[game_preservation] GDC 2009 Report, Roundtable Notes
Andrew Armstrong
andrew at aarmstrong.org
Thu Apr 2 16:41:13 EDT 2009
Sure, I'll edit it to be more clear, it obviously isn't at all. I didn't
even know who said the Edge thing, but I can remove it, it was just a
nice little comment I thought :)
Andrew
Henry Lowood wrote:
> Hmm, Andrew, "Less need to keep the paper once it is scanned." I
> don't think anybody said that. I disagree with the statement, and
> Steve was talking about his need to keep the paper, so that he could
> give it to a repository for safe keeping, once it was scanned. I
> think that point was missed in the notes. Also, I would rather not
> put out in public a discussion about an individual's papers. So
> perhaps let's just remove that bit.
>
> Also, could you remove the notes about the Edge article that was not
> written? What I said did not come out right, and besides, that was
> just an informal comment, not meant for broadcasting.
>
> Henry
>
> Rachel "Sheepy" Donahue wrote:
>> Thanks for the notes!
>>
>> A few comments:
>>
>> Scanning is not a valid preservation method!!! Ahhhh! ;)
>> Just saying so because it sounded like you were saying you "didn't
>> need" the physical items if they were scanned.. but paper is much
>> more straightforward and cheaper to preserve!
>>
>> You say:
>>
>> " Fair use is very unexplored territory around this. No test cases
>> for any of this stuff. Only way to test things is in court. Fair use
>> for literary material is cannot copy more then part of the work..."
>>
>> Mind, my response is entirely from a US IP law perspective.
>> I was at an archives conference a few months back and had the good
>> fortune of going to a session with a pretty knowledgable (to this
>> peon) IP lawyer. I asked her what shrink wrap license meant for the
>> fair use exemptions that exist in copyright law, and she said that as
>> there is precedent for people making personal agreements to
>> circumvent that sort of law, "agreeing" to the license means
>> forfeiting those rights completely.
>>
>> There's also a fair amount of case law (in the US) -- especially from
>> before the DMCA was enacted -- regarding shrink wrap licenses, but it
>> is really painful to wade through if you're not a lawyer. There were
>> some consumer protection laws that were suggested, but ultimately
>> didn't get passed, if I recall. I haven't looked at much of the legal
>> literature surrounding DMCA, though (yet).
>>
>> "An IGDA position to have an official archivist at every company"
>>
>> I obviously support this ;)
>>
>> "Maybe having the SIG being a coordinator like the IEEE History
>> Centre. We can also go to the other SIG's and get the history of
>> their area of history covered."
>>
>> This might be a little crazy, but when I first thought of the survey
>> I thought it would be really cool if something like the American
>> Institute of Physics did for physics could be done for the game
>> industry. Basically they went around to the major physics industry
>> names and took a look at record keeping/generating practices of the
>> company as a whole and invididual scientists. The report is really
>> cool and loaded with useful information, and will prove to be an
>> important tool in preserving the history of physics (which is what
>> AIP strives to do). I think it's a good model for any organization
>> looking to preserve industry history; not just the sciences.
>>
>> http://www.aip.org/history/pubs/hopi.html
>>
>> Obviously a HUGE undertaking, and would probably face a lot of
>> difficulty getting to the people in the know since game development
>> is a bit more of a closed industry, and I don't think developers view
>> the IGDA (I could be wrong!) with the same sort of respect AIP gets.
>> So getting in the door is harder.
>>
>> "A final point on how much it costs to preserve one game - the cost
>> can be from zero to who knows. Say $50,000 if just being asked to
>> preserve something ? a big number to do it, just because people like
>> numbers!"
>>
>> The cost is difficult to calculate because it isn't a one-time, fixed
>> cost. Sure, the initial "archiving" of the game may be relatively
>> inexpensive.. but what does sustaining it cost? There will be money
>> involved in maintaining the servers, migrating emulator code (or the
>> game itself), refreshing media, etc, and that's trickier to project.
>>
>> Ok, I'm done.
>> Rach
>> _______________________________________________
>> game_preservation mailing list
>> game_preservation at igda.org
>> http://six.pairlist.net/mailman/listinfo/game_preservation
>
> --
> Henry Lowood
> Curator for History of Science & Technology Collections;
> Film & Media Collections
> HRG, Green Library
> 557 Escondido Mall, Stanford University Libraries
> Stanford CA 94305-6004 USA
> http://www.stanford.edu/~lowood
> lowood at stanford.edu; 650-723-4602
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> game_preservation mailing list
> game_preservation at igda.org
> http://six.pairlist.net/mailman/listinfo/game_preservation
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://six.pairlist.net/pipermail/game_preservation/attachments/20090402/6997646d/attachment.htm>
More information about the game_preservation
mailing list