From Dan.Pinchbeck at port.ac.uk Wed Jul 1 04:39:03 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Wed, 01 Jul 2009 09:39:03 +0100 Subject: [game_preservation] SIG paper for DiGRA Message-ID: <4A4B2EB7020000B5000926ED@stirling.iso.port.ac.uk> Hi all, As it is, it's not much more than a re-jig of existing material, which may be fine, with an extra tack-on at the end to pick specifically up the academic/industry/IGDA relationship. I'm working on it again hopefully tomorrow, so will resend then, but anything in the interim would be useful dan Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk >>> Devin Monnens 01/07/09 4:19 AM >>> Has anyone taken a look at this yet? I kinda spaced it, and just now discovered it on my desktop. I can read this version or wait for the next edit. Though honestly it doesn't look any different from the last time I saw it. I would recommend we get somebody who has more time on their hands to look at typesetting to make it not look so crappy :) Um yeah...the typesetting was kind of my fault. -Devin Monnens On Thu, Jun 25, 2009 at 5:25 PM, Andrew Armstrong wrote: > Okay, I'm finally back onto my email, urg, I'll batter my host more harshly > when they didn't get it working after their promised 2 days so I lost a > weeks worth of email, bah. > > I'll be able to come down, I've booked holiday time for that week, I just > need to know how to book a place at the event and accommodation. > > I've not got a chance today or tomorrow to read this structural draft - I > also note you didn't have any changes enabled, so it's hard to see what's > changed at a glance, sorry - I'll try and look later this weekend. > > As for a title, I don't know, it depends what you want the paper to be > edited to be. > > Andrew > > > Dan Pinchbeck wrote: > >> hi all, >> >> a very (very) initial structural draft of the paper for DiGRA is uploaded >> here: >> >> www.thechineseroom.co.uk/IGDASIGpaper.doc >> >> If anyone has the chance to glance over it and give me a sense of whether >> I'm heading the right direction with this, make comments, changes, etc, I'd >> be really grateful. Like I said, it's at a phenomenally early point >> (deadline is 1st August) so don't expect much! >> >> I also need to confirm for the programme a final title for the paper and >> confirm the list of authors - as I wasn't involved in the white paper, can >> someone just triple-check that for me and send a list/title? >> >> Finally, as soon as I have the exact date/time for the game preservation >> panel I'll send it through - but this paper will need a presenter. I can >> 'arrange' that if need be, but it would obviously be great to have someone >> from the SIG there (Andrew, you're just up the road... and I may be able to >> find some budget to help out with registration, etc?) Any thoughts there >> would also be great, >> >> Thanks >> >> Dan >> >> PS- thanks Melanie for the heads-up - hope this is a better way of doing >> things! :) >> >> Dr Dan Pinchbeck >> >> Advanced Games Research Group >> School of Creative Technologies >> University of Portsmouth, UK >> >> www.thechineseroom.co.uk >> www.keep.port.ac.uk >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> >> >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. From Dan.Pinchbeck at port.ac.uk Wed Jul 1 04:43:28 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Wed, 01 Jul 2009 09:43:28 +0100 Subject: [game_preservation] SIG paper for DiGRA Message-ID: <4A4B2FC0020000B5000926F2@stirling.iso.port.ac.uk> Hiya, Everything goes through the conference website: http://digra2009.newport.ac.uk The draft programme is through and the session is provionally slotted in Thursday 3rd in the morning dan Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk >>> Andrew Armstrong 26/06/09 12:26 AM >>> Okay, I'm finally back onto my email, urg, I'll batter my host more harshly when they didn't get it working after their promised 2 days so I lost a weeks worth of email, bah. I'll be able to come down, I've booked holiday time for that week, I just need to know how to book a place at the event and accommodation. I've not got a chance today or tomorrow to read this structural draft - I also note you didn't have any changes enabled, so it's hard to see what's changed at a glance, sorry - I'll try and look later this weekend. As for a title, I don't know, it depends what you want the paper to be edited to be. Andrew Dan Pinchbeck wrote: > hi all, > > a very (very) initial structural draft of the paper for DiGRA is uploaded here: > > www.thechineseroom.co.uk/IGDASIGpaper.doc > > If anyone has the chance to glance over it and give me a sense of whether I'm heading the right direction with this, make comments, changes, etc, I'd be really grateful. Like I said, it's at a phenomenally early point (deadline is 1st August) so don't expect much! > > I also need to confirm for the programme a final title for the paper and confirm the list of authors - as I wasn't involved in the white paper, can someone just triple-check that for me and send a list/title? > > Finally, as soon as I have the exact date/time for the game preservation panel I'll send it through - but this paper will need a presenter. I can 'arrange' that if need be, but it would obviously be great to have someone from the SIG there (Andrew, you're just up the road... and I may be able to find some budget to help out with registration, etc?) Any thoughts there would also be great, > > Thanks > > Dan > > PS- thanks Melanie for the heads-up - hope this is a better way of doing things! :) > > Dr Dan Pinchbeck > > Advanced Games Research Group > School of Creative Technologies > University of Portsmouth, UK > > www.thechineseroom.co.uk > www.keep.port.ac.uk > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > _______________________________________________ game_preservation mailing list game_preservation at igda.org http://six.pairlist.net/mailman/listinfo/game_preservation From andrew at aarmstrong.org Wed Jul 1 11:21:14 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 01 Jul 2009 16:21:14 +0100 Subject: [game_preservation] SIG paper for DiGRA In-Reply-To: <4A4B2FC0020000B5000926F2@stirling.iso.port.ac.uk> References: <4A4B2FC0020000B5000926F2@stirling.iso.port.ac.uk> Message-ID: <4A4B7EEA.60006@aarmstrong.org> Looks like a pretty good programme, although the topics of some of the items need some real explanation, so I hope the program isn't just resigned to a word document. I've paid up for it now, quite a hefty bit of cash but should be good ;) hopefully won't be too hot that time of year either, I'm sweltering right now. I'll give the paper a once over at some point when I have some time. :) Andrew Dan Pinchbeck wrote: > Hiya, > > Everything goes through the conference website: > > http://digra2009.newport.ac.uk > > The draft programme is through and the session is provionally slotted in Thursday 3rd in the morning > > dan > > Dr Dan Pinchbeck > > Advanced Games Research Group > School of Creative Technologies > University of Portsmouth, UK > > www.thechineseroom.co.uk > www.keep.port.ac.uk > >>>> Andrew Armstrong 26/06/09 12:26 AM >>> >>>> > Okay, I'm finally back onto my email, urg, I'll batter my host more > harshly when they didn't get it working after their promised 2 days so I > lost a weeks worth of email, bah. > > I'll be able to come down, I've booked holiday time for that week, I > just need to know how to book a place at the event and accommodation. > > I've not got a chance today or tomorrow to read this structural draft - > I also note you didn't have any changes enabled, so it's hard to see > what's changed at a glance, sorry - I'll try and look later this weekend. > > As for a title, I don't know, it depends what you want the paper to be > edited to be. > > Andrew > > Dan Pinchbeck wrote: > >> hi all, >> >> a very (very) initial structural draft of the paper for DiGRA is uploaded here: >> >> www.thechineseroom.co.uk/IGDASIGpaper.doc >> >> If anyone has the chance to glance over it and give me a sense of whether I'm heading the right direction with this, make comments, changes, etc, I'd be really grateful. Like I said, it's at a phenomenally early point (deadline is 1st August) so don't expect much! >> >> I also need to confirm for the programme a final title for the paper and confirm the list of authors - as I wasn't involved in the white paper, can someone just triple-check that for me and send a list/title? >> >> Finally, as soon as I have the exact date/time for the game preservation panel I'll send it through - but this paper will need a presenter. I can 'arrange' that if need be, but it would obviously be great to have someone from the SIG there (Andrew, you're just up the road... and I may be able to find some budget to help out with registration, etc?) Any thoughts there would also be great, >> >> Thanks >> >> Dan >> >> PS- thanks Melanie for the heads-up - hope this is a better way of doing things! :) >> >> Dr Dan Pinchbeck >> >> Advanced Games Research Group >> School of Creative Technologies >> University of Portsmouth, UK >> >> www.thechineseroom.co.uk >> www.keep.port.ac.uk >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> >> >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > _______________________________________________ > 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: From lowood at stanford.edu Wed Jul 1 13:41:25 2009 From: lowood at stanford.edu (Henry Lowood) Date: Wed, 01 Jul 2009 10:41:25 -0700 Subject: [game_preservation] [Fwd: [SIGs-Admin] IGDA Wiki Problems] Message-ID: <4A4B9FC5.60903@stanford.edu> More on the Wiki snafu. Henry -------- Original Message -------- Subject: [SIGs-Admin] IGDA Wiki Problems Date: Wed, 1 Jul 2009 12:36:12 -0400 From: Joseph Sapp Reply-To: Private list for SIG leaders To: IGDA Chapter Admin Mailing List , Private list for SIG leaders Hi All, I wanted to make sure I kept everyone updated on the problems we have been having with the Wiki. It appears there has been a re-occurring issue with a script repeatedly opening up php processes which is causing problems for the entire server. This forced our host to disable the wiki. Our options have are to change or modify the script or to upgrade the wiki software. As we planned to upgrade the wiki software when we made the migration to the new website, we have opted for that direction to remedy this problem. I am confident that we will get this problem resolved this afternoon. If you have any questions about this please send them my way. I apologize for any problems this outage has created. **Joseph R. Sapp** Community Liaison, IGDA 19 Mantua Road Mt. Royal, NJ 08061 856.423.2990ext.224 joda at IGDA.org Follow the IGDA on Twitter! http://twitter.com/igda Or find us on Facebook and LinkedIn. -- Henry Lowood, Ph.D. Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library, 557 Escondido Mall Stanford University Libraries Stanford CA 94305-6004 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 1365 bytes Desc: not available Url : -------------- next part -------------- An embedded and charset-unspecified text was scrubbed... Name: Attached Message Part Url: From lowood at stanford.edu Wed Jul 1 19:03:27 2009 From: lowood at stanford.edu (Henry Lowood) Date: Wed, 01 Jul 2009 16:03:27 -0700 Subject: [game_preservation] [Fwd: [SIGs-Admin] IGDA:Wiki] Message-ID: <4A4BEB3F.6080303@stanford.edu> The latest on the wiki issues. Reports have come in from other SIGs reporting broken links or log-in issues. If you experience anything like this, let me or, even better, Joseph know. Henry -------- Original Message -------- Subject: [SIGs-Admin] IGDA:Wiki Date: Wed, 1 Jul 2009 17:29:10 -0400 From: Joseph Sapp Reply-To: Private list for SIG leaders To: , , "Tim IGDA" CC: Joshua Caulfield Hi All, Again, thanks everyone for being patient on this problem. Brian, thanks for your input as well. It seems it was just a simple config error. We have made the fix and all the links are back working again. Currently some of you may have issues logging in as Michael brought up. There seems to be another issue with this. A work around is at the log in page, enter your Username and then click E-Mail new Password. Once you have this temporary password you can login and reset your password. All info for user profiles and content for all pages seem to be back, there is just a need to reset your password. We believe this problem is another config error and should be an easy fix. Thanks again for your patience. Thanks! **Joseph R. Sapp** Community Liaison, IGDA 19 Mantua Road Mt. Royal, NJ 08061 856.423.2990ext.224 joda at IGDA.org Follow the IGDA on Twitter! http://twitter.com/igda Or find us on Facebook and LinkedIn. -- Henry Lowood, Ph.D. Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library, 557 Escondido Mall Stanford University Libraries Stanford CA 94305-6004 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- An embedded and charset-unspecified text was scrubbed... Name: Attached Message Part Url: From andrew at aarmstrong.org Thu Jul 2 05:46:34 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 02 Jul 2009 10:46:34 +0100 Subject: [game_preservation] [Monthly SIG Roundup] July 2009 Message-ID: <4A4C81FA.1050203@aarmstrong.org> The SIG will have their first white paper presented at DiGRA, which Dan Pinchbeck is still organising and has posted news on, although I've been too busy to work on anything additional for the SIG and no one has other contributions this month. Preservation SIG Juny 2009 Work I've been busy, so apart from some planning haven't got anything to put forward as work. The SIG hasn't got any other ongoing projects right now, but if you are interested, at all, in preservation to help us with our projects (and if you think something is missing, please tell us). Future Work for July 2009 All our projects need to get going really! Mailing List Discussions If you've not joined our mailing list , please do so. We've never tried using our forums it seems :) we stick to old-fangled email. This will eventually change when the IGDA site changes over - although those wanting email can still get it. June had mainly discussions on the the SIG paper at DiGRA . We'll sort the paper being presented, and I'll be down for the panel in October. Devin also has kept us updated of some very neat items - the making of Earthworm Jim , 1Up on Michael Jackson , and Unseen 64 Call for Art . Preservation SIG Blog Updates / Links /Have I missed anything this month? Then email it in to preservation_news @ igda.org !/ I'm afraid there's been nothing presented my way, or anything I've seen, to post about regarding the state of game preservation. Final Thoughts Hopefully I'll get my spare time sorted to work on some of the projects. I want to try and finish or at least get going one per month. Please, however, if you're interested in helping just put some work into the information on the wiki would really help :) Andrew Armstrong IGDA Game Preservation SIG Site/Blog editor -------------- next part -------------- An HTML attachment was scrubbed... URL: From lowood at stanford.edu Thu Jul 2 11:57:33 2009 From: lowood at stanford.edu (Henry Lowood) Date: Thu, 02 Jul 2009 08:57:33 -0700 Subject: [game_preservation] [Fwd: IGDA: Announcing New Executive Director] Message-ID: <4A4CD8ED.6080804@stanford.edu> Not sure if you are all members, but just in case, here is an IGDA announcement that went out today. Henry -------- Original Message -------- Subject: IGDA: Announcing New Executive Director Date: Thu, 2 Jul 2009 08:48:41 -0400 From: IGDA To: lowood at stanford.edu Dear Members and Friends, I am very happy to tell you that our search for an Executive Director is over! The Board has reached an agreement with Joshua Caulfield, an accomplished and experienced association management executive who has the added plus of being an avid gamer. I know some people may be surprised that we decided to hire someone from the association management field, rather than a game industry "luminary." But what became clear to the board as we worked our way through an evaluation of the org is that most of the challenges the IGDA faces are not due to a lack of knowledge about the game industry (which our board and our key volunteers have in abundance), but rather a lack of knowledge about how to *run an association* and to serve the needs of our SIGS, Chapters, and members. There are professionals who do this for a living, and Joshua is one of the best. Probably the biggest change that this will bring to the way we think about the ED role is that Joshua will not be the "voice of the IGDA" to the media and general public. The role of spokesperson will go to the Chair (currently me!) and Joshua will be an "inward-facing" ED so he can focus his full attention on the smooth operation of the org. Joshua has already begun reaching out to the SIG and Chapter leaders and to the folks at Talley Management Group. They have been helping him come up to speed quickly about the operations side of the organization, and he has also begun the longer-term task of learning about our industry, our members, and how to further the IGDA's mission of improving the careers and lives of all of us in the game development community. I am very excited about Joshua coming on board. I think that as you get to know him and see what he brings to our group, you will be too. There are a lot of things going on, and he'll need time to get to each of them in turn, but he's been very open to hearing from all of our diverse membership, and I encourage you to send him an email (joshua at igda.org ) if you have a concern that needs to be addressed. Happy Gaming, - Bob Bates Confirm to list: July 09 This message was sent from IGDA to lowood at stanford.edu. It was sent from: IGDA, 19 Mantua Road, Mt Royal, NJ 08061. Email Marketing by iContact - Try It Free! -- Henry Lowood, Ph.D. Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library, 557 Escondido Mall Stanford University Libraries Stanford CA 94305-6004 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood -------------- next part -------------- An HTML attachment was scrubbed... URL: From melanie.swalwell at flinders.edu.au Thu Jul 2 22:33:12 2009 From: melanie.swalwell at flinders.edu.au (Melanie Swalwell) Date: Fri, 03 Jul 2009 12:03:12 +0930 Subject: [game_preservation] [Fwd: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on new IGDA website] In-Reply-To: <4A2E8B24.40505@stanford.edu> References: <4A2E8B24.40505@stanford.edu> Message-ID: <4A4D6DE8.4000501@flinders.edu.au> Hi Henry, I'm responding very late on this. I see there're plans in the email below to migrate addresses from the existing mailman listservs. I'm assuming that means they'll not be used in the future. Will the list archives remain intact? I realise it's an obvious question, so I'm hoping it's an angle that's been covered by the website team... regards, Melanie Henry Lowood wrote: > FYI to the SIG> I have not had time to be very involved in the new > website testing. If there is an issue here you would like me to > inquire about, let me know. > > Henry > > -------- Original Message -------- > Subject: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on new > IGDA website > Date: Mon, 8 Jun 2009 21:17:08 -0700 > From: Tim Langdell > Reply-To: Private list for SIG leaders > To: IGDA Chapter Admin Mailing List , Private > list for SIG leaders > > > > Dear IGDA SIG and CHAPTER Leaders, > > I am happy to report that we are finally close to being able to take > the new website live, and that it will have most of the features many > of you have been anticipating. We do have some substantial work left > to do, mainly in the back-end integration of financial infrastructure, > but we have also devised a way to take the website live with this > functionality mostly complete and with a plan to then complete it in > the weeks following launch. We are also still adding in the social > networking part of the new website, so please bear with us on that. > The IGDA Store will be added soon, too. > > The main purpose of this email is to get information and feedback on > the six areas below. If you haven't had the opportunity to look at the > test site yet, I recommend you do so as soon as possible. I understand > all of you have access to the test website - please tell me if that > isn't the case: > > 1) Are there any key features you were expecting to see on day-one > that do not seem to be present in the current test website today? > > 2) Are there any major bugs in the current test site you are aware of, > or ways the website works you think should be changed before we go live? > > 3) As to the look and feel, the test website has the relatively modest > changes to appearance and functionality the team was able to do in our > budget. It should be stable and visible in Firefox, and shortly > working flawlessly in IE too. We hope to budget a more extensive > upgrade in the future. What do you think about the current design, in > terms of going live ? > > 4) The current plan is to migrate all the current members of each SIG > and CHAPTER by simply importing the members from the existing > ListServs. Clearly, where some of you are using other solutions such > as Google Groups we will need you to supply us with a list of your > members? emails in some useable form (such as a comma separated file). > If this applies to you, please send me your list (or let me know so we > can work out the format) and I will coordinate ensuring our website > developers have all SIG and CHAPTER member lists. > > 5) Some SIGS (and some CHAPTERS?) have tiers of membership such that > you would not wish all members to have access to all your SIG or > CHAPTER areas on the new website. The current plan is to import the > entire list of your members, and we let you, as SIG and CHAPTER > leaders, select which member has what level of access, who has admin > privileges, etc. Do you think this will work for your SIG/CHAPTER? > > 6) Based on the test website as it stands do you currently have all > the levels of access and sub-groups, etc that you will need on "day > one" so that you can assign your members to have access to each of the > levels, each of the groups and sub-groups? If not, then I need you to > email me directly what levels you will need and how it differs from > what is there in the test site for you right now. > > That's it for the questions! If you could try to respond to me by > later this week it will help us confirm the final timeline and get > prepared for going live. Once your final questions and concerns have > been addressed, we expect the process of migration should be a fairly > swift one with perhaps the existing IGDA website and the existing > ListServs going down for perhaps as little as one or at most two days. > That would be our goal. But please do bear in mind that when we "flip > the switch" on that migration in readiness for the new website to go > live, all access to the old website site will be permanently lost, as > will all access to the old ListServs, etc. So we are taking care to be > sure everyone here, and the web team, are fully prepared. > > If you have any questions or concerns I ask that you contact me, > please, so that I can collate everyone's responses and coordinate what > I sincerely trust is the final push before we can take this long > awaited new website live. > > Kind regards, > > Tim Langdell > Member, IGDA Board of Directors > > -- > Henry Lowood, Ph.D. > Curator for History of Science & Technology Collections; > Film & Media Collections > HRG, Green Library, 557 Escondido Mall > Stanford University Libraries > Stanford CA 94305-6004 > 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood > > ------------------------------------------------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation -- Dr Melanie Swalwell Senior Lecturer, Screen and Media & Course Coordinator, B. Media Flinders University GPO Box 2100 Adelaide SA 5001 125B Humanities Bldg Ph: +61 8 8201 2619 Fax: +61 8 8201 3635 melanie.swalwell at flinders.edu.au From andrew at aarmstrong.org Fri Jul 3 12:45:21 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 03 Jul 2009 17:45:21 +0100 Subject: [game_preservation] [Fwd: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on new IGDA website] In-Reply-To: <4A4D6DE8.4000501@flinders.edu.au> References: <4A2E8B24.40505@stanford.edu> <4A4D6DE8.4000501@flinders.edu.au> Message-ID: <4A4E35A1.8040104@aarmstrong.org> I've been sneakily uploading archives of the past months on our list here: http://www.igda.org/wiki/Special:ListFiles?limit=20&ilsearch=Preservation_SIG&title=Special%3AListFiles I will link them in, which I've totally forgotten to do actually. However, I've not checked what the plan is in general. To be honest, I doubt they've even considered it, along with the forums disappearing. This is a problem of course. I will need to check, and will get in touch with Joseph and Tim immediately. This is rather important! Andrew Melanie Swalwell wrote: > Hi Henry, > > I'm responding very late on this. I see there're plans in the email > below to migrate addresses from the existing mailman listservs. I'm > assuming that means they'll not be used in the future. Will the list > archives remain intact? I realise it's an obvious question, so I'm > hoping it's an angle that's been covered by the website team... > > regards, > > Melanie > > Henry Lowood wrote: >> FYI to the SIG> I have not had time to be very involved in the new >> website testing. If there is an issue here you would like me to >> inquire about, let me know. >> >> Henry >> >> -------- Original Message -------- >> Subject: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on >> new IGDA website >> Date: Mon, 8 Jun 2009 21:17:08 -0700 >> From: Tim Langdell >> Reply-To: Private list for SIG leaders >> To: IGDA Chapter Admin Mailing List , >> Private list for SIG leaders >> >> >> >> Dear IGDA SIG and CHAPTER Leaders, >> >> I am happy to report that we are finally close to being able to take >> the new website live, and that it will have most of the features many >> of you have been anticipating. We do have some substantial work left >> to do, mainly in the back-end integration of financial >> infrastructure, but we have also devised a way to take the website >> live with this functionality mostly complete and with a plan to then >> complete it in the weeks following launch. We are also still adding >> in the social networking part of the new website, so please bear with >> us on that. The IGDA Store will be added soon, too. >> >> The main purpose of this email is to get information and feedback on >> the six areas below. If you haven't had the opportunity to look at >> the test site yet, I recommend you do so as soon as possible. I >> understand all of you have access to the test website - please tell >> me if that isn't the case: >> >> 1) Are there any key features you were expecting to see on day-one >> that do not seem to be present in the current test website today? >> >> 2) Are there any major bugs in the current test site you are aware >> of, or ways the website works you think should be changed before we >> go live? >> >> 3) As to the look and feel, the test website has the relatively >> modest changes to appearance and functionality the team was able to >> do in our budget. It should be stable and visible in Firefox, and >> shortly working flawlessly in IE too. We hope to budget a more >> extensive upgrade in the future. What do you think about the current >> design, in terms of going live ? >> >> 4) The current plan is to migrate all the current members of each SIG >> and CHAPTER by simply importing the members from the existing >> ListServs. Clearly, where some of you are using other solutions such >> as Google Groups we will need you to supply us with a list of your >> members? emails in some useable form (such as a comma separated >> file). If this applies to you, please send me your list (or let me >> know so we can work out the format) and I will coordinate ensuring >> our website developers have all SIG and CHAPTER member lists. >> >> 5) Some SIGS (and some CHAPTERS?) have tiers of membership such that >> you would not wish all members to have access to all your SIG or >> CHAPTER areas on the new website. The current plan is to import the >> entire list of your members, and we let you, as SIG and CHAPTER >> leaders, select which member has what level of access, who has admin >> privileges, etc. Do you think this will work for your SIG/CHAPTER? >> >> 6) Based on the test website as it stands do you currently have all >> the levels of access and sub-groups, etc that you will need on "day >> one" so that you can assign your members to have access to each of >> the levels, each of the groups and sub-groups? If not, then I need >> you to email me directly what levels you will need and how it differs >> from what is there in the test site for you right now. >> >> That's it for the questions! If you could try to respond to me by >> later this week it will help us confirm the final timeline and get >> prepared for going live. Once your final questions and concerns have >> been addressed, we expect the process of migration should be a fairly >> swift one with perhaps the existing IGDA website and the existing >> ListServs going down for perhaps as little as one or at most two >> days. That