Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Tuesday, June 11, 2024

Video Game Preservation

Source
I have written fairly often about the problems of preserving video games, most recently last year in in Video Game History. It was based upon Phil Salvador's Survey of the Video Game Reissue Market in the United States. Salvador's main focus was on classic console games but he noted a specific problem with more recent releases:
The largest major platform shutdown in recent memory is the closure of the digital stores for the Nintendo 3DS and Wii U platforms. Nintendo shut down the 3DS and Wii U eShops on March 27, 2023, resulting in the removal of 2,413 digital titles. Although many of these are likely available on other platforms, Video Games Chronicle estimates that over 1,000 of those games were exclusive to those platforms’ digital stores and are no longer available in any form, including first-party Nintendo titles like Dr. Luigi, Dillon’s Rolling Western, Mario & Donkey Kong: Minis on the Move, and Pokémon Rumble U. The closures also affected around 500 historical games reissued by Nintendo through their Virtual Console storefronts, over 300 of which are believed not available on any other platform or service.
Below the fold I discuss recent developments in this area.

Thursday, August 3, 2023

Video Game History

Arguably, video games have become the most important entertainment medium. 2022 US video game revenue topped $85B, compared with global movie industry revenue of $76.7B. Game history is thus an essential resource for scholars of culture, but the industry's copyright paranoia means they have little access to it.

Salvador Table 1
In 87% Missing: the Disappearance of Classic Video Games Kelsey Lewin of the Video Game History Foundation describes their recent study in cooperation with the Software Preservation Network, published by Phil Salvador as Survey of the Video Game Reissue Market in the United States. The report's abstract doesn't mince words:
Only 13 percent of classic video games published in the United States are currently in release (n = 1500, ±2.5%, 95% CI). These low numbers are consistent across platform ecosystems and time periods. Troublingly, the reissue rate drops below 3 percent for games released prior to 1985—the foundational era of video games—indicating that the interests of the marketplace may not align with the needs of video game researchers. Our experiences gathering data for this study suggest that these problems will intensify over time due to a low diversity of reissue sources and the long-term volatility of digital game storefronts.
Below the fold I discuss some of the details.

Tuesday, December 15, 2015

Talk on Emulation at CNI

When Cliff Lynch found out that I was writing a report for the Mellon Foundation, the Sloan Foundation and IMLS entitled Emulation & Virtualization as Preservation Strategies he asked me to give a talk about it at the Fall CNI meeting, and to debug the talk beforehand by giving it at UC Berkeley iSchool's "Information Access Seminars". The abstract was:
20 years ago, Jeff Rothenberg's seminal Ensuring the Longevity of Digital Documents compared migration and emulation as strategies for digital preservation, strongly favoring emulation. Emulation was already a long-established technology; as Rothenberg wrote Apple was using it as the basis for their transition from the Motorola 68K to the PowerPC. Despite this, the strategy of almost all digital preservation systems since has been migration. Why was this?

Preservation systems using emulation have recently been deployed for public use by the Internet Archive and the Rhizome Project, and for restricted use by the Olive Archive at Carnegie-Mellon and others. What are the advantages and limitations of current emulation technology, and what are the barriers to more general adoption?
Below the fold, the text of the talk with links to the sources. The demos in the talk were crippled by the saturated hotel network; please click on the linked images below for Smarty, oldweb.today and VisiCalc to experience them for yourself. The Olive demo of TurboTax is not publicly available, but it is greatly to Olive's credit that it worked well even on a heavily-loaded network.

Friday, June 5, 2015

Archiving games

This is just a quick note to flag two good recent posts on important but extremely difficult problem of archiving computer games.  Gita Jackson at Boing-Boing in The vast, unplayable history of video games describes the importance to scholars of archiving games. Kyle Orland at Ars Technica in The quest to save today’s gaming history from being lost forever covers the technical reasons why it is so difficult in considerable detail, including quotes from many of the key players in the space.

My colleagues at the Stanford Libraries are actively working to archive games. Back in 2013, on the Library of Congress' The Signal digital preservation blog Trevor Owens interviewed Stanford's Henry Lowood, who curates our games collection.