[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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