would be our goal. But please do bear in mind that when we >> "flip the switch" on that migration in readiness for the new website >> to go live, all access to the old website site will be permanently >> lost, as will all access to the old ListServs, etc. So we are taking >> care to be sure everyone here, and the web team, are fully prepared. >> >> If you have any questions or concerns I ask that you contact me, >> please, so that I can collate everyone's responses and coordinate >> what I sincerely trust is the final push before we can take this long >> awaited new website live. >> >> Kind regards, >> >> Tim Langdell >> Member, IGDA Board of Directors >> >> -- >> Henry Lowood, Ph.D. >> Curator for History of Science & Technology Collections; >> Film & Media Collections >> HRG, Green Library, 557 Escondido Mall >> Stanford University Libraries >> Stanford CA 94305-6004 >> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation > From andrew at aarmstrong.org Fri Jul 3 13:24:45 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 03 Jul 2009 18:24:45 +0100 Subject: [game_preservation] [Fwd: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on new IGDA website] In-Reply-To: <4A4E35A1.8040104@aarmstrong.org> References: <4A2E8B24.40505@stanford.edu> <4A4D6DE8.4000501@flinders.edu.au> <4A4E35A1.8040104@aarmstrong.org> Message-ID: <4A4E3EDD.7040404@aarmstrong.org> Actually, I forgot, I put the links to the mailing list files on the SIG history page: http://www.igda.org/wiki/Game_Preservation_SIG/SIG_History I've added them to the SIG Resources page too. Oops! As for 2009's, since we're still in 2009 I'm just downloading them every month. I've not got any other SIG's though, I should do it on the ones I'm on sometime. Sent the email to Joseph, we'll see what he says. Andrew Andrew Armstrong wrote: > I've been sneakily uploading archives of the past months on our list > here: > http://www.igda.org/wiki/Special:ListFiles?limit=20&ilsearch=Preservation_SIG&title=Special%3AListFiles > > > I will link them in, which I've totally forgotten to do actually. > > However, I've not checked what the plan is in general. To be honest, I > doubt they've even considered it, along with the forums disappearing. > This is a problem of course. > > I will need to check, and will get in touch with Joseph and Tim > immediately. This is rather important! > > Andrew > > Melanie Swalwell wrote: >> Hi Henry, >> >> I'm responding very late on this. I see there're plans in the email >> below to migrate addresses from the existing mailman listservs. I'm >> assuming that means they'll not be used in the future. Will the list >> archives remain intact? I realise it's an obvious question, so I'm >> hoping it's an angle that's been covered by the website team... >> >> regards, >> >> Melanie >> >> Henry Lowood wrote: >>> FYI to the SIG> I have not had time to be very involved in the new >>> website testing. If there is an issue here you would like me to >>> inquire about, let me know. >>> >>> Henry >>> >>> -------- Original Message -------- >>> Subject: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on new >>> IGDA website >>> Date: Mon, 8 Jun 2009 21:17:08 -0700 >>> From: Tim Langdell >>> Reply-To: Private list for SIG leaders >>> To: IGDA Chapter Admin Mailing List , >>> Private list for SIG leaders >>> >>> >>> >>> Dear IGDA SIG and CHAPTER Leaders, >>> >>> I am happy to report that we are finally close to being able to take >>> the new website live, and that it will have most of the features >>> many of you have been anticipating. We do have some substantial work >>> left to do, mainly in the back-end integration of financial >>> infrastructure, but we have also devised a way to take the website >>> live with this functionality mostly complete and with a plan to then >>> complete it in the weeks following launch. We are also still adding >>> in the social networking part of the new website, so please bear >>> with us on that. The IGDA Store will be added soon, too. >>> >>> The main purpose of this email is to get information and feedback on >>> the six areas below. If you haven't had the opportunity to look at >>> the test site yet, I recommend you do so as soon as possible. I >>> understand all of you have access to the test website - please tell >>> me if that isn't the case: >>> >>> 1) Are there any key features you were expecting to see on day-one >>> that do not seem to be present in the current test website today? >>> >>> 2) Are there any major bugs in the current test site you are aware >>> of, or ways the website works you think should be changed before we >>> go live? >>> >>> 3) As to the look and feel, the test website has the relatively >>> modest changes to appearance and functionality the team was able to >>> do in our budget. It should be stable and visible in Firefox, and >>> shortly working flawlessly in IE too. We hope to budget a more >>> extensive upgrade in the future. What do you think about the current >>> design, in terms of going live ? >>> >>> 4) The current plan is to migrate all the current members of each >>> SIG and CHAPTER by simply importing the members from the existing >>> ListServs. Clearly, where some of you are using other solutions such >>> as Google Groups we will need you to supply us with a list of your >>> members? emails in some useable form (such as a comma separated >>> file). If this applies to you, please send me your list (or let me >>> know so we can work out the format) and I will coordinate ensuring >>> our website developers have all SIG and CHAPTER member lists. >>> >>> 5) Some SIGS (and some CHAPTERS?) have tiers of membership such that >>> you would not wish all members to have access to all your SIG or >>> CHAPTER areas on the new website. The current plan is to import the >>> entire list of your members, and we let you, as SIG and CHAPTER >>> leaders, select which member has what level of access, who has admin >>> privileges, etc. Do you think this will work for your SIG/CHAPTER? >>> >>> 6) Based on the test website as it stands do you currently have all >>> the levels of access and sub-groups, etc that you will need on "day >>> one" so that you can assign your members to have access to each of >>> the levels, each of the groups and sub-groups? If not, then I need >>> you to email me directly what levels you will need and how it >>> differs from what is there in the test site for you right now. >>> >>> That's it for the questions! If you could try to respond to me by >>> later this week it will help us confirm the final timeline and get >>> prepared for going live. Once your final questions and concerns have >>> been addressed, we expect the process of migration should be a >>> fairly swift one with perhaps the existing IGDA website and the >>> existing ListServs going down for perhaps as little as one or at >>> most two days. That would be our goal. But please do bear in mind >>> that when we "flip the switch" on that migration in readiness for >>> the new website to go live, all access to the old website site will >>> be permanently lost, as will all access to the old ListServs, etc. >>> So we are taking care to be sure everyone here, and the web team, >>> are fully prepared. >>> >>> If you have any questions or concerns I ask that you contact me, >>> please, so that I can collate everyone's responses and coordinate >>> what I sincerely trust is the final push before we can take this >>> long awaited new website live. >>> >>> Kind regards, >>> >>> Tim Langdell >>> Member, IGDA Board of Directors >>> >>> -- >>> Henry Lowood, Ph.D. >>> Curator for History of Science & Technology Collections; >>> Film & Media Collections >>> HRG, Green Library, 557 Escondido Mall >>> Stanford University Libraries >>> Stanford CA 94305-6004 >>> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >>> >>> ------------------------------------------------------------------------ >>> >>> >>> _______________________________________________ >>> game_preservation mailing list >>> game_preservation at igda.org >>> http://six.pairlist.net/mailman/listinfo/game_preservation >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From andrew at aarmstrong.org Sat Jul 4 14:18:12 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sat, 04 Jul 2009 19:18:12 +0100 Subject: [game_preservation] Atari 7800 games source code found/released Message-ID: <4A4F9CE4.8090605@aarmstrong.org> Unofficial, and not at all legal, but interesting none the less: http://www.programmerfish.com/source-code-of-several-7800-games-released/ http://www.atarimuseum.com/videogames/consoles/7800/games/ I liked the /. comment which had source code snippits, hehe : http://tech.slashdot.org/comments.pl?sid=1291303&cid=28576011 Andrew From lowood at stanford.edu Sun Jul 5 19:03:14 2009 From: lowood at stanford.edu (Henry Lowood) Date: Sun, 05 Jul 2009 16:03:14 -0700 Subject: [game_preservation] [Fwd: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on new IGDA website] In-Reply-To: <4A4E3EDD.7040404@aarmstrong.org> References: <4A2E8B24.40505@stanford.edu> <4A4D6DE8.4000501@flinders.edu.au> <4A4E35A1.8040104@aarmstrong.org> <4A4E3EDD.7040404@aarmstrong.org> Message-ID: <4A513132.1050705@stanford.edu> Andrew, Thanks. Henry Andrew Armstrong wrote: > Actually, I forgot, I put the links to the mailing list files on the > SIG history page: > > http://www.igda.org/wiki/Game_Preservation_SIG/SIG_History > > I've added them to the SIG Resources page too. Oops! > > As for 2009's, since we're still in 2009 I'm just downloading them > every month. I've not got any other SIG's though, I should do it on > the ones I'm on sometime. > > Sent the email to Joseph, we'll see what he says. > > Andrew > > Andrew Armstrong wrote: >> I've been sneakily uploading archives of the past months on our list >> here: >> http://www.igda.org/wiki/Special:ListFiles?limit=20&ilsearch=Preservation_SIG&title=Special%3AListFiles >> >> >> I will link them in, which I've totally forgotten to do actually. >> >> However, I've not checked what the plan is in general. To be honest, >> I doubt they've even considered it, along with the forums >> disappearing. This is a problem of course. >> >> I will need to check, and will get in touch with Joseph and Tim >> immediately. This is rather important! >> >> Andrew >> >> Melanie Swalwell wrote: >>> Hi Henry, >>> >>> I'm responding very late on this. I see there're plans in the email >>> below to migrate addresses from the existing mailman listservs. I'm >>> assuming that means they'll not be used in the future. Will the list >>> archives remain intact? I realise it's an obvious question, so I'm >>> hoping it's an angle that's been covered by the website team... >>> >>> regards, >>> >>> Melanie >>> >>> Henry Lowood wrote: >>>> FYI to the SIG> I have not had time to be very involved in the new >>>> website testing. If there is an issue here you would like me to >>>> inquire about, let me know. >>>> >>>> Henry >>>> >>>> -------- Original Message -------- >>>> Subject: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on new >>>> IGDA website >>>> Date: Mon, 8 Jun 2009 21:17:08 -0700 >>>> From: Tim Langdell >>>> Reply-To: Private list for SIG leaders >>>> To: IGDA Chapter Admin Mailing List , >>>> Private list for SIG leaders >>>> >>>> >>>> >>>> Dear IGDA SIG and CHAPTER Leaders, >>>> >>>> I am happy to report that we are finally close to being able to >>>> take the new website live, and that it will have most of the >>>> features many of you have been anticipating. We do have some >>>> substantial work left to do, mainly in the back-end integration of >>>> financial infrastructure, but we have also devised a way to take >>>> the website live with this functionality mostly complete and with a >>>> plan to then complete it in the weeks following launch. We are also >>>> still adding in the social networking part of the new website, so >>>> please bear with us on that. The IGDA Store will be added soon, too. >>>> >>>> The main purpose of this email is to get information and feedback >>>> on the six areas below. If you haven't had the opportunity to look >>>> at the test site yet, I recommend you do so as soon as possible. I >>>> understand all of you have access to the test website - please tell >>>> me if that isn't the case: >>>> >>>> 1) Are there any key features you were expecting to see on day-one >>>> that do not seem to be present in the current test website today? >>>> >>>> 2) Are there any major bugs in the current test site you are aware >>>> of, or ways the website works you think should be changed before we >>>> go live? >>>> >>>> 3) As to the look and feel, the test website has the relatively >>>> modest changes to appearance and functionality the team was able to >>>> do in our budget. It should be stable and visible in Firefox, and >>>> shortly working flawlessly in IE too. We hope to budget a more >>>> extensive upgrade in the future. What do you think about the >>>> current design, in terms of going live ? >>>> >>>> 4) The current plan is to migrate all the current members of each >>>> SIG and CHAPTER by simply importing the members from the existing >>>> ListServs. Clearly, where some of you are using other solutions >>>> such as Google Groups we will need you to supply us with a list of >>>> your members? emails in some useable form (such as a comma >>>> separated file). If this applies to you, please send me your list >>>> (or let me know so we can work out the format) and I will >>>> coordinate ensuring our website developers have all SIG and CHAPTER >>>> member lists. >>>> >>>> 5) Some SIGS (and some CHAPTERS?) have tiers of membership such >>>> that you would not wish all members to have access to all your SIG >>>> or CHAPTER areas on the new website. The current plan is to import >>>> the entire list of your members, and we let you, as SIG and CHAPTER >>>> leaders, select which member has what level of access, who has >>>> admin privileges, etc. Do you think this will work for your >>>> SIG/CHAPTER? >>>> >>>> 6) Based on the test website as it stands do you currently have all >>>> the levels of access and sub-groups, etc that you will need on "day >>>> one" so that you can assign your members to have access to each of >>>> the levels, each of the groups and sub-groups? If not, then I need >>>> you to email me directly what levels you will need and how it >>>> differs from what is there in the test site for you right now. >>>> >>>> That's it for the questions! If you could try to respond to me by >>>> later this week it will help us confirm the final timeline and get >>>> prepared for going live. Once your final questions and concerns >>>> have been addressed, we expect the process of migration should be a >>>> fairly swift one with perhaps the existing IGDA website and the >>>> existing ListServs going down for perhaps as little as one or at >>>> most two days. That would be our goal. But please do bear in mind >>>> that when we "flip the switch" on that migration in readiness for >>>> the new website to go live, all access to the old website site will >>>> be permanently lost, as will all access to the old ListServs, etc. >>>> So we are taking care to be sure everyone here, and the web team, >>>> are fully prepared. >>>> >>>> If you have any questions or concerns I ask that you contact me, >>>> please, so that I can collate everyone's responses and coordinate >>>> what I sincerely trust is the final push before we can take this >>>> long awaited new website live. >>>> >>>> Kind regards, >>>> >>>> Tim Langdell >>>> Member, IGDA Board of Directors >>>> >>>> -- >>>> Henry Lowood, Ph.D. >>>> Curator for History of Science & Technology Collections; >>>> Film & Media Collections >>>> HRG, Green Library, 557 Escondido Mall >>>> Stanford University Libraries >>>> Stanford CA 94305-6004 >>>> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >>>> >>>> ------------------------------------------------------------------------ >>>> >>>> >>>> _______________________________________________ >>>> game_preservation mailing list >>>> game_preservation at igda.org >>>> http://six.pairlist.net/mailman/listinfo/game_preservation >>> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation > _______________________________________________ > 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From lowood at stanford.edu Sun Jul 5 19:02:13 2009 From: lowood at stanford.edu (Henry Lowood) Date: Sun, 05 Jul 2009 16:02:13 -0700 Subject: [game_preservation] [Fwd: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on new IGDA website] In-Reply-To: <4A4D6DE8.4000501@flinders.edu.au> References: <4A2E8B24.40505@stanford.edu> <4A4D6DE8.4000501@flinders.edu.au> Message-ID: <4A5130F5.7060704@stanford.edu> Melanie, I don't really know the answer to your question. I've adopted a wait-and-see attitude towards the new site. There have been countless discussion threads and "announcements" for months on the IGDA SIG heads list about this, flooding my in-box, too much for me to follow. The site itself has been in development for a year or so. Andrew will be keeping an eye on the WIKI content and archives, I think. Whatever does not happen automatically, we will have to try to move over by hand. For what it's worth, I have not found a specific post on the subject. I'll look over Andrew's response to you, and if it looks like he has things in hand, we'll just go with what he has done. If not, I'll ask specifically about this. Henry Melanie Swalwell wrote: > Hi Henry, > > I'm responding very late on this. I see there're plans in the email > below to migrate addresses from the existing mailman listservs. I'm > assuming that means they'll not be used in the future. Will the list > archives remain intact? I realise it's an obvious question, so I'm > hoping it's an angle that's been covered by the website team... > > regards, > > Melanie > > Henry Lowood wrote: >> FYI to the SIG> I have not had time to be very involved in the new >> website testing. If there is an issue here you would like me to >> inquire about, let me know. >> >> Henry >> >> -------- Original Message -------- >> Subject: Re: [SIGs-Admin] [SIGs_Admin][chapter-admin] Update on >> new IGDA website >> Date: Mon, 8 Jun 2009 21:17:08 -0700 >> From: Tim Langdell >> Reply-To: Private list for SIG leaders >> To: IGDA Chapter Admin Mailing List , >> Private list for SIG leaders >> >> >> >> Dear IGDA SIG and CHAPTER Leaders, >> >> I am happy to report that we are finally close to being able to take >> the new website live, and that it will have most of the features many >> of you have been anticipating. We do have some substantial work left >> to do, mainly in the back-end integration of financial >> infrastructure, but we have also devised a way to take the website >> live with this functionality mostly complete and with a plan to then >> complete it in the weeks following launch. We are also still adding >> in the social networking part of the new website, so please bear with >> us on that. The IGDA Store will be added soon, too. >> >> The main purpose of this email is to get information and feedback on >> the six areas below. If you haven't had the opportunity to look at >> the test site yet, I recommend you do so as soon as possible. I >> understand all of you have access to the test website - please tell >> me if that isn't the case: >> >> 1) Are there any key features you were expecting to see on day-one >> that do not seem to be present in the current test website today? >> >> 2) Are there any major bugs in the current test site you are aware >> of, or ways the website works you think should be changed before we >> go live? >> >> 3) As to the look and feel, the test website has the relatively >> modest changes to appearance and functionality the team was able to >> do in our budget. It should be stable and visible in Firefox, and >> shortly working flawlessly in IE too. We hope to budget a more >> extensive upgrade in the future. What do you think about the current >> design, in terms of going live ? >> >> 4) The current plan is to migrate all the current members of each SIG >> and CHAPTER by simply importing the members from the existing >> ListServs. Clearly, where some of you are using other solutions such >> as Google Groups we will need you to supply us with a list of your >> members? emails in some useable form (such as a comma separated >> file). If this applies to you, please send me your list (or let me >> know so we can work out the format) and I will coordinate ensuring >> our website developers have all SIG and CHAPTER member lists. >> >> 5) Some SIGS (and some CHAPTERS?) have tiers of membership such that >> you would not wish all members to have access to all your SIG or >> CHAPTER areas on the new website. The current plan is to import the >> entire list of your members, and we let you, as SIG and CHAPTER >> leaders, select which member has what level of access, who has admin >> privileges, etc. Do you think this will work for your SIG/CHAPTER? >> >> 6) Based on the test website as it stands do you currently have all >> the levels of access and sub-groups, etc that you will need on "day >> one" so that you can assign your members to have access to each of >> the levels, each of the groups and sub-groups? If not, then I need >> you to email me directly what levels you will need and how it differs >> from what is there in the test site for you right now. >> >> That's it for the questions! If you could try to respond to me by >> later this week it will help us confirm the final timeline and get >> prepared for going live. Once your final questions and concerns have >> been addressed, we expect the process of migration should be a fairly >> swift one with perhaps the existing IGDA website and the existing >> ListServs going down for perhaps as little as one or at most two >> days. That would be our goal. But please do bear in mind that when we >> "flip the switch" on that migration in readiness for the new website >> to go live, all access to the old website site will be permanently >> lost, as will all access to the old ListServs, etc. So we are taking >> care to be sure everyone here, and the web team, are fully prepared. >> >> If you have any questions or concerns I ask that you contact me, >> please, so that I can collate everyone's responses and coordinate >> what I sincerely trust is the final push before we can take this long >> awaited new website live. >> >> Kind regards, >> >> Tim Langdell >> Member, IGDA Board of Directors >> >> -- >> Henry Lowood, Ph.D. >> Curator for History of Science & Technology Collections; >> Film & Media Collections >> HRG, Green Library, 557 Escondido Mall >> Stanford University Libraries >> Stanford CA 94305-6004 >> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From Dan.Pinchbeck at port.ac.uk Fri Jul 10 04:23:36 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Fri, 10 Jul 2009 09:23:36 +0100 Subject: [game_preservation] SIG paper for DiGRA Message-ID: <4A570898020000B500093981@stirling.iso.port.ac.uk> Hi Andrew Sorry about the delay - hoping to hit the paper properly next week, so maybe we can discuss it all then! Cheers Dan Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk >>> Andrew Armstrong 01/07/09 4:22 PM >>> Looks like a pretty good programme, although the topics of some of the items need some real explanation, so I hope the program isn't just resigned to a word document. I've paid up for it now, quite a hefty bit of cash but should be good ;) hopefully won't be too hot that time of year either, I'm sweltering right now. I'll give the paper a once over at some point when I have some time. :) Andrew Dan Pinchbeck wrote: > Hiya, > > Everything goes through the conference website: > > http://digra2009.newport.ac.uk > > The draft programme is through and the session is provionally slotted in Thursday 3rd in the morning > > dan > > Dr Dan Pinchbeck > > Advanced Games Research Group > School of Creative Technologies > University of Portsmouth, UK > > www.thechineseroom.co.uk > www.keep.port.ac.uk > >>>> Andrew Armstrong 26/06/09 12:26 AM >>> >>>> > Okay, I'm finally back onto my email, urg, I'll batter my host more > harshly when they didn't get it working after their promised 2 days so I > lost a weeks worth of email, bah. > > I'll be able to come down, I've booked holiday time for that week, I > just need to know how to book a place at the event and accommodation. > > I've not got a chance today or tomorrow to read this structural draft - > I also note you didn't have any changes enabled, so it's hard to see > what's changed at a glance, sorry - I'll try and look later this weekend. > > As for a title, I don't know, it depends what you want the paper to be > edited to be. > > Andrew > > Dan Pinchbeck wrote: > >> hi all, >> >> a very (very) initial structural draft of the paper for DiGRA is uploaded here: >> >> www.thechineseroom.co.uk/IGDASIGpaper.doc >> >> If anyone has the chance to glance over it and give me a sense of whether I'm heading the right direction with this, make comments, changes, etc, I'd be really grateful. Like I said, it's at a phenomenally early point (deadline is 1st August) so don't expect much! >> >> I also need to confirm for the programme a final title for the paper and confirm the list of authors - as I wasn't involved in the white paper, can someone just triple-check that for me and send a list/title? >> >> Finally, as soon as I have the exact date/time for the game preservation panel I'll send it through - but this paper will need a presenter. I can 'arrange' that if need be, but it would obviously be great to have someone from the SIG there (Andrew, you're just up the road... and I may be able to find some budget to help out with registration, etc?) Any thoughts there would also be great, >> >> Thanks >> >> Dan >> >> PS- thanks Melanie for the heads-up - hope this is a better way of doing things! :) >> >> Dr Dan Pinchbeck >> >> Advanced Games Research Group >> School of Creative Technologies >> University of Portsmouth, UK >> >> www.thechineseroom.co.uk >> www.keep.port.ac.uk >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> >> >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > From dmonnens at gmail.com Sat Jul 11 09:51:23 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sat, 11 Jul 2009 07:51:23 -0600 Subject: [game_preservation] CFP: Curatorship and exhibition of gaming history (Next Gen; deadline Aug 1) Message-ID: <9d1cf2d50907110651k6d75b4a3o6af1c0e5e95ee0ad@mail.gmail.com> Forwarded from Beth A Lameman I noticed that Eludamos > has a section on "Curatorship and exhibition of gaming history ? > problems, opportunities, practices" in its upcoming Special Issue > > aka Beth A. Dillon > ---------- Forwarded message ---------- From: Beth Aileen Lameman Date: Wed, Jul 8, 2009 at 9:44 AM Subject: CfP: Eludamos Journal Special Issue ?Next Gen? (Due Aug 1) To: Magy Seif El-Nasr CfP: Eludamos Journal Special Issue ?Next Gen? Due August 1, 2009 Call for a special issue of Eludamos, titled: ?Next Gen.? Guest editors are Thomas J. Apperley, Darshana Jayemanne and Christian McCrea. Console gaming has already had more than one ?Next Generation?. PC gamers feverishly upgrade their rigs with each new state of the art FPS. Periodisation is often a major preoccupation for critics and publics interested in other media, but in the case of videogames the rapid pace of technical development seems to set the agenda of generational change. Games are caught up, culturally as well as aesthetically and technically, in their own futurism: each generation claims to be both anticipation and fulfillment of an imagined horizon of experience. Simultaneously, older technologies find new uses and contexts within the very conditions of their supposed obsolescence. Gaming is constantly speculating on its own future and recalling its past in order to coordinate a restless present. Just how coherent are gaming?s generations, and is the adoption of such classifications from the wider culture useful or counter-productive for academic game studies? This special issue of Eludamos invites essays on the topic of generational change in gaming, from broad overviews of the critical usefulness of ?official? Next Generations to microhistories of individual game franchises or lineages, from agenda-setting successes to failed attempts that were too soon, too late, or just too bad. Possible avenues of exploration may include: * The New Games journalism, advertising, hype and style in the gaming press * Generational change in academia: Do we need a new Game Studies? * Materiality: Histories of specific devices, console design and futurism. * Audio and graphical standards and the historical status of claims to the realistic * Audio and graphical standards and the historical status of claims to the cinematic * Retrogaming, popping, speedruns, machinima, bitscene music * Curatorship and exhibition of gaming history ? problems, opportunities, practices * Family and gaming: playing across generations * Globalisation and the uneven distribution of gaming?s generations * E-waste and the unrecognised costs of generational change The issue is open to papers that go beyond these suggestions, and the editors encourage any innovative approach linking the topics of gaming and generations. All articles undergo a double blind peer review process except for papers submitted