[game_preservation] Game Database question
    Billy Cain 
    billyjoecain at gmail.com
       
    Sun Mar 14 22:39:46 EDT 2010
    
    
  
One more thought occurred to me: games released in Germany can't (or
at least couldn't) have red blood in them.
Is that a variant people would be interested in?
Re: collections of games - EA used to do multiple game titles in one
box. Sometimes with one copy of each game on a single disc and
sometimes in other ways. There are many variations on this. For
example, other countries have region encoding, multi-languages,
packaging variations, in-box prizes that differ from the originals,
etc.
The variations seem endless to me, and I have been a collector of a
lot of odd stuff for a long time.
I have donated a lot of my Origin stuff to Joe Garrity of the Origin
Museum, my Wing Commander stuff to the Wing Comander CIC, and I am
preparing to donate a large video game collection to the University of
Texas' Video Game Archive. I believe in what you ALL are doing - it's
vital.
Keep up the great work, all of you! I'll go back to lurking again
until I believe I have something worth saying. :)
Billy
On 3/14/10, Henry Lowood <lowood at stanford.edu> wrote:
> All,
>
> Lots of interesting points here.   I'm going to just make some quick
> comments and notes:
>
> 1. The issue of standards did come up at the Roundtable as a desired
> area to work on as a group.   It's not really possible to go into depth
> at the Roundtable, but now that the issue is on the table, we can think
> about how to organize our efforts.
>
> 2. In formulating standards, libraries should be involved, and indeed
> the Preserving Virtual Worlds devoted some time to discussion of this
> topic at our recent close-out meeting.  If a second phase is funded, we
> will devote some attention to this issue.  We also talked about
> available databases and how to involve them, e.g. Mobygames.  Jim, would
> you or someone else in the Mobygames group be interested in becoming
> part of the conversation in our project group?  Jan, how about you?
> Anybody else working in this area that we should include?
>
> 3. Much of the discussion here about versions might benefit from a peak
> at what book cataloging.  Not so much the standard AACR2 rules, but
> analytical bibliography.  I'm thinking of Philip Gaskell's /New
> Introduction to Bibliography /as a good example of how deep descriptive
> bibliography works.  Note that many of the issues around variants,
> pirated editions, etc., also come up in the rare book world.
>
> 4. I haven't read all the posts, so forgive me if I am making a dopey
> comment here: In the discussion about "versions" so far, I missed a
> treatment of what are most commonly called versions, that is, patches.
> This is a growing issue, esp. with respect to on-line games that are
> frequently patched.   It used to be mostly a PC games issue, but not
> anymore.
>
> Those are just my quick thoughts for now.   My main point is that if
> there is sufficient interest in a focused effort here, let's get a
> working group together and team up with Preserving Virtual Worlds
> folks.   I'm happy to be a go-between, esp. since I have a foot in both
> worlds.
>
> Henry
>
> Devin Monnens wrote:
>> Let me begin by emphasizing something that I think should have been
>> emphasized at the roundtable more: we need to work on standards that
>> all libraries and archives can agree on.
>>
>> For cataloging, I would go back to 'what is the minimum amount of data
>> required to indicate how the game is identified'? Beyond this, we
>> would want to know 'what does it take to run this game as intended?'
>>
>> Jim makes a couple good points here as well.
>>
>> First, how different do two copies of a game have to be for them to be
>> considered different games? Golden Axe on HG101 is a good example of a
>> comparison. I don't know where I'd even begin here.
>>
>> http://hg101.kontek.net/goldenaxe/goldenaxe.htm
>>
>> An easier example. In the NES and Famicom versions of Castlevania 3,
>> you have graphical changes like the vampire frogs (!) replaced with
>> hunchbacks. The game functions identically despite this graphical
>> change, but it could be argued there is a different interpretation if
>> there are hunchbacks. However, the handshake switch does change some
>> meaning in the game (Trevor is righty or lefty/he is shaking Sypha's
>> hand or holding it delicately). On a more dramatic level, the music is
>> superior in the Famicom version, so this is a something notable that
>> could affect a player's perception (better music makes players think
>> the game is better). However, there is also a rule change where the
>> damage taken is different - in the US version, damage is based on game
>> level while in the Famicom, it is based on what kind of enemy hits you
>> (which makes later stages easier). I'm not sure I would consider these
>> big enough differences though to warrant calling it a different game,
>> more like different version numbers. With the Golden Axe examples, I
>> think there's greater leeway in calling a port a different game. There
>> simply isn't an analogue to this in film or novels because the content
>> doesn't really change if it's on vhs or dvd or in times new roman
>> versus arial.
>>
>> http://www.castlevaniadungeon.net/Games/cv3foreign.html
>>
>> The second I think is this dismissal of piracy categories, and here I
>> think there needs some clarification. Game lists such as 'Goodtools'
>> can be very useful in documenting changes between two games. However,
>> these are not currently tied to metadata so we don't know exactly what
>> changes were made or where each version came from (usually). I
>> wouldn't completely dismiss this resource as a byte-to-byte comparison
>> of the games can indicate if there is a difference in two games for
>> the same platform.
>>
>>
>> On Sun, Mar 14, 2010 at 4:21 PM, Jim Leonard <trixter at oldskool.org
>> <mailto:trixter at oldskool.org>> wrote:
>>
