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  • GDC08: Preserving Games, day 2

    by 
    JC Fletcher
    JC Fletcher
    02.22.2008

    Today's session of the Preserving Games panel dealt mostly with the issue of preserving not-games. More specifically, game-related material in the possession of developers -- design documents, contracts, notes, emails, and any minutiae that they may not even realize is worth keeping. This also went along with yesterday's talk of gathering oral histories. Warren Spector led the discussion for the most part, bringing up his work for a game design class at the University of Texas, during which time he brought in developers to tell their stories. His contention, and one that was shared by most of the group, is that the playable games themselves are trivial to preserve compared to the rarer materials, which also provide a historical record of the development process. Developers from Midway Games, Maxis, Obsidian, and Vicarious Visions mentioned their collections and their efforts to keep both a stock of games and of their own design materials. Former Maxis programmer Don Hopkins talked about the recent open-source release of Sim City and challenged other developers to do the same as a way of preserving the code. The group decided that a white paper should be produced, to describe to developers and publishers the reasoning behind collecting and preserving the game-design resources.The IGDA Game Preservation SIG isn't just for Warren Spector! It's for anyone with an interest in maintaining the history of video games. Do you want to help with the white paper, or the wiki? Check out the wiki or contact the SIG via email. And have a look at the University of Texas Center for American History's Video Game Archive to see game preservation in action.

  • GDC08: Preserving Games panel

    by 
    JC Fletcher
    JC Fletcher
    02.20.2008

    The first day of the Preserving Games: Saving the Past and Present Now panel was focused on identifying problems in game preservation. First, panel leader Henry Lowood outlined some of the existing work from the IGDA Game Preservation SIG, including the Digital Game Canon, whose first year included Joystiq's own Chris Grant on the panel, and a new project on the SIG's wiki devoted to memorials of game developers who have passed. About this, Lowood said "The game industry needs to recognize the past more."Lowood suggested some future possibilities for gathering not only game code, but metadata as well, for permanent preservation, driving home the idea that we should at least intend for things to be available in 100 years. He suggested finding a way to capture data from existing game-data aggregators like Mobygames to associate with a library record. Issues that were discussed in this panel, to be continued at tomorrow's part 2, included bringing information professionals and knowledgeable gamers, collectors, and developers together. Lowood likened gamers to destroyers -- fast, small ships -- and the colleges getting involved with the Library of Congress-funded Virtual Worlds Project (the overarching initiative to preserve games) to battleships who happen to know more about "industrial-strength preservation."The attendees, a group consisting of developers, writers, academics, and collectors, discussed the issue of what constitutes a library, and what constitutes a "preserved" game. Is emulation preservation? Is the experience captured? Is it in a library's purview to attempt to capture an experience? Issues like these are what make the game preservation project difficult, and warrant further discussion.