to the game review section. We expect all submissions to be in English and accept full papers only. For further specificiations about our submission guidelines please consult http://www.eludamos.org. Submissions for ?Next Gen? should go to the Perspectives section of the site. Important dates 1st of August: submission deadline for the upcoming regular issue of Eludamos, as well as the special issue ?Next Gen?. Submissions should be full papers plus abstracts and bio. 25th of Oct. 2009: publication date We look forward to reading from you soon! Please address any queries and questions specifically regarding the Next Gen special issue to Darshana Jayemanne at escapismvelocity at gmail. -- Beth Aileen Lameman | http://www.bethaileen.com Aboriginal Territories in Cyberspace | http://www.abtec.org Simon Fraser University - SIAT PhD Student | http://siat.sfu.ca | msn: beth at bethaileen.com | aim: zele | | yahoo: bethaileenlameman | skype: bethaileenlamema -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From Dan.Pinchbeck at port.ac.uk Tue Jul 14 04:57:30 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Tue, 14 Jul 2009 09:57:30 +0100 Subject: [game_preservation] New version of the DiGRA paper Message-ID: <4A5C568A020000B500093EB1@stirling.iso.port.ac.uk> Hi all Feeling slightly stupid now - went back to redraft and realised I'd uploaded the wrong thing. Right... here's a new version: www.thechineseroom.co.uk/DIGRA.docx Any comments etc, obviously great. If anyone wants to sort out the author list and double-check the references list, that'd be particularly wonderful cheers dan Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk From andrew at aarmstrong.org Fri Jul 17 14:02:11 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 17 Jul 2009 19:02:11 +0100 Subject: [game_preservation] CFP: Curatorship and exhibition of gaming history (Next Gen; deadline Aug 1) In-Reply-To: <9d1cf2d50907110651k6d75b4a3o6af1c0e5e95ee0ad@mail.gmail.com> References: <9d1cf2d50907110651k6d75b4a3o6af1c0e5e95ee0ad@mail.gmail.com> Message-ID: <4A60BCA3.1070503@aarmstrong.org> Neat, so, will someone from this list be contributing then? :) Andrew Devin Monnens wrote: > Forwarded from Beth A Lameman > > I noticed that Eludamos > has a section on "Curatorship and exhibition of gaming history -- > problems, opportunities, practices" in its upcoming Special Issue > > aka Beth A. Dillon > > > > ---------- Forwarded message ---------- > From: Beth Aileen Lameman > > Date: Wed, Jul 8, 2009 at 9:44 AM > Subject: CfP: Eludamos Journal Special Issue "Next Gen" (Due Aug 1) > To: Magy Seif El-Nasr > > > > CfP: Eludamos Journal Special Issue "Next Gen" > Due August 1, 2009 > > Call for a special issue of Eludamos, titled: "Next Gen." > > Guest editors are Thomas J. Apperley, Darshana Jayemanne and Christian > McCrea. > > Console gaming has already had more than one 'Next Generation'. PC > gamers feverishly upgrade their rigs with each new state of the art > FPS. Periodisation is often a major preoccupation for critics and > publics interested in other media, but in the case of videogames the > rapid pace of technical development seems to set the agenda of > generational change. Games are caught up, culturally as well as > aesthetically and technically, in their own futurism: each generation > claims to be both anticipation and fulfillment of an imagined horizon > of experience. Simultaneously, older technologies find new uses and > contexts within the very conditions of their supposed obsolescence. > Gaming is constantly speculating on its own future and recalling its > past in order to coordinate a restless present. Just how coherent are > gaming's generations, and is the adoption of such classifications from > the wider culture useful or counter-productive for academic game > studies? > > This special issue of Eludamos invites essays on the topic of > generational change in gaming, from broad overviews of the critical > usefulness of 'official' Next Generations to microhistories of > individual game franchises or lineages, from agenda-setting successes > to failed attempts that were too soon, too late, or just too bad. > Possible avenues of exploration may include: > * The New Games journalism, advertising, hype and style in the gaming > press * Generational change in academia: Do we need a new Game > Studies? * Materiality: Histories of specific devices, console design > and futurism. * Audio and graphical standards and the historical > status of claims to the realistic * Audio and graphical standards and > the historical status of claims to the cinematic * Retrogaming, > popping, speedruns, machinima, bitscene music * Curatorship and > exhibition of gaming history -- problems, opportunities, practices * > Family and gaming: playing across generations * Globalisation and the > uneven distribution of gaming's generations * E-waste and the > unrecognised costs of generational change > > The issue is open to papers that go beyond these suggestions, and the > editors encourage any innovative approach linking the topics of gaming > and generations. > > All articles undergo a double blind peer review process except for > papers submitted to the game review section. We expect all submissions > to be in English and accept full papers only. For further > specificiations about our submission guidelines please consult > http://www.eludamos.org. Submissions for "Next Gen" should go to the > Perspectives section of the site. > Important dates > > 1st of August: submission deadline for the upcoming regular issue of > Eludamos, as well as the special issue "Next Gen". Submissions should > be full papers plus abstracts and bio. > > 25th of Oct. 2009: publication date > > We look forward to reading from you soon! Please address any queries > and questions specifically regarding the Next Gen special issue to > Darshana Jayemanne at escapismvelocity at gmail. > > > -- > Beth Aileen Lameman | http://www.bethaileen.com > Aboriginal Territories in Cyberspace | http://www.abtec.org > Simon Fraser University - SIAT PhD Student | http://siat.sfu.ca > > | msn: beth at bethaileen.com | aim: zele | > | yahoo: bethaileenlameman | skype: bethaileenlamema > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > ------------------------------------------------------------------------ > > _______________________________________________ > 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: From andrew at aarmstrong.org Fri Jul 17 14:03:12 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 17 Jul 2009 19:03:12 +0100 Subject: [game_preservation] New version of the DiGRA paper In-Reply-To: <4A5C568A020000B500093EB1@stirling.iso.port.ac.uk> References: <4A5C568A020000B500093EB1@stirling.iso.port.ac.uk> Message-ID: <4A60BCE0.8090001@aarmstrong.org> Since it's docx I'm afraid I can't open this at home, so I'll check it at work on Monday. :) (been off this week). Andrew Dan Pinchbeck wrote: > Hi all > > Feeling slightly stupid now - went back to redraft and realised I'd uploaded the wrong thing. Right... here's a new version: > > www.thechineseroom.co.uk/DIGRA.docx > > Any comments etc, obviously great. If anyone wants to sort out the author list and double-check the references list, that'd be particularly wonderful > > cheers > > dan > > Dr Dan Pinchbeck > > Advanced Games Research Group > School of Creative Technologies > University of Portsmouth, UK > > www.thechineseroom.co.uk > www.keep.port.ac.uk > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > From donahrm at gmail.com Fri Jul 17 14:16:22 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Fri, 17 Jul 2009 14:16:22 -0400 Subject: [game_preservation] CFP: Curatorship and exhibition of gaming history (Next Gen; deadline Aug 1) In-Reply-To: <4A60BCA3.1070503@aarmstrong.org> References: <9d1cf2d50907110651k6d75b4a3o6af1c0e5e95ee0ad@mail.gmail.com> <4A60BCA3.1070503@aarmstrong.org> Message-ID: I'm somewhat amused that you replied exactly while I was reading the CFP. If the deadline weren't 8/1, I'd be tempted. On Fri, 17 Jul 2009 14:02:11 -0400, Andrew Armstrong wrote: > Neat, so, will someone from this list be contributing then? :) > > Andrew > > Devin Monnens wrote: >> Forwarded from Beth A Lameman >> >> I noticed that Eludamos >> has a section on "Curatorship and exhibition of gaming history -- >> problems, opportunities, practices" in its upcoming Special Issue >> >> aka Beth A. Dillon >> >> >> >> ---------- Forwarded message ---------- >> From: Beth Aileen Lameman > > >> Date: Wed, Jul 8, 2009 at 9:44 AM >> Subject: CfP: Eludamos Journal Special Issue "Next Gen" (Due Aug 1) >> To: Magy Seif El-Nasr > >> >> >> CfP: Eludamos Journal Special Issue "Next Gen" >> Due August 1, 2009 >> >> Call for a special issue of Eludamos, titled: "Next Gen." >> >> Guest editors are Thomas J. Apperley, Darshana Jayemanne and Christian >> McCrea. >> >> Console gaming has already had more than one 'Next Generation'. PC >> gamers feverishly upgrade their rigs with each new state of the art >> FPS. Periodisation is often a major preoccupation for critics and >> publics interested in other media, but in the case of videogames the >> rapid pace of technical development seems to set the agenda of >> generational change. Games are caught up, culturally as well as >> aesthetically and technically, in their own futurism: each generation >> claims to be both anticipation and fulfillment of an imagined horizon >> of experience. Simultaneously, older technologies find new uses and >> contexts within the very conditions of their supposed obsolescence. >> Gaming is constantly speculating on its own future and recalling its >> past in order to coordinate a restless present. Just how coherent are >> gaming's generations, and is the adoption of such classifications from >> the wider culture useful or counter-productive for academic game >> studies? >> >> This special issue of Eludamos invites essays on the topic of >> generational change in gaming, from broad overviews of the critical >> usefulness of 'official' Next Generations to microhistories of >> individual game franchises or lineages, from agenda-setting successes >> to failed attempts that were too soon, too late, or just too bad. >> Possible avenues of exploration may include: >> * The New Games journalism, advertising, hype and style in the gaming >> press * Generational change in academia: Do we need a new Game >> Studies? * Materiality: Histories of specific devices, console design >> and futurism. * Audio and graphical standards and the historical >> status of claims to the realistic * Audio and graphical standards and >> the historical status of claims to the cinematic * Retrogaming, >> popping, speedruns, machinima, bitscene music * Curatorship and >> exhibition of gaming history -- problems, opportunities, practices * >> Family and gaming: playing across generations * Globalisation and the >> uneven distribution of gaming's generations * E-waste and the >> unrecognised costs of generational change >> >> The issue is open to papers that go beyond these suggestions, and the >> editors encourage any innovative approach linking the topics of gaming >> and generations. >> >> All articles undergo a double blind peer review process except for >> papers submitted to the game review section. We expect all submissions >> to be in English and accept full papers only. For further >> specificiations about our submission guidelines please consult >> http://www.eludamos.org. Submissions for "Next Gen" should go to the >> Perspectives section of the site. >> Important dates >> >> 1st of August: submission deadline for the upcoming regular issue of >> Eludamos, as well as the special issue "Next Gen". Submissions should >> be full papers plus abstracts and bio. >> >> 25th of Oct. 2009: publication date >> >> We look forward to reading from you soon! Please address any queries >> and questions specifically regarding the Next Gen special issue to >> Darshana Jayemanne at escapismvelocity at gmail. >> >> >> -- >> Beth Aileen Lameman | http://www.bethaileen.com >> Aboriginal Territories in Cyberspace | http://www.abtec.org >> Simon Fraser University - SIAT PhD Student | http://siat.sfu.ca >> >> | msn: beth at bethaileen.com | aim: zele | >> | yahoo: bethaileenlameman | skype: bethaileenlamema >> >> -- >> Devin Monnens >> www.deserthat.com >> >> The sleep of Reason produces monsters. >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ From bcain at criticalmassinteractive.com Fri Jul 17 14:21:38 2009 From: bcain at criticalmassinteractive.com (Billy Cain) Date: Fri, 17 Jul 2009 13:21:38 -0500 Subject: [game_preservation] New version of the DiGRA paper In-Reply-To: <4A60BCE0.8090001@aarmstrong.org> References: <4A5C568A020000B500093EB1@stirling.iso.port.ac.uk> <4A60BCE0.8090001@aarmstrong.org> Message-ID: <4af27ce20907171121j6bfcc1fbl51423445308e5d7a@mail.gmail.com> There is a free converter on Microsoft's site. :) On 7/17/09, Andrew Armstrong wrote: > Since it's docx I'm afraid I can't open this at home, so I'll check it > at work on Monday. :) (been off this week). > > Andrew > > Dan Pinchbeck wrote: >> Hi all >> >> Feeling slightly stupid now - went back to redraft and realised I'd >> uploaded the wrong thing. Right... here's a new version: >> >> www.thechineseroom.co.uk/DIGRA.docx >> >> Any comments etc, obviously great. If anyone wants to sort out the author >> list and double-check the references list, that'd be particularly >> wonderful >> >> cheers >> >> dan >> >> Dr Dan Pinchbeck >> >> Advanced Games Research Group >> School of Creative Technologies >> University of Portsmouth, UK >> >> www.thechineseroom.co.uk >> www.keep.port.ac.uk >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Sent from my mobile device Billy Cain Geek / Catalyst http://twitter.com/billycain http://www.facebook.com/billyjoecain IGDA - Austin: http://www.facebook.com/group.php?gid=55276414674 From dmonnens at gmail.com Fri Jul 17 14:20:01 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 17 Jul 2009 12:20:01 -0600 Subject: [game_preservation] New version of the DiGRA paper In-Reply-To: <4A60BCE0.8090001@aarmstrong.org> References: <4A5C568A020000B500093EB1@stirling.iso.port.ac.uk> <4A60BCE0.8090001@aarmstrong.org> Message-ID: <9d1cf2d50907171120h6e6470ffma110640e1067f41d@mail.gmail.com> Agreed. Can we have the paper in .doc or .pdf format? -Devin On Fri, Jul 17, 2009 at 12:03 PM, Andrew Armstrong wrote: > Since it's docx I'm afraid I can't open this at home, so I'll check it at > work on Monday. :) (been off this week). > > Andrew > > > Dan Pinchbeck wrote: > >> Hi all >> >> Feeling slightly stupid now - went back to redraft and realised I'd >> uploaded the wrong thing. Right... here's a new version: >> >> www.thechineseroom.co.uk/DIGRA.docx >> >> Any comments etc, obviously great. If anyone wants to sort out the author >> list and double-check the references list, that'd be particularly wonderful >> >> cheers >> dan >> >> Dr Dan Pinchbeck >> >> Advanced Games Research Group >> School of Creative Technologies >> University of Portsmouth, UK >> >> www.thechineseroom.co.uk >> www.keep.port.ac.uk >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Fri Jul 17 19:54:06 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sat, 18 Jul 2009 00:54:06 +0100 Subject: [game_preservation] New version of the DiGRA paper In-Reply-To: <4af27ce20907171121j6bfcc1fbl51423445308e5d7a@mail.gmail.com> References: <4A5C568A020000B500093EB1@stirling.iso.port.ac.uk> <4A60BCE0.8090001@aarmstrong.org> <4af27ce20907171121j6bfcc1fbl51423445308e5d7a@mail.gmail.com> Message-ID: <4A610F1E.2050209@aarmstrong.org> I'll try and look at it tomorrow or Sunday then, zzzzz :) Andrew Billy Cain wrote: > There is a free converter on Microsoft's site. :) > > On 7/17/09, Andrew Armstrong wrote: > >> Since it's docx I'm afraid I can't open this at home, so I'll check it >> at work on Monday. :) (been off this week). >> >> Andrew >> >> Dan Pinchbeck wrote: >> >>> Hi all >>> >>> Feeling slightly stupid now - went back to redraft and realised I'd >>> uploaded the wrong thing. Right... here's a new version: >>> >>> www.thechineseroom.co.uk/DIGRA.docx >>> >>> Any comments etc, obviously great. If anyone wants to sort out the author >>> list and double-check the references list, that'd be particularly >>> wonderful >>> >>> cheers >>> >>> dan >>> >>> Dr Dan Pinchbeck >>> >>> Advanced Games Research Group >>> School of Creative Technologies >>> University of Portsmouth, UK >>> >>> www.thechineseroom.co.uk >>> www.keep.port.ac.uk >>> _______________________________________________ >>> game_preservation mailing list >>> game_preservation at igda.org >>> http://six.pairlist.net/mailman/listinfo/game_preservation >>> >>> >> _______________________________________________ >> 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: From melanie.swalwell at flinders.edu.au Fri Jul 17 20:50:07 2009 From: melanie.swalwell at flinders.edu.au (Melanie Swalwell) Date: Sat, 18 Jul 2009 10:20:07 +0930 Subject: [game_preservation] CFP: Curatorship and exhibition of gaming history (Next Gen; deadline Aug 1) In-Reply-To: References: <9d1cf2d50907110651k6d75b4a3o6af1c0e5e95ee0ad@mail.gmail.com> <4A60BCA3.1070503@aarmstrong.org> Message-ID: <4A611C3F.2060104@flinders.edu.au> Christian McCrea, one of the editors of the issue, is on the list :) Rachel "Sheepy" Donahue wrote: > I'm somewhat amused that you replied exactly while I was reading the CFP. > > If the deadline weren't 8/1, I'd be tempted. > > On Fri, 17 Jul 2009 14:02:11 -0400, Andrew Armstrong > wrote: > >> Neat, so, will someone from this list be contributing then? :) >> >> Andrew >> >> Devin Monnens wrote: >>> Forwarded from Beth A Lameman >>> >>> I noticed that Eludamos >>> has a section on "Curatorship and exhibition of gaming history -- >>> problems, opportunities, practices" in its upcoming Special Issue >>> >>> aka Beth A. Dillon >>> >>> >>> >>> ---------- Forwarded message ---------- >>> From: Beth Aileen Lameman >> > >>> Date: Wed, Jul 8, 2009 at 9:44 AM >>> Subject: CfP: Eludamos Journal Special Issue "Next Gen" (Due Aug 1) >>> To: Magy Seif El-Nasr > >>> >>> >>> CfP: Eludamos Journal Special Issue "Next Gen" >>> Due August 1, 2009 >>> >>> Call for a special issue of Eludamos, titled: "Next Gen." >>> >>> Guest editors are Thomas J. Apperley, Darshana Jayemanne and Christian >>> McCrea. >>> >>> Console gaming has already had more than one 'Next Generation'. PC >>> gamers feverishly upgrade their rigs with each new state of the art >>> FPS. Periodisation is often a major preoccupation for critics and >>> publics interested in other media, but in the case of videogames the >>> rapid pace of technical development seems to set the agenda of >>> generational change. Games are caught up, culturally as well as >>> aesthetically and technically, in their own futurism: each generation >>> claims to be both anticipation and fulfillment of an imagined horizon >>> of experience. Simultaneously, older technologies find new uses and >>> contexts within the very conditions of their supposed obsolescence. >>> Gaming is constantly speculating on its own future and recalling its >>> past in order to coordinate a restless present. Just how coherent are >>> gaming's generations, and is the adoption of such classifications from >>> the wider culture useful or counter-productive for academic game >>> studies? >>> >>> This special issue of Eludamos invites essays on the topic of >>> generational change in gaming, from broad overviews of the critical >>> usefulness of 'official' Next Generations to microhistories of >>> individual game franchises or lineages, from agenda-setting successes >>> to failed attempts that were too soon, too late, or just too bad. >>> Possible avenues of exploration may include: >>> * The New Games journalism, advertising, hype and style in the gaming >>> press * Generational change in academia: Do we need a new Game >>> Studies? * Materiality: Histories of specific devices, console design >>> and futurism. * Audio and graphical standards and the historical >>> status of claims to the realistic * Audio and graphical standards and >>> the historical status of claims to the cinematic * Retrogaming, >>> popping, speedruns, machinima, bitscene music * Curatorship and >>> exhibition of gaming history -- problems, opportunities, practices * >>> Family and gaming: playing across generations * Globalisation and the >>> uneven distribution of gaming's generations * E-waste and the >>> unrecognised costs of generational change >>> >>> The issue is open to papers that go beyond these suggestions, and the >>> editors encourage any innovative approach linking the topics of gaming >>> and generations. >>> >>> All articles undergo a double blind peer review process except for >>> papers submitted to the game review section. We expect all submissions >>> to be in English and accept full papers only. For further >>> specificiations about our submission guidelines please consult >>> http://www.eludamos.org. Submissions for "Next Gen" should go to the >>> Perspectives section of the site. >>> Important dates >>> >>> 1st of August: submission deadline for the upcoming regular issue of >>> Eludamos, as well as the special issue "Next Gen". Submissions should >>> be full papers plus abstracts and bio. >>> >>> 25th of Oct. 2009: publication date >>> >>> We look forward to reading from you soon! Please address any queries >>> and questions specifically regarding the Next Gen special issue to >>> Darshana Jayemanne at escapismvelocity at gmail. >>> >>> >>> -- >>> Beth Aileen Lameman | http://www.bethaileen.com >>> Aboriginal Territories in Cyberspace | http://www.abtec.org >>> Simon Fraser University - SIAT PhD Student | http://siat.sfu.ca >>> >>> | msn: beth at bethaileen.com | aim: zele | >>> | yahoo: bethaileenlameman | skype: bethaileenlamema >>> >>> -- >>> Devin Monnens >>> www.deserthat.com >>> >>> The sleep of Reason produces monsters. >>> ------------------------------------------------------------------------ >>> >>> >>> _______________________________________________ >>> game_preservation mailing list >>> game_preservation at igda.org >>> http://six.pairlist.net/mailman/listinfo/game_preservation >>> > > -- Dr Melanie Swalwell Senior Lecturer, Screen and Media & Course Coordinator, B. Media Flinders University GPO Box 2100 Adelaide SA 5001 125B Humanities Bldg Ph: +61 8 8201 2619 Fax: +61 8 8201 3635 melanie.swalwell at flinders.edu.au From andrew at aarmstrong.org Sat Jul 18 04:09:14 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sat, 18 Jul 2009 09:09:14 +0100 Subject: [game_preservation] CFP: Curatorship and exhibition of gaming history (Next Gen; deadline Aug 1) In-Reply-To: <4A611C3F.2060104@flinders.edu.au> References: <9d1cf2d50907110651k6d75b4a3o6af1c0e5e95ee0ad@mail.gmail.com> <4A60BCA3.1070503@aarmstrong.org> <4A611C3F.2060104@flinders.edu.au> Message-ID: <4A61832A.4080906@aarmstrong.org> If they get any applicants, hopefully they'll mention this is the place to hang out and tell us about their entry, or to get some opinions on it :) I wish I had the time to do something myself, although I don't have any research to present or opinions to put forward right now anyway, heh. Andrew Melanie Swalwell wrote: > Christian McCrea, one of the editors of the issue, is on the list :) > > > Rachel "Sheepy" Donahue wrote: >> I'm somewhat amused that you replied exactly while I was reading the >> CFP. >> >> If the deadline weren't 8/1, I'd be tempted. >> >> On Fri, 17 Jul 2009 14:02:11 -0400, Andrew Armstrong >> wrote: >> > From Dan.Pinchbeck at port.ac.uk Mon Jul 20 04:37:33 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Mon, 20 Jul 2009 09:37:33 +0100 Subject: [game_preservation] doc version of doc Message-ID: <4A643ADD020000B5000947AF@stirling.iso.port.ac.uk> hi all new version as 97-03 compatible doc file here: www.thechineseroom.co.uk/IGDApaperforDIGRA.doc thanks dan Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk From Dan.Pinchbeck at port.ac.uk Mon Jul 20 05:39:12 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Mon, 20 Jul 2009 10:39:12 +0100 Subject: [game_preservation] Contact details? Message-ID: <4A644950020000B5000947FB@stirling.iso.port.ac.uk> Hi all, Anyone have an email address for Karsten Huth? Thanks Dan Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk From andrew at aarmstrong.org Mon Jul 20 06:18:56 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 20 Jul 2009 11:18:56 +0100 Subject: [game_preservation] doc version of doc In-Reply-To: <4A643ADD020000B5000947AF@stirling.iso.port.ac.uk> References: <4A643ADD020000B5000947AF@stirling.iso.port.ac.uk> Message-ID: <4A644490.60809@aarmstrong.org> It says 404 not found? :) Will be looking today/tonight, was busier then I expected at the weekend away from my PC. Andrew Dan Pinchbeck wrote: > hi all > > new version as 97-03 compatible doc file here: > > www.thechineseroom.co.uk/IGDApaperforDIGRA.doc > > thanks > > dan > > Dr Dan Pinchbeck > > Advanced Games Research Group > School of Creative Technologies > University of Portsmouth, UK > > www.thechineseroom.co.uk > www.keep.port.ac.uk > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > From Dan.Pinchbeck at port.ac.uk Mon Jul 20 07:27:29 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Mon, 20 Jul 2009 12:27:29 +0100 Subject: [game_preservation] doc version of doc Message-ID: <4A6462B1020000B50009484F@stirling.iso.port.ac.uk> Hmmm. Try now Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk >>> Andrew Armstrong 20/07/09 11:20 AM >>> It says 404 not found? :) Will be looking today/tonight, was busier then I expected at the weekend away from my PC. Andrew Dan Pinchbeck wrote: > hi all > > new version as 97-03 compatible doc file here: > > www.thechineseroom.co.uk/IGDApaperforDIGRA.doc > > thanks > > dan > > Dr Dan Pinchbeck > > Advanced Games Research Group > School of Creative Technologies > University of Portsmouth, UK > > www.thechineseroom.co.uk > www.keep.port.ac.uk > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > _______________________________________________ game_preservation mailing list game_preservation at igda.org http://six.pairlist.net/mailman/listinfo/game_preservation From andrew at aarmstrong.org Mon Jul 20 08:11:46 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 20 Jul 2009 13:11:46 +0100 Subject: [game_preservation] doc version of doc In-Reply-To: <4A6462B1020000B50009484F@stirling.iso.port.ac.uk> References: <4A6462B1020000B50009484F@stirling.iso.port.ac.uk> Message-ID: <4A645F02.8090008@aarmstrong.org> Works, thanks, will be reviewing now :) Andrew Dan Pinchbeck wrote: > Hmmm. Try now > > Dr Dan Pinchbeck > > Advanced Games Research Group > School of Creative Technologies > University of Portsmouth, UK > > www.thechineseroom.co.uk > www.keep.port.ac.uk > >>>> Andrew Armstrong 20/07/09 11:20 AM >>> >>>> > It says 404 not found? :) > > Will be looking today/tonight, was busier then I expected at the weekend > away from my PC. > > Andrew > > Dan Pinchbeck wrote: > >> hi all >> >> new version as 97-03 compatible doc file here: >> >> www.thechineseroom.co.uk/IGDApaperforDIGRA.doc >> >> thanks >> >> dan >> >> Dr Dan Pinchbeck >> >> Advanced Games Research Group >> School of Creative Technologies >> University of Portsmouth, UK >> >> www.thechineseroom.co.uk >> www.keep.port.ac.uk >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > _______________________________________________ > 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: From andrew at aarmstrong.org Mon Jul 20 15:29:25 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 20 Jul 2009 20:29:25 +0100 Subject: [game_preservation] doc version of doc In-Reply-To: <4A6462B1020000B50009484F@stirling.iso.port.ac.uk> References: <4A6462B1020000B50009484F@stirling.iso.port.ac.uk> Message-ID: <4A64C595.2090203@aarmstrong.org> Feedback: Page 1 - Not sure about "the specific threats to games are outlined," - shouldn't that be something like "the specific threats to preserving games are outlined," - since this isn't otherwise mentioned in that abstract. Possibly will want to put "digital" before one of these mentions of "games" too, to be sure this is clear in the abstract. Board games, card games and so forth are a bit out of the remit (fascinating though they are), and it could be misinterpreted. Might want to put digital in the keywords search too, but I doubt this is important. Page 2 - Not sure about the footnote, since it is the only one in the text - is it worth sourcing something to be a proper reference? Page 5 - the bullet points (at least in OpenOffice) are very much pushed to the right of the columns - making things a bit spread-y - might be worth putting them all the way to the left (decreasing the indent). Page 7 - small thing, Playstation -> PlayStation, Sony is pretty fussy on this ;) - it also doesn't mention the Xbox store, but two examples is enough for sure. Looks well edited otherwise - there are a few small things (too many commas possibly in some sentences) which are more up to how you want it to be read, rather then how correct it is. As for who did it, author list, apart from yourself there is the ones mentioned on this page: http://www.igda.org/wiki/Game_Preservation_SIG/White_Paper/Before_It%27s_Too_Late:_A_Digital_Game_Preservation_White_Paper I don't know if you need editors, but the