>>     On 3/14/2010 3:55 PM, Jan Baart wrote:
>>
>>         Mobygames basically ignores the concept of
>>         game versions and just throws it all into one kettle.
>>
>>
>>     Considering I designed MobyGames to do exactly the opposite, I'm
>>     curious what you mean.  The main screens certainly try to
>>     summarize all platforms so that comparisons can be made at a
>>     glance, but the specific information is under the hood and is
>>     accessible.  Are you talking about different platforms for the
>>     same game?  (For example, Jones in the Fast Lane has a DOS version
>>     as well as a Windows 3.x version, and each are listed as a
>>     platform)  Or do you mean different releases of the same game?  If
>>     the latter, then different revisions of a game can be noted along
>>     with their version, date, and comments (see
>>
>> http://www.mobygames.com/game/dos/kings-quest-v-absence-makes-the-heart-go-yonder/release-info
>>     for an example)
>>
>>     As for your differentiation between EGA vs. VGA as a "release",
>>     both were included in the packaging (see
>>
>> http://www.mobygames.com/game/dos/kings-quest-v-absence-makes-the-heart-go-yonder/cover-art/gameCoverId,43069/
>>     ) so I'm not sure why those should be categorized as different
>>     releases.
>>
>>     One of the problems I saw in the late 1990s was that game listings
>>     were dominated more by pirate group releases and not actual proper
>>     publisher releases.  As less and less people have access to the
>>     original as years go by, this only gets worse.  Both of your
>>     examples point to a pirate-centric view.  I'm not calling you a
>>     pirate, btw -- *I* was certainly a raging pirate in the 1980s, I
>>     ran the first abandonware site sent a cease and desist letter by
>>     the (then) IDSA, and I still crack and release stuff I can get my
>>     hands on today that doesn't seem to have made it into the wild.
>>      But despite my love of reverse-engineering and my desire to
>>     preserve history, categorizing games based on what pirate groups
>>     distributed doesn't seem very sound.
>>
>>
>>         What I'm basically wondering is this. Do you guys think of
>>         these as
>>         different games or just versions of games? After all, as food for
>>         thought, these often differ more than ports from one system to
>>         another
>>         and such ports always get separate entries in game databases.
>>
>>
>>     I'll illustrate my beliefs with the most difficult example I can
>>     think of:  Jones in the Fast Lane.  That game had two package
>>     releases:
>>
>>            - DOS, floppy, 3.5" and 5.25", EGA and VGA
>>            - CDROM talkie edition with Windows 3.1 and DOS binaries
>>
>>     I would call these two different platforms, with two "versions"
>>     per platform.  That's not 100% accurate since the DOS and Windows
>>     CDROM edition are in the same package, but it's close enough for
>>     the purposes of our discussion.
>>
>>     A different example is comparing Heart of China to King's Quest V.
>>     Heart of China was published in two separate packages, one EGA/CGA
>>     and another VGA.  KQV was a single package with both sets of
>>     disks.  So I would say that Heart of China is two different
>>     (publisher) releases, while KQV is one release despite having two
>>     sets of disks in it.
>>
>>     The bigger problem you pose is:  How different does a game have to
>>     get on different platforms before it's not the same game?  When we
>>     built MobyGames' platform support, we made sure to make things
>>     easily comparable, because I find it historically fascinating to
>>     see how a game was re-implemented on various platforms.  Take
>>     Elite as an example, and poke through
>>     http://www.mobygames.com/game/elite/screenshots for some
>>     interesting comparisons.  It's interesting to see how it was
>>     altered for the limitations of the platform it was destined for
>>     (apple II has wireframe only, etc.) but it's obvious it's the same
>>     game.
>>
>>     Now, take "Tomb Raider" for the Gameboy:
>>
>> http://www.mobygames.com/game/gameboy-color/tomb-raider_/screenshots/gameShotId,256516/
>>      Despite the common name and character art, it is clearly not a
>>     port of the original; it is more inspired by it.  So it shouldn't
>>     be included with the main, consolidated entry, and it isn't.
>>
>>     The Elite example illustrates why MobyGames needs more volunteers
>>     -- the original Elite was for the BBC Micro which, despite the
>>     many platforms that *are* listed, isn't yet a supported platform
>>     in MobyGames.
>>     --
>>     Jim Leonard (trixter at oldskool.org <mailto:trixter at oldskool.org>)
>>              http://www.oldskool.org/
>>     Help our electronic games project:           http://www.mobygames.com/
>>     Or check out some trippy MindCandy at     http://www.mindcandydvd.com/
>>     A child borne of the home computer wars:
>>     http://trixter.wordpress.com/
>>
>>     _______________________________________________
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>>     game_preservation at igda.org <mailto:game_preservation at igda.org>
>>     http://six.pairlist.net/mailman/listinfo/game_preservation
>>
>>
>>
>>
>> --
>> Devin Monnens
>> www.deserthat.com <http://www.deserthat.com>
>>
>> The sleep of Reason produces monsters.
>> ------------------------------------------------------------------------
>>
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>>
>
> --
> Henry Lowood
> Curator for History of Science & Technology Collections;
>      Film & Media Collections
> HRG, Green Library
> 557 Escondido Mall, Stanford University Libraries
> Stanford CA 94305-6004 USA
> http://www.stanford.edu/~lowood
> lowood at stanford.edu; 650-723-4602
>
>
-- 
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Billy Cain
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