[game_preservation] Game Database question
    Sean Gugler 
    gugler-sean at cs.yale.edu
       
    Mon Mar 15 09:32:50 EDT 2010
    
    
  
What do you all think of using the term "edition" rather than
"version"?  Like Henry, I associate "version" with numeric updates and
patches, though perhaps "revision" is an even better term for those.  I
would propose that the key distinction is that a "revision" is intended
as a replacement, whereas an "edition" is an alteration intended to
reach an additional audience.
Cheers,
          - Sean
On 3/14/2010 6:30 PM, Henry Lowood:
> 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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>>
>>
>>
>>
>> -- 
>> 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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