main authors are listed there. If you need me to re-read it, give me a shout. Thanks! Andrew From Dan.Pinchbeck at port.ac.uk Tue Jul 21 04:27:42 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Tue, 21 Jul 2009 09:27:42 +0100 Subject: [game_preservation] doc version of doc Message-ID: <4A658A0E020000B5000949E0@stirling.iso.port.ac.uk> Hi Andrew (and everyone) Excellent, thanks for that. Will revise today. The deadline is 1st August, so if there are any other bits of feedback from anyone and they can get me them this week, I'll make changes. Author list: I'm not too worried about my place on this (will probably smuggle in at the end) as I wasn't involved in the actual writing of the majority of it, so will drop in the authors list from the link. If there are any acknowledgements that need to be made, please let me know and I'll drop them in to the end of the paper too. Cheers Dan Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk From Dan.Pinchbeck at port.ac.uk Tue Jul 21 05:05:13 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Tue, 21 Jul 2009 10:05:13 +0100 Subject: [game_preservation] doc version of doc Message-ID: <4A6592D9020000B500094A08@stirling.iso.port.ac.uk> Another question on the paper for everyone involved as an author - it would make things easier to list all authors under a single 'organisation' - i.e. the IGDA SIG, giving the email contact as this list address. Can people confirm with me they are happy with that. I can technically put everyone down in their seperate institutions, but it's going to look v. messy... Thanks Dan Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk >>> Andrew Armstrong 20/07/09 8:32 PM >>> Feedback: Page 1 - Not sure about "the specific threats to games are outlined," - shouldn't that be something like "the specific threats to preserving games are outlined," - since this isn't otherwise mentioned in that abstract. Possibly will want to put "digital" before one of these mentions of "games" too, to be sure this is clear in the abstract. Board games, card games and so forth are a bit out of the remit (fascinating though they are), and it could be misinterpreted. Might want to put digital in the keywords search too, but I doubt this is important. Page 2 - Not sure about the footnote, since it is the only one in the text - is it worth sourcing something to be a proper reference? Page 5 - the bullet points (at least in OpenOffice) are very much pushed to the right of the columns - making things a bit spread-y - might be worth putting them all the way to the left (decreasing the indent). Page 7 - small thing, Playstation -> PlayStation, Sony is pretty fussy on this ;) - it also doesn't mention the Xbox store, but two examples is enough for sure. Looks well edited otherwise - there are a few small things (too many commas possibly in some sentences) which are more up to how you want it to be read, rather then how correct it is. As for who did it, author list, apart from yourself there is the ones mentioned on this page: http://www.igda.org/wiki/Game_Preservation_SIG/White_Paper/Before_It%27s_Too_Late:_A_Digital_Game_Preservation_White_Paper I don't know if you need editors, but the main authors are listed there. If you need me to re-read it, give me a shout. Thanks! Andrew _______________________________________________ game_preservation mailing list game_preservation at igda.org http://six.pairlist.net/mailman/listinfo/game_preservation From andrew at aarmstrong.org Tue Jul 21 05:55:48 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Tue, 21 Jul 2009 10:55:48 +0100 Subject: [game_preservation] doc version of doc In-Reply-To: <4A6592D9020000B500094A08@stirling.iso.port.ac.uk> References: <4A6592D9020000B500094A08@stirling.iso.port.ac.uk> Message-ID: <4A6590A4.7090800@aarmstrong.org> This list might not even existing when the conference is on :) (so we hope). Putting preservation at igda.org goes to whoever is the current head, currently Henry, which should do in my opinion. Not sure about the others though. :) Andrew Dan Pinchbeck wrote: > Another question on the paper for everyone involved as an author - it would make things easier to list all authors under a single 'organisation' - i.e. the IGDA SIG, giving the email contact as this list address. > > Can people confirm with me they are happy with that. I can technically put everyone down in their seperate institutions, but it's going to look v. messy... > > Thanks > > Dan From dmonnens at gmail.com Fri Jul 24 21:35:00 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 24 Jul 2009 19:35:00 -0600 Subject: [game_preservation] Old PC Game Sales for XP/Vista Message-ID: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> My friend just sent me this website that sells classic PC games for low prices. I'm not sure how this relates to preservation, but it's great to see a lot of the old titles still available. (Personally, I think some of the prices should be lower though...) http://www.gog.com/en/frontpage/ -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From donahrm at gmail.com Fri Jul 24 22:32:56 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Fri, 24 Jul 2009 22:32:56 -0400 Subject: [game_preservation] Old PC Game Sales for XP/Vista In-Reply-To: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> References: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> Message-ID: There's also Steam :) http://store.steampowered.com/ On Fri, 24 Jul 2009 21:35:00 -0400, Devin Monnens wrote: > My friend just sent me this website that sells classic PC games for low > prices. I'm not sure how this relates to preservation, but it's great to > see > a lot of the old titles still available. (Personally, I think some of the > prices should be lower though...) > http://www.gog.com/en/frontpage/ > From andrew at aarmstrong.org Sat Jul 25 05:46:02 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sat, 25 Jul 2009 10:46:02 +0100 Subject: [game_preservation] Old PC Game Sales for XP/Vista In-Reply-To: References: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> Message-ID: <4A6AD45A.6030409@aarmstrong.org> Man, no, not Steam, not for us preservationists! might as well suggest EA's download service, hoho... I've got to seriously suggest we do a paper or some research on the use of online DRM and DRM in general and how it basically makes our jobs impossible. :D I was going to do a basic post/wiki page on it, but finding actual concrete information on what DRM is applied, company policy and so forth is nearly impossible - all the news is bloody vague, a nightmare for research on a topic no company wants to literally come out with "WE OWN THE RIGHT TO STOP YOU USING OUR STUFF IMMEDIATELY". I perhaps will suggest this as a project to investigate - and go out journalistic-ly with this SIG's backing to get some information on all the DRM currently used. :) Good Old Games I featured on our news feed when it opened last year, by the way :) I've not had the chance to buy anything from it (I have tons of games left to play), but they are DRM free, which is awesome! I agree prices can be a bit heavy sometimes, but it looks like it'll be a good resource if it hangs around (and if it doesn't, anything you have downloaded won't magically go poof :) ). BTW, if no one knows about it (and I'm trying to contact them, but man is it slow), Liberated Games still has a catalogue of free games: http://liberatedgames.org/ Andrew Rachel "Sheepy" Donahue wrote: > There's also Steam :) > http://store.steampowered.com/ > > On Fri, 24 Jul 2009 21:35:00 -0400, Devin Monnens > wrote: > >> My friend just sent me this website that sells classic PC games for low >> prices. I'm not sure how this relates to preservation, but it's great >> to see >> a lot of the old titles still available. (Personally, I think some of >> the >> prices should be lower though...) >> http://www.gog.com/en/frontpage/ >> > > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From andrew at aarmstrong.org Sat Jul 25 06:14:40 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sat, 25 Jul 2009 11:14:40 +0100 Subject: [game_preservation] Windows 7 and Virtual PC XP Message-ID: <4A6ADB10.4050705@aarmstrong.org> So I've pre-ordered Windows 7 so it's not rediculously-expensive, instead just man-thats-expensive. It does, it says, come with a virtual way of running apps in an XP environment (I got the Pro or whatever version, but not just for this). I was wondering, since I don't have the RC installed, does this work at all for any kind of games, or is it purely just the XP API with no real driver support? I know VirtualPC which you can run OS's off is basically like running on a stripped down box with a generic CPU, some RAM and a hard drive, but no graphics or sound support to speak of. I don't know if it is the same way of doing it, simply more built-in to the OS? I just know some games won't work with 7 (like Vista, since they run a very similar OS model), and virtulising XP might be a cure for that, but only if there is hardware support in it. I think once I research this a bit more (since as on XP now, I have very few problems running older games) I'll get digging into WINE and also emulator projects (DOSBox is obvious, others that are starting to provide hardware support or 3d emulation are worth looking at too) and might gather some resources for our list (bibliography website still pending ;) ). If anyone has a list of these it'd be welcome, before I get a new PC and slam into the ground running on Vista SP3, I mean, Windows 7 ;) Thanks! Andrew From donahrm at gmail.com Sat Jul 25 11:37:20 2009 From: donahrm at gmail.com (Rachel Donahue) Date: Sat, 25 Jul 2009 11:37:20 -0400 Subject: [game_preservation] Old PC Game Sales for XP/Vista In-Reply-To: <4A6AD45A.6030409@aarmstrong.org> References: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> <4A6AD45A.6030409@aarmstrong.org> Message-ID: <1C98F214-1620-4961-A7E0-0894A7920C81@gmail.com> True, I wouldn't consider it preservation. But speaking purely as a gamer, it's still a decent place for a king's quest fix! This message brought to you by the Sheepod. On Jul 25, 2009, at 5:46 AM, Andrew Armstrong wrote: > Man, no, not Steam, not for us preservationists! might as well > suggest EA's download service, hoho... > > I've got to seriously suggest we do a paper or some research on the > use of online DRM and DRM in general and how it basically makes our > jobs impossible. :D I was going to do a basic post/wiki page on it, > but finding actual concrete information on what DRM is applied, > company policy and so forth is nearly impossible - all the news is > bloody vague, a nightmare for research on a topic no company wants > to literally come out with "WE OWN THE RIGHT TO STOP YOU USING OUR > STUFF IMMEDIATELY". I perhaps will suggest this as a project to > investigate - and go out journalistic-ly with this SIG's backing to > get some information on all the DRM currently used. :) > > Good Old Games I featured on our news feed when it opened last year, > by the way :) I've not had the chance to buy anything from it (I > have tons of games left to play), but they are DRM free, which is > awesome! I agree prices can be a bit heavy sometimes, but it looks > like it'll be a good resource if it hangs around (and if it doesn't, > anything you have downloaded won't magically go poof :) ). > > BTW, if no one knows about it (and I'm trying to contact them, but > man is it slow), Liberated Games still has a catalogue of free > games: http://liberatedgames.org/ > > Andrew > > Rachel "Sheepy" Donahue wrote: >> There's also Steam :) >> http://store.steampowered.com/ >> >> On Fri, 24 Jul 2009 21:35:00 -0400, Devin Monnens >> wrote: >> >>> My friend just sent me this website that sells classic PC games >>> for low >>> prices. I'm not sure how this relates to preservation, but it's >>> great to see >>> a lot of the old titles still available. (Personally, I think some >>> of the >>> prices should be lower though...) >>> http://www.gog.com/en/frontpage/ >>> >> >> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From andrew at aarmstrong.org Sat Jul 25 13:31:29 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sat, 25 Jul 2009 18:31:29 +0100 Subject: [game_preservation] Old PC Game Sales for XP/Vista In-Reply-To: <1C98F214-1620-4961-A7E0-0894A7920C81@gmail.com> References: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> <4A6AD45A.6030409@aarmstrong.org> <1C98F214-1620-4961-A7E0-0894A7920C81@gmail.com> Message-ID: <4A6B4171.4010308@aarmstrong.org> Yeah, sadly I'm tempted by LucasArts stuff being up on there. Ho hum :( (luckily I already have DoTT and Sam and Max :D ). Andrew Rachel Donahue wrote: > True, I wouldn't consider it preservation. But speaking purely as a > gamer, it's still a decent place for a king's quest fix! > > This message brought to you by the Sheepod. > > On Jul 25, 2009, at 5:46 AM, Andrew Armstrong > wrote: > >> Man, no, not Steam, not for us preservationists! might as well >> suggest EA's download service, hoho... >> >> I've got to seriously suggest we do a paper or some research on the >> use of online DRM and DRM in general and how it basically makes our >> jobs impossible. :D I was going to do a basic post/wiki page on it, >> but finding actual concrete information on what DRM is applied, >> company policy and so forth is nearly impossible - all the news is >> bloody vague, a nightmare for research on a topic no company wants to >> literally come out with "WE OWN THE RIGHT TO STOP YOU USING OUR STUFF >> IMMEDIATELY". I perhaps will suggest this as a project to investigate >> - and go out journalistic-ly with this SIG's backing to get some >> information on all the DRM currently used. :) >> >> Good Old Games I featured on our news feed when it opened last year, >> by the way :) I've not had the chance to buy anything from it (I have >> tons of games left to play), but they are DRM free, which is awesome! >> I agree prices can be a bit heavy sometimes, but it looks like it'll >> be a good resource if it hangs around (and if it doesn't, anything >> you have downloaded won't magically go poof :) ). >> >> BTW, if no one knows about it (and I'm trying to contact them, but >> man is it slow), Liberated Games still has a catalogue of free games: >> http://liberatedgames.org/ >> >> Andrew >> >> Rachel "Sheepy" Donahue wrote: >>> There's also Steam :) >>> http://store.steampowered.com/ >>> >>> On Fri, 24 Jul 2009 21:35:00 -0400, Devin Monnens >>> wrote: >>> >>>> My friend just sent me this website that sells classic PC games for >>>> low >>>> prices. I'm not sure how this relates to preservation, but it's >>>> great to see >>>> a lot of the old titles still available. (Personally, I think some >>>> of the >>>> prices should be lower though...) >>>> http://www.gog.com/en/frontpage/ >>>> >>> >>> >>> _______________________________________________ >>> game_preservation mailing list >>> game_preservation at igda.org >>> http://six.pairlist.net/mailman/listinfo/game_preservation >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From lowood at stanford.edu Sat Jul 25 13:59:15 2009 From: lowood at stanford.edu (Henry Lowood) Date: Sat, 25 Jul 2009 10:59:15 -0700 Subject: [game_preservation] Windows 7 and Virtual PC XP In-Reply-To: <4A6ADB10.4050705@aarmstrong.org> References: <4A6ADB10.4050705@aarmstrong.org> Message-ID: <4A6B47F3.2050504@stanford.edu> Andrew, the RIT team that is part of our Library of Congress has been testing not XP, but DOS compatibility, as we work on preservation of DOOM (among other games). Andy Phelps from the RIT team concludes, "DOSBox on Win7 is the best we can get on the modern OS's." There were still issues with drivers. I'm not sure how much you can conclude from this about XP, but it does address early games. Henry Andrew Armstrong wrote: > So I've pre-ordered Windows 7 so it's not rediculously-expensive, > instead just man-thats-expensive. It does, it says, come with a > virtual way of running apps in an XP environment (I got the Pro or > whatever version, but not just for this). > > I was wondering, since I don't have the RC installed, does this work > at all for any kind of games, or is it purely just the XP API with no > real driver support? I know VirtualPC which you can run OS's off is > basically like running on a stripped down box with a generic CPU, some > RAM and a hard drive, but no graphics or sound support to speak of. I > don't know if it is the same way of doing it, simply more built-in to > the OS? > > I just know some games won't work with 7 (like Vista, since they run a > very similar OS model), and virtulising XP might be a cure for that, > but only if there is hardware support in it. > > I think once I research this a bit more (since as on XP now, I have > very few problems running older games) I'll get digging into WINE and > also emulator projects (DOSBox is obvious, others that are starting to > provide hardware support or 3d emulation are worth looking at too) and > might gather some resources for our list (bibliography website still > pending ;) ). If anyone has a list of these it'd be welcome, before I > get a new PC and slam into the ground running on Vista SP3, I mean, > Windows 7 ;) > > Thanks! > > Andrew > _______________________________________________ > 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Sat Jul 25 14:14:47 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sat, 25 Jul 2009 12:14:47 -0600 Subject: [game_preservation] Windows 7 and Virtual PC XP In-Reply-To: <4A6B47F3.2050504@stanford.edu> References: <4A6ADB10.4050705@aarmstrong.org> <4A6B47F3.2050504@stanford.edu> Message-ID: <9d1cf2d50907251114o2ea6da19j23df25dacfa796dd@mail.gmail.com> Henry, Has there been any discussion in terms of universal virtual computers (UVCs) and how you can create a universal test code to determine how accurately the emulator is performing in relation to the original hardware? -Devin On Sat, Jul 25, 2009 at 11:59 AM, Henry Lowood wrote: > Andrew, > > the RIT team that is part of our Library of Congress has been testing not > XP, but DOS compatibility, as we work on preservation of DOOM (among other > games). Andy Phelps from the RIT team concludes, "DOSBox on Win7 is the > best we can get on the modern OS's." There were still issues with drivers. > I'm not sure how much you can conclude from this about XP, but it does > address early games. > > Henry > > > Andrew Armstrong wrote: > > So I've pre-ordered Windows 7 so it's not rediculously-expensive, instead > just man-thats-expensive. It does, it says, come with a virtual way of > running apps in an XP environment (I got the Pro or whatever version, but > not just for this). > > I was wondering, since I don't have the RC installed, does this work at all > for any kind of games, or is it purely just the XP API with no real driver > support? I know VirtualPC which you can run OS's off is basically like > running on a stripped down box with a generic CPU, some RAM and a hard > drive, but no graphics or sound support to speak of. I don't know if it is > the same way of doing it, simply more built-in to the OS? > > I just know some games won't work with 7 (like Vista, since they run a very > similar OS model), and virtulising XP might be a cure for that, but only if > there is hardware support in it. > > I think once I research this a bit more (since as on XP now, I have very > few problems running older games) I'll get digging into WINE and also > emulator projects (DOSBox is obvious, others that are starting to provide > hardware support or 3d emulation are worth looking at too) and might gather > some resources for our list (bibliography website still pending ;) ). If > anyone has a list of these it'd be welcome, before I get a new PC and slam > into the ground running on Vista SP3, I mean, Windows 7 ;) > > Thanks! > > Andrew > _______________________________________________ > 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 USAhttp://www.stanford.edu/~lowoodlowood at stanford.edu; 650-723-4602 > > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Sat Jul 25 14:15:36 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sat, 25 Jul 2009 12:15:36 -0600 Subject: [game_preservation] Old PC Game Sales for XP/Vista In-Reply-To: <4A6B4171.4010308@aarmstrong.org> References: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> <4A6AD45A.6030409@aarmstrong.org> <1C98F214-1620-4961-A7E0-0894A7920C81@gmail.com> <4A6B4171.4010308@aarmstrong.org> Message-ID: <9d1cf2d50907251115w6de3b4cfx46079b679ce8f735@mail.gmail.com> I haven't seen Full Throttle yet. -Devin On Sat, Jul 25, 2009 at 11:31 AM, Andrew Armstrong wrote: > Yeah, sadly I'm tempted by LucasArts stuff being up on there. Ho hum :( > (luckily I already have DoTT and Sam and Max :D ). > > Andrew > > > Rachel Donahue wrote: > >> True, I wouldn't consider it preservation. But speaking purely as a gamer, >> it's still a decent place for a king's quest fix! >> >> This message brought to you by the Sheepod. >> >> On Jul 25, 2009, at 5:46 AM, Andrew Armstrong >> wrote: >> >> Man, no, not Steam, not for us preservationists! might as well suggest >>> EA's download service, hoho... >>> >>> I've got to seriously suggest we do a paper or some research on the use >>> of online DRM and DRM in general and how it basically makes our jobs >>> impossible. :D I was going to do a basic post/wiki page on it, but finding >>> actual concrete information on what DRM is applied, company policy and so >>> forth is nearly impossible - all the news is bloody vague, a nightmare for >>> research on a topic no company wants to literally come out with "WE OWN THE >>> RIGHT TO STOP YOU USING OUR STUFF IMMEDIATELY". I perhaps will suggest this >>> as a project to investigate - and go out journalistic-ly with this SIG's >>> backing to get some information on all the DRM currently used. :) >>> >>> Good Old Games I featured on our news feed when it opened last year, by >>> the way :) I've not had the chance to buy anything from it (I have tons of >>> games left to play), but they are DRM free, which is awesome! I agree prices >>> can be a bit heavy sometimes, but it looks like it'll be a good resource if >>> it hangs around (and if it doesn't, anything you have downloaded won't >>> magically go poof :) ). >>> >>> BTW, if no one knows about it (and I'm trying to contact them, but man is >>> it slow), Liberated Games still has a catalogue of free games: >>> http://liberatedgames.org/ >>> >>> Andrew >>> >>> Rachel "Sheepy" Donahue wrote: >>> >>>> There's also Steam :) >>>> http://store.steampowered.com/ >>>> >>>> On Fri, 24 Jul 2009 21:35:00 -0400, Devin Monnens >>>> wrote: >>>> >>>> My friend just sent me this website that sells classic PC games for low >>>>> prices. I'm not sure how this relates to preservation, but it's great >>>>> to see >>>>> a lot of the old titles still available. (Personally, I think some of >>>>> the >>>>> prices should be lower though...) >>>>> http://www.gog.com/en/frontpage/ >>>>> >>>>> >>>> >>>> _______________________________________________ >>>> game_preservation mailing list >>>> game_preservation at igda.org >>>> http://six.pairlist.net/mailman/listinfo/game_preservation >>>> >>> _______________________________________________ >>> game_preservation mailing list >>> game_preservation at igda.org >>> http://six.pairlist.net/mailman/listinfo/game_preservation >>> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From lowood at stanford.edu Sat Jul 25 14:19:28 2009 From: lowood at stanford.edu (Henry Lowood) Date: Sat, 25 Jul 2009 11:19:28 -0700 Subject: [game_preservation] Windows 7 and Virtual PC XP In-Reply-To: <9d1cf2d50907251114o2ea6da19j23df25dacfa796dd@mail.gmail.com> References: <4A6ADB10.4050705@aarmstrong.org> <4A6B47F3.2050504@stanford.edu> <9d1cf2d50907251114o2ea6da19j23df25dacfa796dd@mail.gmail.com> Message-ID: <4A6B4CB0.7020401@stanford.edu> Devin, Not as part of the preservation project's data-gathering. It's possible that the RIT group is working in this area. The RIT data that I have seen is a qualitative grid of performance tests. Henry Devin Monnens wrote: > Henry, > > Has there been any discussion in terms of universal virtual computers > (UVCs) and how you can create a universal test code to determine how > accurately the emulator is performing in relation to the original > hardware? > > -Devin > > On Sat, Jul 25, 2009 at 11:59 AM, Henry Lowood > wrote: > > Andrew, > > the RIT team that is part of our Library of Congress has been > testing not XP, but DOS compatibility, as we work on preservation > of DOOM (among other games). Andy Phelps from the RIT team > concludes, "DOSBox on Win7 is the best we can get on the modern > OS's." There were still issues with drivers. I'm not sure how > much you can conclude from this about XP, but it does address > early games. > > Henry > > > Andrew Armstrong wrote: >> So I've pre-ordered Windows 7 so it's not rediculously-expensive, >> instead just man-thats-expensive. It does, it says, come with a >> virtual way of running apps in an XP environment (I got the Pro >> or whatever version, but not just for this). >> >> I was wondering, since I don't have the RC installed, does this >> work at all for any kind of games, or is it purely just the XP >> API with no real driver support? I know VirtualPC which you can >> run OS's off is basically like running on a stripped down box >> with a generic CPU, some RAM and a hard drive, but no graphics or >> sound support to speak of. I don't know if it is the same way of >> doing it, simply more built-in to the OS? >> >> I just know some games won't work with 7 (like Vista, since they >> run a very similar OS model), and virtulising XP might be a cure >> for that, but only if there is hardware support in it. >> >> I think once I research this a bit more (since as on XP now, I >> have very few problems running older games) I'll get digging into >> WINE and also emulator projects (DOSBox is obvious, others that >> are starting to provide hardware support or 3d emulation are >> worth looking at too) and might gather some resources for our >> list (bibliography website still pending ;) ). If anyone has a >> list of these it'd be welcome, before I get a new PC and slam >> into the ground running on Vista SP3, I mean, Windows 7 ;) >> >> Thanks! >> >> Andrew >> _______________________________________________ >> 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 > > > > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > ------------------------------------------------------------------------ > > _______________________________________________ > 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From Dan.Pinchbeck at port.ac.uk Sat Jul 25 14:22:13 2009 From: Dan.Pinchbeck at port.ac.uk (Dan Pinchbeck) Date: Sat, 25 Jul 2009 19:22:13 +0100 Subject: [game_preservation] Windows 7 and Virtual PC XP Message-ID: <4A6B5B65020000B5000951B3@stirling.iso.port.ac.uk> Hi Henry That data sounds extremely interesting - I think our emulator people may be very keen to see it - do you know if it's public, or do you have a contact? Thanks Dan Dr Dan Pinchbeck Advanced Games Research Group School of Creative Technologies University of Portsmouth, UK www.thechineseroom.co.uk www.keep.port.ac.uk >>> Henry Lowood 25/07/09 7:20 PM >>> Devin, Not as part of the preservation project's data-gathering. It's possible that the RIT group is working in this area. The RIT data that I have seen is a qualitative grid of performance tests. Henry Devin Monnens wrote: > Henry, > > Has there been any discussion in terms of universal virtual computers > (UVCs) and how you can create a universal test code to determine how > accurately the emulator is performing in relation to the original > hardware? > > -Devin > > On Sat, Jul 25, 2009 at 11:59 AM, Henry Lowood > wrote: > > Andrew, > > the RIT team that is part of our Library of Congress has been > testing not XP, but DOS compatibility, as we work on preservation > of DOOM (among other games). Andy Phelps from the RIT team > concludes, "DOSBox on Win7 is the best we can get on the modern > OS's." There were still issues with drivers. I'm not sure how > much you can conclude from this about XP, but it does address > early games. > > Henry > > > Andrew Armstrong wrote: >> So I've pre-ordered Windows 7 so it's not rediculously-expensive, >> instead just man-thats-expensive. It does, it says, come with a >> virtual way of running apps in an XP environment (I got the Pro >> or whatever version, but not just for this). >> >> I was wondering, since I don't have the RC installed, does this >> work at all for any kind of games, or is it purely just the XP >> API with no real driver support? I know VirtualPC which you can >> run OS's off is basically like running on a stripped down box >> with a generic CPU, some RAM and a hard drive, but no graphics or >> sound support to speak of. I don't know if it is the same way of >> doing it, simply more built-in to the OS? >> >> I just know some games won't work with 7 (like Vista, since they >> run a very similar OS model), and virtulising XP might be a cure >> for that, but only if there is hardware support in it. >> >> I think once I research this a bit more (since as on XP now, I >> have very few problems running older games) I'll get digging into >> WINE and also emulator projects (DOSBox is obvious, others that >> are starting to provide hardware support or 3d emulation are >> worth looking at too) and might gather some resources for our >> list (bibliography website still pending ;) ). If anyone has a >> list of these it'd be welcome, before I get a new PC and slam >> into the ground running on Vista SP3, I mean, Windows 7 ;) >> >> Thanks! >> >> Andrew >> _______________________________________________ >> 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 > > > > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > ------------------------------------------------------------------------ > > _______________________________________________ > 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 From lowood at stanford.edu Sat Jul 25 14:41:26 2009 From: lowood at stanford.edu (Henry Lowood) Date: Sat, 25 Jul 2009 11:41:26 -0700 Subject: [game_preservation] Old PC Game Sales for XP/Vista In-Reply-To: <4A6AD45A.6030409@aarmstrong.org> References: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> <4A6AD45A.6030409@aarmstrong.org> Message-ID: <4A6B51D6.7070604@stanford.edu> Andrew, GOG is also a download service. I think DRM is an important issue, but from a preservation standpoint, we need to start (I think) with the original medium. If what we are given is downloaded data, what information do we have on the source of the data? Is it legal to distribute the titles in this fashion (for payment)? A propos DRM, see the recent articles on Amazon and their Kindle service. Same problem. It turns out that they are able to delete e-books (Orwell's 1984 and Animal Farm) from devices after the sales. A rights issue emerged, so they reached out and deleted the content (with a refund) from the Kindles of customers who had purchased those titles. In the U.S., printed books are governed by a first sale law that allows you to do pretty much anything with a printed book you buy, including reselling it. With e-books, the purchase is governed by a license, which is a completely different situation, in the sense that the customer really does not own anything. So, while it is nice that GOG does not engage in stealthy DRM practices, I would want to know more about where they get their data and what the terms of sale are. Henry Andrew Armstrong wrote: > Man, no, not Steam, not for us preservationists! might as well suggest > EA's download service, hoho... > > I've got to seriously suggest we do a paper or some research on the > use of online DRM and DRM in general and how it basically makes our > jobs impossible. :D I was going to do a basic post/wiki page on it, > but finding actual concrete information on what DRM is applied, > company policy and so forth is nearly impossible - all the news is > bloody vague, a nightmare for research on a topic no company wants to > literally come out with "WE OWN THE RIGHT TO STOP YOU USING OUR STUFF > IMMEDIATELY". I perhaps will suggest this as a project to investigate > - and go out journalistic-ly with this SIG's backing to get some > information on all the DRM currently used. :) > > Good Old Games I featured on our news feed when it opened last year, > by the way :) I've not had the chance to buy anything from it (I have > tons of games left to play), but they are DRM free, which is awesome! > I agree prices can be a bit heavy sometimes, but it looks like it'll > be a good resource if it hangs around (and if it doesn't, anything you > have downloaded won't magically go poof :) ). > > BTW, if no one knows about it (and I'm trying to contact them, but man > is it slow), Liberated Games still has a catalogue of free games: > http://liberatedgames.org/ > > Andrew > > Rachel "Sheepy" Donahue wrote: >> There's also Steam :) >> http://store.steampowered.com/ >> >> On Fri, 24 Jul 2009 21:35:00 -0400, Devin Monnens >> wrote: >> >>> My friend just sent me this website that sells classic PC games for low >>> prices. I'm not sure how this relates to preservation, but it's >>> great to see >>> a lot of the old titles still available. (Personally, I think some >>> of the >>> prices should be lower though...) >>> http://www.gog.com/en/frontpage/ >>> >> >> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation > _______________________________________________ > 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Sat Jul 25 15:04:44 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sat, 25 Jul 2009 13:04:44 -0600 Subject: [game_preservation] Old PC Game Sales for XP/Vista In-Reply-To: <4A6B51D6.7070604@stanford.edu> References: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> <4A6AD45A.6030409@aarmstrong.org> <4A6B51D6.7070604@stanford.edu> Message-ID: <9d1cf2d50907251204h7294fcb9ra0f5fc26f5b10709@mail.gmail.com> > > > So, while it is nice that GOG does not engage in stealthy DRM practices, I > would want to know more about where they get their data and what the terms > of sale are. > Check out this other website: http://www.magnatune.com/ They sell DRM-less mp3s and FLACs. Here is their propaganda: http://www.magnatune.com/info/whynotevil -Devin -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Sat Jul 25 15:52:57 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sat, 25 Jul 2009 20:52:57 +0100 Subject: [game_preservation] Windows 7 and Virtual PC XP In-Reply-To: <4A6B5B65020000B5000951B3@stirling.iso.port.ac.uk> References: <4A6B5B65020000B5000951B3@stirling.iso.port.ac.uk> Message-ID: <4A6B6299.3080508@aarmstrong.org> Yeah, sounds like some interesting information since, well, I'm sure I can get my old DOS disks working in Virtual PC or somesuch, which with what the power is on desktops right now, should be better then DOSBox - as it'd not emulate, but just virtualise the OS. Shame that > Vista DOS is basically nil then. XP had no DOS really, so it'd not be too good for that. I was more referring to XP-only items - not that many exist, but a few games just are Vista-incompatible due to hardcoding problems and strange workarounds. Andrew Dan Pinchbeck wrote: > Hi Henry > > That data sounds extremely interesting - I think our emulator people may be very keen to see it - do you know if it's public, or do you have a contact? > > Thanks > > Dan > > Dr Dan Pinchbeck > > Advanced Games Research Group > School of Creative Technologies > University of Portsmouth, UK > > www.thechineseroom.co.uk > www.keep.port.ac.uk > >>>> Henry Lowood 25/07/09 7:20 PM >>> >>>> > Devin, > > Not as part of the preservation project's data-gathering. It's possible > that the RIT group is working in this area. The RIT data that I have > seen is a qualitative grid of performance tests. > > Henry > > Devin Monnens wrote: > >> Henry, >> >> Has there been any discussion in terms of universal virtual computers >> (UVCs) and how you can create a universal test code to determine how >> accurately the emulator is performing in relation to the original >> hardware? >> >> -Devin >> >> On Sat, Jul 25, 2009 at 11:59 AM, Henry Lowood > > wrote: >> >> Andrew, >> >> the RIT team that is part of our Library of Congress has been >> testing not XP, but DOS compatibility, as we work on preservation >> of DOOM (among other games). Andy Phelps from the RIT team >> concludes, "DOSBox on Win7 is the best we can get on the modern >> OS's." There were still issues with drivers. I'm not sure how >> much you can conclude from this about XP, but it does address >> early games. >> >> Henry >> >> >> Andrew Armstrong wrote: >> >>> So I've pre-ordered Windows 7 so it's not rediculously-expensive, >>> instead just man-thats-expensive. It does, it says, come with a >>> virtual way of running apps in an XP environment (I got the Pro >>> or whatever version, but not just for this). >>> >>> I was wondering, since I don't have the RC installed, does this >>> work at all for any kind of games, or is it purely just the XP >>> API with no real driver support? I know VirtualPC which you can >>> run OS's off is basically like running on a stripped down box >>> with a generic CPU, some RAM and a hard drive, but no graphics or >>> sound support to speak of. I don't know if it is the same way of >>> doing it, simply more built-in to the OS? >>> >>> I just know some games won't work with 7 (like Vista, since they >>> run a very similar OS model), and virtulising XP might be a cure >>> for that, but only if there is hardware support in it. >>> >>> I think once I research this a bit more (since as on XP now, I >>> have very few problems running older games) I'll get digging into >>> WINE and also emulator projects (DOSBox is obvious, others that >>> are starting to provide hardware support or 3d emulation are >>> worth looking at too) and might gather some resources for our >>> list (bibliography website still pending ;) ). If anyone has a >>> list of these it'd be welcome, before I get a new PC and slam >>> into the ground running on Vista SP3, I mean, Windows 7 ;) >>> >>> Thanks! >>> >>> Andrew >>> _______________________________________________ >>> 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 >> >> >> >> >> -- >> Devin Monnens >> www.deserthat.com >> >> The sleep of Reason produces monsters. >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> 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: From mike at multimedia.cx Sat Jul 25 15:06:50 2009 From: mike at multimedia.cx (Mike Melanson) Date: Sat, 25 Jul 2009 12:06:50 -0700 Subject: [game_preservation] Old PC Game Sales for XP/Vista In-Reply-To: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> References: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> Message-ID: <4A6B57CA.80003@multimedia.cx> Devin Monnens wrote: > My friend just sent me this website that sells classic PC games for low > prices. I'm not sure how this relates to preservation, but it's great to > see a lot of the old titles still available. (Personally, I think some > of the prices should be lower though...) > > http://www.gog.com/en/frontpage/ This is my favorite site for classic games: http://ebay.com/ :) I clean up by basically buying old, obscure games by the pound. -- -Mike Melanson From andrew at aarmstrong.org Sat Jul 25 16:03:02 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sat, 25 Jul 2009 21:03:02 +0100 Subject: [game_preservation] Old PC Game Sales for XP/Vista In-Reply-To: <4A6B51D6.7070604@stanford.edu> References: <9d1cf2d50907241835y1e32d421y2415ed72ed52f808@mail.gmail.com> <4A6AD45A.6030409@aarmstrong.org> <4A6B51D6.7070604@stanford.edu> Message-ID: <4A6B64F6.6040306@aarmstrong.org> Yep, I don't know enough about the service - if I did, I'd provide some info. As far as I know, they just repackage things from the publishers - thus the limited catalogue, because it's all needing that legal edge (some games I expect will never appear there). They're not original media - most are tuned with patches to work on XP onwards AFAIK. Preservation needs the original media - so it'd be nice to investigate DRM regarding games released purely available either tied to more typical DRM (limited installs, disk checks on disks will will break, needing the manual, code wheels etc.), or those released purely using online methods or online DRM, tied to server architecture (slightly different, since the DRM cannot be ever worked around if the server simply isn't there!). Kindle is a perfect example, as is the Microsoft DRM Music Store, which went offline, as well as multiplayer in games themselves when servers shut down with no alternatives available. Newer examples include Command and Conquerer 4 announced as "always needing online play even in singleplayer" as with Starcraft 2's "cannot play off the internet (LAN) multiplayer", obviously made in the name of piracy, stat tracking and DRM. Funny, really, since either people think these companies will existing in 20, 30 or 100 years to keep their servers running (at cost) to keep the DRM going, or that they'll release patches to remove DRM if they go bust (no they don't - testamount to allowing a firmware patch on a console to disable the "cannot be a copied disk" never being ever released ever), or that there will even be the internet as the game knew it in the future - we'll have to emulate IPv4 most likely, come the IPv6 push (we already have to emulate IPX for certain games!), nevermind what happens far in the future, hehe. So, I'll work on this at some point, some kind of information gathering - for preservationists to be aware of (with data if available), and try and get some info from the companies doing this kind of thing. I'm worried that "original media" will be pretty much "you need to connect constantly to the internet", which will make it nigh on impossible to preserve. As for licences and selling and whatnot, I'm not a lawyer, but the companies seem to think they have it both ways - "selling" you something as well as "licensing" it. Most bizarre, sigh. (don't even get started on boilerplate and untested EULA's which stop many bits of preservation dead!). Large area though, will need some work. Andrew Henry Lowood wrote: > Andrew, > > GOG is also a download service. I think DRM is an important issue, > but from a preservation standpoint, we need to start (I think) with > the original medium. If what we are given is downloaded data, what > information do we have on the source of the data? Is it legal to > distribute the titles in this fashion (for payment)? > > A propos DRM, see the recent articles on Amazon and their Kindle > service. Same problem. It turns out that they are able to delete > e-books (Orwell's 1984 and Animal Farm) from devices after the sales. > A rights issue emerged, so they reached out and deleted the content > (with a refund) from the Kindles of customers who had purchased those > titles. In the U.S., printed books are governed by a first sale law > that allows you to do pretty much anything with a printed book you > buy, including reselling it. With e-books, the purchase is governed > by a license, which is a completely different situation, in the sense > that the customer really does not own anything. > > So, while it is nice that GOG does not engage in stealthy DRM > practices, I would want to know more about where they get their data > and what the terms of sale are. > > Henry > > Andrew Armstrong wrote: >> Man, no, not Steam, not for us preservationists! might as well >> suggest EA's download service, hoho... >> >> I've got to seriously suggest we do a paper or some research on the >> use of online DRM and DRM in general and how it basically makes our >> jobs impossible. :D I was going to do a basic post/wiki page on it, >> but finding actual concrete information on what DRM is applied, >> company policy and so forth is nearly impossible - all the news is >> bloody vague, a nightmare for research on a topic no company wants to >> literally come out with "WE OWN THE RIGHT TO STOP YOU USING OUR STUFF >> IMMEDIATELY". I perhaps will suggest this as a project to investigate >> - and go out journalistic-ly with this SIG's backing to get some >> information on all the DRM currently used. :) >> >> Good Old Games I featured on our news feed when it opened last year, >> by the way :) I've not had the chance to buy anything from it (I have >> tons of games left to play), but they are DRM free, which is awesome! >> I agree prices can be a bit heavy sometimes, but it looks like it'll >> be a good resource if it hangs around (and if it doesn't, anything >> you have downloaded won't magically go poof :) ). >> >> BTW, if no one knows about it (and I'm trying to contact them, but >> man is it slow), Liberated Games still has a catalogue of free games: >> http://liberatedgames.org/ >> >> Andrew >> >> Rachel "Sheepy" Donahue wrote: >>> There's also Steam :) >>> http://store.steampowered.com/ >>> >>> On Fri, 24 Jul 2009 21:35:00 -0400, Devin Monnens >>> wrote: >>> >>>> My friend just sent me this website that sells classic PC games for >>>> low >>>> prices. I'm not sure how this relates to preservation, but it's >>>> great to see >>>> a lot of the old titles still available. (Personally, I think some >>>> of the >>>> prices should be lower though...) >>>> http://www.gog.com/en/frontpage/ >>>> >>> >>> >>> _______________________________________________ >>> game_preservation mailing list >>> game_preservation at igda.org >>> http://six.pairlist.net/mailman/listinfo/game_preservation >> _______________________________________________ >> 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: From aau at alum.mit.edu Sun Jul 26 15:29:01 2009 From: aau at alum.mit.edu (Alan Au) Date: Sun, 26 Jul 2009 15:29:01 -0400 (EDT) Subject: [game_preservation] =?utf-8?q?Old_PC_Game_Sales_for_XP/Vista?= =?utf-8?b?4oCP?= Message-ID: <27409539.2568.1248636541302.JavaMail.help@alum.mit.edu> I know a fair bit about GOG.com, and the main appeal of their service is that when you buy a game from them, you own that copy outright. They also 1. remove the copy protection and 2. guarantee compatibility with modern hardware. The service is deliberately catering to the anti-DRM crowd, particularly after the "limited activation" fiascos with Bioshock and Mass Effect. While GOG.com isn't a replacement for preservation, it provides a valuable resource because of their focus on accessibility. That is, original copies are important but runnable copies are important too. The main shortcoming is that they focus on "popular PC classics." Still, it might be worthwhile shooting off an email to Tom Ohle (their press guy) to see if/how they are archiving their stuff. LucasArts and Sierra released their old collections on Steam. This is good but less than ideal (we're waiting to see if they show up on GOG). For one thing, compatibility is a bit touch and go; I've been told the LucasArts stuff relies on the 3rd party ScummVM utility and that the Sierra stuff relies on DOSBox, although I haven't confirmed this myself. In fact, the rumor is that the classic Sierra stuff was hastily released in response to the LucasArts announcement, a sort of "keeping up with the Joneses" move. Then there's the Steam accessibility thing. People aren't worried about Steam going away anytime soon, but that might change in 20 years. So in summary, GOG.com has some pretty good policies regarding accessibility and ownership, but the selection is limited. As for Steam stuff, caveat emptor. - Alan From andrew at aarmstrong.org Mon Jul 27 04:27:46 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 27 Jul 2009 09:27:46 +0100 Subject: [game_preservation] =?utf-8?q?Old_PC_Game_Sales_for_XP/Vista?= =?utf-8?b?4oCP?= In-Reply-To: <27409539.2568.1248636541302.JavaMail.help@alum.mit.edu> References: <27409539.2568.1248636541302.JavaMail.help@alum.mit.edu> Message-ID: <4A6D6502.9050007@aarmstrong.org> Thanks for the info, I'll keep the press guy in mind if I need to investigate it more. I'm going to think how best to research this area, GoG isn't a replacement, but it helps if you want people to play the games in the future (not just through museum loans or something equally as limited). Andrew Alan Au wrote: > I know a fair bit about GOG.com, and the main appeal of their service is that when you buy a game from them, you own that copy outright. They also 1. remove the copy protection and 2. guarantee compatibility with modern hardware. The service is deliberately catering to the anti-DRM crowd, particularly after the "limited activation" fiascos with Bioshock and Mass Effect. > > While GOG.com isn't a replacement for preservation, it provides a valuable resource because of their focus on accessibility. That is, original copies are important but runnable copies are important too. The main shortcoming is that they focus on "popular PC classics." Still, it might be worthwhile shooting off an email to Tom Ohle (their press guy) to see if/how they are archiving their stuff. > > LucasArts and Sierra released their old collections on Steam. This is good but less than ideal (we're waiting to see if they show up on GOG). For one thing, compatibility is a bit touch and go; I've been told the LucasArts stuff relies on the 3rd party ScummVM utility and that the Sierra stuff relies on DOSBox, although I haven't confirmed this myself. In fact, the rumor is that the classic Sierra stuff was hastily released in response to the LucasArts announcement, a sort of "keeping up with the Joneses" move. > > Then there's the Steam accessibility thing. People aren't worried about Steam going away anytime soon, but that might change in 20 years. > > So in summary, GOG.com has some pretty good policies regarding accessibility and ownership, but the selection is limited. As for Steam stuff, caveat emptor. > > - Alan > ------------------------------------------------------------------------ > > _______________________________________________ > 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: From lowood at stanford.edu Mon Jul 27 12:14:53 2009 From: lowood at stanford.edu (Henry Lowood) Date: Mon, 27 Jul 2009 09:14:53 -0700 Subject: [game_preservation] =?utf-8?q?Old_PC_Game_Sales_for_XP/Vista?= =?utf-8?b?4oCP?= In-Reply-To: <27409539.2568.1248636541302.JavaMail.help@alum.mit.edu> References: <27409539.2568.1248636541302.JavaMail.help@alum.mit.edu> Message-ID: <4A6DD27D.1040004@stanford.edu> Alan, More power to GOG.com, but in the U.S. removing copy protection and distributing for payment is almost certainly a violation of DMCA. There was an exemption for cultural institutions if the original medium was associated with an "obsolete" platform, but that has expired, I believe. And, of course, removing copy protection means the software has been "hacked" to some degree, so it's not the original version of the software. Likewise, I would think, the "guarantee" of hardware compatibility points to a possible alteration of the software. So, yes, accessibility is very important for the current generation. This is not a long-term preservation solution, but the DRM issues are significant, and it is interesting to see how GOG is tackling that problem. Henry Alan Au wrote: > I know a fair bit about GOG.com, and the main appeal of their service is that when you buy a game from them, you own that copy outright. They also 1. remove the copy protection and 2. guarantee compatibility with modern hardware. The service is deliberately catering to the anti-DRM crowd, particularly after the "limited activation" fiascos with Bioshock and Mass Effect. > > While GOG.com isn't a replacement for preservation, it provides a valuable resource because of their focus on accessibility. That is, original copies are important but runnable copies are important too. The main shortcoming is that they focus on "popular PC classics." Still, it might be worthwhile shooting off an email to Tom Ohle (their press guy) to see if/how they are archiving their stuff. > > LucasArts and Sierra released their old collections on Steam. This is good but less than ideal (we're waiting to see if they show up on GOG). For one thing, compatibility is a bit touch and go; I've been told the LucasArts stuff relies on the 3rd party ScummVM utility and that the Sierra stuff relies on DOSBox, although I haven't confirmed this myself. In fact, the rumor is that the classic Sierra stuff was hastily released in response to the LucasArts announcement, a sort of "keeping up with the Joneses" move. > > Then there's the Steam accessibility thing. People aren't worried about Steam going away anytime soon, but that might change in 20 years. > > So in summary, GOG.com has some pretty good policies regarding accessibility and ownership, but the selection is limited. As for Steam stuff, caveat emptor. > > - Alan > ------------------------------------------------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Henry Lowood, Ph.D. Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library, 557 Escondido Mall Stanford University Libraries Stanford CA 94305-6004 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Mon Jul 27 12:40:03 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 27 Jul 2009 17:40:03 +0100 Subject: [game_preservation] =?utf-8?q?Old_PC_Game_Sales_for_XP/Vista?= =?utf-8?b?4oCP?= In-Reply-To: <4A6DD27D.1040004@stanford.edu> References: <27409539.2568.1248636541302.JavaMail.help@alum.mit.edu> <4A6DD27D.1040004@stanford.edu> Message-ID: <4A6DD863.2000807@aarmstrong.org> As far as I've read, it is them working with the IP holders - usually publishers, and getting the code/game from them, just like any retro range ("Sold Out" in the UK for instance, although that's more just cheap reboxed copies). Since the publishers obviously still want to make some money from it, I doubt it's going to be anything they'd give up for making copies available for free and available to archives, museums, libraries or anything else :( Andrew Henry Lowood wrote: > Alan, > > More power to GOG.com, but in the U.S. removing copy protection and > distributing for payment is almost certainly a violation of DMCA. > There was an exemption for cultural institutions if the original > medium was associated with an "obsolete" platform, but that has > expired, I believe. > > And, of course, removing copy protection means the software has been > "hacked" to some degree, so it's not the original version of the > software. Likewise, I would think, the "guarantee" of hardware > compatibility points to a possible alteration of the software. > > So, yes, accessibility is very important for the current generation. > This is not a long-term preservation solution, but the DRM issues are > significant, and it is interesting to see how GOG is tackling that > problem. > > Henry -------------- next part -------------- An HTML attachment was scrubbed... URL: From mike at multimedia.cx Tue Jul 28 01:20:24 2009 From: mike at multimedia.cx (Mike Melanson) Date: Mon, 27 Jul 2009 22:20:24 -0700 Subject: [game_preservation] iPhone Game Preservation Message-ID: <4A6E8A98.5090007@multimedia.cx> As if preservationists didn't have enough to worry about already... I have been studying iPhone apps (and games, specifically) pretty carefully recently. In doing so, I realized that certain games used to be available but have apparently vanished from the App Store, probably forever. Quite a daunting challenge considering the single gatekeeper aspect. Sure, there's the question of whether most of these iPhone games are worth preserving in the first place. -- -Mike Melanson From andrew at aarmstrong.org Tue Jul 28 04:54:55 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Tue, 28 Jul 2009 09:54:55 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6E8A98.5090007@multimedia.cx> References: <4A6E8A98.5090007@multimedia.cx> Message-ID: <4A6EBCDF.1070709@aarmstrong.org> No doubt Apple keeps and is able to archive copies themselves (since they do hold the keys). No doubt they'd need contacting to get an answer out about preserving the applications on there, the question on if they'd want to do anything (even signing an agreement to archive them in the future), is beyond me. I think the iPhone has plenty of things that need preserving - not just games mind you - along with other more open and more closed platforms. The mobile space has barely been scratched regarding preservation AFAIK, basically because it's impossible to actually get the original files for those platforms (tough luck trying to get backups usually), or get them at any reasonable non-contract price on a device which will last more then a few years (without any way of revocation of software from the original parties!), and also phones ware out so fast compared to other hardware, without a way to transfer material between them easily usually - SD cards luckily help I guess with this :) Certainly a problem :( Much like how, for instance, the PSPGo is going all download-only, a similar style to the iPhone etc. (but with less content and more gatekeeping mind you). Andrew Mike Melanson wrote: > As if preservationists didn't have enough to worry about already... > > I have been studying iPhone apps (and games, specifically) pretty > carefully recently. In doing so, I realized that certain games used to > be available but have apparently vanished from the App Store, probably > forever. Quite a daunting challenge considering the single gatekeeper > aspect. > > Sure, there's the question of whether most of these iPhone games are > worth preserving in the first place. > From andrew at aarmstrong.org Tue Jul 28 05:44:00 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Tue, 28 Jul 2009 10:44:00 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6EBCDF.1070709@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <4A6EBCDF.1070709@aarmstrong.org> Message-ID: <4A6EC860.2000103@aarmstrong.org> Oh, humorously, we won't have to worry about windows mobile games, since so many are banned from being made on it: http://www.raphkoster.com/2009/07/27/windows-mobile-games-you-cant-have/ Hehehe :) Andrew From mike at multimedia.cx Tue Jul 28 09:19:32 2009 From: mike at multimedia.cx (Mike Melanson) Date: Tue, 28 Jul 2009 06:19:32 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6EC860.2000103@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <4A6EBCDF.1070709@aarmstrong.org> <4A6EC860.2000103@aarmstrong.org> Message-ID: <4A6EFAE4.9000008@multimedia.cx> Andrew Armstrong wrote: > Oh, humorously, we won't have to worry about windows mobile games, since > so many are banned from being made on it: > > http://www.raphkoster.com/2009/07/27/windows-mobile-games-you-cant-have/ > > Hehehe :) Reminds me of the hoops LucasArts had to jump through to get Maniac Mansion ported to the 8-bit NES: http://www.wired.com/wired/archive/1.04/nintendo_pr.html They had lots of bizarre guidelines as well and it was easy to come up with numerous examples that violated those guidelines. -- -Mike Melanson From andrew at aarmstrong.org Tue Jul 28 09:24:06 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Tue, 28 Jul 2009 14:24:06 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6EFAE4.9000008@multimedia.cx> References: <4A6E8A98.5090007@multimedia.cx> <4A6EBCDF.1070709@aarmstrong.org> <4A6EC860.2000103@aarmstrong.org> <4A6EFAE4.9000008@multimedia.cx> Message-ID: <4A6EFBF6.2040107@aarmstrong.org> Oh, the joys of reading up on the Nintendo Seal of Approval rubbish! I remember reading the Maniac Mansion one, and reading up more on what was left in the code and what changed, fascinating if only in a "watching a crime scene" kind of way. The Microsoft guidelines did remind me of that era, haha! Nowadays of course, the console makers just slap a "Can't be AO rated by the ESRB" as the main guideline...I wonder what the iPhone one is like actually. Andrew From mike at multimedia.cx Tue Jul 28 09:24:23 2009 From: mike at multimedia.cx (Mike Melanson) Date: Tue, 28 Jul 2009 06:24:23 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6EBCDF.1070709@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <4A6EBCDF.1070709@aarmstrong.org> Message-ID: <4A6EFC07.9010104@multimedia.cx> Andrew Armstrong wrote: > I think the iPhone has plenty of things that need preserving - not just > games mind you - along with other more open and more closed platforms. > The mobile space has barely been scratched regarding preservation AFAIK, > basically because it's impossible to actually get the original files for > those platforms (tough luck trying to get backups usually), or get them > at any reasonable non-contract price on a device which will last more > then a few years (without any way of revocation of software from the > original parties!), and also phones ware out so fast compared to other > hardware, without a way to transfer material between them easily usually > - SD cards luckily help I guess with this :) Preserving iPhone apps once they're downloaded is not that difficult. I have already effectively preserved everything I have purchased and downloaded. The apps are downloaded individually to my computer and I can easily view their location in the filesystem and copy them elsewhere for backup. They're just standard ZIP files with .ipa extensions. The contents can be anything but often contain standard media assets (JPG/PNG image files, CAF audio files, MP4 media files). -- -Mike Melanson From andrew at aarmstrong.org Tue Jul 28 09:28:26 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Tue, 28 Jul 2009 14:28:26 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6EFC07.9010104@multimedia.cx> References: <4A6E8A98.5090007@multimedia.cx> <4A6EBCDF.1070709@aarmstrong.org> <4A6EFC07.9010104@multimedia.cx> Message-ID: <4A6EFCFA.9070609@aarmstrong.org> Yeah, just a shame it's a locked platform, to use any of those files there's not much you can do - I presume they don't run in the dev kits (although if they do that's viable since it's the hardware that'll fail sooner then any software). As for actually paying for them all, getting all of them downloaded and preserved - well, then it's just money! Not as bad as I thought I guess :D thanks for the info. Andrew Mike Melanson wrote: > Andrew Armstrong wrote: >> I think the iPhone has plenty of things that need preserving - not >> just games mind you - along with other more open and more closed >> platforms. The mobile space has barely been scratched regarding >> preservation AFAIK, basically because it's impossible to actually get >> the original files for those platforms (tough luck trying to get >> backups usually), or get them at any reasonable non-contract price on >> a device which will last more then a few years (without any way of >> revocation of software from the original parties!), and also phones >> ware out so fast compared to other hardware, without a way to >> transfer material between them easily usually - SD cards luckily help >> I guess with this :) > > Preserving iPhone apps once they're downloaded is not that difficult. > I have already effectively preserved everything I have purchased and > downloaded. The apps are downloaded individually to my computer and I > can easily view their location in the filesystem and copy them > elsewhere for backup. They're just standard ZIP files with .ipa > extensions. The contents can be anything but often contain standard > media assets (JPG/PNG image files, CAF audio files, MP4 media files). > From donahrm at gmail.com Tue Jul 28 10:12:10 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Tue, 28 Jul 2009 10:12:10 -0400 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6E8A98.5090007@multimedia.cx> References: <4A6E8A98.5090007@multimedia.cx> Message-ID: > Sure, there's the question of whether most of these iPhone games are > worth preserving in the first place. > I think that right there is what gives us a -little- bit of time before we start worrying about iPhone apps. Not that there aren't some that are or will be worth preserving -- but if a game has "died" so early in the platform's life, it probably isn't one of them. It's difficult to accept sometimes, especially in a world of sub-$100 TB hard drives.. but we really can't preserve _everything_. Nor should we. Cheers, Rach From dmonnens at gmail.com Tue Jul 28 11:13:38 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 28 Jul 2009 09:13:38 -0600 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: References: <4A6E8A98.5090007@multimedia.cx> Message-ID: <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> This sounds like it goes back to two issues in preservation. First is the ability to actually go through the data you have to find what you're looking for (an issue cited in Vannevar Bush's "As We May Think"). I think the solution here is usually chalked down to search algorithms and metadata. The second is the question of how many people will access the data. In the ecology of iPhone games, this is determined by how good the app is, but it goes back to the old 'If you tell me what 10% people will access in the future [or that will be historically significant], then I will preserve that, but until then, we're saving the whole thing.' A similar quote comes from a book on Digital Preservation (2004?) with the chapter "Key Issues in Digital Preservation". One thing I noted in the first paper I wrote on preservation was that independently produced games are in greater danger of loss than commercially produced ones, simply due to the fact that it often relies on the preservation abilities of individuals and indy games tend to have less distribution. The paper admitted it was impossible to save everything, and this holds true for the library of the iPhone. The other side of the coin is that if the data has already been archived in a library, it's easier to access. There are romsets for the entire NES and Atari games collections, something that would be unwieldy - if not impossible - for an actual physical archive to own every copy and variation physically. The size of these collections is measured in mere megabytes. They include historically significant titles like Adventure, Combat, Super Mario Bros. and Zelda. But they also contain titles like Custer's Revenge whose importance is determined more by their infamy. In a case like this, the work has already been 'done' by an indy community. All these titles, along with their hacks and variants, are archived and catalogued. Whether or not they are archival-proof on the other hand is a different question entirely, but the point remains: the task of archiving one of these is as simple as acquiring a copy and saving it to backup media. If you have a collection of every single iPhone app ever made (hypothetically, though I don't doubt you could find a decent torrent online), it is much easier to copy the whole thing given cheap storage than it is to pick and choose. The rest comes down to metadata (and the problem of creating the archive in the first place - those rom sets weren't built overnight but over the course of more than a decade by many people). -Devin On Tue, Jul 28, 2009 at 8:12 AM, Rachel "Sheepy" Donahue wrote: > > Sure, there's the question of whether most of these iPhone games are worth >> preserving in the first place. >> >> > > I think that right there is what gives us a -little- bit of time before we > start worrying about iPhone apps. Not that there aren't some that are or > will be worth preserving -- but if a game has "died" so early in the > platform's life, it probably isn't one of them. It's difficult to accept > sometimes, especially in a world of sub-$100 TB hard drives.. but we really > can't preserve _everything_. Nor should we. > > Cheers, > Rach > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From donahrm at gmail.com Tue Jul 28 11:56:46 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Tue, 28 Jul 2009 11:56:46 -0400 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> Message-ID: > Whether or not they are archival-proof on the other hand is a different > question > entirely, but the point remains: the task of archiving one of these is as > simple as acquiring a copy and saving it to backup media. Although I agree that the work done by the game community will make archival preservation much, much easier -- especially in regards to the metadata, as you point out -- even outside of any appraisal questions ("is it worth saving?"), "archiving" a game is not as simple as making a backup copy. Certainly it's an important first step -- you need to have A Copy of an object in order to do anything with it at all. But especially when dealing with objects found "in the wild" on the internet, you have major issues with chain of custody/authenticity, and still face a lot of work to make sure the files remain accessible in a meaningful way. Because what good is having a backup copy of a game, if you can't play it? For now the community continues to remain our savior, with tons of great software and hardware solutions. But that may not always be the case, and a formal archive does not have the same luxury of treading the legal line in its preservation solutions. We're also hampered quite a bit by perfectionism in our pursuit of authenticity -- players may be _annoyed_ by a lack of sound card support, but archivists question whether it remains an authentic representation of the game without the sound. And then, as I think came up with the Nintendo Seal of Authority line of thinking (which I just skimmed!), we have the whole world of apps that only work on jailbroken iPhones -- some of which are quite revolutionary! And sometimes even if something doesn't get wide use, if it's the first to make unique use of the technology (e.g., the emerging augmented reality applications), it's worth our time in the name of history/innovation. (IMO) Cheers, Rach From andrew at aarmstrong.org Tue Jul 28 12:29:02 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Tue, 28 Jul 2009 17:29:02 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> Message-ID: <4A6F274E.50101@aarmstrong.org> Rachel "Sheepy" Donahue wrote: > Because what good is having a backup copy of a game, if you can't play > it? I don't think we're even near this stage yet. All the archives do have some form of working consoles, but not nearly everything is covered :) Maybe emulation stuff is more important if this is the main question, hehe. > For now the community continues to remain our savior For certain, popular things, yep. If this list is representative of the preservatoinists, archivists or museum runners (and it isn't, but I'm trying to get people on it as and when I can), talk about a "handful". The community is a good saviour, I just wish some of their sites were easier to use (or less political, such as Wikipedia). Invaluable information however. ROM dumps also prove the software is obtainable off hardware, even if that is the legally dubiousness you mean :) The authenticity of this is problematic - hardware wise especially, and is for me the main sticking point. Playing the original Super Mario Bros on anything but a NES controller is a bit "wrong", as it is trying to play Duck Hunt without the light gun! :) I also agree with Devin, and also someone else who say that a lot, Jason Scott, that at the moment preserving everything (just having the physical device, the software copy or whatever) is the first step (however much that physically amounts to is another thing) - although yeah, selection is important for some bits (you can't store 1000 of each console!). There is no way to know what is important, since even the closest comparison - film - has only in the last decade really pushed their own preservation (film registry, archives, and of course now the knowledge that all that early lost film was important!). > And then, as I think came up with the Nintendo Seal of Authority line > of thinking (which I just skimmed!), we have the whole world of apps > that only work on jailbroken iPhones -- some of which are quite > revolutionary! Interesting clash there with the legal boundaries, although I'd admit as much for any platform - especially more recently, even the locked down ones have some software, cracking, whatever that is interesting and revolutionary, or just have good games made for free, heh. I think the main interesting point to discuss regarding digital things is always the move of data - the fact that consoles (especially now) are tied incredibly to two single points of failure (a specific, locked down console, and a single data disk or hard drive with data on). Unlike film, which has no issues once permission is granted to get from film to digital, or books which can be scanned, the digital data for games is a bit more locked down - especially behind legal, if not always physical barriers, and has much more limited life spans compared to a book (potentially hundreds of years) and film (decades or longer, depending on the film type) since there is bit rot in the hardware, which also degrades just by use. Luckily the white paper brings this up, might need more then that though to convince some I'd guess. Fascinating though the mobile space, and as an extension what is "acceptable to preserve" or what we even want to. Luckily not at that stage just yet :) Andrew From donahrm at gmail.com Tue Jul 28 12:59:18 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Tue, 28 Jul 2009 12:59:18 -0400 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6F274E.50101@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> Message-ID: > I don't think we're even near this stage yet. All the archives do have > some form of working consoles, but not nearly everything is covered :) > Maybe emulation stuff is more important if this is the main question, > hehe. That's true -- for now! But it's important to plan for the future, especially with electronic stuff. At least to the point of having a plan in place, keeping up a tech watch, etc. All I'm saying is it's not a simple, cut-and-dry problem (or solution). > For certain, popular things, yep. Even unpopular! The nice thing about collectors is that there's a collector for most things, and if the thing in question is rare.. they're fairly likely to be very enthusiastic and proactive (and protective). In my experience, anyway. > The community is a good saviour, I just wish some of their sites were > easier to use (or less political, such as Wikipedia). Got any examples off-hand? When I think major community resources, I think of MobyGames, HoTU, C64Preservation, Digital Press, Zophar's Domain etc.. all of which are pretty user-friendly, if sometimes lacking in aesthetics (especially Moby). > Even if that is the legally dubiousness you mean :) That, and the backwards engineering involved in creating emulators. Which I gather might be more of a problem in the states than elsewhere? Not sure. > The authenticity of this is problematic - hardware wise especially, and > is for me the main sticking point. Playing the original Super Mario Bros > on anything but a NES controller is a bit "wrong", as it is trying to > play Duck Hunt without the light gun! :) Hooking up controllers to a PC is pretty trivial.. but that gets into the argument of what, precisely, makes up the "essential characteristics" or "significant properties" of a video game. And we have enough trouble answering that question for "regular" digital records! Guttenbrunner, M., C. Becker, and A. Rauber,Evaluating Strategies for the Preservation of Console Video Games, in iPRES2008. 2008: London, UK. is a paper that starts to address it, pretty good read. > I also agree with Devin, and also someone else who say that a lot, Jason > Scott, that at the moment preserving everything (just having the > physical device, the software copy or whatever) is the first step Well, it's the first step in records management :) Deciding what to save comes further down the line. But when you're talking archives specifically, and not preservation/history more generally, selection/appraisal becomes important. Yes, I'm very guilty of semantic arguments, sorry! And keeping the physical devices alive means taking up valuable space, and is not a long term solution. Media independence is a key part of fighting obsolescence. > There is no way to know what is important, since even the closest > comparison - film - has only in the last decade really pushed their own > preservation (film registry, archives, and of course now the knowledge > that all that early lost film was important!). It's always a bit of an educated guess, unfortunately. > Interesting clash there with the legal boundaries, although I'd admit as > much for any platform - especially more recently, even the locked down > ones have some software, cracking, whatever that is interesting and > revolutionary, or just have good games made for free, heh. There's always been -some- homebrewing/otherwise unsanctioned development going on, but the iPhone seems to have really brought new life/enthusiasm to that scene. > I think the main interesting point to discuss regarding digital things > is always the move of data - the fact that consoles (especially now) are > tied incredibly to two single points of failure (a specific, locked down > console, and a single data disk or hard drive with data on). Luckily with many of the consoles, the community has also developed ways to create your own carts/disks (or otherwise get software to the system), making it possible to play backup copies on the original device if necessary :) Course, the console itself is still a problem, depending how good current emulation is (I wonder --not having really looked into it-- if the move in modern consoles to basically being specialized PCs rather than truly unique hardware will make this easier in the future). > film, which has no issues once permission is granted to get from film to > digital, or books which can be scanned, the digital data for games is a > bit more locked down - especially behind legal, if not always physical > barriers, and has much more limited life spans compared to a book > (potentially hundreds of years) and film (decades or longer, depending > on the film type) since there is bit rot in the hardware, which also > degrades just by use. Luckily the white paper brings this up, might need > more then that though to convince some I'd guess. With more movies being taken entirely digitally, they are facing a lot of problems -- especially because of the MASSIVE volume of data created for any one movie. http://www.oscars.org/science-technology/council/projects/digitaldilemma/index.html discusses that in pretty good depth -- and presents no real solutions. Like video games, film-making is another field where industry reluctance gets in the way. They do _want_ to preserve their stuff, but after decades of being able to store it and forget about it, they're extremely disinterested in the time and expense involved in active custodianship. > Fascinating though the mobile space, and as an extension what is > "acceptable to preserve" or what we even want to. Luckily not at that > stage just yet :) I don't think that luck will hold out as long as we'd like it to. :X Cheers, Rach From jmcdonou at uiuc.edu Tue Jul 28 13:07:20 2009 From: jmcdonou at uiuc.edu (Jerome McDonough) Date: Tue, 28 Jul 2009 12:07:20 -0500 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6F274E.50101@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> Message-ID: On Jul 28, 2009, at 11:29 AM, Andrew Armstrong wrote: > Rachel "Sheepy" Donahue wrote: >> Because what good is having a backup copy of a game, if you can't >> play it? > I don't think we're even near this stage yet. All the archives do > have some form of working consoles, but not nearly everything is > covered :) Maybe emulation stuff is more important if this is the > main question, hehe. > It depends on the game, the instantiations of the game available (i.e., source code vs. binary executable), and the resources available to enable long-term access. For the Preserving Virtual Worlds project, our working assumption is that long-term preservation is probably not realistic unless you have preserved both the game *and* either A. sufficient information necessary to port the game forward to new platforms or B. emulations which support running the game as is (and emulations which you can port forward). Since we're actually planning on trying to archive some content for the project, I think we're nearer to this stage than you might suspect. I'm in agreement with the Brewster Kahle-ian philosophy of 'grab the stuff now before it goes away forever and we can sort it out tomorrow' but what we grab has to be more inclusive than just the games themselves. Without additional documentation of how they work and how people use them, there's not much point. Fortunately, the gaming community has proved itself again and again to be remarkably agile in grabbing documentation on how things work and how people use them. Jerome McDonough, Asst. Professor Graduate School of Library & Information Science University of Illinois, Urbana-Champaign 501 E. Daniel Street, Room 202 Champaign, IL 61820 (217) 244-5916 jmcdonou at uiuc.edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Tue Jul 28 13:27:05 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 28 Jul 2009 11:27:05 -0600 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> Message-ID: <9d1cf2d50907281027r27cb09bak1ad2f9f517dcf05@mail.gmail.com> This discussion is interesting when we start considering community standards for archival. I understand there are standards for ROM cartridges, and it would be interesting if there was documentation on why those standards were accepted. Similarly, the Redump community is seeking to dump all game discs into a 'standard' format, but as far as I know, there's nothing that the entire community accepts (and zero information on their site as to why they chose the method they did). Having a set of standards and a reason for why those are accepted makes the unofficial archive more important and with the addition of things like checksums also helps with authenticity. Not that I'm condoning what they're doing, but in terms of research, dumping practices can provide some valuable information. Right now, I think the only official group is the SPS, and they have plenty of documentation on their hardware and archival methods. Regarding controller usage, the Ritsumeikan Famicom emulator was required by Nintendo to use an official Nintendo-brand controller and nothing else (which provides some interesting questions, considering other official Nintendo peripherals and the importance of third-party ones for games - such as the Arkanoid controller). Of course, we also have to question what kind of display device should be used, as a 1980s-era TV produces a MUCH different visual effect than a modern flatscreen - or HD TV. Ian Bogost's article on emulating the Atari graphics is great information on that. This goes back to being able to create original cartridges and comparing it with emulators. The Universal Virtual Computer project is trying to establish standards such as this for emulation. They essentially hope to create a test device that will produce the same quantitative output on both the original hardware and on the emulator (say how a jpg is displayed or how a sound file is produced, this will create the same numerical output). With such a device, we could run it through the original hardware and then run the program through the emulator. If it produces the same output, then we know it's operating the same, right? http://en.wikipedia.org/wiki/Universal_Virtual_Computer Development of a Universal Virtual Computer (UVC) for long-term preservation of digital objects. J.R. van der Hoeven, R. J. van Diessen and K. van der Meer. *Journal of Information Science *2005; 31; 196. -------------- next part -------------- An HTML attachment was scrubbed... URL: From lowood at stanford.edu Tue Jul 28 13:48:20 2009 From: lowood at stanford.edu (Henry Lowood) Date: Tue, 28 Jul 2009 10:48:20 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6EC860.2000103@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <4A6EBCDF.1070709@aarmstrong.org> <4A6EC860.2000103@aarmstrong.org> Message-ID: <4A6F39E4.9000404@stanford.edu> Well, Andrew, there have been issues with iPhone games being banned: http://www.wired.com/gadgetlab/2009/07/zombie-school/ http://www.odesk.com/blog/2009/05/top-10-banned-iphone-apps/ http://abcnews.go.com/Technology/AheadoftheCurve/story?id=7415443&page=1 Has Apple posted guidelines as to what is allowed? Maybe that's the difference. Henry Andrew Armstrong wrote: > Oh, humorously, we won't have to worry about windows mobile games, > since so many are banned from being made on it: > > http://www.raphkoster.com/2009/07/27/windows-mobile-games-you-cant-have/ > > Hehehe :) > > Andrew > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation -- Henry Lowood, Ph.D. Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library, 557 Escondido Mall Stanford University Libraries Stanford CA 94305-6004 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood -------------- next part -------------- An HTML attachment was scrubbed... URL: From lowood at stanford.edu Tue Jul 28 13:57:19 2009 From: lowood at stanford.edu (Henry Lowood) Date: Tue, 28 Jul 2009 10:57:19 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6F274E.50101@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> Message-ID: <4A6F3BFF.4020502@stanford.edu> Andrew, regarding ... Andrew Armstrong wrote: > Unlike film, which has no issues once permission is granted to get > from film to digital ... I wish that were true. Transfer from film to digital is incredibly expensive right now, and there are some major issues, primarily technical and financial. Handling film, esp. nitrate film, is non-trivial. Storage costs, another issue, as current digital film technologies result in absolutely massive files. I believe one of the NDIIPP projects is working in in this area. At Stanford, we had to turn down a collection last year, because digitization costs were estimated at around $15 million. Henry -- Henry Lowood, Ph.D. Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library, 557 Escondido Mall Stanford University Libraries Stanford CA 94305-6004 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Tue Jul 28 14:10:16 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 28 Jul 2009 12:10:16 -0600 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6F3BFF.4020502@stanford.edu> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> Message-ID: <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> That wouldn't even be counting the storage costs of the film itself. Just because it's been digitized doesn't mean you chuck out the originals. Those have to be kept in a climate-controlled facility, and that's no mean task. -Devin On Tue, Jul 28, 2009 at 11:57 AM, Henry Lowood wrote: > Andrew, regarding ... > > Andrew Armstrong wrote: > > Unlike film, which has no issues once permission is granted to get from > film to digital ... > > I wish that were true. Transfer from film to digital is incredibly > expensive right now, and there are some major issues, primarily technical > and financial. Handling film, esp. nitrate film, is non-trivial. Storage > costs, another issue, as current digital film technologies result in > absolutely massive files. I believe one of the NDIIPP projects is working > in in this area. At Stanford, we had to turn down a collection last year, > because digitization costs were estimated at around $15 million. > > Henry > > -- > Henry Lowood, Ph.D. > Curator for History of Science & Technology Collections; > Film & Media Collections > HRG, Green Library, 557 Escondido Mall > Stanford University Libraries > Stanford CA 94305-6004 > 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From mike at multimedia.cx Wed Jul 29 01:37:18 2009 From: mike at multimedia.cx (Mike Melanson) Date: Tue, 28 Jul 2009 22:37:18 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: References: <4A6E8A98.5090007@multimedia.cx> Message-ID: <4A6FE00E.90402@multimedia.cx> Rachel "Sheepy" Donahue wrote: > >> Sure, there's the question of whether most of these iPhone games are >> worth preserving in the first place. >> > > > I think that right there is what gives us a -little- bit of time before > we start worrying about iPhone apps. Not that there aren't some that are > or will be worth preserving -- but if a game has "died" so early in the > platform's life, it probably isn't one of them. It's difficult to accept I haven't investigated the reasons behind any of the disappearances I have found so far. However, given that A) it doesn't cost a developer anything to keep an app in the store after it has initially launched; B) it doesn't cost Apple incrementally to keep an app listed even if no one's buying; and C) Apple doesn't mind pumping up its App Store numbers however possible, it seems unlikely that the games in question died due to lack of popularity. Perhaps they were found to be using undocumented APIs and banned, or perhaps they had controversial content which got them banned. The latter case naturally makes for an interesting preservation story. -- -Mike Melanson From andrew at aarmstrong.org Wed Jul 29 04:13:21 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 29 Jul 2009 09:13:21 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6F39E4.9000404@stanford.edu> References: <4A6E8A98.5090007@multimedia.cx> <4A6EBCDF.1070709@aarmstrong.org> <4A6EC860.2000103@aarmstrong.org> <4A6F39E4.9000404@stanford.edu> Message-ID: <4A7004A1.9050509@aarmstrong.org> Oh, yeah, that's occurred, for such inane reasons as "Apple wants to". Their TOS for the development of apps basically allows them to ban anything they like, for no reason, even after it is vetted for release. I don't have the time just now to find the agreement, but it's pretty one sided in that regard (and like most things, contains the normal "no porn" rules and suchlike). Andrew Henry Lowood wrote: > Well, Andrew, there have been issues with iPhone games being banned: > > http://www.wired.com/gadgetlab/2009/07/zombie-school/ > http://www.odesk.com/blog/2009/05/top-10-banned-iphone-apps/ > http://abcnews.go.com/Technology/AheadoftheCurve/story?id=7415443&page=1 > > Has Apple posted guidelines as to what is allowed? Maybe that's the > difference. > > Henry > > Andrew Armstrong wrote: >> Oh, humorously, we won't have to worry about windows mobile games, >> since so many are banned from being made on it: >> >> http://www.raphkoster.com/2009/07/27/windows-mobile-games-you-cant-have/ >> >> Hehehe :) >> >> Andrew >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation > > -- > Henry Lowood, Ph.D. > Curator for History of Science & Technology Collections; > Film & Media Collections > HRG, Green Library, 557 Escondido Mall > Stanford University Libraries > Stanford CA 94305-6004 > 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood > > ------------------------------------------------------------------------ > > _______________________________________________ > 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: From andrew at aarmstrong.org Wed Jul 29 04:18:56 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 29 Jul 2009 09:18:56 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> Message-ID: <4A7005F0.9010604@aarmstrong.org> Not cheap, but they do have a process! Which can only get cheaper to do (and considering the budgets of films compared to games, I am glad they're investing some money to start this). The actual size is going to be ridiculous, I know that much just from digitising 1080p material, to gigabytes per tape :) Unlike games, where the best practice to archive something is, under the DMCA, to "Get a few copies of the original media and hope they don't go wrong", which isn't as expensive but certainly needs work :) Without any legal backup, the fact it's totally illegal to break copy protections and make a copy of media is a huge barrier. Films also have the future advantage of going all-digital, which will cut the preservation costs there down significantly. I think future proofing this somehow is necessary (like how film actually has, even if it is expensive), and in the US, for all intents and purposes, there is either the need to get the makers involved directly or a change in the law, both seem a bit far off :( Andrew Devin Monnens wrote: > That wouldn't even be counting the storage costs of the film itself. > Just because it's been digitized doesn't mean you chuck out the > originals. Those have to be kept in a climate-controlled facility, and > that's no mean task. > > -Devin > > On Tue, Jul 28, 2009 at 11:57 AM, Henry Lowood > wrote: > > Andrew, regarding ... > > Andrew Armstrong wrote: >> Unlike film, which has no issues once permission is granted to >> get from film to digital ... > I wish that were true. Transfer from film to digital is > incredibly expensive right now, and there are some major issues, > primarily technical and financial. Handling film, esp. nitrate > film, is non-trivial. Storage costs, another issue, as current > digital film technologies result in absolutely massive files. I > believe one of the NDIIPP projects is working in in this area. At > Stanford, we had to turn down a collection last year, because > digitization costs were estimated at around $15 million. > > Henry > > > -- > Henry Lowood, Ph.D. > Curator for History of Science & Technology Collections; > Film & Media Collections > HRG, Green Library, 557 Escondido Mall > Stanford University Libraries > Stanford CA 94305-6004 > 650-723-4602; lowood at stanford.edu ; > http://www.stanford.edu/~lowood > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > > > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > ------------------------------------------------------------------------ > > _______________________________________________ > 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: From andrew at aarmstrong.org Wed Jul 29 04:29:20 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 29 Jul 2009 09:29:20 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> Message-ID: <4A700860.1040207@aarmstrong.org> Rachel "Sheepy" Donahue wrote: >> The community is a good saviour, I just wish some of their sites were >> easier to use (or less political, such as Wikipedia). > > Got any examples off-hand? When I think major community resources, I > think of MobyGames, HoTU, C64Preservation, Digital Press, Zophar's > Domain etc.. all of which are pretty user-friendly, if sometimes > lacking in aesthetics (especially Moby). MobyGames is pretty accessible (just sometimes I wish game name searches bring up the game matching the title first :) ). However most sites make finding information tough on the searcher - the search capabilities are always, I find, pretty poor (out of those sites only MobyGames and HotU's have proper search capabilities - Google search is *not* an adequate replacement sadly, and Zophar's sadly doesn't do search very well - context is key when searching for terms). I should create a page of search links sometime, to save me some time when searching for info, so it can automatically search certain sites. :) I'm not saying they're terrible, far from it, excellent resources, just like I said I wish some were easier to use! :) Search is hard to do, I'd admit that much though. ATM It's basically google site:XXX search for most of them. Professional DB's are just as bad if not worse mind you. Gamespot/IGN/etc. all have databases, for what it's worth, and are very difficult to search through for relevant information. GiantBomb looks a bit more promising though. Oh, as for controllers/authenticity goes - I meant that the original controllers sometimes are just not made any more, so is using a replacement better? a 3rd party cheap knockoff? Not many archievs, if any, will have the funding to get custom-made replicas - certainly with the right electronic kit - to match such things. The emulation of systems is a more difficult problem, there is tactile things there. Andrew From if at caps-project.org Wed Jul 29 05:40:30 2009 From: if at caps-project.org (=?iso-8859-1?B?SXN0duFuIEbhYmnhbg==?=) Date: Wed, 29 Jul 2009 10:40:30 +0100 Subject: [game_preservation] iPhone Game Preservation References: <4A6E8A98.5090007@multimedia.cx><4A6EBCDF.1070709@aarmstrong.org> <4A6EC860.2000103@aarmstrong.org><4A6EFAE4.9000008@multimedia.cx> <4A6EFBF6.2040107@aarmstrong.org> Message-ID: <6895C67375F647F394934089D58895A0@tg.scee.sony.co.uk> TRC & TCR is much more complicated than that - they ensure a consistent user experience as well as technical requirements. Istv?n ----- Original Message ----- From: "Andrew Armstrong" To: "IGDA Game Preservation SIG" Sent: Tuesday, July 28, 2009 2:24 PM Subject: Re: [game_preservation] iPhone Game Preservation > Oh, the joys of reading up on the Nintendo Seal of Approval rubbish! I > remember reading the Maniac Mansion one, and reading up more on what was > left in the code and what changed, fascinating if only in a "watching a > crime scene" kind of way. The Microsoft guidelines did remind me of that > era, haha! > > Nowadays of course, the console makers just slap a "Can't be AO rated by > the ESRB" as the main guideline...I wonder what the iPhone one is like > actually. > > Andrew > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > From andrew at aarmstrong.org Wed Jul 29 05:48:25 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 29 Jul 2009 10:48:25 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <6895C67375F647F394934089D58895A0@tg.scee.sony.co.uk> References: <4A6E8A98.5090007@multimedia.cx><4A6EBCDF.1070709@aarmstrong.org> <4A6EC860.2000103@aarmstrong.org><4A6EFAE4.9000008@multimedia.cx> <4A6EFBF6.2040107@aarmstrong.org> <6895C67375F647F394934089D58895A0@tg.scee.sony.co.uk> Message-ID: <4A701AE9.3060808@aarmstrong.org> I thought we were just referring to the content. Technical specifications are a whole other affair (painful though it is, after reading up on Multiwinia's goings onto XBLA!). Apart from a few accounts there isn't much just out there as legal documents or agreements on what is needed since it's all kept under NDA's and whatever terms of agreement to not tell anyone about it. If I was more interested it'd be fascinated to try and find out the entirety of it though for all the systems. Andrew Istv?n F?bi?n wrote: > TRC & TCR is much more complicated than that - they ensure a > consistent user experience as well as technical requirements. > > Istv?n > > > ----- Original Message ----- From: "Andrew Armstrong" > > To: "IGDA Game Preservation SIG" > Sent: Tuesday, July 28, 2009 2:24 PM > Subject: Re: [game_preservation] iPhone Game Preservation > > >> Oh, the joys of reading up on the Nintendo Seal of Approval rubbish! >> I remember reading the Maniac Mansion one, and reading up more on >> what was left in the code and what changed, fascinating if only in a >> "watching a crime scene" kind of way. The Microsoft guidelines did >> remind me of that era, haha! >> >> Nowadays of course, the console makers just slap a "Can't be AO rated >> by the ESRB" as the main guideline...I wonder what the iPhone one is >> like actually. >> >> Andrew >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From dmonnens at gmail.com Wed Jul 29 09:40:33 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 29 Jul 2009 07:40:33 -0600 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A701AE9.3060808@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <4A6EBCDF.1070709@aarmstrong.org> <4A6EC860.2000103@aarmstrong.org> <4A6EFAE4.9000008@multimedia.cx> <4A6EFBF6.2040107@aarmstrong.org> <6895C67375F647F394934089D58895A0@tg.scee.sony.co.uk> <4A701AE9.3060808@aarmstrong.org> Message-ID: <9d1cf2d50907290640x12e43487s72d9770612931662@mail.gmail.com> Well, for starters there's a book that lists all the tech specs of each console. Speaking of search functions, Amazon is horrible with that. I'll find it and post it later. I'd say it might be worth checking with the publishers to see what rights they have for their games and if it's possible to work through each individual publisher to archive games in a library, in black boxes if necessary. That sounds like a complete legal nightmare, but the only way you can get the information is to actually go out and ask. At the same time, it would be a good idea to find out who owns the rights to which games. Here's some interesting books that seem related: iPhone Apps Book Vol. 1: The Essential Directory of iPhone and iPod Touch Applications (Paperback) http://www.amazon.com/iPhone-Apps-Book-Vol-Applications/dp/0761562850/ref=sr_1_1?ie=UTF8&s=books&qid=1248874605&sr=8-1 Vintropedia - Vintage Computer & Retro Console Price Guide 2009 (Paperback) http://www.amazon.com/Vintropedia-Vintage-Computer-Retro-Console/dp/1409212777/ref=sr_1_38?ie=UTF8&s=books&qid=1248874128&sr=1-38 Actually, I'm curious as to when DigitPress's new price guide is coming out, too. I also love how something that's only 10 years old is now suddenly 'vintage gaming'. If only wine could age that quickly... -Devin On Wed, Jul 29, 2009 at 3:48 AM, Andrew Armstrong wrote: > I thought we were just referring to the content. Technical specifications > are a whole other affair (painful though it is, after reading up on > Multiwinia's goings onto XBLA!). Apart from a few accounts there isn't much > just out there as legal documents or agreements on what is needed since it's > all kept under NDA's and whatever terms of agreement to not tell anyone > about it. If I was more interested it'd be fascinated to try and find out > the entirety of it though for all the systems. > > Andrew > > > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From jmcdonou at uiuc.edu Wed Jul 29 10:57:32 2009 From: jmcdonou at uiuc.edu (Jerome McDonough) Date: Wed, 29 Jul 2009 09:57:32 -0500 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A7005F0.9010604@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> Message-ID: On Jul 29, 2009, at 3:18 AM, Andrew Armstrong wrote: > Not cheap, but they do have a process! Which can only get cheaper > to do (and considering the budgets of films compared to games, I am > glad they're investing some money to start this). The actual size > is going to be ridiculous, I know that much just from digitising > 1080p material, to gigabytes per tape :) And it's only going to get worse. I saw a draft of a JPEG 2000 application profile for digital cinema frame data that included a frame resolution of about 9600 x 15500. Think a 6x6 array of Apple 30" cinema displays, going at 24 frames per second. > Unlike games, where the best practice to archive something is, > under the DMCA, to "Get a few copies of the original media and hope > they don't go wrong", which isn't as expensive but certainly needs > work :) Without any legal backup, the fact it's totally illegal to > break copy protections and make a copy of media is a huge barrier. > Well, not totally illegal at this point in time for everyone. :) Libraries enjoy an ability to defeat a technological protection measure for the purposes of creating a preservation copy of a game though the end of this calendar year as one of the limited duration exemptions issued by the Copyright Office. That's one of the reasons the Preserving Virtual World project can actually do some of its research at the moment. But, that exemption will end at the conclusion of 2009, and then, yes, we're back to the grab a copy and hope for the best approach, unless we can get the DMCA amended or another exemption. > Films also have the future advantage of going all-digital, which > will cut the preservation costs there down significantly. > Sadly, I doubt it. Storage costs go down in digital, but maintenance costs go up, since you have to worry about regular migration of assets to new hardware (and new formats) in a way you don't in the analog realm. Cold storage for film stock is costly to set up, but once you dump a film in there, you can walk away and come back in 20 years with a reasonable expectation that you still have a viewable film. Put a digital film on a drive, walk away for 20 years and come back and the odds you have something viewable are nowhere near as good. Eventually, with better systems for automating some of the preservation checks/migration processes digital preservation costs may come down, but really I don't see that happening on a large scale for 15 years or so. > I think future proofing this somehow is necessary (like how film > actually has, even if it is expensive), and in the US, for all > intents and purposes, there is either the need to get the makers > involved directly or a change in the law, both seem a bit far off :( > I think you're absolutely right on getting the makers involved. I'm feeling a bit more positive about that than I was even a few years ago. The actions of Blizzard and Microsoft towards the machinima community in issuing their respective ground rules for machinima, which made it clear that they don't have any interest in going after machinimists for copyright infringement, give me some hope that the game companies are perfectly amenable to helping with long-term preservation as long as it's not too onerous on them in terms of additional labor they have to engage in, and it doesn't have an adverse effect on their bottom line, both of which are probably achievable. Getting their attention is probably the hardest part of the process. Asst. Prof. Jerome McDonough Graduate School of Library & Information Science University of Illinois at Urbana-Champaign 501 E. Daniel Street, MC-493 Champaign, IL 61820-6211 (217) 244-5916 jmcdonou at uiuc.edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Wed Jul 29 11:05:19 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 29 Jul 2009 09:05:19 -0600 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> Message-ID: <9d1cf2d50907290805n37df5c99o697faac4ecfd3145@mail.gmail.com> Just a couple responses before I have to hop off to work: Well, not totally illegal at this point in time for everyone. :) Libraries > enjoy an ability to defeat a technological protection measure for the > purposes of creating a preservation copy of a game though the end of this > calendar year as one of the limited duration exemptions issued by the > Copyright Office. Does this mean they can keep whatever data they archived? Or does copyrighted data then have to be destroyed? I can't imagine they'd grandfather it in... Sadly, I doubt it. Storage costs go down in digital, but maintenance costs > go up, since you have to worry about regular migration of assets to new > hardware (and new formats) in a way you don't in the analog realm. Some archives use a 1/2 rule for costs when they decide to migrate: they wait until the cost of the new media costs exactly half of what the previous media cost. This means the total cost of archiving will only be twice what it costs to initially preserve: 1 + 1:2 + 1:4 + 1:8 + 1:16... = 2 I believe this system is used by Cornell. If you use a system like the UVC (or emulation), you don't have to worry about format migration. Companies will only migrate formats if they find these files are regularly accessed and so require it, but for games you generally don't have to (online sellers will generally do the job for you). -------------- next part -------------- An HTML attachment was scrubbed... URL: From lowood at stanford.edu Wed Jul 29 13:24:27 2009 From: lowood at stanford.edu (Henry Lowood) Date: Wed, 29 Jul 2009 10:24:27 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A7005F0.9010604@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> Message-ID: <4A7085CB.4070304@stanford.edu> Andrew, Boy, I am coming across as a wet blanket in this discussion, but ... Andrew Armstrong wrote: > > > Films also have the future advantage of going all-digital, which will > cut the preservation costs there down significantly. Actually, in the near- to mid-term, this is significantly RAISING the cost of preservation. I have seen a report by the archivist of AMAS (from about two years ago), which put the cost of industrial-strength management of current-gen digital-film masters in the seven figures range -- for one title! I think he was using the example of the most recent Spiderman film, which generated a digital master that was something like 2 TB in size. The bit-depth of theater-quality film, plus various tracks of audio and other information, results in a huge bitstream. His point was that studios are likely only to bear these costs while films make money, so there is real danger of loss. Comparatively, storing a canister of film is cheap. Even archives of nitrate masters (and I have been to a couple) in what are essentially concrete warehouses seem inexpensive by comparison, at least on a per-title basis. Henry -- Henry Lowood, Ph.D. Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library, 557 Escondido Mall Stanford University Libraries Stanford CA 94305-6004 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Wed Jul 29 14:14:48 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 29 Jul 2009 19:14:48 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A7085CB.4070304@stanford.edu> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> <4A7085CB.4070304@stanford.edu> Message-ID: <4A709198.80902@aarmstrong.org> Really? fair enough, they need the quality of massive files. I'd love to see a breakdown of it, although it's barely something that related to the videogame world since even cutscenes are no where near the space of the digital-print quality needed as Jerome mentioned, and even if they were they are a few minutes in length. Is it 2 Terabytes? that's not that much space, did you mean petabytes? :) In any case, I am sure situations will change - well, they must do, since the film studios need some way to make future copies of a film. A shame games, then, are so small, even if original art assets, files and code is included with the final game files. ;) Blessing perhaps rather then a curse. Andrew Henry Lowood wrote: > Andrew, > > Boy, I am coming across as a wet blanket in this discussion, but ... > > Andrew Armstrong wrote: >> >> >> Films also have the future advantage of going all-digital, which will >> cut the preservation costs there down significantly. > Actually, in the near- to mid-term, this is significantly RAISING the > cost of preservation. I have seen a report by the archivist of AMAS > (from about two years ago), which put the cost of industrial-strength > management of current-gen digital-film masters in the seven figures > range -- for one title! I think he was using the example of the most > recent Spiderman film, which generated a digital master that was > something like 2 TB in size. The bit-depth of theater-quality film, > plus various tracks of audio and other information, results in a huge > bitstream. His point was that studios are likely only to bear these > costs while films make money, so there is real danger of loss. > > Comparatively, storing a canister of film is cheap. Even archives of > nitrate masters (and I have been to a couple) in what are essentially > concrete warehouses seem inexpensive by comparison, at least on a > per-title basis. > > Henry > -- > Henry Lowood, Ph.D. > Curator for History of Science & Technology Collections; > Film & Media Collections > HRG, Green Library, 557 Escondido Mall > Stanford University Libraries > Stanford CA 94305-6004 > 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood > > ------------------------------------------------------------------------ > > _______________________________________________ > 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: From lowood at stanford.edu Wed Jul 29 14:52:17 2009 From: lowood at stanford.edu (Henry Lowood) Date: Wed, 29 Jul 2009 11:52:17 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A709198.80902@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> <4A7085CB.4070304@stanford.edu> <4A709198.80902@aarmstrong.org> Message-ID: <4A709A61.4030706@stanford.edu> Andrew, 2TB is a lot for professionally managed storage solutions, which have expensive per-kb costs, because until recent years, the primary group of customers was law firms. They can afford to pay a lot per byte, and their documents are small by comparison to high-resolution moving image collections; so there is an issue of scale. Henry Andrew Armstrong wrote: > Really? fair enough, they need the quality of massive files. > > I'd love to see a breakdown of it, although it's barely something that > related to the videogame world since even cutscenes are no where near > the space of the digital-print quality needed as Jerome mentioned, and > even if they were they are a few minutes in length. Is it 2 Terabytes? > that's not that much space, did you mean petabytes? :) > > In any case, I am sure situations will change - well, they must do, > since the film studios need some way to make future copies of a film. > A shame games, then, are so small, even if original art assets, files > and code is included with the final game files. ;) Blessing perhaps > rather then a curse. > > Andrew > > Henry Lowood wrote: >> Andrew, >> >> Boy, I am coming across as a wet blanket in this discussion, but ... >> >> Andrew Armstrong wrote: >>> >>> >>> Films also have the future advantage of going all-digital, which >>> will cut the preservation costs there down significantly. >> Actually, in the near- to mid-term, this is significantly RAISING the >> cost of preservation. I have seen a report by the archivist of AMAS >> (from about two years ago), which put the cost of industrial-strength >> management of current-gen digital-film masters in the seven figures >> range -- for one title! I think he was using the example of the most >> recent Spiderman film, which generated a digital master that was >> something like 2 TB in size. The bit-depth of theater-quality film, >> plus various tracks of audio and other information, results in a huge >> bitstream. His point was that studios are likely only to bear these >> costs while films make money, so there is real danger of loss. >> >> Comparatively, storing a canister of film is cheap. Even archives of >> nitrate masters (and I have been to a couple) in what are essentially >> concrete warehouses seem inexpensive by comparison, at least on a >> per-title basis. >> >> Henry >> -- >> Henry Lowood, Ph.D. >> Curator for History of Science & Technology Collections; >> Film & Media Collections >> HRG, Green Library, 557 Escondido Mall >> Stanford University Libraries >> Stanford CA 94305-6004 >> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> > ------------------------------------------------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Henry Lowood, Ph.D. Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library, 557 Escondido Mall Stanford University Libraries Stanford CA 94305-6004 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Wed Jul 29 15:12:42 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 29 Jul 2009 20:12:42 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A709A61.4030706@stanford.edu> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> <4A7085CB.4070304@stanford.edu> <4A709198.80902@aarmstrong.org> <4A709A61.4030706@stanford.edu> Message-ID: <4A709F2A.4060709@aarmstrong.org> Fair enough. Funnily I was looking up some numbers, and saw Monsters versus Aliens was at the 100TB mark for production storage. Ouch, if you wanted to store that at the "insane managed storage solution" price. Andrew Henry Lowood wrote: > Andrew, > > 2TB is a lot for professionally managed storage solutions, which have > expensive per-kb costs, because until recent years, the primary group > of customers was law firms. They can afford to pay a lot per byte, > and their documents are small by comparison to high-resolution moving > image collections; so there is an issue of scale. > > Henry > > Andrew Armstrong wrote: >> Really? fair enough, they need the quality of massive files. >> >> I'd love to see a breakdown of it, although it's barely something >> that related to the videogame world since even cutscenes are no where >> near the space of the digital-print quality needed as Jerome >> mentioned, and even if they were they are a few minutes in length. Is >> it 2 Terabytes? that's not that much space, did you mean petabytes? :) >> >> In any case, I am sure situations will change - well, they must do, >> since the film studios need some way to make future copies of a film. >> A shame games, then, are so small, even if original art assets, files >> and code is included with the final game files. ;) Blessing perhaps >> rather then a curse. >> >> Andrew >> >> Henry Lowood wrote: >>> Andrew, >>> >>> Boy, I am coming across as a wet blanket in this discussion, but ... >>> >>> Andrew Armstrong wrote: >>>> >>>> >>>> Films also have the future advantage of going all-digital, which >>>> will cut the preservation costs there down significantly. >>> Actually, in the near- to mid-term, this is significantly RAISING >>> the cost of preservation. I have seen a report by the archivist of >>> AMAS (from about two years ago), which put the cost of >>> industrial-strength management of current-gen digital-film masters >>> in the seven figures range -- for one title! I think he was using >>> the example of the most recent Spiderman film, which generated a >>> digital master that was something like 2 TB in size. The bit-depth >>> of theater-quality film, plus various tracks of audio and other >>> information, results in a huge bitstream. His point was that >>> studios are likely only to bear these costs while films make money, >>> so there is real danger of loss. >>> >>> Comparatively, storing a canister of film is cheap. Even archives >>> of nitrate masters (and I have been to a couple) in what are >>> essentially concrete warehouses seem inexpensive by comparison, at >>> least on a per-title basis. >>> >>> Henry >>> -- >>> Henry Lowood, Ph.D. >>> Curator for History of Science & Technology Collections; >>> Film & Media Collections >>> HRG, Green Library, 557 Escondido Mall >>> Stanford University Libraries >>> Stanford CA 94305-6004 >>> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >>> >>> ------------------------------------------------------------------------ >>> >>> _______________________________________________ >>> game_preservation mailing list >>> game_preservation at igda.org >>> http://six.pairlist.net/mailman/listinfo/game_preservation >>> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> > > -- > Henry Lowood, Ph.D. > Curator for History of Science & Technology Collections; > Film & Media Collections > HRG, Green Library, 557 Escondido Mall > Stanford University Libraries > Stanford CA 94305-6004 > 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood > > ------------------------------------------------------------------------ > > _______________________________________________ > 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: From lowood at stanford.edu Wed Jul 29 16:54:43 2009 From: lowood at stanford.edu (Henry Lowood) Date: Wed, 29 Jul 2009 13:54:43 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A709F2A.4060709@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> <4A7085CB.4070304@stanford.edu> <4A709198.80902@aarmstrong.org> <4A709A61.4030706@stanford.edu> <4A709F2A.4060709@aarmstrong.org> Message-ID: <4A70B713.5090400@stanford.edu> Wow, so that's even a huge jump from the figure that was given two years ago. I suppose part of the reason is that the bit-depth of the high-end digital film keeps going up, plus the addition of tracks for various purposes. My God, 100TB. I'll take the 50MB machinima pieces in the archives, thank you. Oh, btw, the AMAS archivist also passed out a chart showing the incredible number of digital video formats that have been used for production in the movie industry. It was literally in the dozens for just the past decade or so. So that's another issue. Henry Andrew Armstrong wrote: > Fair enough. Funnily I was looking up some numbers, and saw Monsters > versus Aliens was at the 100TB mark for production storage. Ouch, if > you wanted to store that at the "insane managed storage solution" price. > > Andrew > > Henry Lowood wrote: >> Andrew, >> >> 2TB is a lot for professionally managed storage solutions, which have >> expensive per-kb costs, because until recent years, the primary group >> of customers was law firms. They can afford to pay a lot per byte, >> and their documents are small by comparison to high-resolution moving >> image collections; so there is an issue of scale. >> >> Henry >> >> Andrew Armstrong wrote: >>> Really? fair enough, they need the quality of massive files. >>> >>> I'd love to see a breakdown of it, although it's barely something >>> that related to the videogame world since even cutscenes are no >>> where near the space of the digital-print quality needed as Jerome >>> mentioned, and even if they were they are a few minutes in length. >>> Is it 2 Terabytes? that's not that much space, did you mean >>> petabytes? :) >>> >>> In any case, I am sure situations will change - well, they must do, >>> since the film studios need some way to make future copies of a >>> film. A shame games, then, are so small, even if original art >>> assets, files and code is included with the final game files. ;) >>> Blessing perhaps rather then a curse. >>> >>> Andrew >>> >>> Henry Lowood wrote: >>>> Andrew, >>>> >>>> Boy, I am coming across as a wet blanket in this discussion, but ... >>>> >>>> Andrew Armstrong wrote: >>>>> >>>>> >>>>> Films also have the future advantage of going all-digital, which >>>>> will cut the preservation costs there down significantly. >>>> Actually, in the near- to mid-term, this is significantly RAISING >>>> the cost of preservation. I have seen a report by the archivist >>>> of AMAS (from about two years ago), which put the cost of >>>> industrial-strength management of current-gen digital-film masters >>>> in the seven figures range -- for one title! I think he was using >>>> the example of the most recent Spiderman film, which generated a >>>> digital master that was something like 2 TB in size. The bit-depth >>>> of theater-quality film, plus various tracks of audio and other >>>> information, results in a huge bitstream. His point was that >>>> studios are likely only to bear these costs while films make money, >>>> so there is real danger of loss. >>>> >>>> Comparatively, storing a canister of film is cheap. Even archives >>>> of nitrate masters (and I have been to a couple) in what are >>>> essentially concrete warehouses seem inexpensive by comparison, at >>>> least on a per-title basis. >>>> >>>> Henry >>>> -- >>>> Henry Lowood, Ph.D. >>>> Curator for History of Science & Technology Collections; >>>> Film & Media Collections >>>> HRG, Green Library, 557 Escondido Mall >>>> Stanford University Libraries >>>> Stanford CA 94305-6004 >>>> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >>>> >>>> ------------------------------------------------------------------------ >>>> >>>> _______________________________________________ >>>> game_preservation mailing list >>>> game_preservation at igda.org >>>> http://six.pairlist.net/mailman/listinfo/game_preservation >>>> >>> ------------------------------------------------------------------------ >>> >>> _______________________________________________ >>> game_preservation mailing list >>> game_preservation at igda.org >>> http://six.pairlist.net/mailman/listinfo/game_preservation >>> >> >> -- >> Henry Lowood, Ph.D. >> Curator for History of Science & Technology Collections; >> Film & Media Collections >> HRG, Green Library, 557 Escondido Mall >> Stanford University Libraries >> Stanford CA 94305-6004 >> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> > ------------------------------------------------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Henry Lowood, Ph.D. Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library, 557 Escondido Mall Stanford University Libraries Stanford CA 94305-6004 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood -------------- next part -------------- An HTML attachment was scrubbed... URL: From jmcdonou at uiuc.edu Wed Jul 29 18:54:14 2009 From: jmcdonou at uiuc.edu (Jerome McDonough) Date: Wed, 29 Jul 2009 17:54:14 -0500 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A709F2A.4060709@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> <4A7085CB.4070304@stanford.edu> <4A709198.80902@aarmstrong.org> <4A709A61.4030706@stanford.edu> <4A709F2A.4060709@aarmstrong.org> Message-ID: There is a *huge* difference between the amount of storage needed in production/post-production and what ends up in the final master for delivery to theaters. Any movie will generate a ton of assets that don't make it into the final cut (although increasingly they do show up in DVDs post-release). For 4K resolution digital cinema using a 4:4:4 colorspace and 36-bits/ pixel of color information (pretty standard for the serious movie folks), a single frame takes 39.81 MB. At the standard 24 frame/ second "film" speed, one minute of video imagery takes 28.67 GB. An hour will take about 1.72 TB; two hours 3.44 TB. Add in audio information, then compress the whole lot and you've got about 2TB of delivered film. I seem to remember that the effects people who worked on Spiderman III typically had about 50 TB of assets online that they were having to manage for rending scenes. So, yes, the ratio of production/post- production storage needs and projection house storage needs are vastly different. One of the big questions for the movie preservation folks at this point is the question of whether archiving the final product is enough, or whether they want to archive *all* the raw assets, along with the edit decision lists that determined the composition of the final film. On Jul 29, 2009, at 2:12 PM, Andrew Armstrong wrote: > Fair enough. Funnily I was looking up some numbers, and saw Monsters > versus Aliens was at the 100TB mark for production storage. Ouch, if > you wanted to store that at the "insane managed storage solution" > price. > > Andrew > > Henry Lowood wrote: >> >> Andrew, >> >> 2TB is a lot for professionally managed storage solutions, which >> have expensive per-kb costs, because until recent years, the >> primary group of customers was law firms. They can afford to pay >> a lot per byte, and their documents are small by comparison to high- >> resolution moving image collections; so there is an issue of scale. >> >> Henry >> >> Andrew Armstrong wrote: >>> >>> Really? fair enough, they need the quality of massive files. >>> >>> I'd love to see a breakdown of it, although it's barely something >>> that related to the videogame world since even cutscenes are no >>> where near the space of the digital-print quality needed as Jerome >>> mentioned, and even if they were they are a few minutes in length. >>> Is it 2 Terabytes? that's not that much space, did you mean >>> petabytes? :) >>> >>> In any case, I am sure situations will change - well, they must >>> do, since the film studios need some way to make future copies of >>> a film. A shame games, then, are so small, even if original art >>> assets, files and code is included with the final game files. ;) >>> Blessing perhaps rather then a curse. >>> >>> Andrew >>> >>> Henry Lowood wrote: >>>> >>>> Andrew, >>>> >>>> Boy, I am coming across as a wet blanket in this discussion, >>>> but ... >>>> >>>> Andrew Armstrong wrote: >>>>> >>>>> >>>>> >>>>> Films also have the future advantage of going all-digital, which >>>>> will cut the preservation costs there down significantly. >>>> Actually, in the near- to mid-term, this is significantly RAISING >>>> the cost of preservation. I have seen a report by the archivist >>>> of AMAS (from about two years ago), which put the cost of >>>> industrial-strength management of current-gen digital-film >>>> masters in the seven figures range -- for one title! I think he >>>> was using the example of the most recent Spiderman film, which >>>> generated a digital master that was something like 2 TB in size. >>>> The bit-depth of theater-quality film, plus various tracks of >>>> audio and other information, results in a huge bitstream. His >>>> point was that studios are likely only to bear these costs while >>>> films make money, so there is real danger of loss. >>>> >>>> Comparatively, storing a canister of film is cheap. Even >>>> archives of nitrate masters (and I have been to a couple) in what >>>> are essentially concrete warehouses seem inexpensive by >>>> comparison, at least on a per-title basis. >>>> >>>> Henry >>>> -- >>>> Henry Lowood, Ph.D. >>>> Curator for History of Science & Technology Collections; >>>> Film & Media Collections >>>> HRG, Green Library, 557 Escondido Mall >>>> Stanford University Libraries >>>> Stanford CA 94305-6004 >>>> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >>>> >>>> _______________________________________________ >>>> game_preservation mailing list >>>> game_preservation at igda.org >>>> http://six.pairlist.net/mailman/listinfo/game_preservation >>>> >>> >>> _______________________________________________ >>> game_preservation mailing list >>> game_preservation at igda.org >>> http://six.pairlist.net/mailman/listinfo/game_preservation >>> >> >> -- >> Henry Lowood, Ph.D. >> Curator for History of Science & Technology Collections; >> Film & Media Collections >> HRG, Green Library, 557 Escondido Mall >> Stanford University Libraries >> Stanford CA 94305-6004 >> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood >> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation Jerome McDonough, Asst. Professor Graduate School of Library & Information Science University of Illinois, Urbana-Champaign 501 E. Daniel Street, Room 202 Champaign, IL 61820 (217) 244-5916 jmcdonou at uiuc.edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Wed Jul 29 19:35:01 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 30 Jul 2009 00:35:01 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> <4A7085CB.4070304@stanford.edu> <4A709198.80902@aarmstrong.org> <4A709A61.4030706@stanford.edu> <4A709F2A.4060709@aarmstrong.org> Message-ID: <4A70DCA5.4050108@aarmstrong.org> Absolutely, it's just an interesting figure the "production assets" numbers - Monsters Versus Aliens is all just 3d stuff too (I imagine all the Pixar movies are this or larger too). Also, notably, 3d films are likely going to produce at the very least a duplicate master - so even cutting out the pre-production and original assets for these things, there will be a 2d and 3d version, doubling up the size (or, for the 3d one, I suspect trebling it - so 6TB instead of 2TB! - although I am not savvy enough on the 3d techniques, I think it needs the ~60fps to do 2 halves of 30fps per eye using the glasses). I doubt you can make the 3d version from just the 2d one easily, so there is going to be yet more problems in the future for films. And the question "what is worth preserving from whatever standpoint", well, tough call. Cut film, deleted scenes, alternative angles and shots - knowing how the editing, filming, B-reels, outtakes, repeated shots, storyboard shoots, test shots, location finding, film dailys, camera setup and repeated takes all went is, for those interested in making films, and critics too, I am sure is highly useful if available - although a massive amount of material to store raw. At least as you said with DVD's and bonus content, this is being retained more often. Possibly one way around that is to not store it as perfect quality, which can easily lower it into GB's instead of TB's. :) Parallel to games, I suspect the amount of raw data produced when going through pre-production to the final product space-wise is going to still be in the TB ranges, since to actually make use of a version of a game, a snapshot is needed of every asset used to run it at that time, making the GB's readily sore. No hard and fast rules there though on how much it is unlike film which is more measurable per-minute numbers, and not many companies work on keeping such versions working in the future (packaged betas and alphas are likely kept around though). Some number crunching will be useful in the future, might revisit this topic if the different people who do digital-based preservation (whatever it actually is) can provide the info available with estimates for those others who might want to do it in the future - best practices of digital preservation too, which a big part is going to likely cost serious money to do well :) Possibly also would be nice to know the kind of ballpark for not-perfect archival managed backup/preservation systems - so some figures can be given to companies doing their own versions, or at least an idea about what they need to do to have a reasonable amount of coverage from data loss. Andrew Jerome McDonough wrote: > There is a *huge* difference between the amount of storage needed in > production/post-production and what ends up in the final master for > delivery to theaters. Any movie will generate a ton of assets that > don't make it into the final cut (although increasingly they do show > up in DVDs post-release). From donahrm at gmail.com Wed Jul 29 20:05:34 2009 From: donahrm at gmail.com (Rachel Donahue) Date: Wed, 29 Jul 2009 20:05:34 -0400 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A70DCA5.4050108@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> <4A7085CB.4070304@stanford.edu> <4A709198.80902@aarmstrong.org> <4A709A61.4030706@stanford.edu> <4A709F2A.4060709@aarmstrong.org> <4A70DCA5.4050108@aarmstrong.org> Message-ID: Andrew writes: "Films also have the future advantage of going all-digital, which will cut the preservation costs there down significantly." Unfortunately, this is an illusion many people have -- that once you digitize something, you have no costs. That's just not true, leading many funding agencies to require proof of sustainability for new digitization projects. Maintaining digital film archives will, in the long run, be much more expensive than preserving physical film. With physical film, you build a cold vault, maybe exercise it once in a while, and you can pretty much forget about it. Electronic records require constant maintenance, and staff with the expertise to do it. The costs don't stop after the initial overhead. (I see after writing this that Henry and Jerome have spoken to it as well.. but I don't want Henry to feel like the only wet blanket in the room) " Not many archievs, if any, will have the funding to get custom-made replicas - certainly with the right electronic kit - to match such things. " IMO, not many archives will be concerned about the controller. Unless you're talking about the Wii, or something like Star Raiders or Golden tee where the controller is an integral part of the experience.. it's just not high on the priority list -- none of the hardware is. Leave that to the museums! "I'd love to see a breakdown of it" See the report I linked to a bit back, it does a pretty great job of laying out the problems and expenses, though it's of course rapidly becoming outdated. "Some number crunching will be useful in the future, might revisit this topic if the different people who do digital-based preservation (whatever it actually is) can provide the info available with estimates for those others who might want to do it in the future - best practices of digital preservation too, which a big part is going to likely cost serious money to do well :)" I hate to say it, but.. no one -REALLY- does long term digital preservation quite yet >.> so numbers will largely be based on the costs of backup, storage, and amount of redundancy. Well, maybe that's not entirely fair, as some projects (LOCKSS comes to mind) are chugging along and getting things done.. but most is mid term. It will be a while before we can accurately judge preservation costs, I think. Better to convince them of the costs of NOT preserving things! Best practices, on the other hand, are starting to mature.. hopefully we'll soon be able to implement them in meaningful ways. Devin says: "That sounds like a complete legal nightmare, but the only way you can get the information is to actually go out and ask" I'm working on it!! I have big dreams regarding rousing some enthusiasm from game developers and publishing houses. Will any of it happen? Who knows. But I do think that personal negotiation is the only way we're going to get any type of legal accommodations, or even convince them to start saving more of their own stuff. On Wed, Jul 29, 2009 at 7:35 PM, Andrew Armstrong wrote: > Some number crunching will be useful in the future, might revisit this > topic if the different people who do digital-based preservation (whatever it > actually is) can provide the info available with estimates for those others > who might want to do it in the future - best practices of digital > preservation too, which a big part is going to likely cost serious money to > do well :) -------------- next part -------------- An HTML attachment was scrubbed... URL: From jmcdonou at uiuc.edu Wed Jul 29 21:44:28 2009 From: jmcdonou at uiuc.edu (Jerome McDonough) Date: Wed, 29 Jul 2009 20:44:28 -0500 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A70DCA5.4050108@aarmstrong.org> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> <4A7085CB.4070304@stanford.edu> <4A709198.80902@aarmstrong.org> <4A709A61.4030706@stanford.edu> <4A709F2A.4060709@aarmstrong.org> <4A70DCA5.4050108@aarmstrong.org> Message-ID: <60DB267B-1D33-4703-99CF-46D3B67296A6@uiuc.edu> On Jul 29, 2009, at 6:35 PM, Andrew Armstrong wrote: > And the question "what is worth preserving from whatever > standpoint", well, tough call. Cut film, deleted scenes, alternative > angles and shots - knowing how the editing, filming, B-reels, > outtakes, repeated shots, storyboard shoots, test shots, location > finding, film dailys, camera setup and repeated takes all went is, > for those interested in making films, and critics too, I am sure is > highly useful if available - although a massive amount of material > to store raw. At least as you said with DVD's and bonus content, > this is being retained more often. Possibly one way around that is > to not store it as perfect quality, which can easily lower it into > GB's instead of TB's. :) > Bad news on commercial video DVDs. They use CSS (Content Scrambling System) to encrypt content as a technological protection measure. It is easily defeated by a variety of existing tools, BUT, there is no exemption for defeating CSS under the DMCA in effect at the moment. Any library copying a DVD for preservation purposes is violating the law. So, the only thing you can do if a copy you own goes bad is buy another one. If there isn't one to buy ... tough luck. Yet another reason to focus on the assets before they are packaged up for commercial release. Jerome McDonough, Asst. Professor Graduate School of Library & Information Science University of Illinois, Urbana-Champaign 501 E. Daniel Street, Room 202 Champaign, IL 61820 (217) 244-5916 jmcdonou at uiuc.edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From mike at multimedia.cx Wed Jul 29 22:18:47 2009 From: mike at multimedia.cx (Mike Melanson) Date: Wed, 29 Jul 2009 19:18:47 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A6E8A98.5090007@multimedia.cx> References: <4A6E8A98.5090007@multimedia.cx> Message-ID: <4A710307.3050804@multimedia.cx> Mike Melanson wrote: > As if preservationists didn't have enough to worry about already... > > I have been studying iPhone apps (and games, specifically) pretty > carefully recently. In doing so, I realized that certain games used to > be available but have apparently vanished from the App Store, probably > forever. Quite a daunting challenge considering the single gatekeeper > aspect. > > Sure, there's the question of whether most of these iPhone games are > worth preserving in the first place. Fun fact: According to my research, there are currently over 13,000 titles in the App Store marked "Game". It would cost over US$17,600 to purchase all the ones that aren't free. Don't know if anyone cares. :) -- -Mike Melanson From dmonnens at gmail.com Thu Jul 30 00:31:37 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 29 Jul 2009 22:31:37 -0600 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <4A710307.3050804@multimedia.cx> References: <4A6E8A98.5090007@multimedia.cx> <4A710307.3050804@multimedia.cx> Message-ID: <9d1cf2d50907292131tf2952d7p4c7c05f3e3352c50@mail.gmail.com> RE: DVDs You have to remember that DVDs aren't archival quality ot begin with. Unless, of course, that was the only copy of the video (or there's something notable about the menu), you ultimately want something with higher quality. I don't think even Blu-Ray is archival quality for video. RE: Film size I am running into the same problem with my masters for Contra versus Contra and Counting Bees #2. I honestly don't know if I still have the original files, but I know I have some of them on an external hard drive. It's simply too big to fit on DVDs economically and it takes up too much of a chunk of a hard drive to make the drive useful for anything else. If somebody wants to talk about selling art, I would say selling the disk drive with the master production files would be the equivalent of digital art simply because it's too expensive to copy. Of course, this raises questions about what should be preserved. Arguably, we can look at either the piece as an entire work of art or as a system of parts which can be dissembled and used for other purposes, like taking pieces from a Risk game to make your own prototypes. Essentially, there are hacking groups who will take files from new 3D games and dump those into something like Gary's Mod for Half-Life 2. This means fans and hobbyists can do a lot of neat things with official production models stored within the games. There is also of course the game music group as well, who extract audio and video files to listen to those independently. This creates a separate set of assets. Again, I think it goes back to some of the basic questions of preservation which are finding out why you are preserving the stuff and who you are preserving it for. >> Sure, there's the question of whether most of these iPhone games are worth >> preserving in the first place. >> > > Fun fact: According to my research, there are currently over 13,000 titles > in the App Store marked "Game". It would cost over US$17,600 to purchase all > the ones that aren't free. > > Don't know if anyone cares. :) > A drop in the bucket ;-) Seriously, once you have numbers, you can get funding. That's what Fiona Cherbak tells me. Add the iPhone operating systems to that as well. I'm sure you could fit every single app on a few DVDs. -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From mike at multimedia.cx Thu Jul 30 01:08:24 2009 From: mike at multimedia.cx (Mike Melanson) Date: Wed, 29 Jul 2009 22:08:24 -0700 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <9d1cf2d50907292131tf2952d7p4c7c05f3e3352c50@mail.gmail.com> References: <4A6E8A98.5090007@multimedia.cx> <4A710307.3050804@multimedia.cx> <9d1cf2d50907292131tf2952d7p4c7c05f3e3352c50@mail.gmail.com> Message-ID: <4A712AC8.7060501@multimedia.cx> Devin Monnens wrote: > A drop in the bucket ;-) Seriously, once you have numbers, you can get > funding. That's what Fiona Cherbak tells me. Add the iPhone operating > systems to that as well. I'm sure you could fit every single app on a > few DVDs. According to my numbers, the entire "game" collection is sitting around 87 GB. So, sure, given a few double-sided and a dual layer discs... -- -Mike Melanson From andrew at aarmstrong.org Thu Jul 30 04:32:21 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 30 Jul 2009 09:32:21 +0100 Subject: [game_preservation] iPhone Game Preservation In-Reply-To: <60DB267B-1D33-4703-99CF-46D3B67296A6@uiuc.edu> References: <4A6E8A98.5090007@multimedia.cx> <9d1cf2d50907280813i2636fe9cy1214460b5f1855d3@mail.gmail.com> <4A6F274E.50101@aarmstrong.org> <4A6F3BFF.4020502@stanford.edu> <9d1cf2d50907281110l4bd0e421v3f265555d941f3b5@mail.gmail.com> <4A7005F0.9010604@aarmstrong.org> <4A7085CB.4070304@stanford.edu> <4A709198.80902@aarmstrong.org> <4A709A61.4030706@stanford.edu> <4A709F2A.4060709@aarmstrong.org> <4A70DCA5.4050108@aarmstrong.org> <60DB267B-1D33-4703-99CF-46D3B67296A6@uiuc.edu> Message-ID: <4A715A95.6080104@aarmstrong.org> Oh, that's certainly the case in the USA. I would have thought film archives or industry-helped places would get the raw goods - an un-CSS'ed DVD would be easy to get a copy of, despite the poorer quality for archival purposes. Hopefully we'll see the DMCA change, although who knows, that "International piracy law" stuff thats so secret looks like it might impact worse. Andrew Jerome McDonough wrote: > > On Jul 29, 2009, at 6:35 PM, Andrew Armstrong wrote: > >> And the question "what is worth preserving from whatever standpoint", >> well, tough call. Cut film, deleted scenes, alternative angles and >> shots - knowing how the editing, filming, B-reels, outtakes, repeated >> shots, storyboard shoots, test shots, location finding, film dailys, >> camera setup and repeated takes all went is, for those interested in >> making films, and critics too, I am sure is highly useful if >> available - although a massive amount of material to store raw. At >> least as you said with DVD's and bonus content, this is being >> retained more often. Possibly one way around that is to not store it >> as perfect quality, which can easily lower it into GB's instead of >> TB's. :) >> > > Bad news on commercial video DVDs. They use CSS (Content Scrambling > System) to encrypt content as a technological protection measure. It > is easily defeated by a variety of existing tools, BUT, there is no > exemption for defeating CSS under the DMCA in effect at the moment. > Any library copying a DVD for preservation purposes is violating the > law. So, the only thing you can do if a copy you own goes bad is buy > another one. If there isn't one to buy ... tough luck. Yet another > reason to focus on the assets before they are packaged up for > commercial release. > > > Jerome McDonough, Asst. Professor > Graduate School of Library & Information Science > University of Illinois, Urbana-Champaign > 501 E. Daniel Street, Room 202 > Champaign, IL 61820 > (217) 244-5916 > jmcdonou at uiuc.edu > > > > > > ------------------------------------------------------------------------ > > _______________________________________________ > 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: