From andrew at aarmstrong.org Thu Oct 1 05:17:03 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 01 Oct 2009 10:17:03 +0100 Subject: [game_preservation] More Retro Machinima (with Andrew raving about glossaries, oh yay) In-Reply-To: <9d1cf2d50909301734t3ae0fe41y4c446846d1e9970f@mail.gmail.com> References: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> <4AC39332.8070000@aarmstrong.org> <9d1cf2d50909301734t3ae0fe41y4c446846d1e9970f@mail.gmail.com> Message-ID: <4AC4738F.1070907@aarmstrong.org> You kind of get into weird territory trying to define "game engine" then :) Why not just any animation engine? (or going further, animation studio/toolset). What about compositing video effects or other work on top of original footage? (how much editing is allowed before it goes into the realm of raw "animation"). Are live actors allowed to be involved? what about if only screenshots are used? Oh, nevermind the borderlines on the content aspect - is a raw recording of a videogame machinima? what about with some commentary? what about it being played through in a specific intentional way? what about the addition or lack of original music, models, animations, sounds, voices, script or story? Lots more too, hmm... I think it's well worth defining at some point, I'm trying to write a small glossary of videogame terms and this is one I've not got around to doing because it is one of those things best "show by example" and "I know it when I see it". It'd be worth finding some good examples at some point to outline the core cases, and the more borderline ones. Doesn't help when the game researchers at DiGRA basically are all about defining things and they can't even agree on many items. I'm not trying to argue btw, I just am interested in these definitions. At some point getting some experts to define Machinima (Henry at the forefront of this specific example I'm sure, but this is only one example ;) ) along with a whole host of videogame-specific terms from their own fields would be cool. I'm going to contact DiGRA members about this, although a balance between "human readable" and "scientifically correct" would be a good idea (or at least, having both at the same time). For histories sake, I frankly am finding it hard myself to figure out some well-used terms, say, in the MMO space which I have next to no playtime in when reading things/investigating things, so I can't believe it'll be any easier in the future when those games have stopped operating, or areas die out, or move around. On this topic has anyone got any good glossaries? My current references are the Videogame Style Guide which is neat (and we used as our standard for the white paper) and a odd few websites. Annoyingly Wikipedia has deleted all of its pages on such terms ages ago, and I don't know of any specific "videogame dictionary/glossary" site :) Andrew Devin Monnens wrote: > I would say the bare bones is a video or film created using a game > engine. Performance need not be part of it (a real-time cutscene is > machinima; a pre-rendered cutscene is not). If this includes using > game animations (like say taking an Unreal or Halo character and > sticking him in front of a blue screen), then that broadens the > definition (part of the film must be created using a game engine). > Spartan X probably doesn't count because the animations are composed > and compiled separate. > > > On Wed, Sep 30, 2009 at 11:19 AM, Andrew Armstrong > > wrote: > > Hahaha, very good :) > > Not sure what the "one true definition" of Machinima is (no doubt > there isn't one!). Wikipedia is all over the place on it ;) > > Andrew > > > Devin Monnens wrote: >> Here is some more Japanese Retro Machinima (or maybe you can't >> specifically call it machinima because it isn't recordings of >> gameplay) I can't recognize everything, but it's pretty cool >> nonetheless! >> >> http://www.youtube.com/watch?v=ZEEfy0nt1fo >> >> -- >> 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 > > > > > -- > 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 Thu Oct 1 05:22:52 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 01 Oct 2009 10:22:52 +0100 Subject: [game_preservation] More Retro Machinima (with Andrew raving about glossaries, oh yay) In-Reply-To: <4AC4738F.1070907@aarmstrong.org> References: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> <4AC39332.8070000@aarmstrong.org> <9d1cf2d50909301734t3ae0fe41y4c446846d1e9970f@mail.gmail.com> <4AC4738F.1070907@aarmstrong.org> Message-ID: <4AC474EC.3020507@aarmstrong.org> Oh, hold my own horses, my mini-glossary I did write a mini machinima definition for myself, I wonder if this fits. Again, I wanted to find examples (there should be a lot more blue links or references!) but not too bad re-reading it now for 2 paragraphs despite being a bit "meh" on the descriptive side of content. Note while I want to get pronounciations, alternative spellings etc. I've obviously not done it to any standard here ;) Just an example as it were. Machinima /Pronounced:/ "Ma-shin-e-ma" From the words "Machine", "Animation" and "Cinema", it is the description of a range of videos made from filming videogames. These sometimes are specially made for a game to explain some story (released separately from the game, so thus not a cutscene), or be a fully released online video of a games content and playthrough (such as Anachronox ). Most commonly they are fictional films, based sometimes on the original characters but often new ones, with their own plot and filming unrelated to the normal game. There are also music videos, films, and series of works rather then one off's, or series based on the original characters. Usually the "cast" is played by player avatars in the multiplayer mode of the game. -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Thu Oct 1 09:25:32 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 1 Oct 2009 07:25:32 -0600 Subject: [game_preservation] More Retro Machinima (with Andrew raving about glossaries, oh yay) In-Reply-To: <4AC474EC.3020507@aarmstrong.org> References: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> <4AC39332.8070000@aarmstrong.org> <9d1cf2d50909301734t3ae0fe41y4c446846d1e9970f@mail.gmail.com> <4AC4738F.1070907@aarmstrong.org> <4AC474EC.3020507@aarmstrong.org> Message-ID: <9d1cf2d50910010625m3ac754adv7bd85f6d699d3bd1@mail.gmail.com> So we would differentiate these from real-time video because RTV does not use human players? The reason I brought up blue screens is because if we had a modern equivalent to Who Framed Roger Rabbit (say a sci fi war film with some guy from Unreal in it). Roger Rabbit is animation, but it is not a fully animated film. I'm going to leave the rest of the defining to Henry for now as he's covered more terrain than I have. Regarding your glossary, I think such a book would be incredibly helpful, especially if it is including technical terms used by artists and programmers. Someone who is familiar with all the terms will be able to communicate with fellow artists and programmers (something that seems to be a problem in the industry as well as in education). On Thu, Oct 1, 2009 at 3:22 AM, Andrew Armstrong wrote: > Oh, hold my own horses, my mini-glossary I did write a mini machinima > definition for myself, I wonder if this fits. Again, I wanted to find > examples (there should be a lot more blue links or references!) but not too > bad re-reading it now for 2 paragraphs despite being a bit "meh" on the > descriptive side of content. Note while I want to get pronounciations, > alternative spellings etc. I've obviously not done it to any standard here > ;) > > Just an example as it were. > > Machinima > *Pronounced:* "Ma-shin-e-ma" > > From the words "Machine", "Animation" and "Cinema", it is the description > of a range of videos made from filming videogames. These sometimes are > specially made for a game to explain some story (released separately from > the game, so thus not a cutscene), or be a fully released online video of a > games content and playthrough (such as Anachronox). > > > Most commonly they are fictional films, based sometimes on the original > characters but often new ones, with their own plot and filming unrelated to > the normal game. There are also music videos, films, and series of works > rather then one off's, or series based on the original characters. Usually > the "cast" is played by player avatars in the multiplayer mode of the game. > > _______________________________________________ > 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 Thu Oct 1 09:33:16 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 1 Oct 2009 07:33:16 -0600 Subject: [game_preservation] New MLA Format for 2009 Message-ID: <9d1cf2d50910010633v6b1258d5ueacc259397940903@mail.gmail.com> I feel this has some relevance to us as preservationists. While there is no 'Game' listing, the new updates do include a section on medium: http://owl.english.purdue.edu/owl/resource/557/15/ *Publication Medium.