[game_preservation] Personal/Oral Histories Discussion
    Andrew Armstrong 
    andrew at aarmstrong.org
       
    Thu Jan 22 13:53:38 EST 2009
    
    
  
This wouldn't be something you could print off and use, but knowing a 
baseline of what kind of things people get asked and are important to 
get asked is a good one, examples are even better, thus my last comment.
Saying "It's good to ask what has changed" is fine, but a example of 
that kind of question is good too ;) (I never put any question marks 
behind what I put down there for the very reason they were generic 
examples, and easily expanded or changed!)
Thanks for the input, I'll note it down when necessary.
Andrew
Devin Monnens wrote:
> I think the questions will depend on what you are researching. So you 
> can't have a list of questions and just ask everybody those because 
> you won't get the answers you want! Of course, there may also be some 
> things the developer wants to talk about that nobody has asked before 
> (What's one story you'd like to tell that nobody's asked you to tell 
> before?).
>
> If we're talking about game history, it's probably a good idea to ask 
> about what game development was like then versus now. History seems to 
> be about change (change is also on the news today): how things differ 
> today from yesterday, what things have stayed the same, what events 
> happened, how events shaped history and how history shaped today.
>
> I guess maybe one other thing would be 'Who have you mentored?' Who 
> has the developer taught and influenced directly? That seems like a 
> pretty important question because it allows connections to be made 
> through historical design.
>
> -Devin
>
> On Thu, Jan 22, 2009 at 11:11 AM, Andrew Armstrong 
> <andrew at aarmstrong.org <mailto:andrew at aarmstrong.org>> wrote:
>
>     Before I finish off my list of changes for the SIG's main wiki
>     page (see: Spring Cleaning earlier. Comments still welcome!), I
>     want to bring up the start of a discussion on recording people's
>     personal histories.
>
>     I'm thinking that a guide written to provide a list of basic
>     information that could be collected when interviewing or
>     researching a person (who could be anyone from a developer, to a
>     journalist, to a producer, to admin staff, to an academic, to a
>     historian ;) "...related to videogames").
>
>     This would help firstly start out the project, and secondly, it'd
>     be damn useful.
>
>     For instance, I might have possibly been able to discuss getting
>     interviews, at least via. email or other mediums then face to
>     face, with several classic developers when I've seen them at
>     various events or places. However, not knowing what to ask, since
>     the project wasn't started, lead to me not bothering.
>
>     Therefore, let's start outlining the kinds of things needed to be
>     done. Here's some initial thoughts:
>
>     ===================
>
>     Get their permission to print the information as freely available
>     online, and if something needs to be withheld, mark it
>     specifically as such.
>
>     Gather a factsheet (asking the person or researching elsewhere):
>     - Full name, and how they pronounce it (recorded if possible)
>     - Gender (sometimes this isn't wholly obvious in today's world :) )
>     - Date of birth
>     - Country of origin, places lived (perhaps)
>     - (Optionally) Marital status, spouse, children, relations (at
>     least ones related in industry)
>     CV information
>     - place of education, degree type
>     - previous work (IE: the stuff on a person's CV), especially games
>     developed and under what title.
>
>     A list of generic interview questions for necessary information,
>     or just so you can compare answers between interviews.
>     - On work: How did you get involved in the industry. Why you left
>     company X, or joined company Y (job changes). What inspires you at
>     work. What resources do you use to work.
>     - On people: What are they like.
>     - On games: Why are they important to you personally. What do you
>     enjoy playing in your spare time. Your most favourite games. What
>     are you playing this week. If you can remember, what was the first
>     videogame you played, and/or what was the first non-videogame you
>     played.
>     - On other things: What activities do you enjoy outside of
>     videogames. What physical activities do you enjoy (sports, gym,
>     outdoor things).
>     - On other media: What do you think of other art (books, films,
>     music, sculptures, paintings/artwork, dance, poetry, architecture,
>     comics, opera, etc.)
>
>     Need more topics - perhaps depending on the person, certainly
>     their age and experience, but also some generic ones about the
>     time they've spent in industry too (perhaps on gender, pay,
>     quality of life, the business side, etc.)
>
>     A photograph (or more then one) of the person if possible. Finding
>     photographs of some developers is nigh on impossible, even if they
>     are famous (I found a total of 1 for the Bubble Bobble creator!).
>     They are more likely to have copies of photographs themselves.
>     Highest quality is better.
>
>     A copy of their "signing" signature, most ones who get asked for
>     one make their own up for this, so it's nice to have a record.
>
>     ===================
>
>     I have a feeling that asking Jason Scott and a few people who do
>     interviews at different historically-inclined sites would help
>     too, and I might do this, and report it on the blog too. Here's
>     the starting place however!
>
>     So, any additional generic interview questions, example interviews
>     to take questions or ideas from, tips for doing specific types of
>     interviews (written interview notes done in person, email, chat
>     client, skype, doing a proper oral history in front of a camera or
>     microphone), and advantages/disadvantages of them. Tips for a
>     progression from initial contact to finished historical
>     information. Tools of the trade...and so on.
>
>     Andrew
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>
>
>
> -- 
> The sleep of Reason produces monsters.
>
> "Until next time..."
> Captain Commando
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