Saved Games: Preserving the New TV

The Digital Preservation Project's effort to archive videogames
4/8/2009 6:10 PM | 4 Comments | Page 3 of 4

Troy S. Goodfellow
Troy S. Goodfellow
Status: will write for food.
Context will be preserved largely through descriptions of the game and the environment in which it appeared. Donohue cites "contemporary reviews, articles, playthroughs [and] speedruns" as examples. The rapidly expanding academic and retail literature on gaming, Kirschenbaum notes, helps situate what they research. "What we are doing is not happening in a vacuum. It's not necessarily the case that we need to explain what Second Life is from the ground up. This is a two-year exploratory project, after all."

The art and hassle of archiving

The Preservation Project has run into a number of problems unrelated to technology or finding material to save. Donohue points to its experiences with Mindwheel, an adventure game that was co-written by Poet Laureate Robert Pinsky, as a sign of how murky the intellectual property rights could be.

"Synapse Software has changed hands so many times that it is relatively unclear who precisely owns Mindwheel at this point. It was bought by one company that sold some of its assets to another company who sold some of those assets. Most of the people we've gotten in touch with only say that they don't support the product anymore, so we have to go by the active license -- [it's] really a form letter."

UIUC's Jeremy McDonough does not see the IP rights as a serious long-term problem, however. "Libraries have managed to preserve works without running afoul of intellectual property law in the analog realm for some time. Second Life does present a slightly more complicated case than many, in that users retain IP rights over their creations (rather than it all ending up the property of Linden Lab). That means that archiving any significant chunk of Second Life means a large number of individual negotiations for permission to copy. We're currently working on software to help speed the process of identifying rights holders within a particular island of Second Life and engaging in discussions to enable preservation. So, games can be complicated in terms of their IP, but actually not much more so than films and television."

Saved Games: Preserving the New TV
The only game from a poet laureate and one of Maryland's core preservation efforts.
For McDonough, the big impediment to preservation is Congress's 1998 Digital Millennium Copyright Act, which limits who can copy a work, and how. Libraries and archives must apply for exemptions from the DMCA.

"If we can't copy a digital work legally, there's no way we can preserve it; all media die eventually," McDonough notes. "While the DMCA provides for exemptions, forcing the library world to continually reapply for exemptions -- to engage in what should be routine preservation activity -- places a significant burden on libraries to no particularly good end.

"Technological protection measures [e.g., DRM], combined with the DMCA's prohibitions against circumventing such measures -- even to engage in preservation copying -- are a particularly problematic combination when trying to preserve computer games. As a result, it's actually proving easier for us to contemplate preserving games from computing's early history (Spacewar! and Adventure) than some of the more recent games."

Maryland's Doug Reside takes a more pragmatic approach to the problem. "As of yet, there aren't any standards for digital preservation the way there are for paper preservation -- even beyond games, for archiving things like email or Word documents. Add to that the complexity of preserving something interactive and graphical. With DRM." Because the problems with the "boring records" on the Internet haven't been settled yet, the archiving community hasn't even come up with a general approach to how game or virtual world preservations should be done. There are only a few "best practices" in place that everyone can agree on.

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Comments

  • GusMastrapa
    GusMastrapa

    4/14/2009 4:37:41 PM

    @RyanKuo:

    Flood and fire threatened ancient libraries, now one decent magnetic storm could erase so much more.

    Reply »
  • RyanKuo

    4/14/2009 4:22:48 PM

    I disagree that "a great percentage of humanity's cultural achievements will soon be saved for future generations." This might work for data - digital images, films, games - but as for most of humanity's cultural achievements, we'll still need the physical museums and archives to be standing. Forever.

    And, even for data, that's ephemeral stuff. I have horrific anxiety about losing data, but I have to admit that data preservation is ultimately kind of wishful thinking. It seems as difficult, if not worse, than keeping old parchment from becoming yellow and brittle.

    Reply »
  • CG-Prophet

    4/14/2009 4:11:58 PM

    Excellent, thanks for sharing the link.

    In a way this article is sad because there will still be many games that have potential to be lost forever. PC gamers need to get together and start a preservation project now, before many of the great games out there dissapear forever.

    Reply »
  • jkramersmyth
    jkramersmyth

    4/14/2009 2:07:44 PM

    Learn a bit more about one of the first MUDs (TinyMUD) that is no longer online but is still brought back to life once a year to celebrate the MUD's original birthday:

    http://www.spellboundblog.com/2007/08/17/preserving-virtual-worlds-tinymud-to-secondlife/

    Reply »

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The Games That Time Forgot

The Games That Time Forgot


The games we're pulling together in this feature won't appear on any of those best-of lists and get confused looks when you mention them in conversation. Just because time has forgotten these titles, though, doesn't mean you should forget them, too.

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