* Every entry receives a medium of publication marker. Most entries will be listed as Print or Web, but other possibilities include Performance, DVD, or TV. Most of these markers will appear at the end of entries; however, markers for Web sources are followed by the date of access. Sadly, listing it as 'DVD' or 'CD' doesn't let you know what platform it is for! What if I am referencing the Stephen Jay Gould interview on Bully for Brontosaurus interactive CD for Windows 95? I don't think this will run in Vista. Or, for a better example, an Amiga CDROM? I find this surprising because either a) MLA does not care about getting software to run or b) they do not have a need to reference older digital media. Their desire to remove URLs from web references seems to indicate that they aren't that interested in getting the referenced source to run. And after all, how can you fact-check a primary source such as an interview with a dead man or an e-mail interview? You have to take it at face value. -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Thu Oct 1 09:35:10 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 01 Oct 2009 14:35:10 +0100 Subject: [game_preservation] More Retro Machinima (with Andrew raving about glossaries, oh yay) In-Reply-To: <9d1cf2d50910010625m3ac754adv7bd85f6d699d3bd1@mail.gmail.com> References: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> <4AC39332.8070000@aarmstrong.org> <9d1cf2d50909301734t3ae0fe41y4c446846d1e9970f@mail.gmail.com> <4AC4738F.1070907@aarmstrong.org> <4AC474EC.3020507@aarmstrong.org> <9d1cf2d50910010625m3ac754adv7bd85f6d699d3bd1@mail.gmail.com> Message-ID: <4AC4B00E.3010100@aarmstrong.org> Yeah, that definition leaves a lot to be desired. My questions in my previous post were a lot more varied. Glad you think a glossary might be useful. I dare not put it on the wiki, not because I care about being wrong (it can be corrected) just I've got it as a huge wiki list right now and it's impossible to find anything (the TOC is a few pages long...). I'm still slowly working on other php stuff so this was going to be part of that. Technical content is important. For browsing I'll have to make sure they can be separated - the main terms for videogame things are more specialised then most, if not all, graphical and programming terms, which is where there is little information available. Andrew Devin Monnens wrote: > So we would differentiate these from real-time video because RTV does > not use human players? > > The reason I brought up blue screens is because if we had a modern > equivalent to Who Framed Roger Rabbit (say a sci fi war film with some > guy from Unreal in it). Roger Rabbit is animation, but it is not a > fully animated film. > > I'm going to leave the rest of the defining to Henry for now as he's > covered more terrain than I have. > > Regarding your glossary, I think such a book would be incredibly > helpful, especially if it is including technical terms used by artists > and programmers. Someone who is familiar with all the terms will be > able to communicate with fellow artists and programmers (something > that seems to be a problem in the industry as well as in education). > > On Thu, Oct 1, 2009 at 3:22 AM, Andrew Armstrong > > wrote: > > Oh, hold my own horses, my mini-glossary I did write a mini > machinima definition for myself, I wonder if this fits. Again, I > wanted to find examples (there should be a lot more blue links or > references!) but not too bad re-reading it now for 2 paragraphs > despite being a bit "meh" on the descriptive side of content. Note > while I want to get pronounciations, alternative spellings etc. > I've obviously not done it to any standard here ;) > > Just an example as it were. > > > Machinima > > /Pronounced:/ "Ma-shin-e-ma" > > From the words "Machine", "Animation" and "Cinema", it is the > description of a range of videos made from filming videogames. > These sometimes are specially made for a game to explain some > story (released separately from the game, so thus not a cutscene), > or be a fully released online video of a games content and > playthrough (such as Anachronox > ). > > > Most commonly they are fictional films, based sometimes on the > original characters but often new ones, with their own plot and > filming unrelated to the normal game. There are also music videos, > films, and series of works rather then one off's, or series based > on the original characters. Usually the "cast" is played by player > avatars in the multiplayer mode of the game. > > > _______________________________________________ > 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 dmonnens at gmail.com Thu Oct 1 09:40:44 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 1 Oct 2009 07:40:44 -0600 Subject: [game_preservation] More Retro Machinima (with Andrew raving about glossaries, oh yay) In-Reply-To: <4AC4B00E.3010100@aarmstrong.org> References: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> <4AC39332.8070000@aarmstrong.org> <9d1cf2d50909301734t3ae0fe41y4c446846d1e9970f@mail.gmail.com> <4AC4738F.1070907@aarmstrong.org> <4AC474EC.3020507@aarmstrong.org> <9d1cf2d50910010625m3ac754adv7bd85f6d699d3bd1@mail.gmail.com> <4AC4B00E.3010100@aarmstrong.org> Message-ID: <9d1cf2d50910010640qc4e0576kc1f87b8bbcd62912@mail.gmail.com> Hmm. Well, this might be something we could get game developers interested in contributing to. If a term is used differently in your studio, then you would say 'at our studio, we use this term in this way'. I think this works as well for definitions of game - don't just have one definition, but outline several key definitions that are in use. On Thu, Oct 1, 2009 at 7:35 AM, Andrew Armstrong wrote: > Yeah, that definition leaves a lot to be desired. My questions in my > previous post were a lot more varied. > > Glad you think a glossary might be useful. I dare not put it on the wiki, > not because I care about being wrong (it can be corrected) just I've got it > as a huge wiki list right now and it's impossible to find anything (the TOC > is a few pages long...). I'm still slowly working on other php stuff so this > was going to be part of that. Technical content is important. For browsing > I'll have to make sure they can be separated - the main terms for videogame > things are more specialised then most, if not all, graphical and programming > terms, which is where there is little information available. > > Andrew > > Devin Monnens wrote: > > So we would differentiate these from real-time video because RTV does not > use human players? > The reason I brought up blue screens is because if we had a modern > equivalent to Who Framed Roger Rabbit (say a sci fi war film with some guy > from Unreal in it). Roger Rabbit is animation, but it is not a fully > animated film. > > I'm going to leave the rest of the defining to Henry for now as he's > covered more terrain than I have. > > Regarding your glossary, I think such a book would be incredibly helpful, > especially if it is including technical terms used by artists and > programmers. Someone who is familiar with all the terms will be able to > communicate with fellow artists and programmers (something that seems to be > a problem in the industry as well as in education). > > On Thu, Oct 1, 2009 at 3:22 AM, Andrew Armstrong wrote: > >> Oh, hold my own horses, my mini-glossary I did write a mini machinima >> definition for myself, I wonder if this fits. Again, I wanted to find >> examples (there should be a lot more blue links or references!) but not too >> bad re-reading it now for 2 paragraphs despite being a bit "meh" on the >> descriptive side of content. Note while I want to get pronounciations, >> alternative spellings etc. I've obviously not done it to any standard here >> ;) >> >> Just an example as it were. >> >> Machinima >> *Pronounced:* "Ma-shin-e-ma" >> >> From the words "Machine", "Animation" and "Cinema", it is the description >> of a range of videos made from filming videogames. These