[game_preservation] White Paper: Case Study Research!
Andrew Armstrong
andrew at aarmstrong.org
Fri Nov 28 08:55:34 EST 2008
Wow, quite a list, although I'm not sure how many total Amiga games
exist that's a fair few which are MIA.
Andrew
István Fábián wrote:
> For the Amiga platform:
> http://hol.abime.net/hol_search.php?N_rarity=5
>
> Cheers,
> Istvan
>
> ----- Original Message -----
> *From:* Andrew Armstrong <mailto:andrew at aarmstrong.org>
> *To:* IGDA Game Preservation SIG <mailto:game_preservation at igda.org>
> *Sent:* Friday, November 28, 2008 1:26 PM
> *Subject:* Re: [game_preservation] White Paper: Case Study Research!
>
> Neat thoughts, there's a lot of areas for this section to go
> actually and one is the entire loss of games, especially
> unreleased ones. I bet a lot of developers must take in their
> stride cancellations - there's a high percent which are cancelled
> at various stages, the worst being close to going gold. Anyone
> know any more examples of them?
>
> Hmm, I'm thinking it might be better to make a fictional account
> up for the case study. I'm not sure what'll work best myself, but
> lost games are certainly one major thing.
>
> Andrew
>
> Stuart Feldhamer wrote:
>>
>> To me the greatest loss is when a game itself becomes lost. There
>> have been several cases in the past where a title was thought not
>> to exist or not to have been released despite the presence of ads
>> for the title, until a copy was eventually found. I believe the
>> infamous Ultima: Escape from Mt. Drash fits into that category.
>> Well what if the game had never been found and verified? Only a
>> few copies are known to exist. What if there are titles that we
>> think don't exist but really do and have been lost?
>>
>> Even if we are 99.9% sure that a game hasn't been officially
>> released, does that mean it shouldn't be preserved? There are
>> some games that although they were never released (to the best of
>> our collective knowledge), may have been complete or very close
>> to complete and were just killed at the end for financial
>> reasons. One example that came up in discussion not that long ago
>> was Ultima 8: The Lost Vale expansion, for which a box prototype
>> turned up. The code may turn up at some point - it may even be
>> among the mass of materials that the Wing Commander fans got from
>> EA from the old Origin collection. But EA didn't really care too
>> much about preserving that stuff, and so for now, the code is
>> lost. Another game that was killed close to the finish line and
>> which I personally mourned was Star Trek: The Secret of Vulcan
>> Fury. DeForest Kelley (Dr. McCoy) even recorded voice acting for
>> that one before he died and it presumably has been thrown in the
>> garbage.
>>
>> I'm not sure how this group feels about unreleased games, but I
>> would think that developers in particular would want to preserve
>> them. I was reading something on Gamasutra the other day where a
>> developer was saying that he's been in the industry for 10 years
>> (or something like that) and only had 2 released titles, because
>> the other 3 were cancelled after the team had put in a lot of
>> work. Should that work be preserved, if it was at the point where
>> the game was playable and viable? Does the decision of a
>> marketing exec ultimately define whether or not we want to
>> preserve a title? I realize there are intellectual property laws
>> in play here, but ultimately we have these "guerilla
>> preservationists" who will do what is needed despite the law,
>> such as finding an old Atari 2600 game prototype on cartridge and
>> then dumping it onto the net so it can be preserved.
>>
>> Anyway, it's late and I think I rambled a bit, but I hope I got
>> some coherent thought across. Happy Thanksgiving. : )
>>
>> Stuart
>>
>> *From:* game_preservation-bounces at igda.org
>> [mailto:game_preservation-bounces at igda.org] *On Behalf Of *Andrew
>> Armstrong
>> *Sent:* Friday, November 21, 2008 7:48 PM
>> *To:* IGDA Game Preservation SIG
>> *Subject:* [game_preservation] White Paper: Case Study Research!
>>
>> Hey all you people with knowledge about videogame history.
>> There's one part of the white paper we could do with major SIG
>> work on as a whole - we've decided the majority of the paper
>> content, which you can check out here (comment on it if you like):
>>
>> http://www.igda.org/wiki/Game_Preservation_SIG/White_Paper/Before_It%27s_Too_Late:_A_Digital_Game_Preservation_White_Paper
>>
>> The main part that we need information on is the Case Study:
>> "What If We Do Nothing?"
>>
>> This requires either a savvy fictional account of the future
>> where we don't preserve much of anything, or some good examples
>> of what we have already lost (a nice twist, we reveal this has
>> already happened.../dun dun dun!/).
>>
>> There are a few examples brought up
>> <http://www.igda.org/wiki/Game_Preservation_SIG/White_paper_brainstorm/Compelling_Examples#Examples_of_Historical_Works_lost_in_Videogames>
>> before, but nothing much detailed for a real-life example. This
>> means we might have to come up with a fictional account anyway,
>> or a hybrid.
>>
>> So: ideas welcome! What's the worst story you can think of, or
>> the worst actual thing that's been lost so far!
>>
>> It's aimed at developers remember - not
>> historians/preservationists/archivists themselves (we already
>> know how important it all is) - so a relevant example for
>> developers (crediting of their works? people unable to play their
>> games soon in the future? simply them dropping off the face of
>> the earth in historical terms?) would be great.
>>
>> Thanks if anyone can help on this!
>>
>> Andrew
>>
>> PS: we still want logo ideas from an earlier thread, surely
>> someone must have some good ideas for them too ;) there's enough
>> of you listening to these emails I hope!
>>
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