<![CDATA[Kotaku: archives]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: archives]]> http://kotaku.com/tag/archives http://kotaku.com/tag/archives <![CDATA[On the LOC Preserving Virtual Worlds Project]]> I've mentioned my love for the delightful How They Got Game, which catalogues some of the neat holdings of the Stanford Stephen M. Cabrinety Collection (among other things); now, they're getting some love from the Stanford alumni magazine, which highlights the Library of Congress 'Preserving Virtual Worlds' project (including, naturally, the Stanford initiative). Curator Henry Lowood discusses what Stanford is doing, and how, while Beth Dulabahn of the Library of Congress talks about why the LOC is behind all of this:

One of Lowood's recent additions to the virtual worlds archive is a short compilation of screenshots and video on the evolution of games from text adventures, in which game action was typed out descriptively, to graphically sophisticated titles.

Perhaps the most compelling footage shows an attack from Eve Online, a science fiction game. An array of small spaceships serving the “Goonswarm” alliance assaults a much larger ship from another group, while the audio track follows the frenzied barking of commands to keep up the pressure. When the large ship is destroyed, there is a cacophony of online voices shrieking in triumph.

How do events like that fit into the larger culture?

“The Library of Congress has always collected across a broad spectrum of content types and subjects, ranging from works of serious scholarship to icons of pop culture,” says Beth Dulabahn, director of integration management for the Library of Congress.

“Video games fit right in with that tradition. Besides showing us how society has entertained itself, they also provide a graphic picture of how technology itself has evolved over the decades.”

Nice short piece on a subject near and dear to my heart. Even though the initial grant runs out next year, I hope this is just the beginning for some really fantastic collections of gaming history.

Saving Worlds: Preserving the Digital and Virtual [STANFORD Magazine via How They Got Game]

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<![CDATA[Saving Our Past: the UK Video Game Archive]]> I'm an archive junkie — I consider it a side-effect of my profession, since we spend half our lives in temperature-controlled buildings with lots of old stuff. So I watch the growth of the video game archives across the globe with no small measure of excitement — not only does my little historian heart go pitter-patter at the fact that people are being so proactive in figuring out how to preserve our beloved medium for future generations, but it means a couple more places to poke my head in when I have a good excuse. The recent announcement of the UK National Video Game Archive has led to some fruitful discussion on how to preserve games — not just in terms of the hardware, but also as a culture. Which, of course, is a hell of a lot harder than making sure books don't rot:

Newman also cited the vast variety of game formats as a major challenge to archiving and to displaying games in an attractive way. "There have been attempts to curate exhibitions of video games in the past, and they have been hit and miss affairs," he notes.

"Where you're dealing with coin-op games, you're usually fairly safe because they are designed to be approachable 'pick up and play' experiences," he continues, "but many pride themselves on the tens — even hundreds — of hours of gameplay they offer and on the complexity of their branching narratives and structures."

"How do you take a 150-plus-hour game that may take all sorts of different storylines depending on choices you make or your proficiency as a player, and show it to somebody who's never seen it before and may not have much experience of games?"

The Archive hasn't quite reached the point of answering that question. "This is not a brick-and-mortar building — not yet, anyway," Newman points out. Right now, the group is focusing on research and collection of games and gaming hardware, across several decades and myriad platforms.

Well, even if they can't answer the question yet, at least they're trying. Other archivists are struggling with many of the same questions, like 'How do we preserve MMOs?', but it's really cool to see how a variety of institutions are attempting to deal with this. I'm certainly looking forward to seeing how all these archives continue to develop and grow.

UK National Video Game Archive's Newman On Preserving The Past [GameSetWatch]

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<![CDATA[Preserving Our History: Good Games Never Go Out of Style]]>

Rob Zacny has a thought provoking piece up at the Escapist: on the whole, we're the worst genre when it comes to preserving our history, even the great classics acknowledged as 'great.' In a society — never mind technical area — where progress and marching forward is the name of the game, it's not exactly surprising, but a problem nonetheless. And not just for the history buffs among us:

Gamers are used to this problem by now, but that doesn't make it any more tolerable. Imagine if nobody could listen to a Duke Ellington record, or watch a Hitchcock movie, or read a Yeats poem. Not only would that rob us of our cultural inheritance, it would eliminate the influence that these artists have on contemporary culture. The same principles should apply to games. As gamers, we need to recognize that some games are more than disposable diversions, and that their relevance endures even as the technology that created and supported them falls into obsolescence.

Preserving and promoting classic games is vital to the health of the entire industry. In gaming, as much as any art form, "merit" is not always self-evident. Anyone with a passionate interest in game development should have a sense of what has already been achieved, and that cannot be developed if gamers are only playing "the latest and greatest" titles.

Zacny suggests a concerted effort at rereleases, a 'classics revival' of sorts. I'm personally quite excited by the fact that several institutions are making a concerted effort at planning for and undertaking archiving of games and consoles — I hope, much like my beloved books that were out of print by the middle of the 19th century but were lovingly reprinted in the 20th, we see a trickle down effect from that. A more concerted effort on the part of publishers would be fabulous, but that will require an audience hungry to purchase this stuff.

Excellence Never Goes out of Date [The Escapist]

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<![CDATA[Preserving Our History: Preservation For Gamers]]> preservation.jpg By virtue of my profession, I'm a bit of a preservation nut - careers will be built on sources that would be rotting away if it weren't for intense efforts to preserve them, and there's still a large swath of the historical record that's gone forever. The list of lost films from the 'golden ages' of silent film, for example, is staggering, and that's for works created in the 20th century. Luckily for video games, the University of Illinois at Urbana-Champaign, the University of Maryland, Stanford, Rochester Institute of Technology and Linden Lab have banded together under the auspices of the 'Preserving Creative America' initiative of the Library of Congress. Our own Mark Wilson wrote about this months ago but there was even a GDC roundtable on the issue. The project is intended to get 'endangered' and rare games into the proper hands to preserve and archive them - but in a way that will also give a sense of the original experience:

These virtual worlds are actualized in user experiences that are sometimes unique, often social, and always necessary for understanding these worlds. Just as an archived book is of limited use if researchers cannot open its cover and read it, an archived world will be of limited use if researchers cannot visit it. Unless we also develop solutions for preserving user experiences, future generations will have no way to understand how these experiences became such an important part of our culture.

I'll be curious to see how libraries and archives deal with the unique challenges of preserving games in a meaningful sense. I also wonder what sort of access policies will be in place: the trend for print media is certainly to get as much of it digitized or online as humanly possible. This has the dual benefit of making materials more accessible, but also keeping the originals safe; in the face of preservation and access issues, how much do the physical trappings matter?

Save game now [The Brainy Gamer]

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