sometimes are >> specially made for a game to explain some story (released separately from >> the game, so thus not a cutscene), or be a fully released online video of a >> games content and playthrough (such as Anachronox). >> >> >> Most commonly they are fictional films, based sometimes on the original >> characters but often new ones, with their own plot and filming unrelated to >> the normal game. There are also music videos, films, and series of works >> rather then one off's, or series based on the original characters. Usually >> the "cast" is played by player avatars in the multiplayer mode of the game. >> >> _______________________________________________ >> 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 listgame_preservation at igda.orghttp://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 Thu Oct 1 09:42:59 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 01 Oct 2009 14:42:59 +0100 Subject: [game_preservation] New MLA Format for 2009 In-Reply-To: <9d1cf2d50910010633v6b1258d5ueacc259397940903@mail.gmail.com> References: <9d1cf2d50910010633v6b1258d5ueacc259397940903@mail.gmail.com> Message-ID: <4AC4B1E3.5050207@aarmstrong.org> They do mention "Writers are, however, encouraged to provide a URL if the citation information does not lead readers to easily find the source." for URL's. I think it is stupid to not reference a URL, it'd be like referencing a newspaper collectoin without a date and page (which in fact you might do if you...reference a online news article). Bemusing... As for if they understand technology, who knows...looks a bit backwards to me on the CD/DVD thing. However any interview correspondence - if not published somewhere publicly available (ie; not just email) is always a problem right? Fact-checking unpublished things is next to impossible, having better or worse references to impossible to get information is a bit moot :) Is this MLA stuff used as a standard in the USA then? Andrew Devin Monnens wrote: > I feel this has some relevance to us as preservationists. While there > is no 'Game' listing, the new updates do include a section on medium: > > http://owl.english.purdue.edu/owl/resource/557/15/ > *Publication Medium.* Every entry receives a medium of publication > marker. Most entries will be listed as Print or Web, but other > possibilities include Performance, DVD, or TV. Most of these markers > will appear at the end of entries; however, markers for Web sources > are followed by the date of access. > > Sadly, listing it as 'DVD' or 'CD' doesn't let you know what platform > it is for! What if I am referencing the Stephen Jay Gould interview on > Bully for Brontosaurus interactive CD for Windows 95? I don't think > this will run in Vista. Or, for a better example, an Amiga CDROM? > > I find this surprising because either a) MLA does not care about > getting software to run or b) they do not have a need to reference > older digital media. Their desire to remove URLs from web references > seems to indicate that they aren't that interested in getting the > referenced source to run. And after all, how can you fact-check a > primary source such as an interview with a dead man or an e-mail > interview? You have to take it at face value. > > -- > 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 dmonnens at gmail.com Thu Oct 1 09:46:54 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 1 Oct 2009 07:46:54 -0600 Subject: [game_preservation] New MLA Format for 2009 In-Reply-To: <4AC4B1E3.5050207@aarmstrong.org> References: <9d1cf2d50910010633v6b1258d5ueacc259397940903@mail.gmail.com> <4AC4B1E3.5050207@aarmstrong.org> Message-ID: <9d1cf2d50910010646n1217b674p31255b4205403133@mail.gmail.com> MLA is a standard in the English department.APA is used by history and the sciences (we also adopted it in media studies). Chicago... I honestly don't remember who uses that. There's also the style used for DiGRA submissions, which is a whole other format (ACM - American Computer Magazine or something). On Thu, Oct 1, 2009 at 7:42 AM, Andrew Armstrong wrote: > They do mention "Writers are, however, encouraged to provide a URL if the > citation information does not lead readers to easily find the source." for > URL's. I think it is stupid to not reference a URL, it'd be like referencing > a newspaper collectoin without a date and page (which in fact you might do > if you...reference a online news article). Bemusing... > > As for if they understand technology, who knows...looks a bit backwards to > me on the CD/DVD thing. However any interview correspondence - if not > published somewhere publicly available (ie; not just email) is always a > problem right? Fact-checking unpublished things is next to impossible, > having better or worse references to impossible to get information is a bit > moot :) > > Is this MLA stuff used as a standard in the USA then? > > Andrew > > Devin Monnens wrote: > > I feel this has some relevance to us as preservationists. While there is no > 'Game' listing, the new updates do include a section on medium: > http://owl.english.purdue.edu/owl/resource/557/15/ > *Publication Medium.* Every entry receives a medium of publication marker. > Most entries will be listed as Print or Web, but other possibilities include > Performance, DVD, or TV. Most of these markers will appear at the end of > entries; however, markers for Web sources are followed by the date of > access. > > Sadly, listing it as 'DVD' or 'CD' doesn't let you know what platform it > is for! What if I am referencing the Stephen Jay Gould interview on Bully > for Brontosaurus interactive CD for Windows 95? I don't think this will run > in Vista. Or, for a better example, an Amiga CDROM? > > I find this surprising because either a) MLA does not care about getting > software to run or b) they do not have a need to reference older digital > media. Their desire to remove URLs from web references seems to indicate > that they aren't that interested in getting the referenced source to run. > And after all, how can you fact-check a primary source such as an interview > with a dead man or an e-mail interview? You have to take it at face value. > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > ------------------------------ > > _______________________________________________ > game_preservation mailing listgame_preservation at igda.orghttp://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 Thu Oct 1 11:21:35 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 01 Oct 2009 16:21:35 +0100 Subject: [game_preservation] More Retro Machinima (with Andrew raving about glossaries, oh yay) In-Reply-To: <9d1cf2d50910010640qc4e0576kc1f87b8bbcd62912@mail.gmail.com> References: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> <4AC39332.8070000@aarmstrong.org> <9d1cf2d50909301734t3ae0fe41y4c446846d1e9970f@mail.gmail.com> <4AC4738F.1070907@aarmstrong.org> <4AC474EC.3020507@aarmstrong.org> <9d1cf2d50910010625m3ac754adv7bd85f6d699d3bd1@mail.gmail.com> <4AC4B00E.3010100@aarmstrong.org> <9d1cf2d50910010640qc4e0576kc1f87b8bbcd62912@mail.gmail.com> Message-ID: <4AC4C8FF.7080804@aarmstrong.org> I know I'm being pedantic, but of course terms change and get reused - is one studio enough to say it's a key definition? :) Even the largest studio is hardly a fraction of a percent of the industry after all. :) It's a tough call - for this though, anything further then the glossary-size would go in a full article on the subject, which allows that kind of depth :) What to put actually as the brief glossary entry though...well, then we come around to this again, groan...good point to raise though. Andrew Devin Monnens wrote: > Hmm. Well, this might be something we could get game developers > interested in contributing to. If a term is used differently in your > studio, then you would say 'at our studio, we use this term in this > way'. I think this works as well for definitions of game - don't just > have one definition, but outline several key definitions that are in use. > > On Thu, Oct 1, 2009 at 7:35 AM, Andrew Armstrong > > wrote: > > Yeah, that definition leaves a lot to be desired. My questions in > my previous post were a lot more varied. > > Glad you think a glossary might be useful. I dare not put it on > the wiki, not because I care about being wrong (it can be > corrected) just I've got it as a huge wiki list right now and it's > impossible to find anything (the TOC is a few pages long...). I'm > still slowly working on other php stuff so this was going to be > part of that. Technical content is important. For browsing I'll > have to make sure they can be separated - the main terms for > videogame things are more specialised then most, if not all, > graphical and programming terms, which is where there is little > information available. > > Andrew > > Devin Monnens wrote: >> So we would differentiate these from real-time video because RTV >> does not use human players? >> >> The reason I brought up blue screens is because if we had a >> modern equivalent to Who Framed Roger Rabbit (say a sci fi war >> film with some guy from Unreal in it). Roger Rabbit is animation, >> but it is not a fully animated film. >> >> I'm going to leave the rest of the defining to Henry for now as >> he's covered more terrain than I have. >> >> Regarding your glossary, I think such a book would be incredibly >> helpful, especially if it is including technical terms used by >> artists and programmers. Someone who is familiar with all the >> terms will be able to communicate with fellow artists and >> programmers (something that seems to be a problem in the industry >> as well as in education). >> >> On Thu, Oct 1, 2009 at 3:22 AM, Andrew Armstrong >> > wrote: >> >> Oh, hold my own horses, my mini-glossary I did write a mini >> machinima definition for myself, I wonder if this fits. >> Again, I wanted to find examples (there should be a lot more >> blue links or references!) but not too bad re-reading it now >> for 2 paragraphs despite being a bit "meh" on the descriptive >> side of content. Note while I want to get pronounciations, >> alternative spellings etc. I've obviously not done it to any >> standard here ;) >> >> Just an example as it were. >> >> >> Machinima >> >> /Pronounced:/ "Ma-shin-e-ma" >> >> From the words "Machine", "Animation" and "Cinema", it is the >> description of a range of videos made from filming >> videogames. These sometimes are specially made for a game to >> explain some story (released separately from the game, so >> thus not a cutscene), or be a fully released online video of >> a games content and playthrough (such as Anachronox >> ). >> >> >> Most commonly they are fictional films, based sometimes on >> the original characters but often new ones, with their own >> plot and filming unrelated to the normal game. There are also >> music videos, films, and series of works rather then one >> off's, or series based on the original characters. Usually >> the "cast" is played by player avatars in the multiplayer >> mode of the game. >> >> >> _______________________________________________ >> 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 > > _______________________________________________ > 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 Thu Oct 1 11:58:51 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 01 Oct 2009 16:58:51 +0100 Subject: [game_preservation] [Monthly SIG Roundup] October 2009 Message-ID: <4AC4D1BB.3000808@aarmstrong.org> We've had DiGRA during September, if anyone has any future or past events they want to have put in the newsletter make sure to email in :) Preservation SIG September 2009 Work The SIG presented the edited 2009 white paper on preservation at DiGRA 2009 , along with other members presenting on diverse topics on the subject of preservation - very interesting panel, and thank you to Dan Pinchbeck, Andreas Lange, Jo Barwick, James Newman and Tom Wooley. DiGRA was also helpful with some historical papers. The main one I got permission to upload was related to the history of Tetris , and might be of interest. Thanks to Will Jordan for permission to upload this. If you are interested in helping the SIG work you can handily volunteer for some projects , or create your own if something is missing! Future Work for October 2009 If anyone has any suggestions for work please bring them up on the mailing list. I am personally too busy, and at this very moment too ill, to do much more then discuss things. 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. September had Henry Lowood bring up the manifest for preserving Doom , which we discussed a lot. There was also a brief discussion on the definition and thinginess of games from DiGRA keynote , arty games , and a longer discussion on how best to get ISO data onto a usable external harddrive for hobbyist preservation (if anyone wants to help write guides or provide them, feel free!). Finally serious games might get a canon-like list sorted for themselves, and some cool retro "machinima" was posted. Preservation SIG Blog Updates / Links /Have I missed anything this month? Then email it in to preservation_news @ igda.org !/ * DiGRA 2009 Panel - /Yes, I realise this is a duplicate. :/ No one sent anything in and I've not seen anything else!/ Final Thoughts I hope you'll get a good Halloween costume made up for the end of October ;) (what? you don't do Halloween? man, well, play some scary videogames instead then!). There is Game City at the end of the month in the UK, and if they host any more history-based things I'll post up anything I find interesting on the mailing list. Andrew Armstrong IGDA Game Preservation SIG Site/Blog editor -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Thu Oct 1 12:05:55 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 1 Oct 2009 10:05:55 -0600 Subject: [game_preservation] [Monthly SIG Roundup] October 2009 In-Reply-To: <4AC4D1BB.3000808@aarmstrong.org> References: <4AC4D1BB.3000808@aarmstrong.org> Message-ID: <9d1cf2d50910010905j70ce3483g655a5347ed0fef7d@mail.gmail.com> What if my costume is a copy of Ultima IV that's become unreadable due to bit rot? That would be pretty scary :) Actually, I was curious if the SIG blog/wiki has an RSS feed. We can integrate that into the Facebook. On Thu, Oct 1, 2009 at 9:58 AM, Andrew Armstrong wrote: > We've had DiGRA during September, if anyone has any future or past events > they want to have put in the newsletter make sure to email in :) > Preservation SIG September 2009 Work > > The SIG presented the edited 2009 white paper on preservation at DiGRA > 2009, > along with other members presenting on diverse topics on the subject of > preservation - very interesting panel, and thank you to Dan Pinchbeck, > Andreas Lange, Jo Barwick, James Newman and Tom Wooley. > > DiGRA was also helpful with some historical papers. The main one I got > permission to upload was related to the history of Tetris, > and might be of interest. Thanks to Will Jordan for permission to upload > this. > > If you are interested in helping the SIG work you can handily volunteer for > some projects , or create > your own if something is missing! > Future Work for October 2009 > > If anyone has any suggestions for work please bring them up on the mailing > list. I am personally too busy, and at this very moment too ill, to do much > more then discuss things. > 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. > > Septemberhad Henry > Lowood bring up the manifest for preserving Doom, > which we discussed a lot. There was also a brief discussion on the > definition and thinginess of games from DiGRA keynote, > arty games, > and a longer discussion on how best to get ISO data onto a usable external > harddrivefor hobbyist preservation (if anyone wants to help write guides or provide > them, feel free!). Finally serious gamesmight get a canon-like list sorted for themselves, and some > cool retro "machinima"was posted. > Preservation SIG Blog Updates / Links > > *Have I missed anything this month? Then email it in to preservation_news > @ igda.org !* > > - DiGRA 2009 Panel- > *Yes, I realise this is a duplicate. :/ No one sent anything in and > I've not seen anything else!* > > Final Thoughts > > I hope you'll get a good Halloween costume made up for the end of > October ;) (what? you don't do Halloween? man, well, play some scary > videogames instead then!). There is Game City at the end of the month in the > UK, and if they host any more history-based things I'll post up anything I > find interesting on the mailing list. > > Andrew Armstrong > > IGDA Game Preservation SIG Site/Blog editor > > _______________________________________________ > 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 Thu Oct 1 12:19:48 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 01 Oct 2009 17:19:48 +0100 Subject: [game_preservation] [Monthly SIG Roundup] October 2009 In-Reply-To: <9d1cf2d50910010905j70ce3483g655a5347ed0fef7d@mail.gmail.com> References: <4AC4D1BB.3000808@aarmstrong.org> <9d1cf2d50910010905j70ce3483g655a5347ed0fef7d@mail.gmail.com> Message-ID: <4AC4D6A4.8030603@aarmstrong.org> You mean you're not subscribed?! *falls over* but all the /news!/ There's so /much!/ Here it is: http://www.igda.org/preservation/index.xml (or other links which most web browsers pick up if you go to the main page). Andrew Devin Monnens wrote: > Actually, I was curious if the SIG blog/wiki has an RSS feed. We can > integrate that into the Facebook. -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Thu Oct 1 22:41:15 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 1 Oct 2009 20:41:15 -0600 Subject: [game_preservation] [Monthly SIG Roundup] October 2009 In-Reply-To: <4AC4D6A4.8030603@aarmstrong.org> References: <4AC4D1BB.3000808@aarmstrong.org> <9d1cf2d50910010905j70ce3483g655a5347ed0fef7d@mail.gmail.com> <4AC4D6A4.8030603@aarmstrong.org> Message-ID: <9d1cf2d50910011941k7614c5fifd684f59d29b7b4c@mail.gmail.com> Ok great. I seem to have forgotten how to add an RSS though. This may be because I just spent 11 hours at work. On Thu, Oct 1, 2009 at 10:19 AM, Andrew Armstrong wrote: > You mean you're not subscribed?! *falls over* but all the *news!* There's > so *much!* > > Here it is: http://www.igda.org/preservation/index.xml (or other links > which most web browsers pick up if you go to the main page). > > Andrew > > Devin Monnens wrote: > > Actually, I was curious if the SIG blog/wiki has an RSS feed. We can > integrate that into the Facebook. > > > _______________________________________________ > 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 jan_baart at yahoo.de Wed Oct 14 14:10:03 2009 From: jan_baart at yahoo.de (Jan Baart) Date: Wed, 14 Oct 2009 20:10:03 +0200 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABC40DA.2000502@multimedia.cx> References: <4ABC40DA.2000502@multimedia.cx> Message-ID: <4AD613FB.2030506@yahoo.de> I know I'm late to the party but I still wanted to add this. There is actually a CD-ROM game backup community out there at redump.org. They also have a guide to preserve CD-ROM based games without copy protection, either with or without audio tracks. It's not the easiest method to grasp but apparently it's the most accurate one. Here's a link to their guide: http://redump.org/guide/cddumping/ , Jan Mike Melanson schrieb: > So I was thinking recently about how I didn't have enough to do with > my life (that's sarcasm at work) and I came up with yet another project: > > I have a 750 GB RAID-1 storage device (i.e., mirrored 750 GB drives > for redundancy) that recently freed up. I have somewhere around 800 > games on CD-ROM (of which a fair number consist of multiple discs). So > how about archiving the discs? I guess it's sort of a duty when I am > sitting on this kind of collection. Who else knows more about > forgotten educational games and licensed Barbie titles? > > The question becomes "how to archive?" > > My first impulse: Write a Python script that automatically copies the > data track from a CD-ROM ('dd' Unix command). Additionally, for any > audio tracks, automatically rip them and compress them losslessly > using either FLAC or ALAC (Apple Lossless). > > Comments? > From andrew at aarmstrong.org Wed Oct 14 15:31:27 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 14 Oct 2009 20:31:27 +0100 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4AD613FB.2030506@yahoo.de> References: <4ABC40DA.2000502@multimedia.cx> <4AD613FB.2030506@yahoo.de> Message-ID: <4AD6270F.5040306@aarmstrong.org> That was an interesting read (mainly for how to get the audio tracks separate to the data...although why you'd do that for true dumping is a bit odd). A real shame it's windows only, then again, windows only helps for a lot of people. I'll add this now to our resources list and should contact them at some point. We've also still got a need to do some general guides for "end users" who want to backup things, and this would be good to use there :) Andrew Jan Baart wrote: > I know I'm late to the party but I still wanted to add this. There is > actually a CD-ROM game backup community out there at redump.org. They > also have a guide to preserve CD-ROM based games without copy > protection, either with or without audio tracks. It's not the easiest > method to grasp but apparently it's the most accurate one. > > Here's a link to their guide: > > http://redump.org/guide/cddumping/ > > , Jan > > Mike Melanson schrieb: >> So I was thinking recently about how I didn't have enough to do with >> my life (that's sarcasm at work) and I came up with yet another project: >> >> I have a 750 GB RAID-1 storage device (i.e., mirrored 750 GB drives >> for redundancy) that recently freed up. I have somewhere around 800 >> games on CD-ROM (of which a fair number consist of multiple discs). >> So how about archiving the discs? I guess it's sort of a duty when I >> am sitting on this kind of collection. Who else knows more about >> forgotten educational games and licensed Barbie titles? >> >> The question becomes "how to archive?" >> >> My first impulse: Write a Python script that automatically copies the >> data track from a CD-ROM ('dd' Unix command). Additionally, for any >> audio tracks, automatically rip them and compress them losslessly >> using either FLAC or ALAC (Apple Lossless). >> >> Comments? >> > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From dmonnens at gmail.com Wed Oct 14 22:27:14 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 14 Oct 2009 20:27:14 -0600 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4AD6270F.5040306@aarmstrong.org> References: <4ABC40DA.2000502@multimedia.cx> <4AD613FB.2030506@yahoo.de> <4AD6270F.5040306@aarmstrong.org> Message-ID: <9d1cf2d50910141927y24138ddfve23405b767655675@mail.gmail.com> I've mentioned Redump a few times before (introduced through the list actually). Trouble is they don't explain why they chose the method they did - they just say 'do it'. The Slightly Dark disc backup technique explains why they chose the software and methods they did (however, it's not specifically for lossless, though it does include instructions for FLAC - I'm not sold on an archival method for audio CDs). On Wed, Oct 14, 2009 at 1:31 PM, Andrew Armstrong wrote: > That was an interesting read (mainly for how to get the audio tracks > separate to the data...although why you'd do that for true dumping is a bit > odd). A real shame it's windows only, then again, windows only helps for a > lot of people. > > I'll add this now to our resources list and should contact them at some > point. We've also still got a need to do some general guides for "end users" > who want to backup things, and this would be good to use there :) > > Andrew > > > Jan Baart wrote: > >> I know I'm late to the party but I still wanted to add this. There is >> actually a CD-ROM game backup community out there at redump.org. They >> also have a guide to preserve CD-ROM based games without copy protection, >> either with or without audio tracks. It's not the easiest method to grasp >> but apparently it's the most accurate one. >> >> Here's a link to their guide: >> >> http://redump.org/guide/cddumping/ >> >> , Jan >> >> Mike Melanson schrieb: >> >>> So I was thinking recently about how I didn't have enough to do with my >>> life (that's sarcasm at work) and I came up with yet another project: >>> >>> I have a 750 GB RAID-1 storage device (i.e., mirrored 750 GB drives for >>> redundancy) that recently freed up. I have somewhere around 800 games on >>> CD-ROM (of which a fair number consist of multiple discs). So how about >>> archiving the discs? I guess it's sort of a duty when I am sitting on this >>> kind of collection. Who else knows more about forgotten educational games >>> and licensed Barbie titles? >>> >>> The question becomes "how to archive?" >>> >>> My first impulse: Write a Python script that automatically copies the >>> data track from a CD-ROM ('dd' Unix command). Additionally, for any audio >>> tracks, automatically rip them and compress them losslessly using either >>> FLAC or ALAC (Apple Lossless). >>> >>> Comments? >>> >>> >> _______________________________________________ >> 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 dmonnens at gmail.com Fri Oct 16 15:13:57 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 16 Oct 2009 13:13:57 -0600 Subject: [game_preservation] MIT Research Message-ID: <9d1cf2d50910161213j2fda4467l3644467a9b69a69f@mail.gmail.com> I am interested in doing research on mainframe computer games produced before 1975. I will be in Boston from November 6-9 on an unrelated trip, but will be visiting MIT for their open house. I was curious if anyone here knew someone at MIT who would have knowledge about this period who I could meet with while there. Any other resources would also be greatly appreciated! -Devin -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From lowood at stanford.edu Fri Oct 16 17:58:29 2009 From: lowood at stanford.edu (Henry Lowood) Date: Fri, 16 Oct 2009 14:58:29 -0700 Subject: [game_preservation] MIT Research In-Reply-To: <9d1cf2d50910161213j2fda4467l3644467a9b69a69f@mail.gmail.com> References: <9d1cf2d50910161213j2fda4467l3644467a9b69a69f@mail.gmail.com> Message-ID: <4AD8EC85.70607@stanford.edu> Devin, All the MIT people I know from that era probably live within ten miles of Stanford these days. Another confirmation of how smart they are! Henry Devin Monnens wrote: > I am interested in doing research on mainframe computer games produced > before 1975. I will be in Boston from November 6-9 on an unrelated > trip, but will be visiting MIT for their open house. I was curious if > anyone here knew someone at MIT who would have knowledge about this > period who I could meet with while there. Any other resources would > also be greatly appreciated! > > -Devin > > -- > 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 dmonnens at gmail.com Fri Oct 16 22:34:38 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 16 Oct 2009 20:34:38 -0600 Subject: [game_preservation] MIT Research In-Reply-To: <4AD8EC85.70607@stanford.edu> References: <9d1cf2d50910161213j2fda4467l3644467a9b69a69f@mail.gmail.com> <4AD8EC85.70607@stanford.edu> Message-ID: <9d1cf2d50910161934w3e4408bak78de797fc0a20c0@mail.gmail.com> Henry, I don't mind contacting them over telephone or e-mail. Do you think any of them might be interested in talking to a game history researcher about this? I'm trying to understand why there were so few games aside from Spacewar mods documented from that time period. -Devin On Fri, Oct 16, 2009 at 3:58 PM, Henry Lowood wrote: > Devin, > > All the MIT people I know from that era probably live within ten miles of > Stanford these days. Another confirmation of how smart they are! > > Henry > > Devin Monnens wrote: > > I am interested in doing research on mainframe computer games produced > before 1975. I will be in Boston from November 6-9 on an unrelated trip, but > will be visiting MIT for their open house. I was curious if anyone here knew > someone at MIT who would have knowledge about this period who I could meet > with while there. Any other resources would also be greatly appreciated! > -Devin > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > ------------------------------ > > _______________________________________________ > game_preservation mailing listgame_preservation at igda.orghttp://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 trixter at oldskool.org Fri Oct 16 23:28:01 2009 From: trixter at oldskool.org (Jim Leonard) Date: Fri, 16 Oct 2009 22:28:01 -0500 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABD65E1.9080906@multimedia.cx> References: <4ABC40DA.2000502@multimedia.cx> <4ABD65E1.9080906@multimedia.cx> Message-ID: <4AD939C1.9070400@oldskool.org> Mike Melanson wrote: > Rachel "Sheepy" Donahue wrote: >> When/if you do decide to preserve the audio separately, the >> International Association of Sound and Audiovisual Archives >> recommends WAV or BWF. Regardless of format, they and ARSC recommend a >> sampling rate of at least 96 kHz with 24 bit resolution. > > If you're digitizing from an analog source, 96 kHz/24-bit might be > warranted. But this is just redbook CD audio which is already digital > and is natively 44.1 kHz/16-bit stereo. That's what I would compress from. ...unless you don't have access to the digital original, in which case you should use 24/96 to account for sampling period overlap. Or maybe because hard drives are the cheapest they've ever been in history. -- Jim Leonard (trixter at oldskool.org) http://www.oldskool.org/ Help our electronic games project: http://www.mobygames.com/ Or check out some trippy MindCandy at http://www.mindcandydvd.com/ A child borne of the home computer wars: http://trixter.wordpress.com/ From lowood at stanford.edu Mon Oct 19 12:07:54 2009 From: lowood at stanford.edu (Henry Lowood) Date: Mon, 19 Oct 2009 09:07:54 -0700 Subject: [game_preservation] [Fwd: Re: [SIGs-Admin] Website Status] Message-ID: <4ADC8EDA.9090902@stanford.edu> FYI - latest update and testing on the new IGDA website. There has been a huge amount of traffic on this, which I have kept from our group discussion (you can thank me later). Suffice it to say, it is a big project and has taken longer than expected; however, it looks like the new site may be launched before too long. I think Andrew may be more familiar with the technical issues involved. He has been involved in the testing and has been bird-dogging esp. the issues that affect our wiki. Henry -------- Original Message -------- Subject: Re: [SIGs-Admin] Website Status Date: Mon, 19 Oct 2009 09:17:21 -0400 From: Joshua Caulfield Reply-To: Private list for SIG leaders To: Private list for SIG leaders References: <4AAADB15.60009 at designdirectdeliver.com><7D4E2A3629B61948BB695BA5C4CBF0FA0288D6E7 at tmgmail.TALLEY.COM><00ad01ca4a6a$084b93c0$18e2bb40$@com><7D4E2A3629B61948BB695BA5C4CBF0FA01E7EC52 at tmgmail.TALLEY.COM><8fcdaf7c0910121705h7643e898i21baf40ad520b825 at mail.gmail.com><7D4E2A3629B61948BB695BA5C4CBF0FA02C1009A at tmgmail.TALLEY.COM><7a48dd2063861376aa45914d49265843.squirrel at webmail.wendydespain.com><7D4E2A3629B61948BB695BA5C4CBF0FA02C1009E at tmgmail.TALLEY.COM><7D4E2A3629B61948BB695BA5C4CBF0FA02C100A3 at tmgmail.TALLEY.COM> Good Morning, (I want to keep all of you in the loop as much as possible, so I am sorry if there are a bunch of emails today and tomorrow. I'll try and keep them focused.) Over the weekend we had the site up and running and pulled it offline as Joseph and myself combed through and found a few things. The good news is the migration was successful, and the site is stable on the new server. There are still a number of items we're cleaning up now and as we get notes from folks we'll be taking care of them. Lots of positive initial feedback. We seem to be having a little trouble with the group security implementation, so that is our top priority at the moment. Because that is site wide and user specific we may need to pull down the site here and there for updates/testing and the like. This is a core issue and the top of our priority list. It also looks like something that got twitched as we were doing other clean up items, since it was working earlier, so I do not anticipate a long delay on this. As an aside: I have rewritten the "SITE OFFLINE" message to be a little more user friendly for when the site is down. Joseph and I have a system in place for tracking trouble tickets, and it seems to be working at the moment. Again, if anyone has any issues to report, please pop an email to webmaster at igda.org, and it will come to both of us. You'll get an autoreceipt email, and if we need clarification, you'll get a follow up from us. We've got a couple of items via this method already, mostly cosmetic, but a couple that need to be addressed soon, and we're working on those. Joseph and I are also doing some work on video demos and FAQs and the like, to make it easier for folks to get around. Once the front end is up and prime time, we'll be digging into the new back end system that should allow us a great deal more capacity for the business end of IGDA that you folks don't usually see much of. Any questions, as always direct to myself or Joe or use the webmaster email. Thanks, Joshua -- 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: winmail.dat Type: application/ms-tnef Size: 5800 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 Mon Oct 19 12:17:21 2009 From: lowood at stanford.edu (Henry Lowood) Date: Mon, 19 Oct 2009 09:17:21 -0700 Subject: [game_preservation] MIT Research In-Reply-To: <9d1cf2d50910161934w3e4408bak78de797fc0a20c0@mail.gmail.com> References: <9d1cf2d50910161213j2fda4467l3644467a9b69a69f@mail.gmail.com> <4AD8EC85.70607@stanford.edu> <9d1cf2d50910161934w3e4408bak78de797fc0a20c0@mail.gmail.com> Message-ID: <4ADC9111.2010209@stanford.edu> Devin, Is that true? There is quite a bit on SHRDLU, for example, or the Game of Life (I think the computer version was at MIT). Also, Eliza, if you consider that a game. Was there a game in particular that you had in mind? Also, for non-MIT games, the PLATO (Empire, Mines of Moria, etc.) games and Adventure. Are you looking at non-academic games like Hunt the Wumpus? There were a lot of BASIC games, and those are pretty well documented. Henry Devin Monnens wrote: > Henry, > > I don't mind contacting them over telephone or e-mail. Do you think > any of them might be interested in talking to a game history > researcher about this? I'm trying to understand why there were so few > games aside from Spacewar mods documented from that time period. > > -Devin > > On Fri, Oct 16, 2009 at 3:58 PM, Henry Lowood > wrote: > > Devin, > > All the MIT people I know from that era probably live within ten > miles of Stanford these days. Another confirmation of how smart > they are! > > Henry > > Devin Monnens wrote: >> I am interested in doing research on mainframe computer games >> produced before 1975. I will be in Boston from November 6-9 on an >> unrelated trip, but will be visiting MIT for their open house. I >> was curious if anyone here knew someone at MIT who would have >> knowledge about this period who I could meet with while there. >> Any other resources would also be greatly appreciated! >> >> -Devin >> >> -- >> 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 > > > > _______________________________________________ > 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, 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 Oct 19 13:38:08 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 19 Oct 2009 18:38:08 +0100 Subject: [game_preservation] [Fwd: Re: [SIGs-Admin] Website Status] In-Reply-To: <4ADC8EDA.9090902@stanford.edu> References: <4ADC8EDA.9090902@stanford.edu> Message-ID: <4ADCA400.50805@aarmstrong.org> One thing I've been at them about is I have said that we'd welcome a backup of the site to reside permanently online or, probably more likely, an offline copy taken. I hope that a few of the archives or places represented here might be willing to have a copy, if we can prise it off them. I have a copy of the front pages, but the forums and other pages on the site are a bit too big to scrape (tried the IA crawler, which can't do "continue", and HTTrack I did once, but man, it took forever). Oh, how I note how my test content still exists for our SIG pages. I'll spend some time this week updating this. Black mark for them, they didn't say they'd import the content over like that! Andrew Henry Lowood wrote: > FYI - latest update and testing on the new IGDA website. There has > been a huge amount of traffic on this, which I have kept from our > group discussion (you can thank me later). Suffice it to say, it is > a big project and has taken longer than expected; however, it looks > like the new site may be launched before too long. > > I think Andrew may be more familiar with the technical issues > involved. He has been involved in the testing and has been > bird-dogging esp. the issues that affect our wiki. > > Henry > > -------- Original Message -------- > Subject: Re: [SIGs-Admin] Website Status > Date: Mon, 19 Oct 2009 09:17:21 -0400 > From: Joshua Caulfield > Reply-To: Private list for SIG leaders > To: Private list for SIG leaders > References: > <4AAADB15.60009 at designdirectdeliver.com><7D4E2A3629B61948BB695BA5C4CBF0FA0288D6E7 at tmgmail.TALLEY.COM><00ad01ca4a6a$084b93c0$18e2bb40$@com><7D4E2A3629B61948BB695BA5C4CBF0FA01E7EC52 at tmgmail.TALLEY.COM><8fcdaf7c0910121705h7643e898i21baf40ad520b825 at mail.gmail.com><7D4E2A3629B61948BB695BA5C4CBF0FA02C1009A at tmgmail.TALLEY.COM><7a48dd2063861376aa45914d49265843.squirrel at webmail.wendydespain.com><7D4E2A3629B61948BB695BA5C4CBF0FA02C1009E at tmgmail.TALLEY.COM><7D4E2A3629B61948BB695BA5C4CBF0FA02C100A3 at tmgmail.TALLEY.COM> > > > > > > Good Morning, > > (I want to keep all of you in the loop as much as possible, so I am sorry if there are a bunch of emails today and tomorrow. I'll try and keep them focused.) > > Over the weekend we had the site up and running and pulled it offline as Joseph and myself combed through and found a few things. The good news is the migration was successful, and the site is stable on the new server. There are still a number of items we're cleaning up now and as we get notes from folks we'll be taking care of them. > > Lots of positive initial feedback. > > We seem to be having a little trouble with the group security implementation, so that is our top priority at the moment. Because that is site wide and user specific we may need to pull down the site here and there for updates/testing and the like. This is a core issue and the top of our priority list. It also looks like something that got twitched as we were doing other clean up items, since it was working earlier, so I do not anticipate a long delay on this. > > As an aside: I have rewritten the "SITE OFFLINE" message to be a little more user friendly for when the site is down. > > Joseph and I have a system in place for tracking trouble tickets, and it seems to be working at the moment. Again, if anyone has any issues to report, please pop an email to webmaster at igda.org, and it will come to both of us. You'll get an autoreceipt email, and if we need clarification, you'll get a follow up from us. > > We've got a couple of items via this method already, mostly cosmetic, but a couple that need to be addressed soon, and we're working on those. > > Joseph and I are also doing some work on video demos and FAQs and the like, to make it easier for folks to get around. > > Once the front end is up and prime time, we'll be digging into the new back end system that should allow us a great deal more capacity for the business end of IGDA that you folks don't usually see much of. > > Any questions, as always direct to myself or Joe or use the webmaster email. > > Thanks, > Joshua > > > > -- > 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 dmonnens at gmail.com Mon Oct 19 17:32:38 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Mon, 19 Oct 2009 15:32:38 -0600 Subject: [game_preservation] MIT Research In-Reply-To: <4ADC9111.2010209@stanford.edu> References: <9d1cf2d50910161213j2fda4467l3644467a9b69a69f@mail.gmail.com> <4AD8EC85.70607@stanford.edu> <9d1cf2d50910161934w3e4408bak78de797fc0a20c0@mail.gmail.com> <4ADC9111.2010209@stanford.edu> Message-ID: <9d1cf2d50910191432u64b37118m536f813199ada1fa@mail.gmail.com> Henry, I am focusing primarily on games prior to 1972. Simply put, while Spacewar was INCREDIBLY popular, there is surprisingly little documentation of other games you might otherwise expect to be developed based on Spacewar's design - aside from, of course, Spacewar mods. My primary focus of research is why this at least appears to be the case (lack of documentation? Or students just didn't make them?). The focus is primarily this period from 1962-1972, but it really goes up to about 1976 with the release of Colossal Cave Adventure (say, the first 15 years of the computer game; I initially picked 1972 to coincide with the launch of the Odyssey and Pong). I hadn't considered Eliza and SHRDLU, but was looking primarily at games. I am interested in tracking the different memes that developed the videogame industry. There seems to be a direct correlation between what people played and what they developed later on (whether it was for computer systems or console systems). BASIC I haven't really looked at. I wasn't aware of any BASIC games developed in this time period, but I know that many were made for the platform. It isn't so much important that a BASIC game could run on older hardware but whether it was developed before 1972 (or 1976 if I go up to CCA). PLATO is another interesting meme, but most of their games are developed after 1972, so I have to wonder what their influences were (is there a book or paper about PLATO?). PARC was incredibly influential (just now surprised to see they developed the emoticon, too!) and so this is one strong influence thread on computer games (as opposed to console and arcade). Another area that tends to get dismissed in game history is Chess AI (despite the fact that they are videogames in every sense of the word!). Eliza and SHRDLU certainly had strong influences on language parsers. I'm a little surprised they don't seem to be in use for modern CRPGs and that we still use text menus... -Devin On Mon, Oct 19, 2009 at 10:17 AM, Henry Lowood wrote: > Devin, > > Is that true? There is quite a bit on SHRDLU, for example, or the Game of > Life (I think the computer version was at MIT). Also, Eliza, if you > consider that a game. Was there a game in particular that you had in > mind? > > Also, for non-MIT games, the PLATO (Empire, Mines of Moria, etc.) games and > Adventure. Are you looking at non-academic games like Hunt the Wumpus? > There were a lot of BASIC games, and those are pretty well documented. > > Henry > > > Devin Monnens wrote: > > Henry, > I don't mind contacting them over telephone or e-mail. Do you think any > of them might be interested in talking to a game history researcher about > this? I'm trying to understand why there were so few games aside from > Spacewar mods documented from that time period. > > -Devin > > On Fri, Oct 16, 2009 at 3:58 PM, Henry Lowood wrote: > >> Devin, >> >> All the MIT people I know from that era probably live within ten miles of >> Stanford these days. Another confirmation of how smart they are! >> >> Henry >> >> Devin Monnens wrote: >> >> I am interested in doing research on mainframe computer games produced >> before 1975. I will be in Boston from November 6-9 on an unrelated trip, but >> will be visiting MIT for their open house. I was curious if anyone here knew >> someone at MIT who would have knowledge about this period who I could meet >> with while there. Any other resources would also be greatly appreciated! >> -Devin >> >> -- >> Devin Monnens >> www.deserthat.com >> >> The sleep of Reason produces monsters. >> >> ------------------------------ >> >> _______________________________________________ >> game_preservation mailing listgame_preservation at igda.orghttp://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/~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 listgame_preservation at igda.orghttp://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 > > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Wed Oct 28 20:26:02 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 28 Oct 2009 18:26:02 -0600 Subject: [game_preservation] White Paper blogged by Bruce Sterling! Message-ID: <9d1cf2d50910281726n78a1f7abga54ed281442bb9cc@mail.gmail.com> Bruce Sterling blogged the IGDA White Paper! Sadly, there's no commentary on it, just a big quote letting people know it's there. But it's still really great! http://www.wired.com/beyond_the_beyond/2009/10/dead-media-beat-computer-game-preservation/ Incidentally, he's also got a post on The Underdogs, which at least still seems to be there with the metadata, if not the games themselves. -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Wed Oct 28 20:35:59 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 29 Oct 2009 00:35:59 +0000 Subject: [game_preservation] White Paper blogged by Bruce Sterling! In-Reply-To: <9d1cf2d50910281726n78a1f7abga54ed281442bb9cc@mail.gmail.com> References: <9d1cf2d50910281726n78a1f7abga54ed281442bb9cc@mail.gmail.com> Message-ID: <4AE8E36F.4060404@aarmstrong.org> Oh, don't get me started on the splintered Underdogs thing. There are a few sites that have the data running on them, lets leave it at that to be honest. Good to see people posting about the white paper though! We'll need to think of doing some more at some point as was said at the end of that whitepaper. Andrew Devin Monnens wrote: > Bruce Sterling blogged the IGDA White Paper! Sadly, there's no > commentary on it, just a big quote letting people know it's there. But > it's still really great! > > http://www.wired.com/beyond_the_beyond/2009/10/dead-media-beat-computer-game-preservation/ > > Incidentally, he's also got a post on The Underdogs, which at least > still seems to be there with the metadata, if not the games themselves. > > -- > 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 donahrm at gmail.com Wed Oct 28 20:36:00 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Wed, 28 Oct 2009 20:36:00 -0400 Subject: [game_preservation] White Paper blogged by Bruce Sterling! In-Reply-To: <9d1cf2d50910281726n78a1f7abga54ed281442bb9cc@mail.gmail.com> References: <9d1cf2d50910281726n78a1f7abga54ed281442bb9cc@mail.gmail.com> Message-ID: I knew he'd tweeted it, but didn't realize he'd blogged it, too! On Wed, 28 Oct 2009 20:26:02 -0400, Devin Monnens wrote: > Bruce Sterling blogged the IGDA White Paper! Sadly, there's no > commentary on > it, just a big quote letting people know it's there. But it's still > really > great! > > http://www.wired.com/beyond_the_beyond/2009/10/dead-media-beat-computer-game-preservation/ > > Incidentally, he's also got a post on The Underdogs, which at least still > seems to be there with the metadata, if not the games themselves. > -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ From dmonnens at gmail.com Wed Oct 28 22:59:50 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 28 Oct 2009 19:59:50 -0700 Subject: [game_preservation] CFP: PCA/ACA Conference, Albuquerque Message-ID: <9d1cf2d50910281959q23e1f9f8s86d7ee385e721b1c@mail.gmail.com> Just a reminder to everybody, the early deadline for paper proposals to the PCA/ACA Conference in Albuquerque is almost here! I will be chairing a panel on Game Preservation, so anyone from this list is welcome to submit a proposal! The general Computer Culture Studies CFP is below. It's a fun conference and Albuquerque is nice that time of year. I was hoping we might get a mini Game Preservation conference there. If anyone has questions, feel free to ask! -Devin Monnens CFP: Game Preservation Computer Culture Area 31st Annual SW/TX PCA/ACA Conference February 10-13, 2010 Participants sought for a panel on computer game preservation. The longevity of computer games is threatened by the decay of digital storage media (bit rot), the obsolescence of older hardware and software formats, and copyright laws that prevent their archiving. If preservation efforts are not initiated soon, a vast part of computer game history stands to be lost. This panel will explore in detail the issues surrounding game preservation, including preservation strategies, areas of focus for the archive, and case studies of computer game archiving. The panel will look to expand on research conducted by the International Game Developers Association Game Preservation Special Interest Group and their 2009 White Paper. Please send a 250 word presentation proposal and your full contact information to Devin Monnens via e-mail (dmonnens at gmail.com) no later than 12/15/2009 (11/01/09 priority). CFP: Games and Game Culture Computer Culture Area 31st Annual SW/TX PCA/ACA Conference February 10-13, 2010 The Computer Culture Area of the SW/TX PCA/ACA welcomes paper, panel, and other proposals on any aspect of games or game culture. Possible topics include (but are not limited to): Alternative reality games Archiving and artifactual preservation Economic and industrial histories Educational game design and development Foreign language games and culture Game advertising (both in-game and out) Haptics and interface studies Localization Luddology and other theories of play Machinima MOGs, MMOGs, and other forms of online/networked gaming Narratology Performance Pornographic games Religion and games Representations of race and gender Representations of space and place The rhetoric of games and game systems Serious games Table-top game design and theory Technological, aesthetic, economic, and ideological convergence Wireless and mobile gaming For paper proposals: Please submit a 250 word abstract embedded in the body of an email. Include contact information (e.g., postal and preferred email address, phone and fax numbers, etc.) and a biographical note about your connection to the topic. For panel and other proposals: Feel free to query first. Panel and other proposals should include all of the information requested for individual paper proposals, as well as a 100-word statement of the panel?s raison d?etre and any noteworthy organizational features. As always, proposals are welcome from any and all scholars, including graduate students, independent scholars, and tenured, tenure-track, and emeritus faculty. Also, unusual formats, technologies, and the like are encouraged. Please submit proposals to Judd Ruggill (jruggill at asu.edu) by 12/15/2009 (11/01/09 priority). Information on the SW/TX PCA/ACA and its conference can be found at: http://swtxpca.org. -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: