everything is of the same importance").
>
> I also did thoroughly re-read it just now - you've got an error for
> "MobyGames entry for Ultimate DOOM" copies the link from the above entry.
>
> Andrew
>
> Henry Lowood wrote:
>
> Andrew,
>
> I think you were kidding, but just in case: Please don't put it on the
> wiki. It's a draft for comments. When all is said and done, we'll have
> all the documentation up on our project wiki, at which point it will be
> available for all sorts of pointing and clicking.
>
> On maps/levels in the manifest (at that time, the terms were in flux).
> Since this version, the one document I have added is Forsman & Kremeier's
> classic piece on BSP and DOOM rendering, plus there is the Q&A on editing.
> But you're right, a tutorial on map/level design would be nice. If anyone
> wants to suggest a good document on that topic, I'll consider including it.
>
> Another point is that there is a fair-sized library of printed books on
> that subject, which we can hope will still be available 100 years from now.
>
> Henry
>
> Andrew Armstrong wrote:
>
> Thanks for the advice, I did open it in Open Office but sometimes, well,
> things do get mangled (whatever Microsoft format it is, mind you). It's
> pretty basic text though, hooray :D I'm tempted to put it on the wiki :)
>
> I liked reading the manifest. Covers all the areas I can think of except I
> guess technical documentation and tutorials for how to build levels for the
> game are kind of missing (so both technical documentation on the game, and
> how to build things for the game). Not needed for getting to know the game
> though.
>
> A very good example, certainly since it contains everything that would be
> needed to literally install and play the game, with some good important
> background pieces too.
>
> Andrew
>
> Devin Monnens wrote:
>
> The latest Open Office seems to have .docx support. But I still refuse to
> save anything in that format. This format shift has caused nothing but
> troubles. I don't even see how it is supposedly 'better' than the old
> version. I have enough trouble trying to teach students how to use the new
> Office without having to describe to them how to 'save as' a document (yes,
> this is rocket science to them).
> -Devin
>
> On Wed, Sep 16, 2009 at 4:09 PM, Alan Au <aau at alum.mit.edu> wrote:
>
>>
>> Microsoft released a compatibility tool a while back:
>>
>>
>> http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en
>>
>> - Alan
>>
>> ________________________________
>> > Date: Wed, 16 Sep 2009 18:59:40 +0100
>> > From: andrew at aarmstrong.org
>> > To: game_preservation at igda.org
>> > Subject: Re: [game_preservation] DOOM manifest for PVW project
>> >
>> > I finally got some time to check this out, apart from it's DOCX, and
>> > darn shucks if I don't own that particular bit of software. Can anyone
>> > whip up a ODT or DOC version? :) I am interested in reading it.
>> >
>> > (Proprietary formats for documentation of preservation practices, let's
>> > not even get into that argument/minefield, hehe).
>> >
>> > Andrew
>>
>>
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>
>
>
> --
> Devin Monnens
> www.deserthat.com
>
> The sleep of Reason produces monsters.
>
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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; http://www.stanford.edu/~lowood<http://www.stanford.edu/%7Elowood>
>
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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; http://www.stanford.edu/~lowood<http://www.stanford.edu/%7Elowood>
>
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--
Devin Monnens
www.deserthat.com
The sleep of Reason produces monsters.
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