[game_preservation] White Paper: Case Study Research!
    Andrew Armstrong 
    andrew at aarmstrong.org
       
    Fri Nov 28 09:08:52 EST 2008
    
    
  
Thanks for the information, should be useful - if not as a direct 
statement in the case study section, in the "current problems" section 
we have.
Andrew
István Fábián wrote:
> Some of those have been recovered, but most are indeed MIA and known 
> to exist.
> As for the number of Amiga titles over 5000 commercial releases, some 
> with very limited (few hundred units) prints.
>  
> 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 1:55 PM
>     *Subject:* Re: [game_preservation] White Paper: Case Study Research!
>
>     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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>>>         game_preservation at igda.org
>>>         http://six.pairlist.net/mailman/listinfo/game_preservation
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