[game_preservation] iPhone Game Preservation

Andrew Armstrong andrew at aarmstrong.org
Wed Jul 29 15:12:42 EDT 2009


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

>>> <http://www.stanford.edu/%7Elowood>

>>> ------------------------------------------------------------------------

>>>

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>

> --

> 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

> <http://www.stanford.edu/%7Elowood>

> ------------------------------------------------------------------------

>

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> game_preservation mailing list

> game_preservation at igda.org

> http://six.pairlist.net/mailman/listinfo/game_preservation

>

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