From lowood at stanford.edu Tue Sep 1 12:51:38 2009 From: lowood at stanford.edu (Henry Lowood) Date: Tue, 01 Sep 2009 09:51:38 -0700 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] Message-ID: <4A9D511A.2010107@stanford.edu> This announcement from IGDA Central: The QOL survey is up. The link is http://www.igda.org/qol/qol_survey.php - OR -- you can reach it by clicking Survey from : http://www.igda.org/qol/. Please announce this to all your SIGs. We'll be coordinating press releases with David Wright, but any other form of announcement is welcome. The idea is to get the word out. We want mass quantities of data. Thanks, Judy -- 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 mike at multimedia.cx Tue Sep 1 22:25:08 2009 From: mike at multimedia.cx (Mike Melanson) Date: Tue, 01 Sep 2009 19:25:08 -0700 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] In-Reply-To: <4A9D511A.2010107@stanford.edu> References: <4A9D511A.2010107@stanford.edu> Message-ID: <4A9DD784.4080202@multimedia.cx> Henry Lowood wrote: > This announcement from IGDA Central: > > The QOL survey is up. The link is > http://www.igda.org/qol/qol_survey.php - OR ? you can reach it by > clicking Survey from : http://www.igda.org/qol/. Are we supposed to know what QOL means? -- -Mike Melanson From dmonnens at gmail.com Tue Sep 1 23:20:40 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 1 Sep 2009 21:20:40 -0600 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] In-Reply-To: <4A9DD784.4080202@multimedia.cx> References: <4A9D511A.2010107@stanford.edu> <4A9DD784.4080202@multimedia.cx> Message-ID: <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> Quality of Living. I can't take this because I'm not employed in the industry. Heck, I'm barely even employed as it is!! On Tue, Sep 1, 2009 at 8:25 PM, Mike Melanson wrote: > Henry Lowood wrote: > >> This announcement from IGDA Central: >> >> The QOL survey is up. The link is http://www.igda.org/qol/qol_survey.php - OR ? you can reach it by clicking Survey from : >> http://www.igda.org/qol/. >> > > Are we supposed to know what QOL means? > > -- > -Mike Melanson > _______________________________________________ > 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 Wed Sep 2 01:45:36 2009 From: lowood at stanford.edu (Henry Lowood) Date: Tue, 01 Sep 2009 22:45:36 -0700 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] In-Reply-To: <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> References: <4A9D511A.2010107@stanford.edu> <4A9DD784.4080202@multimedia.cx> <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> Message-ID: <4A9E0680.3060607@stanford.edu> Welcome to the Game Pres SIG ... Devin Monnens wrote: > Quality of Living. I can't take this because I'm not employed in the > industry. Heck, I'm barely even employed as it is!! > > On Tue, Sep 1, 2009 at 8:25 PM, Mike Melanson > wrote: > > Henry Lowood wrote: > > This announcement from IGDA Central: > > The QOL survey is up. The link is > http://www.igda.org/qol/qol_survey.php - OR ? you can reach > it by clicking Survey from : http://www.igda.org/qol/. > > > Are we supposed to know what QOL means? > > -- > -Mike Melanson > _______________________________________________ > 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 mike at multimedia.cx Wed Sep 2 02:31:46 2009 From: mike at multimedia.cx (Mike Melanson) Date: Tue, 01 Sep 2009 23:31:46 -0700 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] In-Reply-To: <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> References: <4A9D511A.2010107@stanford.edu> <4A9DD784.4080202@multimedia.cx> <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> Message-ID: <4A9E1152.6020200@multimedia.cx> Heh, I'm going to forward this to someone I know who used to program for the big, sinister Electronic Arts and trigger another fit of pure rage. :) -- -Mike Melanson Devin Monnens wrote: > Quality of Living. I can't take this because I'm not employed in the > industry. Heck, I'm barely even employed as it is!! > > On Tue, Sep 1, 2009 at 8:25 PM, Mike Melanson > wrote: > > Henry Lowood wrote: > > This announcement from IGDA Central: > > The QOL survey is up. The link is > http://www.igda.org/qol/qol_survey.php - OR ? you can reach it > by clicking Survey from : http://www.igda.org/qol/. > > > Are we supposed to know what QOL means? > > -- > -Mike Melanson > _______________________________________________ > 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 From dmonnens at gmail.com Wed Sep 2 08:55:32 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 2 Sep 2009 06:55:32 -0600 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] In-Reply-To: <4A9E1152.6020200@multimedia.cx> References: <4A9D511A.2010107@stanford.edu> <4A9DD784.4080202@multimedia.cx> <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> <4A9E1152.6020200@multimedia.cx> Message-ID: <9d1cf2d50909020555u79c4fd11hf766a27f878b9f17@mail.gmail.com> Wouldn't it make sense for them to add something to the survey like 'I am employed in a different field' or 'I lost my job in the industry/am trying to get a job in the industry'? On Wed, Sep 2, 2009 at 12:31 AM, Mike Melanson wrote: > Heh, I'm going to forward this to someone I know who used to program for > the big, sinister Electronic Arts and trigger another fit of pure rage. :) > > -- > -Mike Melanson > > > Devin Monnens wrote: > >> Quality of Living. I can't take this because I'm not employed in the >> industry. Heck, I'm barely even employed as it is!! >> >> On Tue, Sep 1, 2009 at 8:25 PM, Mike Melanson > mike at multimedia.cx>> wrote: >> >> Henry Lowood wrote: >> >> This announcement from IGDA Central: >> >> The QOL survey is up. The link is >> http://www.igda.org/qol/qol_survey.php - OR ? you can reach it >> by clicking Survey from : http://www.igda.org/qol/. >> >> Are we supposed to know what QOL means? >> >> -- -Mike Melanson >> _______________________________________________ >> 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. -------------- next part -------------- An HTML attachment was scrubbed... URL: From mike at multimedia.cx Wed Sep 2 09:55:56 2009 From: mike at multimedia.cx (Mike Melanson) Date: Wed, 02 Sep 2009 06:55:56 -0700 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] In-Reply-To: <9d1cf2d50909020555u79c4fd11hf766a27f878b9f17@mail.gmail.com> References: <4A9D511A.2010107@stanford.edu> <4A9DD784.4080202@multimedia.cx> <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> <4A9E1152.6020200@multimedia.cx> <9d1cf2d50909020555u79c4fd11hf766a27f878b9f17@mail.gmail.com> Message-ID: <4A9E796C.50404@multimedia.cx> How about 'I am employed at one of the largest makers of casual game backend engines'? -- -Mike Melanson Devin Monnens wrote: > Wouldn't it make sense for them to add something to the survey like 'I > am employed in a different field' or 'I lost my job in the industry/am > trying to get a job in the industry'? > > On Wed, Sep 2, 2009 at 12:31 AM, Mike Melanson > wrote: > > Heh, I'm going to forward this to someone I know who used to program > for the big, sinister Electronic Arts and trigger another fit of > pure rage. :) > > -- > -Mike Melanson > > > Devin Monnens wrote: > > Quality of Living. I can't take this because I'm not employed in > the industry. Heck, I'm barely even employed as it is!! > > On Tue, Sep 1, 2009 at 8:25 PM, Mike Melanson > > >> wrote: > > Henry Lowood wrote: > > This announcement from IGDA Central: > > The QOL survey is up. The link is > http://www.igda.org/qol/qol_survey.php - OR ? you can > reach it > by clicking Survey from : http://www.igda.org/qol/. > > Are we supposed to know what QOL means? > > -- -Mike Melanson > _______________________________________________ > 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 From stuart.feldhamer at gmail.com Wed Sep 2 22:12:39 2009 From: stuart.feldhamer at gmail.com (Stuart Feldhamer) Date: Wed, 2 Sep 2009 22:12:39 -0400 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] In-Reply-To: <4A9E796C.50404@multimedia.cx> References: <4A9D511A.2010107@stanford.edu> <4A9DD784.4080202@multimedia.cx> <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> <4A9E1152.6020200@multimedia.cx> <9d1cf2d50909020555u79c4fd11hf766a27f878b9f17@mail.gmail.com> <4A9E796C.50404@multimedia.cx> Message-ID: <002201ca2c3c$04e16260$0ea42720$@com> What, you work for Adobe? :) Stuart -----Original Message----- From: game_preservation-bounces at igda.org [mailto:game_preservation-bounces at igda.org] On Behalf Of Mike Melanson Sent: Wednesday, September 02, 2009 9:56 AM To: IGDA Game Preservation SIG Subject: Re: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] How about 'I am employed at one of the largest makers of casual game backend engines'? -- -Mike Melanson Devin Monnens wrote: > Wouldn't it make sense for them to add something to the survey like 'I > am employed in a different field' or 'I lost my job in the industry/am > trying to get a job in the industry'? > > On Wed, Sep 2, 2009 at 12:31 AM, Mike Melanson > wrote: > > Heh, I'm going to forward this to someone I know who used to program > for the big, sinister Electronic Arts and trigger another fit of > pure rage. :) > > -- > -Mike Melanson > > > Devin Monnens wrote: > > Quality of Living. I can't take this because I'm not employed in > the industry. Heck, I'm barely even employed as it is!! > > On Tue, Sep 1, 2009 at 8:25 PM, Mike Melanson > > >> wrote: > > Henry Lowood wrote: > > This announcement from IGDA Central: > > The QOL survey is up. The link is > http://www.igda.org/qol/qol_survey.php - OR - you can > reach it > by clicking Survey from : http://www.igda.org/qol/. > > Are we supposed to know what QOL means? > > -- -Mike Melanson > _______________________________________________ > 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 _______________________________________________ game_preservation mailing list game_preservation at igda.org http://six.pairlist.net/mailman/listinfo/game_preservation From mike at multimedia.cx Thu Sep 3 01:20:01 2009 From: mike at multimedia.cx (Mike Melanson) Date: Wed, 02 Sep 2009 22:20:01 -0700 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] In-Reply-To: <002201ca2c3c$04e16260$0ea42720$@com> References: <4A9D511A.2010107@stanford.edu> <4A9DD784.4080202@multimedia.cx> <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> <4A9E1152.6020200@multimedia.cx> <9d1cf2d50909020555u79c4fd11hf766a27f878b9f17@mail.gmail.com> <4A9E796C.50404@multimedia.cx> <002201ca2c3c$04e16260$0ea42720$@com> Message-ID: <4A9F5201.2080301@multimedia.cx> Yeah, along those lines. :) -- -Mike Melanson Stuart Feldhamer wrote: > What, you work for Adobe? :) > > Stuart > > -----Original Message----- > From: game_preservation-bounces at igda.org > [mailto:game_preservation-bounces at igda.org] On Behalf Of Mike Melanson > Sent: Wednesday, September 02, 2009 9:56 AM > To: IGDA Game Preservation SIG > Subject: Re: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] > > How about 'I am employed at one of the largest makers of casual game > backend engines'? > From andrew at aarmstrong.org Fri Sep 4 17:22:55 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 04 Sep 2009 22:22:55 +0100 Subject: [game_preservation] [Fwd: [SIGs-Admin] QOL Survey] In-Reply-To: <9d1cf2d50909020555u79c4fd11hf766a27f878b9f17@mail.gmail.com> References: <4A9D511A.2010107@stanford.edu> <4A9DD784.4080202@multimedia.cx> <9d1cf2d50909012020r16dbb6c3yf7dff4b06d62d2ea@mail.gmail.com> <4A9E1152.6020200@multimedia.cx> <9d1cf2d50909020555u79c4fd11hf766a27f878b9f17@mail.gmail.com> Message-ID: <4AA1852F.2010408@aarmstrong.org> Devin, there is an option for "Trying to get a job" isn't there? That's what the draft had anyway. As for other fields, while it might be nice to group an "other" category, as an academic, you might know that'd be a rather full field. :) Andrew Devin Monnens wrote: > Wouldn't it make sense for them to add something to the survey like 'I > am employed in a different field' or 'I lost my job in the industry/am > trying to get a job in the industry'? > > On Wed, Sep 2, 2009 at 12:31 AM, Mike Melanson > wrote: > > Heh, I'm going to forward this to someone I know who used to > program for the big, sinister Electronic Arts and trigger another > fit of pure rage. :) > > -- > -Mike Melanson > > > Devin Monnens wrote: > > Quality of Living. I can't take this because I'm not employed > in the industry. Heck, I'm barely even employed as it is!! > > On Tue, Sep 1, 2009 at 8:25 PM, Mike Melanson > > >> wrote: > > Henry Lowood wrote: > > This announcement from IGDA Central: > > The QOL survey is up. The link is > http://www.igda.org/qol/qol_survey.php - OR ? you can > reach it > by clicking Survey from : http://www.igda.org/qol/. > > Are we supposed to know what QOL means? > > -- -Mike Melanson > _______________________________________________ > 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 dmonnens at gmail.com Sun Sep 6 10:24:59 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sun, 6 Sep 2009 08:24:59 -0600 Subject: [game_preservation] Ian Bogost on the 'thingness' of games Message-ID: <9d1cf2d50909060724j33dde8e4p9dd7c3f10c150020@mail.gmail.com> Ian Bogost recently gave a keynote in DiGRA on videogames and ontology. In it, he argues that videogames may be defined as a multitude of things, from code to plastics to experiences to cultural phenomena. http://www.bogost.com/writing/videogames_are_a_mess.shtml I believe this brings up an interesting question that we've encountered a few times in our discussions: what is it that we are preserving? Is this question made any easier to answer once we consider videogames as a multiplicity of objects? Obviously, not all of these elements are preservable. Maybe we don't want to preserve some of these elements anyway. Or maybe this gives us many things we would like to preserve but are unable to preserve them all. Can we apply this to a case study, such as the preservation of Doom, by breaking Doom into a multiplicity of objects? -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Sun Sep 6 11:59:44 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sun, 06 Sep 2009 16:59:44 +0100 Subject: [game_preservation] Ian Bogost on the 'thingness' of games In-Reply-To: <9d1cf2d50909060724j33dde8e4p9dd7c3f10c150020@mail.gmail.com> References: <9d1cf2d50909060724j33dde8e4p9dd7c3f10c150020@mail.gmail.com> Message-ID: <4AA3DC70.9060902@aarmstrong.org> I mean to post up a report on the IGDA Preservation SIG wiki on our presentation at DiGRA actually. For those interested, I made lots of notes on the sessions I attended: http://aarmstrong.org/notes/digra-2009 One of the things we discussed between ourselves was, to a point, exactly this: a multitude of "questions we dare not ask". I am sure all history and preservation people deal with this too (in fact I should try and get in contact with some of them to gather consensus from what they work on! Perhaps Tom Wooley knows more about this since he works in a multimedia museum). Dan Pinchbeck suggested a meeting between everyone for a day at one location so things like this could be discussed - he might try and get some money to cover people's travel, and it'd be awesome to lay out things like this with some discussion. As for the question "what to preserve" specifically? It's difficult, everyone thinks one thing is more important then another. There isn't unlimited space (although many places are on a "we'll accept anything of given quality we don't have some copies of already" but think in 10 years or so if that'll be true still). I personally don't know the answer, although sometimes you can have a historical record of something without the actual item - the record of things with photographs, scans and metadata might prove useful for space saving. Volunteer time is another big one too - even with the items, it is a choice between what to restore, present, research and archive depends on the time you have. Some guidelines would be good - beyond the simple "if it is rare/one off, it is usually worth preserving", since I'd hope this is mainly obvious (depending on the item). Tetris might be a nice one to do actually for the "multiplicity of objects" mainly because DiGRA had a presentation by a (I think non-games researcher) on basically "What is Tetris?": http://aarmstrong.org/notes/digra-2009/evolution-of-the-tetromino-stacking-game-an-historical-design-study-of-tertris It's interesting because it was an early game, it had direct and indirect influences, it has a strange story on the "IP" angle and other things too. I got permission to put his paper online so I'll get it on the IGDA site at least. Doom is a good choice too, certainly in some ways more "limited" - it influenced other things, but no real direct copycats and since it wasn't released as long ago there is, statistically, less there. The ET example in Ian's keynote again is another one - certainly "easier" to determine "what" it is, except that "what" changes constantly even for such a one off game. Also, Ian's keynote went basically *woosh* for most of it, being very hard to follow for me personally (them start and middle mainly was the problem - the last bit makes sense). It being down on a page is a lot easier to follow :) I'm also infused with energy to get the bibliography work to a point I can get a prototype up and running, since the researchers themselves admitted they find it hard to find research material - usually, it appears by most accounts, it is "find a similar paper, and look at the references, then look at those references", and so forth. Not that the project is just for research papers of course, but as a mass of content in themselves, they're mainly top of the pile. Andrew Devin Monnens wrote: > Ian Bogost recently gave a keynote in DiGRA on videogames and > ontology. In it, he argues that videogames may be defined as a > multitude of things, from code to plastics to experiences to cultural > phenomena. > > http://www.bogost.com/writing/videogames_are_a_mess.shtml > > I believe this brings up an interesting question that we've > encountered a few times in our discussions: what is it that we are > preserving? > > Is this question made any easier to answer once we consider videogames > as a multiplicity of objects? Obviously, not all of these elements are > preservable. Maybe we don't want to preserve some of these elements > anyway. Or maybe this gives us many things we would like to preserve > but are unable to preserve them all. > > Can we apply this to a case study, such as the preservation of Doom, > by breaking Doom into a multiplicity of objects? > > -- > 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 Sun Sep 6 13:28:42 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sun, 6 Sep 2009 11:28:42 -0600 Subject: [game_preservation] Ian Bogost on the 'thingness' of games In-Reply-To: <4AA3DC70.9060902@aarmstrong.org> References: <9d1cf2d50909060724j33dde8e4p9dd7c3f10c150020@mail.gmail.com> <4AA3DC70.9060902@aarmstrong.org> Message-ID: <9d1cf2d50909061028gc056012gd4d4a21a04d2e02d@mail.gmail.com> Actually, while we're on the topic, I assume we've got a detailed report on Videogame Nation in Manchester? The exhibit is closing on the 14th of September. I just read an article on it in Retro Gamer, and was surprised to see that many objects in the exhibit had been donated by developers (including original artwork from Broken Sword donated by Charles Cecil of Revolution Studios). This was exactly the kind of thing we were talking about in the White Paper, and I wanted to know if anyone had done a case study on this to see how the developers were contacted for donations and what level of value these objects had to the developers themselves and the reasons why they decided to donate. This could be coupled with analysis of the Get Lamp project as well as the Wing Commander documentaiton project. Along the lines of what to preserve, maybe there's two parts - one being defining what all aspects of a game could be preserved or documented, and the other being which area does the archive want to focus on. You can't preserve everything because eventually you have to find a place to focus on. You can either do a poor job at trying to save lots of things or you can do a good job specializing in one area. That's my idea at least. Who knows with digital, but I can certainly see it from the research and analysis side of things (not all archives are going to have a detailed collection of curated text adventure game materials). On Sun, Sep 6, 2009 at 9:59 AM, Andrew Armstrong wrote: > I mean to post up a report on the IGDA Preservation SIG wiki on our > presentation at DiGRA actually. For those interested, I made lots of notes > on the sessions I attended: http://aarmstrong.org/notes/digra-2009 > > One of the things we discussed between ourselves was, to a point, exactly > this: a multitude of "questions we dare not ask". I am sure all history and > preservation people deal with this too (in fact I should try and get in > contact with some of them to gather consensus from what they work on! > Perhaps Tom Wooley knows more about this since he works in a multimedia > museum). Dan Pinchbeck suggested a meeting between everyone for a day at one > location so things like this could be discussed - he might try and get some > money to cover people's travel, and it'd be awesome to lay out things like > this with some discussion. > > As for the question "what to preserve" specifically? It's difficult, > everyone thinks one thing is more important then another. There isn't > unlimited space (although many places are on a "we'll accept anything of > given quality we don't have some copies of already" but think in 10 years or > so if that'll be true still). I personally don't know the answer, although > sometimes you can have a historical record of something without the actual > item - the record of things with photographs, scans and metadata might prove > useful for space saving. Volunteer time is another big one too - even with > the items, it is a choice between what to restore, present, research and > archive depends on the time you have. Some guidelines would be good - beyond > the simple "if it is rare/one off, it is usually worth preserving", since > I'd hope this is mainly obvious (depending on the item). > > Tetris might be a nice one to do actually for the "multiplicity of objects" > mainly because DiGRA had a presentation by a (I think non-games researcher) > on basically "What is Tetris?": > > > http://aarmstrong.org/notes/digra-2009/evolution-of-the-tetromino-stacking-game-an-historical-design-study-of-tertris > > It's interesting because it was an early game, it had direct and indirect > influences, it has a strange story on the "IP" angle and other things too. I > got permission to put his paper online so I'll get it on the IGDA site at > least. Doom is a good choice too, certainly in some ways more "limited" - it > influenced other things, but no real direct copycats and since it wasn't > released as long ago there is, statistically, less there. The ET example in > Ian's keynote again is another one - certainly "easier" to determine "what" > it is, except that "what" changes constantly even for such a one off game. > > Also, Ian's keynote went basically *woosh* for most of it, being very hard > to follow for me personally (them start and middle mainly was the problem - > the last bit makes sense). It being down on a page is a lot easier to follow > :) > > I'm also infused with energy to get the bibliography work to a point I can > get a prototype up and running, since the researchers themselves admitted > they find it hard to find research material - usually, it appears by most > accounts, it is "find a similar paper, and look at the references, then look > at those references", and so forth. Not that the project is just for > research papers of course, but as a mass of content in themselves, they're > mainly top of the pile. > > Andrew > > Devin Monnens wrote: > > Ian Bogost recently gave a keynote in DiGRA on videogames and ontology. In > it, he argues that videogames may be defined as a multitude of things, from > code to plastics to experiences to cultural phenomena. > http://www.bogost.com/writing/videogames_are_a_mess.shtml > > I believe this brings up an interesting question that we've encountered a > few times in our discussions: what is it that we are preserving? > > Is this question made any easier to answer once we consider videogames as > a multiplicity of objects? Obviously, not all of these elements are > preservable. Maybe we don't want to preserve some of these elements anyway. > Or maybe this gives us many things we would like to preserve but are unable > to preserve them all. > > Can we apply this to a case study, such as the preservation of Doom, by > breaking Doom into a multiplicity of objects? > > -- > 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 Sun Sep 6 14:01:43 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sun, 06 Sep 2009 19:01:43 +0100 Subject: [game_preservation] Ian Bogost on the 'thingness' of games In-Reply-To: <9d1cf2d50909061028gc056012gd4d4a21a04d2e02d@mail.gmail.com> References: <9d1cf2d50909060724j33dde8e4p9dd7c3f10c150020@mail.gmail.com> <4AA3DC70.9060902@aarmstrong.org> <9d1cf2d50909061028gc056012gd4d4a21a04d2e02d@mail.gmail.com> Message-ID: <4AA3F907.6080201@aarmstrong.org> I know the person who curated the museum - I can contact him about this if you like. I wrote up a report (it's linked to from our preservation blog) and yes, along with documenting the archives and projects, documenting the exhibitions is something to do :) Might be a good start, kind of have a "form" to fill in about it. As for how he got the stuff - a lot of direct contact AFAIK, which is pretty much how you'd do it anyway I'd hazard a guess. As you might note, the exhibit didn't have much in the way of "big publisher" things donated (sadly!), but a lot of temporary donations by developers. Without any real permanent videogame exhibits in museums (or a videogame museum as it were), there is little way for companies or developers to go to the people running it to ask if they want to run a special exhibit or whatever :) Andrew Devin Monnens wrote: > Actually, while we're on the topic, I assume we've got a detailed > report on Videogame Nation in Manchester? The exhibit is closing on > the 14th of September. I just read an article on it in Retro Gamer, > and was surprised to see that many objects in the exhibit had been > donated by developers (including original artwork from Broken Sword > donated by Charles Cecil of Revolution Studios). This was exactly the > kind of thing we were talking about in the White Paper, and I wanted > to know if anyone had done a case study on this to see how the > developers were contacted for donations and what level of value these > objects had to the developers themselves and the reasons why they > decided to donate. This could be coupled with analysis of the Get Lamp > project as well as the Wing Commander documentaiton project. > > Along the lines of what to preserve, maybe there's two parts - one > being defining what all aspects of a game could be preserved or > documented, and the other being which area does the archive want to > focus on. You can't preserve everything because eventually you have to > find a place to focus on. You can either do a poor job at trying to > save lots of things or you can do a good job specializing in one area. > That's my idea at least. Who knows with digital, but I can certainly > see it from the research and analysis side of things (not all archives > are going to have a detailed collection of curated text adventure game > materials). > > On Sun, Sep 6, 2009 at 9:59 AM, Andrew Armstrong > > wrote: > > I mean to post up a report on the IGDA Preservation SIG wiki on > our presentation at DiGRA actually. For those interested, I made > lots of notes on the sessions I attended: > http://aarmstrong.org/notes/digra-2009 > > One of the things we discussed between ourselves was, to a point, > exactly this: a multitude of "questions we dare not ask". I am > sure all history and preservation people deal with this too (in > fact I should try and get in contact with some of them to gather > consensus from what they work on! Perhaps Tom Wooley knows more > about this since he works in a multimedia museum). Dan Pinchbeck > suggested a meeting between everyone for a day at one location so > things like this could be discussed - he might try and get some > money to cover people's travel, and it'd be awesome to lay out > things like this with some discussion. > > As for the question "what to preserve" specifically? It's > difficult, everyone thinks one thing is more important then > another. There isn't unlimited space (although many places are on > a "we'll accept anything of given quality we don't have some > copies of already" but think in 10 years or so if that'll be true > still). I personally don't know the answer, although sometimes you > can have a historical record of something without the actual item > - the record of things with photographs, scans and metadata might > prove useful for space saving. Volunteer time is another big one > too - even with the items, it is a choice between what to restore, > present, research and archive depends on the time you have. Some > guidelines would be good - beyond the simple "if it is rare/one > off, it is usually worth preserving", since I'd hope this is > mainly obvious (depending on the item). > > Tetris might be a nice one to do actually for the "multiplicity of > objects" mainly because DiGRA had a presentation by a (I think > non-games researcher) on basically "What is Tetris?": > > http://aarmstrong.org/notes/digra-2009/evolution-of-the-tetromino-stacking-game-an-historical-design-study-of-tertris > > It's interesting because it was an early game, it had direct and > indirect influences, it has a strange story on the "IP" angle and > other things too. I got permission to put his paper online so I'll > get it on the IGDA site at least. Doom is a good choice too, > certainly in some ways more "limited" - it influenced other > things, but no real direct copycats and since it wasn't released > as long ago there is, statistically, less there. The ET example in > Ian's keynote again is another one - certainly "easier" to > determine "what" it is, except that "what" changes constantly even > for such a one off game. > > Also, Ian's keynote went basically *woosh* for most of it, being > very hard to follow for me personally (them start and middle > mainly was the problem - the last bit makes sense). It being down > on a page is a lot easier to follow :) > > I'm also infused with energy to get the bibliography work to a > point I can get a prototype up and running, since the researchers > themselves admitted they find it hard to find research material - > usually, it appears by most accounts, it is "find a similar paper, > and look at the references, then look at those references", and so > forth. Not that the project is just for research papers of course, > but as a mass of content in themselves, they're mainly top of the > pile. > > Andrew > > Devin Monnens wrote: >> Ian Bogost recently gave a keynote in DiGRA on videogames and >> ontology. In it, he argues that videogames may be defined as a >> multitude of things, from code to plastics to experiences to >> cultural phenomena. >> >> http://www.bogost.com/writing/videogames_are_a_mess.shtml >> >> I believe this brings up an interesting question that we've >> encountered a few times in our discussions: what is it that we >> are preserving? >> >> Is this question made any easier to answer once we consider >> videogames as a multiplicity of objects? Obviously, not all of >> these elements are preservable. Maybe we don't want to preserve >> some of these elements anyway. Or maybe this gives us many things >> we would like to preserve but are unable to preserve them all. >> >> Can we apply this to a case study, such as the preservation of >> Doom, by breaking Doom into a multiplicity of objects? >> >> -- >> 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 lowood at stanford.edu Sun Sep 6 21:53:24 2009 From: lowood at stanford.edu (Henry Lowood) Date: Sun, 06 Sep 2009 18:53:24 -0700 Subject: [game_preservation] Ian Bogost on the 'thingness' of games In-Reply-To: <9d1cf2d50909060724j33dde8e4p9dd7c3f10c150020@mail.gmail.com> References: <9d1cf2d50909060724j33dde8e4p9dd7c3f10c150020@mail.gmail.com> Message-ID: <4AA46794.2020902@stanford.edu> Devin, that's what we are doing. In fact, I'm working on the manifest this weekend. It is not final, as the project still has some months to run, but I will try to remember to share it with this group, probably around the middle of next week. Henry Devin Monnens wrote: > Ian Bogost recently gave a keynote in DiGRA on videogames and > ontology. In it, he argues that videogames may be defined as a > multitude of things, from code to plastics to experiences to cultural > phenomena. > > http://www.bogost.com/writing/videogames_are_a_mess.shtml > > I believe this brings up an interesting question that we've > encountered a few times in our discussions: what is it that we are > preserving? > > Is this question made any easier to answer once we consider videogames > as a multiplicity of objects? Obviously, not all of these elements are > preservable. Maybe we don't want to preserve some of these elements > anyway. Or maybe this gives us many things we would like to preserve > but are unable to preserve them all. > > Can we apply this to a case study, such as the preservation of Doom, > by breaking Doom into a multiplicity of objects? > > -- > 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 lowood at stanford.edu Tue Sep 8 02:46:35 2009 From: lowood at stanford.edu (Henry Lowood) Date: Mon, 07 Sep 2009 23:46:35 -0700 Subject: [game_preservation] DOOM manifest for PVW project Message-ID: <4AA5FDCB.9020908@stanford.edu> Attached please find the first draft of the DOOM manifest for Preserving Virtual Worlds. This is a manifest for the files that will be in the Bag-it "bag." (some will be fetched from Internet Archive copies) The content section is pretty much done. I welcome comments/suggestions esp. about the contextual materials. Henry -- 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: -------------- next part -------------- A non-text attachment was scrubbed... Name: doom manifest2.docx Type: application/vnd.openxmlformats-officedocument.wordprocessingml.document Size: 32724 bytes Desc: not available Url : From dmonnens at gmail.com Tue Sep 8 10:09:44 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 8 Sep 2009 08:09:44 -0600 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AA5FDCB.9020908@stanford.edu> References: <4AA5FDCB.9020908@stanford.edu> Message-ID: <9d1cf2d50909080709q1cda3687yc5f618723fd9de03@mail.gmail.com> Nice overview, Henry. So you will have a large collection of mods? What about the Marine DOOM mod? For others... Is the video collection including Grooveraider's DOOM debut video? Doom performance by actors of Mo... Also, I picked up a zip containing midis from DOOM. I assume you knew about these? (Maybe I heard it on this list first...) This is from John Romero's website: http://rome.ro/2007/06/doom-archaeology.html Interesting enough, I also have a collection of Warcraft II midis, but I think you can get these off the game disc. Also, there was the soundtrack CD: http://vgmdb.net/album/2950 Lastly, a nice bibliography of materials talking about DOOM could be added (such as Dungeons and Dreamers and Masters of DOOM). You also can't wrench DOOM from its context of violent games. The biggest question is I'm not sure based on the documentation what the scope of the DOOM collection is or why these particular elements were chosen (and why some elements were not included). There will be a writeup on this? -Devin On Tue, Sep 8, 2009 at 12:46 AM, Henry Lowood wrote: > Attached please find the first draft of the DOOM manifest for Preserving > Virtual Worlds. This is a manifest for the files that will be in the Bag-it > "bag." (some will be fetched from Internet Archive copies) > > The content section is pretty much done. I welcome comments/suggestions > esp. about the contextual materials. > > Henry > > -- > 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 lowood at stanford.edu Tue Sep 8 12:45:09 2009 From: lowood at stanford.edu (Henry Lowood) Date: Tue, 08 Sep 2009 09:45:09 -0700 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <9d1cf2d50909080709q1cda3687yc5f618723fd9de03@mail.gmail.com> References: <4AA5FDCB.9020908@stanford.edu> <9d1cf2d50909080709q1cda3687yc5f618723fd9de03@mail.gmail.com> Message-ID: <4AA68A15.9080509@stanford.edu> Devin, It's not a comprehensive DOOM collection. The idea is to provide context information that will be helpful for installing the software, verifying the installation, and playing/using the game. In the case of DOOM, we reach the point where the software is as much a technology platform (for mods, map-building, demos, speedruns, even some machinima) as a stand-alone game (see Lev Manovich on this). Thus, the few included replays, demos, machinima, mods, etc. represent a sampling, only a tiny one in the case of maps, mods and demos. But I did want to include a little bit of everything, as far as how the game was used. I'm all ears, but I don't really see how live performance would function as context in this sense. We have separate gameplay video and performance collections at the Internet Archive that could serve as collection points for those. (By the way, your link led to a Mortal Kombat performance.) The music from Romero's website is, as I understand it, not the same as the released music. So, two responses here: (1) How would these midi files provide context for the game software? Maybe as background on the development process? (2) We are also archiving websites separately as part of an archive-it project (Internet Archive), and we have include John Romero's site, so the page is archived there. I'm on the fence here. Further thoughts? As for the soundtrack CD, I suppose it might function as a check for the game audio. Actually, audio is probably the trickiest aspect of emulation. That seems to be what the testing (which RPI is doing) shows. A problem here is that CD you refer to does not seem to be licensed by id Software; how would we get permission to archive it? Another problem is that this does not appear to be a complete soundtrack, only selected maps. Or is it? Do you know of a collection of all the music? Something like this arrangement http://www.sirgalahad.org/paul/doom/ Except that we would want to be able to verify the source as being the game itself. With MIDI, of course, it's a little tricky. So maybe this one? http://www.doomworld.com/classicdoom/info/music.php (which is archived: http://web.archive.org/web/20071014012004/http://www.doomworld.com/classicdoom/info/music.php) I verified that the music files are included. So I think I am going to add the doomworld music collection to the next version of the manifest. It's not a research project on DOOM, so we will not create a bibliography, but if there is one readily available on-line, yes, we could include that. I have not seen anything that is particularly detailed; for example, there are as many as a dozen books on DOOM maps, modding, hacking, etc., which would be very useful for setting up the game in the future, but these are not generally included in bibliographies. If you can point to something on-line, we could include it. Henry Devin Monnens wrote: > Nice overview, Henry. So you will have a large collection of mods? > What about the Marine DOOM mod? For others... > > Is the video collection including Grooveraider's DOOM debut video? > > Doom performance by actors of Mo... > > > Also, I picked up a zip containing midis from DOOM. I assume you knew > about these? (Maybe I heard it on this list > first...) This is from John Romero's website: > > http://rome.ro/2007/06/doom-archaeology.html > > Interesting enough, I also have a collection of Warcraft II midis, but > I think you can get these off the game disc. > > Also, there was the soundtrack CD: > > http://vgmdb.net/album/2950 > > Lastly, a nice bibliography of materials talking about DOOM could be > added (such as Dungeons and Dreamers and Masters of DOOM). You also > can't wrench DOOM from its context of violent games. > > The biggest question is I'm not sure based on the documentation what > the scope of the DOOM collection is or why these particular elements > were chosen (and why some elements were not included). There will be a > writeup on this? > > -Devin > > On Tue, Sep 8, 2009 at 12:46 AM, Henry Lowood > wrote: > > Attached please find the first draft of the DOOM manifest for > Preserving Virtual Worlds. This is a manifest for the files that > will be in the Bag-it "bag." (some will be fetched from Internet > Archive copies) > > The content section is pretty much done. I welcome > comments/suggestions esp. about the contextual materials. > > Henry > > -- > 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 dmonnens at gmail.com Tue Sep 8 14:09:53 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 8 Sep 2009 12:09:53 -0600 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AA68A15.9080509@stanford.edu> References: <4AA5FDCB.9020908@stanford.edu> <9d1cf2d50909080709q1cda3687yc5f618723fd9de03@mail.gmail.com> <4AA68A15.9080509@stanford.edu> Message-ID: <9d1cf2d50909081109v4bf33aeas67a692f1317f69be@mail.gmail.com> Ok, that makes sense. This is an archive for getting the game to play properly. The MIDI files are beta tracks. They have context on John Romero's page. They can shed light into the audio development of the game. The CD, as you mention it, is not owned by id. However, you can use mp3s or other audio files generated from recordings you mentioned to test the audio based on how the midis should sound, but a better emulation test (such as a numerical output from a uvc-type device, for instance) would verify whether the audio is playing properly. Midi is a pain to emulate because they use different sound libraries for each track. Even though we have hardware that is much better than in 1997, I can't play the Warcraft II midis and have them sound exactly as they did 10 years ago, for instance, because I don't have the proper sound libraries. The Konami MIDI Power Pro albums also have this same issue - they included floppy disks with the actual midi files on them, but it would not be easily possible to get them to run the same as they sound on the album: http://vgmdb.net/album/1276 On Tue, Sep 8, 2009 at 10:45 AM, Henry Lowood wrote: > Devin, > > It's not a comprehensive DOOM collection. The idea is to provide context > information that will be helpful for installing the software, verifying the > installation, and playing/using the game. In the case of DOOM, we reach > the point where the software is as much a technology platform (for mods, > map-building, demos, speedruns, even some machinima) as a stand-alone game > (see Lev Manovich on this). > > Thus, the few included replays, demos, machinima, mods, etc. represent a > sampling, only a tiny one in the case of maps, mods and demos. But I did > want to include a little bit of everything, as far as how the game was used. > > I'm all ears, but I don't really see how live performance would function as > context in this sense. We have separate gameplay video and performance > collections at the Internet Archive that could serve as collection points > for those. (By the way, your link led to a Mortal Kombat performance.) > > The music from Romero's website is, as I understand it, not the same as the > released music. So, two responses here: (1) How would these midi files > provide context for the game software? Maybe as background on the > development process? (2) We are also archiving websites separately as part > of an archive-it project (Internet Archive), and we have include John > Romero's site, so the page is archived there. I'm on the fence here. > Further thoughts? > > As for the soundtrack CD, I suppose it might function as a check for the > game audio. Actually, audio is probably the trickiest aspect of > emulation. That seems to be what the testing (which RPI is doing) shows. A > problem here is that CD you refer to does not seem to be licensed by id > Software; how would we get permission to archive it? Another problem is > that this does not appear to be a complete soundtrack, only selected maps. > Or is it? Do you know of a collection of all the music? Something like > this arrangement > http://www.sirgalahad.org/paul/doom/ > Except that we would want to be able to verify the source as being the game > itself. With MIDI, of course, it's a little tricky. > So maybe this one? > http://www.doomworld.com/classicdoom/info/music.php (which is archived: > http://web.archive.org/web/20071014012004/http://www.doomworld.com/classicdoom/info/music.php > ) > I verified that the music files are included. > So I think I am going to add the doomworld music collection to the next > version of the manifest. > > It's not a research project on DOOM, so we will not create a bibliography, > but if there is one readily available on-line, yes, we could include that. > I have not seen anything that is particularly detailed; for example, there > are as many as a dozen books on DOOM maps, modding, hacking, etc., which > would be very useful for setting up the game in the future, but these are > not generally included in bibliographies. If you can point to something > on-line, we could include it. > > Henry > > > > > > Devin Monnens wrote: > > Nice overview, Henry. So you will have a large collection of mods? What > about the Marine DOOM mod? For others... > Is the video collection including Grooveraider's DOOM debut video? > Doom performance by actors of Mo... > > Also, I picked up a zip containing midis from DOOM. I assume you knew > about these? (Maybe I heard it on this list > first...) This is from John Romero's website: > > http://rome.ro/2007/06/doom-archaeology.html > > Interesting enough, I also have a collection of Warcraft II midis, but I > think you can get these off the game disc. > > Also, there was the soundtrack CD: > > http://vgmdb.net/album/2950 > > Lastly, a nice bibliography of materials talking about DOOM could be > added (such as Dungeons and Dreamers and Masters of DOOM). You also can't > wrench DOOM from its context of violent games. > > The biggest question is I'm not sure based on the documentation what the > scope of the DOOM collection is or why these particular elements were chosen > (and why some elements were not included). There will be a writeup on this? > > -Devin > > On Tue, Sep 8, 2009 at 12:46 AM, Henry Lowood wrote: > >> Attached please find the first draft of the DOOM manifest for Preserving >> Virtual Worlds. This is a manifest for the files that will be in the Bag-it >> "bag." (some will be fetched from Internet Archive copies) >> >> The content section is pretty much done. I welcome comments/suggestions >> esp. about the contextual materials. >> >> Henry >> >> -- >> 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 lowood at stanford.edu Tue Sep 15 12:15:43 2009 From: lowood at stanford.edu (Henry Lowood) Date: Tue, 15 Sep 2009 09:15:43 -0700 Subject: [game_preservation] =?utf-8?q?=5BFwd=3A_IGDA_Leadership_Forum_200?= =?utf-8?q?9_and_Optional_Scrum_Certification_=E2=80=93_Register_Today_?= =?utf-8?q?=E2=80=93_Bring_a_Friend=5D?= Message-ID: <4AAFBDAF.5060803@stanford.edu> FYI, Henry Email not displaying correctly? View it in your browser. International Game Developers Association *IGDA ANNOUNCES LEADERSHIP FORUM SPEAKERS AND OPTIONAL SCRUM CERTIFICATION TRAINING* *To read the press release click here . * ?The great thing about the Leadership Forum is that it attracts working professionals from diverse backgrounds?large and small developers and publishers?who share best practices and real life success stories.? *Heather Chandler, Program Chair * *IGDA Leadership Forum 2009 * Join top leaders in the game development industry as they outline their personal framework for successfully advancing game production and management at the Third Annual IGDA Leadership Forum . Learn from respected industry leaders, like Noah Falstein, John Northan, Michael John, Michael Saladino, David Steele, Clinton Keith, Kane Minkus, Don Daglow, David Edery, and Heather Chandler?among other prominent insiders. Three tracks of programming will allow you to personalize your experience and help your career arc to flourish. 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URL: From andrew at aarmstrong.org Wed Sep 16 13:59:40 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 16 Sep 2009 18:59:40 +0100 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AA5FDCB.9020908@stanford.edu> References: <4AA5FDCB.9020908@stanford.edu> Message-ID: <4AB1278C.3020809@aarmstrong.org> I finally got some time to check this out, apart from it's DOCX, and darn shucks if I don't own that particular bit of software. Can anyone whip up a ODT or DOC version? :) I am interested in reading it. (Proprietary formats for documentation of preservation practices, let's not even get into that argument/minefield, hehe). Andrew Henry Lowood wrote: > Attached please find the first draft of the DOOM manifest for > Preserving Virtual Worlds. This is a manifest for the files that will > be in the Bag-it "bag." (some will be fetched from Internet Archive > copies) > > The content section is pretty much done. I welcome > comments/suggestions esp. about the contextual materials. > > Henry > -- > 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 lowood at stanford.edu Wed Sep 16 14:10:53 2009 From: lowood at stanford.edu (Henry Lowood) Date: Wed, 16 Sep 2009 11:10:53 -0700 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AB1278C.3020809@aarmstrong.org> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> Message-ID: <4AB12A2D.1000200@stanford.edu> For rough-and-ready file conversion (more ready than rough): http://www.zamzar.com/ Henry Andrew Armstrong wrote: > I finally got some time to check this out, apart from it's DOCX, and > darn shucks if I don't own that particular bit of software. Can anyone > whip up a ODT or DOC version? :) I am interested in reading it. > > (Proprietary formats for documentation of preservation practices, > let's not even get into that argument/minefield, hehe). > > Andrew > > Henry Lowood wrote: >> Attached please find the first draft of the DOOM manifest for >> Preserving Virtual Worlds. This is a manifest for the files that >> will be in the Bag-it "bag." (some will be fetched from Internet >> Archive copies) >> >> The content section is pretty much done. I welcome >> comments/suggestions esp. about the contextual materials. >> >> Henry >> -- >> 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 >> > ------------------------------------------------------------------------ > > _______________________________________________ > 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 aau at alum.mit.edu Wed Sep 16 18:09:17 2009 From: aau at alum.mit.edu (Alan Au) Date: Wed, 16 Sep 2009 22:09:17 +0000 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AB1278C.3020809@aarmstrong.org> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> Message-ID: Microsoft released a compatibility tool a while back: http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en - Alan ________________________________ > Date: Wed, 16 Sep 2009 18:59:40 +0100 > From: andrew at aarmstrong.org > To: game_preservation at igda.org > Subject: Re: [game_preservation] DOOM manifest for PVW project > > I finally got some time to check this out, apart from it's DOCX, and > darn shucks if I don't own that particular bit of software. Can anyone > whip up a ODT or DOC version? :) I am interested in reading it. > > (Proprietary formats for documentation of preservation practices, let's > not even get into that argument/minefield, hehe). > > Andrew _________________________________________________________________ Bing brings you health info from trusted sources. http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 From dmonnens at gmail.com Wed Sep 16 21:00:13 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 16 Sep 2009 19:00:13 -0600 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> Message-ID: <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> The latest Open Office seems to have .docx support. But I still refuse to save anything in that format. This format shift has caused nothing but troubles. I don't even see how it is supposedly 'better' than the old version. I have enough trouble trying to teach students how to use the new Office without having to describe to them how to 'save as' a document (yes, this is rocket science to them). -Devin On Wed, Sep 16, 2009 at 4:09 PM, Alan Au wrote: > > Microsoft released a compatibility tool a while back: > > > http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en > > - Alan > > ________________________________ > > Date: Wed, 16 Sep 2009 18:59:40 +0100 > > From: andrew at aarmstrong.org > > To: game_preservation at igda.org > > Subject: Re: [game_preservation] DOOM manifest for PVW project > > > > I finally got some time to check this out, apart from it's DOCX, and > > darn shucks if I don't own that particular bit of software. Can anyone > > whip up a ODT or DOC version? :) I am interested in reading it. > > > > (Proprietary formats for documentation of preservation practices, let's > > not even get into that argument/minefield, hehe). > > > > Andrew > > > _________________________________________________________________ > Bing brings you health info from trusted sources. > > http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 > _______________________________________________ > 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 Sep 17 11:49:06 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 17 Sep 2009 16:49:06 +0100 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> Message-ID: <4AB25A72.2040709@aarmstrong.org> Thanks for the advice, I did open it in Open Office but sometimes, well, things do get mangled (whatever Microsoft format it is, mind you). It's pretty basic text though, hooray :D I'm tempted to put it on the wiki :) I liked reading the manifest. Covers all the areas I can think of except I guess technical documentation and tutorials for how to build levels for the game are kind of missing (so both technical documentation on the game, and how to build things for the game). Not needed for getting to know the game though. A very good example, certainly since it contains everything that would be needed to literally install and play the game, with some good important background pieces too. Andrew Devin Monnens wrote: > The latest Open Office seems to have .docx support. But I still refuse > to save anything in that format. This format shift has caused nothing > but troubles. I don't even see how it is supposedly 'better' than the > old version. I have enough trouble trying to teach students how to use > the new Office without having to describe to them how to 'save as' a > document (yes, this is rocket science to them). > > -Devin > > On Wed, Sep 16, 2009 at 4:09 PM, Alan Au > wrote: > > > Microsoft released a compatibility tool a while back: > > http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en > > > - Alan > > ________________________________ > > Date: Wed, 16 Sep 2009 18:59:40 +0100 > > From: andrew at aarmstrong.org > > To: game_preservation at igda.org > > Subject: Re: [game_preservation] DOOM manifest for PVW project > > > > I finally got some time to check this out, apart from it's DOCX, and > > darn shucks if I don't own that particular bit of software. Can > anyone > > whip up a ODT or DOC version? :) I am interested in reading it. > > > > (Proprietary formats for documentation of preservation > practices, let's > > not even get into that argument/minefield, hehe). > > > > Andrew > > > _________________________________________________________________ > Bing brings you health info from trusted sources. > http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 > > _______________________________________________ > 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 lowood at stanford.edu Thu Sep 17 12:57:28 2009 From: lowood at stanford.edu (Henry Lowood) Date: Thu, 17 Sep 2009 09:57:28 -0700 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AB25A72.2040709@aarmstrong.org> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> Message-ID: <4AB26A78.2000604@stanford.edu> Andrew, I think you were kidding, but just in case: Please don't put it on the wiki. It's a draft for comments. When all is said and done, we'll have all the documentation up on our project wiki, at which point it will be available for all sorts of pointing and clicking. On maps/levels in the manifest (at that time, the terms were in flux). Since this version, the one document I have added is Forsman & Kremeier's classic piece on BSP and DOOM rendering, plus there is the Q&A on editing. But you're right, a tutorial on map/level design would be nice. If anyone wants to suggest a good document on that topic, I'll consider including it. Another point is that there is a fair-sized library of printed books on that subject, which we can hope will still be available 100 years from now. Henry Andrew Armstrong wrote: > Thanks for the advice, I did open it in Open Office but sometimes, > well, things do get mangled (whatever Microsoft format it is, mind > you). It's pretty basic text though, hooray :D I'm tempted to put it > on the wiki :) > > I liked reading the manifest. Covers all the areas I can think of > except I guess technical documentation and tutorials for how to build > levels for the game are kind of missing (so both technical > documentation on the game, and how to build things for the game). Not > needed for getting to know the game though. > > A very good example, certainly since it contains everything that would > be needed to literally install and play the game, with some good > important background pieces too. > > Andrew > > Devin Monnens wrote: >> The latest Open Office seems to have .docx support. But I still >> refuse to save anything in that format. This format shift has caused >> nothing but troubles. I don't even see how it is supposedly 'better' >> than the old version. I have enough trouble trying to teach students >> how to use the new Office without having to describe to them how to >> 'save as' a document (yes, this is rocket science to them). >> >> -Devin >> >> On Wed, Sep 16, 2009 at 4:09 PM, Alan Au > > wrote: >> >> >> Microsoft released a compatibility tool a while back: >> >> http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en >> >> >> - Alan >> >> ________________________________ >> > Date: Wed, 16 Sep 2009 18:59:40 +0100 >> > From: andrew at aarmstrong.org >> > To: game_preservation at igda.org >> > Subject: Re: [game_preservation] DOOM manifest for PVW project >> > >> > I finally got some time to check this out, apart from it's >> DOCX, and >> > darn shucks if I don't own that particular bit of software. Can >> anyone >> > whip up a ODT or DOC version? :) I am interested in reading it. >> > >> > (Proprietary formats for documentation of preservation >> practices, let's >> > not even get into that argument/minefield, hehe). >> > >> > Andrew >> >> >> _________________________________________________________________ >> Bing brings you health info from trusted sources. >> http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 >> >> _______________________________________________ >> 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 > -- 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 Thu Sep 17 13:33:24 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 17 Sep 2009 18:33:24 +0100 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AB26A78.2000604@stanford.edu> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> <4AB26A78.2000604@stanford.edu> Message-ID: <4AB272E4.6060200@aarmstrong.org> Yeah, I was joking about the wiki, it's your document, hehe - you said you have a wiki ;) perfect application unless you've got a good relational database for processing entries like that :) I've got no documents myself on doom level editing - I dabbled a little in it but that was, wow, years ago now, sorry. I'll leave it to someone else to know of a good one, I am sure someone else on this list would have a clue. I wonder if any of the DOOM books are related to level editing directly. There I know there is a few on just DOOM itself - I still need to read Masters of Doom, going to borrow it off a friend sometime (who ranted it was a great book himself, popular one that :) hehe). A few things if you want more comments - for the web links, perhaps there should be secondary links to Archive-It copies of the resources linked to directly (unless the implication is you have local copies downloaded of them) - most of them are Archive-It or Wayback but a few are just direct links at least (classic doom links, some mobygames, planetdoom...). It seems more a mistake not having them - thus I guess it's a standard practice to get an Archive-It copy to add it to a manifest? Another thing is dates. Is it worth in a manifest listing the dates items were either created or posted, or when they were looked at on the internet? Most do have wayback implicit dates mind you, and in a list that might not be appropriate I guess :) Finally - I just wondered, probably slightly related, but I guess there is no cause for concern having items like the DOOM manual basically in a manifest - ie; I presume a user-scanned copy of it (or maybe off the CD versions?). For other games, links to unofficial translations for ROM files, or emulation programs necessary to run something, etc. always might need to be added, no problems there I hope - I've no idea what the range of things the manifest should have in it is of course, or what reasons there might be to not add anything (apart from the obvious "you can't fit everything in, and not everything is of the same importance"). I also did thoroughly re-read it just now - you've got an error for "MobyGames entry for Ultimate DOOM" copies the link from the above entry. Andrew Henry Lowood wrote: > Andrew, > > I think you were kidding, but just in case: Please don't put it on the > wiki. It's a draft for comments. When all is said and done, we'll > have all the documentation up on our project wiki, at which point it > will be available for all sorts of pointing and clicking. > > On maps/levels in the manifest (at that time, the terms were in flux). > Since this version, the one document I have added is Forsman & > Kremeier's classic piece on BSP and DOOM rendering, plus there is the > Q&A on editing. But you're right, a tutorial on map/level design > would be nice. If anyone wants to suggest a good document on that > topic, I'll consider including it. > > Another point is that there is a fair-sized library of printed books > on that subject, which we can hope will still be available 100 years > from now. > > Henry > > Andrew Armstrong wrote: >> Thanks for the advice, I did open it in Open Office but sometimes, >> well, things do get mangled (whatever Microsoft format it is, mind >> you). It's pretty basic text though, hooray :D I'm tempted to put it >> on the wiki :) >> >> I liked reading the manifest. Covers all the areas I can think of >> except I guess technical documentation and tutorials for how to build >> levels for the game are kind of missing (so both technical >> documentation on the game, and how to build things for the game). Not >> needed for getting to know the game though. >> >> A very good example, certainly since it contains everything that >> would be needed to literally install and play the game, with some >> good important background pieces too. >> >> Andrew >> >> Devin Monnens wrote: >>> The latest Open Office seems to have .docx support. But I still >>> refuse to save anything in that format. This format shift has caused >>> nothing but troubles. I don't even see how it is supposedly 'better' >>> than the old version. I have enough trouble trying to teach students >>> how to use the new Office without having to describe to them how to >>> 'save as' a document (yes, this is rocket science to them). >>> >>> -Devin >>> >>> On Wed, Sep 16, 2009 at 4:09 PM, Alan Au >> > wrote: >>> >>> >>> Microsoft released a compatibility tool a while back: >>> >>> http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en >>> >>> >>> - Alan >>> >>> ________________________________ >>> > Date: Wed, 16 Sep 2009 18:59:40 +0100 >>> > From: andrew at aarmstrong.org >>> > To: game_preservation at igda.org >>> > Subject: Re: [game_preservation] DOOM manifest for PVW project >>> > >>> > I finally got some time to check this out, apart from it's >>> DOCX, and >>> > darn shucks if I don't own that particular bit of software. >>> Can anyone >>> > whip up a ODT or DOC version? :) I am interested in reading it. >>> > >>> > (Proprietary formats for documentation of preservation >>> practices, let's >>> > not even get into that argument/minefield, hehe). >>> > >>> > Andrew >>> >>> >>> _________________________________________________________________ >>> Bing brings you health info from trusted sources. >>> http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 >>> >>> _______________________________________________ >>> 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 >> > > -- > 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 Thu Sep 17 13:58:22 2009 From: lowood at stanford.edu (Henry Lowood) Date: Thu, 17 Sep 2009 10:58:22 -0700 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AB272E4.6060200@aarmstrong.org> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> <4AB26A78.2000604@stanford.edu> <4AB272E4.6060200@aarmstrong.org> Message-ID: <4AB278BE.3080702@stanford.edu> Andrew, 1. On the books. There are plenty of books on DOOM level editing and programming. Trust me -- I still have a nice vertical pile of them on the floor of my office at home. I won't say how high ... 2. On the web links. We do have local copies for the sites we crawled as part of our site. If you look closely and know how Archive-It builds its links, you can tell which are normal crawls and which are ours. I would say it's about 50-50. 3. Also on the links, the reason for the live links is robots.txt blocks on crawls. Classic Doom, for example. I have no idea why. Some day when I have time, I will write to them and ask them to open it up. Yes, whenever possible, I would point to an Archive-It or Wayback Machine crawled version. 4. Dates in the manifest. Actually, the manifest is not even required for the Bag (we are using Bag-It for the file transfers). Our guru in all things metadata/schemes is Jerome McDonough, who is on the list, and he puts a ton of effort into mapping relationships and all that. My perspective as a curator here in the archivist role is that some sort of human-readable manifest belonged in the bag, so I just put it there. It is not typical to do so, as far as I know. I thought about dates, but this leads to another issue, which is that these documents as standing alone here are really out of context. So, my feeling is that if there is a date on the document, that should suffice. A propos, keep in mind that the documents here that are not actually DOOM are included as "context" for DOOM. Again, it's not a research project or even a collection, really. After the bags are delivered to the digital repository, we have the option of presenting the material in a different way. 5. In the last question, did you mean a problem as in a legal problem? We asked id for permission to do this, and we got it. 6. Thanks for catching the error. Henry Andrew Armstrong wrote: > Yeah, I was joking about the wiki, it's your document, hehe - you said > you have a wiki ;) perfect application unless you've got a good > relational database for processing entries like that :) > > I've got no documents myself on doom level editing - I dabbled a > little in it but that was, wow, years ago now, sorry. I'll leave it to > someone else to know of a good one, I am sure someone else on this > list would have a clue. I wonder if any of the DOOM books are related > to level editing directly. There I know there is a few on just DOOM > itself - I still need to read Masters of Doom, going to borrow it off > a friend sometime (who ranted it was a great book himself, popular one > that :) hehe). > > A few things if you want more comments - for the web links, perhaps > there should be secondary links to Archive-It copies of the resources > linked to directly (unless the implication is you have local copies > downloaded of them) - most of them are Archive-It or Wayback but a few > are just direct links at least (classic doom links, some mobygames, > planetdoom...). It seems more a mistake not having them - thus I guess > it's a standard practice to get an Archive-It copy to add it to a > manifest? > > Another thing is dates. Is it worth in a manifest listing the dates > items were either created or posted, or when they were looked at on > the internet? Most do have wayback implicit dates mind you, and in a > list that might not be appropriate I guess :) > > Finally - I just wondered, probably slightly related, but I guess > there is no cause for concern having items like the DOOM manual > basically in a manifest - ie; I presume a user-scanned copy of it (or > maybe off the CD versions?). For other games, links to unofficial > translations for ROM files, or emulation programs necessary to run > something, etc. always might need to be added, no problems there I > hope - I've no idea what the range of things the manifest should have > in it is of course, or what reasons there might be to not add anything > (apart from the obvious "you can't fit everything in, and not > everything is of the same importance"). > > I also did thoroughly re-read it just now - you've got an error for > "MobyGames entry for Ultimate DOOM" copies the link from the above entry. > > Andrew > > Henry Lowood wrote: >> Andrew, >> >> I think you were kidding, but just in case: Please don't put it on >> the wiki. It's a draft for comments. When all is said and done, >> we'll have all the documentation up on our project wiki, at which >> point it will be available for all sorts of pointing and clicking. >> >> On maps/levels in the manifest (at that time, the terms were in >> flux). Since this version, the one document I have added is Forsman & >> Kremeier's classic piece on BSP and DOOM rendering, plus there is the >> Q&A on editing. But you're right, a tutorial on map/level design >> would be nice. If anyone wants to suggest a good document on that >> topic, I'll consider including it. >> >> Another point is that there is a fair-sized library of printed books >> on that subject, which we can hope will still be available 100 years >> from now. >> >> Henry >> >> Andrew Armstrong wrote: >>> Thanks for the advice, I did open it in Open Office but sometimes, >>> well, things do get mangled (whatever Microsoft format it is, mind >>> you). It's pretty basic text though, hooray :D I'm tempted to put it >>> on the wiki :) >>> >>> I liked reading the manifest. Covers all the areas I can think of >>> except I guess technical documentation and tutorials for how to >>> build levels for the game are kind of missing (so both technical >>> documentation on the game, and how to build things for the game). >>> Not needed for getting to know the game though. >>> >>> A very good example, certainly since it contains everything that >>> would be needed to literally install and play the game, with some >>> good important background pieces too. >>> >>> Andrew >>> >>> Devin Monnens wrote: >>>> The latest Open Office seems to have .docx support. But I still >>>> refuse to save anything in that format. This format shift has >>>> caused nothing but troubles. I don't even see how it is supposedly >>>> 'better' than the old version. I have enough trouble trying to >>>> teach students how to use the new Office without having to describe >>>> to them how to 'save as' a document (yes, this is rocket science to >>>> them). >>>> >>>> -Devin >>>> >>>> On Wed, Sep 16, 2009 at 4:09 PM, Alan Au >>> > wrote: >>>> >>>> >>>> Microsoft released a compatibility tool a while back: >>>> >>>> http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en >>>> >>>> >>>> - Alan >>>> >>>> ________________________________ >>>> > Date: Wed, 16 Sep 2009 18:59:40 +0100 >>>> > From: andrew at aarmstrong.org >>>> > To: game_preservation at igda.org >>>> >>>> > Subject: Re: [game_preservation] DOOM manifest for PVW project >>>> > >>>> > I finally got some time to check this out, apart from it's >>>> DOCX, and >>>> > darn shucks if I don't own that particular bit of software. >>>> Can anyone >>>> > whip up a ODT or DOC version? :) I am interested in reading it. >>>> > >>>> > (Proprietary formats for documentation of preservation >>>> practices, let's >>>> > not even get into that argument/minefield, hehe). >>>> > >>>> > Andrew >>>> >>>> >>>> _________________________________________________________________ >>>> Bing brings you health info from trusted sources. >>>> http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 >>>> >>>> _______________________________________________ >>>> 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 >>> >> >> -- >> 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 Thu Sep 17 16:01:56 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 17 Sep 2009 21:01:56 +0100 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AB278BE.3080702@stanford.edu> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> <4AB26A78.2000604@stanford.edu> <4AB272E4.6060200@aarmstrong.org> <4AB278BE.3080702@stanford.edu> Message-ID: <4AB295B4.1020104@aarmstrong.org> Cool answers ^_^ The robots.txt restrictions are a shame :( I wonder what the tool can do to maybe just simply bypass that (I tried the archive's crawler before, I think it has the option to bypass it - but I never tried it much due to the way it worked in the end) - recording something that is available and does download (after all, you don't get that kind of thing from something like putting a book in a repository/library, heh), but perhaps the key would be to not putting it online visibly ie; only on the Stanford servers in this case, but accessible to researchers if needed. You're right it is pretty arbitary when such robots.txt files are applied though (game fan sites? huh? :/ ). Ethically, I don't see a problem keeping offline or generally inaccessible online copies of a page or site content if it was publicly accessible in the first place, but I don't know about legal issues perhaps. I presume archives haven't been sued over keeping offline/dark copies or screenshots of downloaded web pages before. For the dates of things, I just was curious. I guess if it's not mandatory for the bag system to have any of this in the first place, then I guess there's little point :) I think the Archive-It tool adds some as comments on the page source anyway. It's mainly a good thing for dynamic pages - wiki's (notorious Wikipedia deleting content arbitrarily for instance) new feeds, etc. where no date might be visible, and digital copies of items like the games themselves - but you have dates there :) The copyright was just a legal thing yeah. I guess one option is always to scan/photograph the manuals, box art or whatever else will go in a repository but sometimes, for that, you need to have the original item or permission from someone who owns it, and some items are a lot rarer then others (especially if you go for multiple languages). If you get permission from the owner of the IP, no problemo I guess! They probably have access to digital copies of such material even if there were not ones available online. :) Thanks for explaining a little about the manifest system too. I presume the Bag-It system is entirely digital based, and that it is going to be digitally archived specially. It'd be great to hear more when you've finished it :) Andrew Henry Lowood wrote: > Andrew, > > 1. On the books. There are plenty of books on DOOM level editing and > programming. Trust me -- I still have a nice vertical pile of them on > the floor of my office at home. I won't say how high ... > > 2. On the web links. We do have local copies for the sites we crawled > as part of our site. If you look closely and know how Archive-It > builds its links, you can tell which are normal crawls and which are > ours. I would say it's about 50-50. > > 3. Also on the links, the reason for the live links is robots.txt > blocks on crawls. Classic Doom, for example. I have no idea why. > Some day when I have time, I will write to them and ask them to open > it up. Yes, whenever possible, I would point to an Archive-It or > Wayback Machine crawled version. > > 4. Dates in the manifest. Actually, the manifest is not even required > for the Bag (we are using Bag-It for the file transfers). Our guru in > all things metadata/schemes is Jerome McDonough, who is on the list, > and he puts a ton of effort into mapping relationships and all that. > My perspective as a curator here in the archivist role is that some > sort of human-readable manifest belonged in the bag, so I just put it > there. It is not typical to do so, as far as I know. I thought > about dates, but this leads to another issue, which is that these > documents as standing alone here are really out of context. So, my > feeling is that if there is a date on the document, that should > suffice. A propos, keep in mind that the documents here that are not > actually DOOM are included as "context" for DOOM. Again, it's not a > research project or even a collection, really. After the bags are > delivered to the digital repository, we have the option of presenting > the material in a different way. > > 5. In the last question, did you mean a problem as in a legal > problem? We asked id for permission to do this, and we got it. > > 6. Thanks for catching the error. > > Henry > > > > Andrew Armstrong wrote: >> Yeah, I was joking about the wiki, it's your document, hehe - you >> said you have a wiki ;) perfect application unless you've got a good >> relational database for processing entries like that :) >> >> I've got no documents myself on doom level editing - I dabbled a >> little in it but that was, wow, years ago now, sorry. I'll leave it >> to someone else to know of a good one, I am sure someone else on this >> list would have a clue. I wonder if any of the DOOM books are related >> to level editing directly. There I know there is a few on just DOOM >> itself - I still need to read Masters of Doom, going to borrow it off >> a friend sometime (who ranted it was a great book himself, popular >> one that :) hehe). >> >> A few things if you want more comments - for the web links, perhaps >> there should be secondary links to Archive-It copies of the resources >> linked to directly (unless the implication is you have local copies >> downloaded of them) - most of them are Archive-It or Wayback but a >> few are just direct links at least (classic doom links, some >> mobygames, planetdoom...). It seems more a mistake not having them - >> thus I guess it's a standard practice to get an Archive-It copy to >> add it to a manifest? >> >> Another thing is dates. Is it worth in a manifest listing the dates >> items were either created or posted, or when they were looked at on >> the internet? Most do have wayback implicit dates mind you, and in a >> list that might not be appropriate I guess :) >> >> Finally - I just wondered, probably slightly related, but I guess >> there is no cause for concern having items like the DOOM manual >> basically in a manifest - ie; I presume a user-scanned copy of it (or >> maybe off the CD versions?). For other games, links to unofficial >> translations for ROM files, or emulation programs necessary to run >> something, etc. always might need to be added, no problems there I >> hope - I've no idea what the range of things the manifest should have >> in it is of course, or what reasons there might be to not add >> anything (apart from the obvious "you can't fit everything in, and >> not everything is of the same importance"). >> >> I also did thoroughly re-read it just now - you've got an error for >> "MobyGames entry for Ultimate DOOM" copies the link from the above >> entry. >> >> Andrew >> >> Henry Lowood wrote: >>> Andrew, >>> >>> I think you were kidding, but just in case: Please don't put it on >>> the wiki. It's a draft for comments. When all is said and done, >>> we'll have all the documentation up on our project wiki, at which >>> point it will be available for all sorts of pointing and clicking. >>> >>> On maps/levels in the manifest (at that time, the terms were in >>> flux). Since this version, the one document I have added is Forsman >>> & Kremeier's classic piece on BSP and DOOM rendering, plus there is >>> the Q&A on editing. But you're right, a tutorial on map/level >>> design would be nice. If anyone wants to suggest a good document on >>> that topic, I'll consider including it. >>> >>> Another point is that there is a fair-sized library of printed books >>> on that subject, which we can hope will still be available 100 years >>> from now. >>> >>> Henry >>> >>> Andrew Armstrong wrote: >>>> Thanks for the advice, I did open it in Open Office but sometimes, >>>> well, things do get mangled (whatever Microsoft format it is, mind >>>> you). It's pretty basic text though, hooray :D I'm tempted to put >>>> it on the wiki :) >>>> >>>> I liked reading the manifest. Covers all the areas I can think of >>>> except I guess technical documentation and tutorials for how to >>>> build levels for the game are kind of missing (so both technical >>>> documentation on the game, and how to build things for the game). >>>> Not needed for getting to know the game though. >>>> >>>> A very good example, certainly since it contains everything that >>>> would be needed to literally install and play the game, with some >>>> good important background pieces too. >>>> >>>> Andrew >>>> >>>> Devin Monnens wrote: >>>>> The latest Open Office seems to have .docx support. But I still >>>>> refuse to save anything in that format. This format shift has >>>>> caused nothing but troubles. I don't even see how it is supposedly >>>>> 'better' than the old version. I have enough trouble trying to >>>>> teach students how to use the new Office without having to >>>>> describe to them how to 'save as' a document (yes, this is rocket >>>>> science to them). >>>>> >>>>> -Devin >>>>> >>>>> On Wed, Sep 16, 2009 at 4:09 PM, Alan Au >>>> > wrote: >>>>> >>>>> >>>>> Microsoft released a compatibility tool a while back: >>>>> >>>>> http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en >>>>> >>>>> >>>>> - Alan >>>>> >>>>> ________________________________ >>>>> > Date: Wed, 16 Sep 2009 18:59:40 +0100 >>>>> > From: andrew at aarmstrong.org >>>>> > To: game_preservation at igda.org >>>>> >>>>> > Subject: Re: [game_preservation] DOOM manifest for PVW project >>>>> > >>>>> > I finally got some time to check this out, apart from it's >>>>> DOCX, and >>>>> > darn shucks if I don't own that particular bit of software. >>>>> Can anyone >>>>> > whip up a ODT or DOC version? :) I am interested in reading it. >>>>> > >>>>> > (Proprietary formats for documentation of preservation >>>>> practices, let's >>>>> > not even get into that argument/minefield, hehe). >>>>> > >>>>> > Andrew >>>>> >>>>> >>>>> _________________________________________________________________ >>>>> Bing brings you health info from trusted sources. >>>>> http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 >>>>> >>>>> _______________________________________________ >>>>> 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 >>>> >>> >>> -- >>> 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 dmonnens at gmail.com Thu Sep 17 23:27:19 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 17 Sep 2009 21:27:19 -0600 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <9d1cf2d50909172023n28543c62m22dbeab39bb05a0a@mail.gmail.com> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> <4AB26A78.2000604@stanford.edu> <4AB272E4.6060200@aarmstrong.org> <4AB278BE.3080702@stanford.edu> <4AB295B4.1020104@aarmstrong.org> <9d1cf2d50909172023n28543c62m22dbeab39bb05a0a@mail.gmail.com> Message-ID: <9d1cf2d50909172027p3f80f4aes9631f6a28e5c641@mail.gmail.com> Actually, I think my biggest area of interest would be 'which things did you id say you explicitly needed permission for' (i.e. what did their lawyers say was covered under their copyright)? That might be useful if they say that game footage and screenshots are covered. Obviously, you have permission, but there should be a list of things you explicitly needed permission for, right? On Thu, Sep 17, 2009 at 9:23 PM, Devin Monnens wrote: > Henry, > Do you have a list of all (?) versions of the DOOM game that were released? > This would include ports too I suppose. Actually, I'm kind of surprised > there isn't an article on DOOM in HG101 - that sounds like a perfect series > to cover. > > Also, I hope you're going to publish a paper on this as a case study for > game preservation! Remember, I'll be hosting a panel on it in Albuquerque in > February. If we get enough people, it's possible we could do two sections. > > -Devin > > > On Thu, Sep 17, 2009 at 2:01 PM, Andrew Armstrong wrote: > >> Cool answers ^_^ >> >> The robots.txt restrictions are a shame :( I wonder what the tool can do >> to maybe just simply bypass that (I tried the archive's crawler before, I >> think it has the option to bypass it - but I never tried it much due to the >> way it worked in the end) - recording something that is available and does >> download (after all, you don't get that kind of thing from something like >> putting a book in a repository/library, heh), but perhaps the key would be >> to not putting it online visibly ie; only on the Stanford servers in this >> case, but accessible to researchers if needed. You're right it is pretty >> arbitary when such robots.txt files are applied though (game fan sites? huh? >> :/ ). Ethically, I don't see a problem keeping offline or generally >> inaccessible online copies of a page or site content if it was publicly >> accessible in the first place, but I don't know about legal issues perhaps. >> I presume archives haven't been sued over keeping offline/dark copies or >> screenshots of downloaded web pages before. >> >> For the dates of things, I just was curious. I guess if it's not mandatory >> for the bag system to have any of this in the first place, then I guess >> there's little point :) I think the Archive-It tool adds some as comments on >> the page source anyway. It's mainly a good thing for dynamic pages - wiki's >> (notorious Wikipedia deleting content arbitrarily for instance) new feeds, >> etc. where no date might be visible, and digital copies of items like the >> games themselves - but you have dates there :) >> >> The copyright was just a legal thing yeah. I guess one option is always to >> scan/photograph the manuals, box art or whatever else will go in a >> repository but sometimes, for that, you need to have the original item or >> permission from someone who owns it, and some items are a lot rarer then >> others (especially if you go for multiple languages). If you get permission >> from the owner of the IP, no problemo I guess! They probably have access to >> digital copies of such material even if there were not ones available >> online. :) >> >> Thanks for explaining a little about the manifest system too. I presume >> the Bag-It system is entirely digital based, and that it is going to be >> digitally archived specially. It'd be great to hear more when you've >> finished it :) >> >> Andrew >> >> Henry Lowood wrote: >> >> Andrew, >> >> 1. On the books. There are plenty of books on DOOM level editing and >> programming. Trust me -- I still have a nice vertical pile of them on the >> floor of my office at home. I won't say how high ... >> >> 2. On the web links. We do have local copies for the sites we crawled as >> part of our site. If you look closely and know how Archive-It builds its >> links, you can tell which are normal crawls and which are ours. I would >> say it's about 50-50. >> >> 3. Also on the links, the reason for the live links is robots.txt blocks >> on crawls. Classic Doom, for example. I have no idea why. Some day when I >> have time, I will write to them and ask them to open it up. Yes, whenever >> possible, I would point to an Archive-It or Wayback Machine crawled version. >> >> 4. Dates in the manifest. Actually, the manifest is not even required for >> the Bag (we are using Bag-It for the file transfers). Our guru in all >> things metadata/schemes is Jerome McDonough, who is on the list, and he puts >> a ton of effort into mapping relationships and all that. My perspective as >> a curator here in the archivist role is that some sort of human-readable >> manifest belonged in the bag, so I just put it there. It is not typical to >> do so, as far as I know. I thought about dates, but this leads to another >> issue, which is that these documents as standing alone here are really out >> of context. So, my feeling is that if there is a date on the document, that >> should suffice. A propos, keep in mind that the documents here that are >> not actually DOOM are included as "context" for DOOM. Again, it's not a >> research project or even a collection, really. After the bags are delivered >> to the digital repository, we have the option of presenting the material in >> a different way. >> >> 5. In the last question, did you mean a problem as in a legal problem? >> We asked id for permission to do this, and we got it. >> >> 6. Thanks for catching the error. >> >> Henry >> >> >> >> Andrew Armstrong wrote: >> >> Yeah, I was joking about the wiki, it's your document, hehe - you said you >> have a wiki ;) perfect application unless you've got a good relational >> database for processing entries like that :) >> >> I've got no documents myself on doom level editing - I dabbled a little in >> it but that was, wow, years ago now, sorry. I'll leave it to someone else to >> know of a good one, I am sure someone else on this list would have a clue. I >> wonder if any of the DOOM books are related to level editing directly. There >> I know there is a few on just DOOM itself - I still need to read Masters of >> Doom, going to borrow it off a friend sometime (who ranted it was a great >> book himself, popular one that :) hehe). >> >> A few things if you want more comments - for the web links, perhaps there >> should be secondary links to Archive-It copies of the resources linked to >> directly (unless the implication is you have local copies downloaded of >> them) - most of them are Archive-It or Wayback but a few are just direct >> links at least (classic doom links, some mobygames, planetdoom...). It seems >> more a mistake not having them - thus I guess it's a standard practice to >> get an Archive-It copy to add it to a manifest? >> >> Another thing is dates. Is it worth in a manifest listing the dates items >> were either created or posted, or when they were looked at on the internet? >> Most do have wayback implicit dates mind you, and in a list that might not >> be appropriate I guess :) >> >> Finally - I just wondered, probably slightly related, but I guess there is >> no cause for concern having items like the DOOM manual basically in a >> manifest - ie; I presume a user-scanned copy of it (or maybe off the CD >> versions?). For other games, links to unofficial translations for ROM files, >> or emulation programs necessary to run something, etc. always might need to >> be added, no problems there I hope - I've no idea what the range of things >> the manifest should have in it is of course, or what reasons there might be >> to not add anything (apart from the obvious "you can't fit everything in, >> and not everything is of the same importance"). >> >> I also did thoroughly re-read it just now - you've got an error for >> "MobyGames entry for Ultimate DOOM" copies the link from the above entry. >> >> Andrew >> >> Henry Lowood wrote: >> >> Andrew, >> >> I think you were kidding, but just in case: Please don't put it on the >> wiki. It's a draft for comments. When all is said and done, we'll have >> all the documentation up on our project wiki, at which point it will be >> available for all sorts of pointing and clicking. >> >> On maps/levels in the manifest (at that time, the terms were in flux). >> Since this version, the one document I have added is Forsman & Kremeier's >> classic piece on BSP and DOOM rendering, plus there is the Q&A on editing. >> But you're right, a tutorial on map/level design would be nice. If anyone >> wants to suggest a good document on that topic, I'll consider including it. >> >> Another point is that there is a fair-sized library of printed books on >> that subject, which we can hope will still be available 100 years from now. >> >> Henry >> >> Andrew Armstrong wrote: >> >> Thanks for the advice, I did open it in Open Office but sometimes, well, >> things do get mangled (whatever Microsoft format it is, mind you). It's >> pretty basic text though, hooray :D I'm tempted to put it on the wiki :) >> >> I liked reading the manifest. Covers all the areas I can think of except I >> guess technical documentation and tutorials for how to build levels for the >> game are kind of missing (so both technical documentation on the game, and >> how to build things for the game). Not needed for getting to know the game >> though. >> >> A very good example, certainly since it contains everything that would be >> needed to literally install and play the game, with some good important >> background pieces too. >> >> Andrew >> >> Devin Monnens wrote: >> >> The latest Open Office seems to have .docx support. But I still refuse to >> save anything in that format. This format shift has caused nothing but >> troubles. I don't even see how it is supposedly 'better' than the old >> version. I have enough trouble trying to teach students how to use the new >> Office without having to describe to them how to 'save as' a document (yes, >> this is rocket science to them). >> -Devin >> >> On Wed, Sep 16, 2009 at 4:09 PM, Alan Au wrote: >> >>> >>> Microsoft released a compatibility tool a while back: >>> >>> >>> http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en >>> >>> - Alan >>> >>> ________________________________ >>> > Date: Wed, 16 Sep 2009 18:59:40 +0100 >>> > From: andrew at aarmstrong.org >>> > To: game_preservation at igda.org >>> > Subject: Re: [game_preservation] DOOM manifest for PVW project >>> > >>> > I finally got some time to check this out, apart from it's DOCX, and >>> > darn shucks if I don't own that particular bit of software. Can anyone >>> > whip up a ODT or DOC version? :) I am interested in reading it. >>> > >>> > (Proprietary formats for documentation of preservation practices, let's >>> > not even get into that argument/minefield, hehe). >>> > >>> > Andrew >>> >>> >>> _________________________________________________________________ >>> Bing brings you health info from trusted sources. >>> >>> http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 >>> _______________________________________________ >>> 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 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 listgame_preservation at igda.orghttp://six.pairlist.net/mailman/listinfo/game_preservation >> >> ------------------------------ >> >> _______________________________________________ >> 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 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. > -- 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 Sep 17 23:23:32 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 17 Sep 2009 21:23:32 -0600 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AB295B4.1020104@aarmstrong.org> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> <4AB26A78.2000604@stanford.edu> <4AB272E4.6060200@aarmstrong.org> <4AB278BE.3080702@stanford.edu> <4AB295B4.1020104@aarmstrong.org> Message-ID: <9d1cf2d50909172023n28543c62m22dbeab39bb05a0a@mail.gmail.com> Henry, Do you have a list of all (?) versions of the DOOM game that were released? This would include ports too I suppose. Actually, I'm kind of surprised there isn't an article on DOOM in HG101 - that sounds like a perfect series to cover. Also, I hope you're going to publish a paper on this as a case study for game preservation! Remember, I'll be hosting a panel on it in Albuquerque in February. If we get enough people, it's possible we could do two sections. -Devin On Thu, Sep 17, 2009 at 2:01 PM, Andrew Armstrong wrote: > Cool answers ^_^ > > The robots.txt restrictions are a shame :( I wonder what the tool can do to > maybe just simply bypass that (I tried the archive's crawler before, I think > it has the option to bypass it - but I never tried it much due to the way it > worked in the end) - recording something that is available and does download > (after all, you don't get that kind of thing from something like putting a > book in a repository/library, heh), but perhaps the key would be to not > putting it online visibly ie; only on the Stanford servers in this case, but > accessible to researchers if needed. You're right it is pretty arbitary when > such robots.txt files are applied though (game fan sites? huh? :/ ). > Ethically, I don't see a problem keeping offline or generally inaccessible > online copies of a page or site content if it was publicly accessible in the > first place, but I don't know about legal issues perhaps. I presume archives > haven't been sued over keeping offline/dark copies or screenshots of > downloaded web pages before. > > For the dates of things, I just was curious. I guess if it's not mandatory > for the bag system to have any of this in the first place, then I guess > there's little point :) I think the Archive-It tool adds some as comments on > the page source anyway. It's mainly a good thing for dynamic pages - wiki's > (notorious Wikipedia deleting content arbitrarily for instance) new feeds, > etc. where no date might be visible, and digital copies of items like the > games themselves - but you have dates there :) > > The copyright was just a legal thing yeah. I guess one option is always to > scan/photograph the manuals, box art or whatever else will go in a > repository but sometimes, for that, you need to have the original item or > permission from someone who owns it, and some items are a lot rarer then > others (especially if you go for multiple languages). If you get permission > from the owner of the IP, no problemo I guess! They probably have access to > digital copies of such material even if there were not ones available > online. :) > > Thanks for explaining a little about the manifest system too. I presume the > Bag-It system is entirely digital based, and that it is going to be > digitally archived specially. It'd be great to hear more when you've > finished it :) > > Andrew > > Henry Lowood wrote: > > Andrew, > > 1. On the books. There are plenty of books on DOOM level editing and > programming. Trust me -- I still have a nice vertical pile of them on the > floor of my office at home. I won't say how high ... > > 2. On the web links. We do have local copies for the sites we crawled as > part of our site. If you look closely and know how Archive-It builds its > links, you can tell which are normal crawls and which are ours. I would > say it's about 50-50. > > 3. Also on the links, the reason for the live links is robots.txt blocks on > crawls. Classic Doom, for example. I have no idea why. Some day when I > have time, I will write to them and ask them to open it up. Yes, whenever > possible, I would point to an Archive-It or Wayback Machine crawled version. > > 4. Dates in the manifest. Actually, the manifest is not even required for > the Bag (we are using Bag-It for the file transfers). Our guru in all > things metadata/schemes is Jerome McDonough, who is on the list, and he puts > a ton of effort into mapping relationships and all that. My perspective as > a curator here in the archivist role is that some sort of human-readable > manifest belonged in the bag, so I just put it there. It is not typical to > do so, as far as I know. I thought about dates, but this leads to another > issue, which is that these documents as standing alone here are really out > of context. So, my feeling is that if there is a date on the document, that > should suffice. A propos, keep in mind that the documents here that are > not actually DOOM are included as "context" for DOOM. Again, it's not a > research project or even a collection, really. After the bags are delivered > to the digital repository, we have the option of presenting the material in > a different way. > > 5. In the last question, did you mean a problem as in a legal problem? We > asked id for permission to do this, and we got it. > > 6. Thanks for catching the error. > > Henry > > > > Andrew Armstrong wrote: > > Yeah, I was joking about the wiki, it's your document, hehe - you said you > have a wiki ;) perfect application unless you've got a good relational > database for processing entries like that :) > > I've got no documents myself on doom level editing - I dabbled a little in > it but that was, wow, years ago now, sorry. I'll leave it to someone else to > know of a good one, I am sure someone else on this list would have a clue. I > wonder if any of the DOOM books are related to level editing directly. There > I know there is a few on just DOOM itself - I still need to read Masters of > Doom, going to borrow it off a friend sometime (who ranted it was a great > book himself, popular one that :) hehe). > > A few things if you want more comments - for the web links, perhaps there > should be secondary links to Archive-It copies of the resources linked to > directly (unless the implication is you have local copies downloaded of > them) - most of them are Archive-It or Wayback but a few are just direct > links at least (classic doom links, some mobygames, planetdoom...). It seems > more a mistake not having them - thus I guess it's a standard practice to > get an Archive-It copy to add it to a manifest? > > Another thing is dates. Is it worth in a manifest listing the dates items > were either created or posted, or when they were looked at on the internet? > Most do have wayback implicit dates mind you, and in a list that might not > be appropriate I guess :) > > Finally - I just wondered, probably slightly related, but I guess there is > no cause for concern having items like the DOOM manual basically in a > manifest - ie; I presume a user-scanned copy of it (or maybe off the CD > versions?). For other games, links to unofficial translations for ROM files, > or emulation programs necessary to run something, etc. always might need to > be added, no problems there I hope - I've no idea what the range of things > the manifest should have in it is of course, or what reasons there might be > to not add anything (apart from the obvious "you can't fit everything in, > and not everything is of the same importance"). > > I also did thoroughly re-read it just now - you've got an error for > "MobyGames entry for Ultimate DOOM" copies the link from the above entry. > > Andrew > > Henry Lowood wrote: > > Andrew, > > I think you were kidding, but just in case: Please don't put it on the > wiki. It's a draft for comments. When all is said and done, we'll have > all the documentation up on our project wiki, at which point it will be > available for all sorts of pointing and clicking. > > On maps/levels in the manifest (at that time, the terms were in flux). > Since this version, the one document I have added is Forsman & Kremeier's > classic piece on BSP and DOOM rendering, plus there is the Q&A on editing. > But you're right, a tutorial on map/level design would be nice. If anyone > wants to suggest a good document on that topic, I'll consider including it. > > Another point is that there is a fair-sized library of printed books on > that subject, which we can hope will still be available 100 years from now. > > Henry > > Andrew Armstrong wrote: > > Thanks for the advice, I did open it in Open Office but sometimes, well, > things do get mangled (whatever Microsoft format it is, mind you). It's > pretty basic text though, hooray :D I'm tempted to put it on the wiki :) > > I liked reading the manifest. Covers all the areas I can think of except I > guess technical documentation and tutorials for how to build levels for the > game are kind of missing (so both technical documentation on the game, and > how to build things for the game). Not needed for getting to know the game > though. > > A very good example, certainly since it contains everything that would be > needed to literally install and play the game, with some good important > background pieces too. > > Andrew > > Devin Monnens wrote: > > The latest Open Office seems to have .docx support. But I still refuse to > save anything in that format. This format shift has caused nothing but > troubles. I don't even see how it is supposedly 'better' than the old > version. I have enough trouble trying to teach students how to use the new > Office without having to describe to them how to 'save as' a document (yes, > this is rocket science to them). > -Devin > > On Wed, Sep 16, 2009 at 4:09 PM, Alan Au wrote: > >> >> Microsoft released a compatibility tool a while back: >> >> >> http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en >> >> - Alan >> >> ________________________________ >> > Date: Wed, 16 Sep 2009 18:59:40 +0100 >> > From: andrew at aarmstrong.org >> > To: game_preservation at igda.org >> > Subject: Re: [game_preservation] DOOM manifest for PVW project >> > >> > I finally got some time to check this out, apart from it's DOCX, and >> > darn shucks if I don't own that particular bit of software. Can anyone >> > whip up a ODT or DOC version? :) I am interested in reading it. >> > >> > (Proprietary formats for documentation of preservation practices, let's >> > not even get into that argument/minefield, hehe). >> > >> > Andrew >> >> >> _________________________________________________________________ >> Bing brings you health info from trusted sources. >> >> http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 >> _______________________________________________ >> 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 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 listgame_preservation at igda.orghttp://six.pairlist.net/mailman/listinfo/game_preservation > > ------------------------------ > > _______________________________________________ > 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 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 lowood at stanford.edu Thu Sep 17 23:46:08 2009 From: lowood at stanford.edu (Henry Lowood) Date: Thu, 17 Sep 2009 20:46:08 -0700 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <9d1cf2d50909172023n28543c62m22dbeab39bb05a0a@mail.gmail.com> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> <4AB26A78.2000604@stanford.edu> <4AB272E4.6060200@aarmstrong.org> <4AB278BE.3080702@stanford.edu> <4AB295B4.1020104@aarmstrong.org> <9d1cf2d50909172023n28543c62m22dbeab39bb05a0a@mail.gmail.com> Message-ID: <4AB30280.8070700@stanford.edu> Devin, I have a fairly complete list for the DOS/Windows versions (shareware and full), but I have not paid much attention to the versions for other platforms. And note that we did not include every version in the bag; for example DOOM II is not in there. As for your other question, Id gave us permission to archive their software, which involves making copies. There was no transfer of IP rights. They also gave us permission to do some exhibition-related work, again primarily for making copies. They have given us permission in the past to use footage, screenshots and the like. In terms of wording, it was pretty much blanket coverage for our project needs. My impression is that HG is oriented towards console gaming. I would have been surprised if they had covered DOOM. Have they covered any of the major PC games or series? Henry Devin Monnens wrote: > Henry, > > Do you have a list of all (?) versions of the DOOM game that were > released? This would include ports too I suppose. Actually, I'm kind > of surprised there isn't an article on DOOM in HG101 - that sounds > like a perfect series to cover. > > Also, I hope you're going to publish a paper on this as a case study > for game preservation! Remember, I'll be hosting a panel on it in > Albuquerque in February. If we get enough people, it's possible we > could do two sections. > > -Devin > > On Thu, Sep 17, 2009 at 2:01 PM, Andrew Armstrong > > wrote: > > Cool answers ^_^ > > The robots.txt restrictions are a shame :( I wonder what the tool > can do to maybe just simply bypass that (I tried the archive's > crawler before, I think it has the option to bypass it - but I > never tried it much due to the way it worked in the end) - > recording something that is available and does download (after > all, you don't get that kind of thing from something like putting > a book in a repository/library, heh), but perhaps the key would be > to not putting it online visibly ie; only on the Stanford servers > in this case, but accessible to researchers if needed. You're > right it is pretty arbitary when such robots.txt files are applied > though (game fan sites? huh? :/ ). Ethically, I don't see a > problem keeping offline or generally inaccessible online copies of > a page or site content if it was publicly accessible in the first > place, but I don't know about legal issues perhaps. I presume > archives haven't been sued over keeping offline/dark copies or > screenshots of downloaded web pages before. > > For the dates of things, I just was curious. I guess if it's not > mandatory for the bag system to have any of this in the first > place, then I guess there's little point :) I think the Archive-It > tool adds some as comments on the page source anyway. It's mainly > a good thing for dynamic pages - wiki's (notorious Wikipedia > deleting content arbitrarily for instance) new feeds, etc. where > no date might be visible, and digital copies of items like the > games themselves - but you have dates there :) > > The copyright was just a legal thing yeah. I guess one option is > always to scan/photograph the manuals, box art or whatever else > will go in a repository but sometimes, for that, you need to have > the original item or permission from someone who owns it, and some > items are a lot rarer then others (especially if you go for > multiple languages). If you get permission from the owner of the > IP, no problemo I guess! They probably have access to digital > copies of such material even if there were not ones available > online. :) > > Thanks for explaining a little about the manifest system too. I > presume the Bag-It system is entirely digital based, and that it > is going to be digitally archived specially. It'd be great to hear > more when you've finished it :) > > Andrew > > Henry Lowood wrote: >> Andrew, >> >> 1. On the books. There are plenty of books on DOOM level editing >> and programming. Trust me -- I still have a nice vertical pile >> of them on the floor of my office at home. I won't say how high ... >> >> 2. On the web links. We do have local copies for the sites we >> crawled as part of our site. If you look closely and know how >> Archive-It builds its links, you can tell which are normal crawls >> and which are ours. I would say it's about 50-50. >> >> 3. Also on the links, the reason for the live links is robots.txt >> blocks on crawls. Classic Doom, for example. I have no idea >> why. Some day when I have time, I will write to them and ask >> them to open it up. Yes, whenever possible, I would point to an >> Archive-It or Wayback Machine crawled version. >> >> 4. Dates in the manifest. Actually, the manifest is not even >> required for the Bag (we are using Bag-It for the file >> transfers). Our guru in all things metadata/schemes is Jerome >> McDonough, who is on the list, and he puts a ton of effort into >> mapping relationships and all that. My perspective as a curator >> here in the archivist role is that some sort of human-readable >> manifest belonged in the bag, so I just put it there. It is not >> typical to do so, as far as I know. I thought about dates, but >> this leads to another issue, which is that these documents as >> standing alone here are really out of context. So, my feeling is >> that if there is a date on the document, that should suffice. A >> propos, keep in mind that the documents here that are not >> actually DOOM are included as "context" for DOOM. Again, it's >> not a research project or even a collection, really. After the >> bags are delivered to the digital repository, we have the option >> of presenting the material in a different way. >> >> 5. In the last question, did you mean a problem as in a legal >> problem? We asked id for permission to do this, and we got it. >> >> 6. Thanks for catching the error. >> >> Henry >> >> >> >> Andrew Armstrong wrote: >>> Yeah, I was joking about the wiki, it's your document, hehe - >>> you said you have a wiki ;) perfect application unless you've >>> got a good relational database for processing entries like that :) >>> >>> I've got no documents myself on doom level editing - I dabbled a >>> little in it but that was, wow, years ago now, sorry. I'll leave >>> it to someone else to know of a good one, I am sure someone else >>> on this list would have a clue. I wonder if any of the DOOM >>> books are related to level editing directly. There I know there >>> is a few on just DOOM itself - I still need to read Masters of >>> Doom, going to borrow it off a friend sometime (who ranted it >>> was a great book himself, popular one that :) hehe). >>> >>> A few things if you want more comments - for the web links, >>> perhaps there should be secondary links to Archive-It copies of >>> the resources linked to directly (unless the implication is you >>> have local copies downloaded of them) - most of them are >>> Archive-It or Wayback but a few are just direct links at least >>> (classic doom links, some mobygames, planetdoom...). It seems >>> more a mistake not having them - thus I guess it's a standard >>> practice to get an Archive-It copy to add it to a manifest? >>> >>> Another thing is dates. Is it worth in a manifest listing the >>> dates items were either created or posted, or when they were >>> looked at on the internet? Most do have wayback implicit dates >>> mind you, and in a list that might not be appropriate I guess :) >>> >>> Finally - I just wondered, probably slightly related, but I >>> guess there is no cause for concern having items like the DOOM >>> manual basically in a manifest - ie; I presume a user-scanned >>> copy of it (or maybe off the CD versions?). For other games, >>> links to unofficial translations for ROM files, or emulation >>> programs necessary to run something, etc. always might need to >>> be added, no problems there I hope - I've no idea what the range >>> of things the manifest should have in it is of course, or what >>> reasons there might be to not add anything (apart from the >>> obvious "you can't fit everything in, and not everything is of >>> the same importance"). >>> >>> I also did thoroughly re-read it just now - you've got an error >>> for "MobyGames entry for Ultimate DOOM" copies the link from >>> the above entry. >>> >>> Andrew >>> >>> Henry Lowood wrote: >>>> Andrew, >>>> >>>> I think you were kidding, but just in case: Please don't put it >>>> on the wiki. It's a draft for comments. When all is said and >>>> done, we'll have all the documentation up on our project wiki, >>>> at which point it will be available for all sorts of pointing >>>> and clicking. >>>> >>>> On maps/levels in the manifest (at that time, the terms were in >>>> flux). Since this version, the one document I have added is >>>> Forsman & Kremeier's classic piece on BSP and DOOM rendering, >>>> plus there is the Q&A on editing. But you're right, a tutorial >>>> on map/level design would be nice. If anyone wants to suggest >>>> a good document on that topic, I'll consider including it. >>>> >>>> Another point is that there is a fair-sized library of printed >>>> books on that subject, which we can hope will still be >>>> available 100 years from now. >>>> >>>> Henry >>>> >>>> Andrew Armstrong wrote: >>>>> Thanks for the advice, I did open it in Open Office but >>>>> sometimes, well, things do get mangled (whatever Microsoft >>>>> format it is, mind you). It's pretty basic text though, hooray >>>>> :D I'm tempted to put it on the wiki :) >>>>> >>>>> I liked reading the manifest. Covers all the areas I can think >>>>> of except I guess technical documentation and tutorials for >>>>> how to build levels for the game are kind of missing (so both >>>>> technical documentation on the game, and how to build things >>>>> for the game). Not needed for getting to know the game though. >>>>> >>>>> A very good example, certainly since it contains everything >>>>> that would be needed to literally install and play the game, >>>>> with some good important background pieces too. >>>>> >>>>> Andrew >>>>> >>>>> Devin Monnens wrote: >>>>>> The latest Open Office seems to have .docx support. But I >>>>>> still refuse to save anything in that format. This format >>>>>> shift has caused nothing but troubles. I don't even see how >>>>>> it is supposedly 'better' than the old version. I have enough >>>>>> trouble trying to teach students how to use the new Office >>>>>> without having to describe to them how to 'save as' a >>>>>> document (yes, this is rocket science to them). >>>>>> >>>>>> -Devin >>>>>> >>>>>> On Wed, Sep 16, 2009 at 4:09 PM, Alan Au >>>>> > wrote: >>>>>> >>>>>> >>>>>> Microsoft released a compatibility tool a while back: >>>>>> >>>>>> http://www.microsoft.com/downloads/details.aspx?FamilyId=941B3470-3AE9-4AEE-8F43-C6BB74CD1466&displaylang=en >>>>>> >>>>>> >>>>>> - Alan >>>>>> >>>>>> ________________________________ >>>>>> > Date: Wed, 16 Sep 2009 18:59:40 +0100 >>>>>> > From: andrew at aarmstrong.org >>>>>> > To: game_preservation at igda.org >>>>>> >>>>>> > Subject: Re: [game_preservation] DOOM manifest for PVW >>>>>> project >>>>>> > >>>>>> > I finally got some time to check this out, apart from >>>>>> it's DOCX, and >>>>>> > darn shucks if I don't own that particular bit of >>>>>> software. Can anyone >>>>>> > whip up a ODT or DOC version? :) I am interested in >>>>>> reading it. >>>>>> > >>>>>> > (Proprietary formats for documentation of preservation >>>>>> practices, let's >>>>>> > not even get into that argument/minefield, hehe). >>>>>> > >>>>>> > Andrew >>>>>> >>>>>> >>>>>> _________________________________________________________________ >>>>>> Bing brings you health info from trusted sources. >>>>>> http://www.bing.com/search?q=pet+allergy&form=MHEINA&publ=WLHMTAG&crea=TXT_MHEINA_Health_Health_PetAllergy_1x1 >>>>>> >>>>>> _______________________________________________ >>>>>> 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 >>>>> >>>> >>>> -- >>>> 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 > > > > > -- > 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 donahrm at gmail.com Fri Sep 18 15:02:07 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Fri, 18 Sep 2009 15:02:07 -0400 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AB30280.8070700@stanford.edu> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> <4AB26A78.2000604@stanford.edu> <4AB272E4.6060200@aarmstrong.org> <4AB278BE.3080702@stanford.edu> <4AB295B4.1020104@aarmstrong.org> <9d1cf2d50909172023n28543c62m22dbeab39bb05a0a@mail.gmail.com> <4AB30280.8070700@stanford.edu> Message-ID: > My impression is that HG is oriented towards console gaming. I would > have been surprised if they had covered DOOM. Have they covered any of > the major PC games or series? > ..don't forget about the "wonderful" DOOM port on the SNES! From lowood at stanford.edu Fri Sep 18 15:14:13 2009 From: lowood at stanford.edu (Henry Lowood) Date: Fri, 18 Sep 2009 12:14:13 -0700 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> <4AB26A78.2000604@stanford.edu> <4AB272E4.6060200@aarmstrong.org> <4AB278BE.3080702@stanford.edu> <4AB295B4.1020104@aarmstrong.org> <9d1cf2d50909172023n28543c62m22dbeab39bb05a0a@mail.gmail.com> <4AB30280.8070700@stanford.edu> Message-ID: <4AB3DC05.7070507@stanford.edu> I was trying to ... Rachel "Sheepy" Donahue wrote: > >> My impression is that HG is oriented towards console gaming. I would >> have been surprised if they had covered DOOM. Have they covered any of >> the major PC games or series? >> > > ..don't forget about the "wonderful" DOOM port on the SNES! > _______________________________________________ > 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 donahrm at gmail.com Fri Sep 18 15:17:06 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Fri, 18 Sep 2009 15:17:06 -0400 Subject: [game_preservation] DOOM manifest for PVW project In-Reply-To: <4AB3DC05.7070507@stanford.edu> References: <4AA5FDCB.9020908@stanford.edu> <4AB1278C.3020809@aarmstrong.org> <9d1cf2d50909161800t6826fd0cv1b8a3fce36c5d08c@mail.gmail.com> <4AB25A72.2040709@aarmstrong.org> <4AB26A78.2000604@stanford.edu> <4AB272E4.6060200@aarmstrong.org> <4AB278BE.3080702@stanford.edu> <4AB295B4.1020104@aarmstrong.org> <9d1cf2d50909172023n28543c62m22dbeab39bb05a0a@mail.gmail.com> <4AB30280.8070700@stanford.edu> <4AB3DC05.7070507@stanford.edu> Message-ID: It's a bright red thorn in the side of my SNES shelf. If I have to suffer, so does everyone else ;) On Fri, 18 Sep 2009 15:14:13 -0400, Henry Lowood wrote: > I was trying to ... > > Rachel "Sheepy" Donahue wrote: >> >>> My impression is that HG is oriented towards console gaming. I would >>> have been surprised if they had covered DOOM. Have they covered any of >>> the major PC games or series? >>> >> >> ..don't forget about the "wonderful" DOOM port on the SNES! >> _______________________________________________ >> 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 andrew at aarmstrong.org Thu Sep 24 13:54:52 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 24 Sep 2009 18:54:52 +0100 Subject: [game_preservation] Arty Games Message-ID: <4ABBB26C.9040604@aarmstrong.org> Thought this was a little bit interesting: http://www.stfj.net/art/2009/loselose/ - although as a technophile I'd play it only in a VM of course, heh ;) There was also This Is The Only Level - http://armorgames.com/play/4309/this-is-the-only-level - which I'm sure you've seen, same kind of parody (or in fact, here, a little more of a design lesson) as Achievement Unlocked. Anyone got any recent arty-like games (not just assuming anything by calling them this, but I hope you know what I mean). I've got a few in my backlog to play (Dear Esther and Korsakovia, Gravity Bone), once I feel like playing them, but I'm always looking for more. As for how this relates to game history - well, frankly the quality varies but they're interesting, and usually free, which is great, especially since they can teach a mechanic or develop or parody it so well. :) Good for teaching, for sure. Andrew From dmonnens at gmail.com Thu Sep 24 22:55:34 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 24 Sep 2009 20:55:34 -0600 Subject: [game_preservation] Arty Games In-Reply-To: <4ABBB26C.9040604@aarmstrong.org> References: <4ABBB26C.9040604@aarmstrong.org> Message-ID: <9d1cf2d50909241955l660bbd5fm71e6934b7ba1b6ac@mail.gmail.com> Andrew, Thank you for the info! The last arty game I played was a 'Today I Die'-esque ludic poem about a guy walking and thinking about his girlfriend who dumped him. Sadly, I can't remember the name!! I also still have the Steam indie games collection to play through. I am designing a course on game art (or videogames as art, rather), so these will come in handy. -Devin On Thu, Sep 24, 2009 at 11:54 AM, Andrew Armstrong wrote: > Thought this was a little bit interesting: > http://www.stfj.net/art/2009/loselose/ - although as a technophile I'd > play it only in a VM of course, heh ;) > > There was also This Is The Only Level - > http://armorgames.com/play/4309/this-is-the-only-level - which I'm sure > you've seen, same kind of parody (or in fact, here, a little more of a > design lesson) as Achievement Unlocked. > > Anyone got any recent arty-like games (not just assuming anything by > calling them this, but I hope you know what I mean). I've got a few in my > backlog to play (Dear Esther and Korsakovia, Gravity Bone), once I feel like > playing them, but I'm always looking for more. > > As for how this relates to game history - well, frankly the quality varies > but they're interesting, and usually free, which is great, especially since > they can teach a mechanic or develop or parody it so well. :) Good for > teaching, for sure. > > Andrew > _______________________________________________ > 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 Sep 24 23:43:43 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 24 Sep 2009 21:43:43 -0600 Subject: [game_preservation] Arty Games In-Reply-To: <9d1cf2d50909241955l660bbd5fm71e6934b7ba1b6ac@mail.gmail.com> References: <4ABBB26C.9040604@aarmstrong.org> <9d1cf2d50909241955l660bbd5fm71e6934b7ba1b6ac@mail.gmail.com> Message-ID: <9d1cf2d50909242043r54e921a2g95d669e53c990217@mail.gmail.com> Actually, Lose/Lose is particularly interesting to us digital media preservationists! I even blogged about it :) http://deserthat.wordpress.com/ On Thu, Sep 24, 2009 at 8:55 PM, Devin Monnens wrote: > Andrew, > Thank you for the info! The last arty game I played was a 'Today I > Die'-esque ludic poem about a guy walking and thinking about his girlfriend > who dumped him. Sadly, I can't remember the name!! I also still have the > Steam indie games collection to play through. > > I am designing a course on game art (or videogames as art, rather), so > these will come in handy. > > -Devin > > > On Thu, Sep 24, 2009 at 11:54 AM, Andrew Armstrong wrote: > >> Thought this was a little bit interesting: >> http://www.stfj.net/art/2009/loselose/ - although as a technophile I'd >> play it only in a VM of course, heh ;) >> >> There was also This Is The Only Level - >> http://armorgames.com/play/4309/this-is-the-only-level - which I'm sure >> you've seen, same kind of parody (or in fact, here, a little more of a >> design lesson) as Achievement Unlocked. >> >> Anyone got any recent arty-like games (not just assuming anything by >> calling them this, but I hope you know what I mean). I've got a few in my >> backlog to play (Dear Esther and Korsakovia, Gravity Bone), once I feel like >> playing them, but I'm always looking for more. >> >> As for how this relates to game history - well, frankly the quality varies >> but they're interesting, and usually free, which is great, especially since >> they can teach a mechanic or develop or parody it so well. :) Good for >> teaching, for sure. >> >> Andrew >> _______________________________________________ >> 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. > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From stuart.feldhamer at gmail.com Fri Sep 25 00:09:49 2009 From: stuart.feldhamer at gmail.com (Stuart Feldhamer) Date: Fri, 25 Sep 2009 00:09:49 -0400 Subject: [game_preservation] Arty Games In-Reply-To: <9d1cf2d50909242043r54e921a2g95d669e53c990217@mail.gmail.com> References: <4ABBB26C.9040604@aarmstrong.org> <9d1cf2d50909241955l660bbd5fm71e6934b7ba1b6ac@mail.gmail.com> <9d1cf2d50909242043r54e921a2g95d669e53c990217@mail.gmail.com> Message-ID: <00c901ca3d96$0712ecf0$1538c6d0$@com> Well, I'm not dumb enough to play Lose/Lose, but I did just play "This is the Only Level". It was cute. Stuart From: game_preservation-bounces at igda.org [mailto:game_preservation-bounces at igda.org] On Behalf Of Devin Monnens Sent: Thursday, September 24, 2009 11:44 PM To: IGDA Game Preservation SIG Subject: Re: [game_preservation] Arty Games Actually, Lose/Lose is particularly interesting to us digital media preservationists! I even blogged about it :) http://deserthat.wordpress.com/ On Thu, Sep 24, 2009 at 8:55 PM, Devin Monnens wrote: Andrew, Thank you for the info! The last arty game I played was a 'Today I Die'-esque ludic poem about a guy walking and thinking about his girlfriend who dumped him. Sadly, I can't remember the name!! I also still have the Steam indie games collection to play through. I am designing a course on game art (or videogames as art, rather), so these will come in handy. -Devin On Thu, Sep 24, 2009 at 11:54 AM, Andrew Armstrong wrote: Thought this was a little bit interesting: http://www.stfj.net/art/2009/loselose/ - although as a technophile I'd play it only in a VM of course, heh ;) There was also This Is The Only Level - http://armorgames.com/play/4309/this-is-the-only-level - which I'm sure you've seen, same kind of parody (or in fact, here, a little more of a design lesson) as Achievement Unlocked. Anyone got any recent arty-like games (not just assuming anything by calling them this, but I hope you know what I mean). I've got a few in my backlog to play (Dear Esther and Korsakovia, Gravity Bone), once I feel like playing them, but I'm always looking for more. As for how this relates to game history - well, frankly the quality varies but they're interesting, and usually free, which is great, especially since they can teach a mechanic or develop or parody it so well. :) Good for teaching, for sure. Andrew _______________________________________________ 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. -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From mike at multimedia.cx Fri Sep 25 00:02:34 2009 From: mike at multimedia.cx (Mike Melanson) Date: Thu, 24 Sep 2009 21:02:34 -0700 Subject: [game_preservation] Archivist's Burden Message-ID: <4ABC40DA.2000502@multimedia.cx> 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? -- -Mike Melanson From andrew at aarmstrong.org Fri Sep 25 04:38:58 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 25 Sep 2009 09:38:58 +0100 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABC40DA.2000502@multimedia.cx> References: <4ABC40DA.2000502@multimedia.cx> Message-ID: <4ABC81A2.2050701@aarmstrong.org> I don't think the Software Preservation Society has looked at CDs, but I wonder what their standards might be (any members want to comment?). A automated solution would be key, yeah. A linux script would be good since there are few windows ISO/CD tools in any case, and none provide reliable logs (or don't simply crash when encountering bad data) from what I've found. Looking up the dd command it looks pretty simple to get an ISO of a complete CD and it seems to be able to log enough information - especially useful for those glaringly obvious read problems some CDs have (from being poor quality to scratches to mess on them - so the noerror might even want to be omitted so you can check out any read errors so the ISO isn't broken). One thing on the error sections, it doesn't seem to have a "repeatedly try reading data" option - odd, but I presume it does try more then once. The only site I know that has ISO's (or CD contents more accurately) is Textfiles, Jason Scott might have an automated solution he's willing to share, might be worth asking. Oh, for audio too, yeah, FLAC would be the preferable one in my opinion next to the raw files themselves if you want to save space. FLAC is open, so it's a pretty good one for standards for getting to read it back later, lots of tools that read and write them. Andrew Mike Melanson wrote: > 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 Fri Sep 25 04:58:51 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 25 Sep 2009 09:58:51 +0100 Subject: [game_preservation] Arty Games In-Reply-To: <9d1cf2d50909242043r54e921a2g95d669e53c990217@mail.gmail.com> References: <4ABBB26C.9040604@aarmstrong.org> <9d1cf2d50909241955l660bbd5fm71e6934b7ba1b6ac@mail.gmail.com> <9d1cf2d50909242043r54e921a2g95d669e53c990217@mail.gmail.com> Message-ID: <4ABC864B.2030007@aarmstrong.org> Heh, the game sure does question the worth of your digital files, it's interesting, but not as effective as doing it for something that simply can't ever be got back (although that applies more to the real world where you'd be proving a point in the worst way possible). I think games title is a bit rubbish though. I personally think if it calls itself lose/lose, it implies that the game deleting itself is a loss (in addition to the stupid thought that dying in a game is "losing", gah, what a silly think to say, but is probably what he means), which if it is, heh, we might as well start trying to save every other destructive program, such as viruses ;) Andrew Devin Monnens wrote: > Actually, Lose/Lose is particularly interesting to us digital media > preservationists! I even blogged about it :) > > http://deserthat.wordpress.com/ > > On Thu, Sep 24, 2009 at 8:55 PM, Devin Monnens > wrote: > > Andrew, > > Thank you for the info! The last arty game I played was a 'Today I > Die'-esque ludic poem about a guy walking and thinking about his > girlfriend who dumped him. Sadly, I can't remember the name!! I > also still have the Steam indie games collection to play through. > > I am designing a course on game art (or videogames as art, > rather), so these will come in handy. > > -Devin > > > On Thu, Sep 24, 2009 at 11:54 AM, Andrew Armstrong > > wrote: > > Thought this was a little bit interesting: > http://www.stfj.net/art/2009/loselose/ - although as a > technophile I'd play it only in a VM of course, heh ;) > > There was also This Is The Only Level - > http://armorgames.com/play/4309/this-is-the-only-level - which > I'm sure you've seen, same kind of parody (or in fact, here, a > little more of a design lesson) as Achievement Unlocked. > > Anyone got any recent arty-like games (not just assuming > anything by calling them this, but I hope you know what I > mean). I've got a few in my backlog to play (Dear Esther and > Korsakovia, Gravity Bone), once I feel like playing them, but > I'm always looking for more. > > As for how this relates to game history - well, frankly the > quality varies but they're interesting, and usually free, > which is great, especially since they can teach a mechanic or > develop or parody it so well. :) Good for teaching, for sure. > > Andrew > _______________________________________________ > 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. > > > > > -- > 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 Sep 25 05:04:11 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 25 Sep 2009 10:04:11 +0100 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABC81A2.2050701@aarmstrong.org> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> Message-ID: <4ABC878B.7020000@aarmstrong.org> Addition; If this discussion gets something nailed down I'll add it to the wiki. We need to start developing a library of technical information so that anyone can find reliable information on this, CD copying is a good starting point since other places have floppy disc copying covered. Andrew Andrew Armstrong wrote: > I don't think the Software Preservation Society has looked at CDs, but > I wonder what their standards might be (any members want to comment?). > > A automated solution would be key, yeah. A linux script would be good > since there are few windows ISO/CD tools in any case, and none provide > reliable logs (or don't simply crash when encountering bad data) from > what I've found. > > Looking up the dd command it looks pretty simple to get an ISO of a > complete CD and it seems to be able to log enough information - > especially useful for those glaringly obvious read problems some CDs > have (from being poor quality to scratches to mess on them - so the > noerror might even want to be omitted so you can check out any read > errors so the ISO isn't broken). > > One thing on the error sections, it doesn't seem to have a "repeatedly > try reading data" option - odd, but I presume it does try more then once. > > The only site I know that has ISO's (or CD contents more accurately) > is Textfiles, Jason Scott might have an automated solution he's > willing to share, might be worth asking. > > Oh, for audio too, yeah, FLAC would be the preferable one in my > opinion next to the raw files themselves if you want to save space. > FLAC is open, so it's a pretty good one for standards for getting to > read it back later, lots of tools that read and write them. > > Andrew > > Mike Melanson wrote: >> 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 mike at multimedia.cx Fri Sep 25 09:46:08 2009 From: mike at multimedia.cx (Mike Melanson) Date: Fri, 25 Sep 2009 06:46:08 -0700 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABC81A2.2050701@aarmstrong.org> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> Message-ID: <4ABCC9A0.1030207@multimedia.cx> Andrew Armstrong wrote: > Looking up the dd command it looks pretty simple to get an ISO of a > complete CD and it seems to be able to log enough information - > especially useful for those glaringly obvious read problems some CDs > have (from being poor quality to scratches to mess on them - so the > noerror might even want to be omitted so you can check out any read > errors so the ISO isn't broken). > > One thing on the error sections, it doesn't seem to have a "repeatedly > try reading data" option - odd, but I presume it does try more then once. I've used the 'dd' command on many occasions for this task and it works well. It's not particularly low level. It just reads from the device file, treating it as a regular file, and if there is anything wrong, that's handled at the OS driver level. I have, in fact, gotten faulty ISOs using 'dd' from heavily scratched discs. > The only site I know that has ISO's (or CD contents more accurately) is > Textfiles, Jason Scott might have an automated solution he's willing to > share, might be worth asking. This script should take less than 10 minutes to write and debug. I just wanted to make sure I'm on the right track and that I have the technologies covered. I once wrote another Python script that does a similar thing with creating ISO/MP3 rips of Sega CDs that are suitable for emulator play: http://multimedia.cx/eggs/sega-cd-ripper/ > Oh, for audio too, yeah, FLAC would be the preferable one in my opinion > next to the raw files themselves if you want to save space. FLAC is > open, so it's a pretty good one for standards for getting to read it > back later, lots of tools that read and write them. FLAC is nice for those reasons. However, the open source FFmpeg program is also able to read and write Apple Lossless directly and most lossless audio compressors perform more or less equally. Encoding to ALAC has the benefit of being able to play directly in iTunes. Maybe I'll just encode to both formats. Lossless compressors generally share the property of being blindingly fast to encode. Thanks... -- -Mike Melanson From donahrm at gmail.com Fri Sep 25 10:14:56 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Fri, 25 Sep 2009 10:14:56 -0400 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABC40DA.2000502@multimedia.cx> References: <4ABC40DA.2000502@multimedia.cx> Message-ID: dd works. If you want to save a tiny bit of space, you might also look at using something to create a sparse image (empty sectors are not copied.. probably less of a problem with CDs than HDDs). Ddrescue can do this: http://www.forensicswiki.org/wiki/Ddrescue I would say getting a full image is first, before worrying about separating the audio and data. 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. These may be of interest: The ARSC Technical Committee's preservation statement http://www.arsc-audio.org/pdf/ARSCTC_preservation.pdf and Essential Resources for Audio Preservation http://www.arsc-audio.org/pdf/ARSCTC_resources.pdf Formats, Evaluation Factors, and Relationships http://www.digitalpreservation.gov/formats/intro/format_eval_rel.shtml I can't think of a good reason _not_ to use FLAC, but I'm happy to bug a few A/V archivists I know if we think it's necessary. DEFT or BackTrack may come preloaded with imaging automation. http://www.deftlinux.net/ http://www.remote-exploit.org/backtrack.html From dmonnens at gmail.com Fri Sep 25 10:44:50 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 25 Sep 2009 08:44:50 -0600 Subject: [game_preservation] Arty Games In-Reply-To: <4ABC864B.2030007@aarmstrong.org> References: <4ABBB26C.9040604@aarmstrong.org> <9d1cf2d50909241955l660bbd5fm71e6934b7ba1b6ac@mail.gmail.com> <9d1cf2d50909242043r54e921a2g95d669e53c990217@mail.gmail.com> <4ABC864B.2030007@aarmstrong.org> Message-ID: <9d1cf2d50909250744y3bd9c790pb3b84374d9960e1b@mail.gmail.com> An interesting thought: William Gibson once wrote a digital novel that would decay each time you opened it. Unfortunately for him, people found a way around it. I don't know if there's a way around this (say, loading it from a flash drive). Digital files do have value. For some, there may be only one copy in existence (say a document you created). If you are afraid of losing your files, there might be two reasons. 1. You haven't backed them up yet. 2. It is a pain to reload your software. I have a combination of these two... On Fri, Sep 25, 2009 at 2:58 AM, Andrew Armstrong wrote: > Heh, the game sure does question the worth of your digital files, it's > interesting, but not as effective as doing it for something that simply > can't ever be got back (although that applies more to the real world where > you'd be proving a point in the worst way possible). > > I think games title is a bit rubbish though. I personally think if it calls > itself lose/lose, it implies that the game deleting itself is a loss (in > addition to the stupid thought that dying in a game is "losing", gah, what a > silly think to say, but is probably what he means), which if it is, heh, we > might as well start trying to save every other destructive program, such as > viruses ;) > > Andrew > > Devin Monnens wrote: > > Actually, Lose/Lose is particularly interesting to us digital media > preservationists! I even blogged about it :) > http://deserthat.wordpress.com/ > > On Thu, Sep 24, 2009 at 8:55 PM, Devin Monnens wrote: > >> Andrew, >> Thank you for the info! The last arty game I played was a 'Today I >> Die'-esque ludic poem about a guy walking and thinking about his girlfriend >> who dumped him. Sadly, I can't remember the name!! I also still have the >> Steam indie games collection to play through. >> >> I am designing a course on game art (or videogames as art, rather), so >> these will come in handy. >> >> -Devin >> >> On Thu, Sep 24, 2009 at 11:54 AM, Andrew Armstrong > > wrote: >> >>> Thought this was a little bit interesting: >>> http://www.stfj.net/art/2009/loselose/ - although as a technophile I'd >>> play it only in a VM of course, heh ;) >>> >>> There was also This Is The Only Level - >>> http://armorgames.com/play/4309/this-is-the-only-level - which I'm sure >>> you've seen, same kind of parody (or in fact, here, a little more of a >>> design lesson) as Achievement Unlocked. >>> >>> Anyone got any recent arty-like games (not just assuming anything by >>> calling them this, but I hope you know what I mean). I've got a few in my >>> backlog to play (Dear Esther and Korsakovia, Gravity Bone), once I feel like >>> playing them, but I'm always looking for more. >>> >>> As for how this relates to game history - well, frankly the quality >>> varies but they're interesting, and usually free, which is great, especially >>> since they can teach a mechanic or develop or parody it so well. :) Good for >>> teaching, for sure. >>> >>> Andrew >>> _______________________________________________ >>> 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. >> > > > > -- > 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 Fri Sep 25 11:17:51 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 25 Sep 2009 16:17:51 +0100 Subject: [game_preservation] Archivist's Burden In-Reply-To: References: <4ABC40DA.2000502@multimedia.cx> Message-ID: <4ABCDF1F.6090106@aarmstrong.org> Neat info, I'm going to check out some of them links myself :) I might contact the IASAA about preservation formats too, since visual works haven't got a similar open source standard as FLAC, or a plain format like WAV, sadly (apart from possibly it'll be usually "what is shipped" or "what is available on promo disks and online" for videogames, but from a company/creator perspective this might be more important). Andrew Rachel "Sheepy" Donahue wrote: > dd works. If you want to save a tiny bit of space, you might also look > at using something to create a sparse image (empty sectors are not > copied.. probably less of a problem with CDs than HDDs). Ddrescue can > do this: > > http://www.forensicswiki.org/wiki/Ddrescue > > I would say getting a full image is first, before worrying about > separating the audio and data. > > 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. > > These may be of interest: > > > The ARSC Technical Committee's preservation statement > http://www.arsc-audio.org/pdf/ARSCTC_preservation.pdf > > and > > Essential Resources for Audio Preservation > http://www.arsc-audio.org/pdf/ARSCTC_resources.pdf > > Formats, Evaluation Factors, and Relationships > http://www.digitalpreservation.gov/formats/intro/format_eval_rel.shtml > > I can't think of a good reason _not_ to use FLAC, but I'm happy to bug > a few A/V archivists I know if we think it's necessary. > > DEFT or BackTrack may come preloaded with imaging automation. > http://www.deftlinux.net/ > http://www.remote-exploit.org/backtrack.html > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From andrew at aarmstrong.org Fri Sep 25 11:26:14 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 25 Sep 2009 16:26:14 +0100 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABCC9A0.1030207@multimedia.cx> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> <4ABCC9A0.1030207@multimedia.cx> Message-ID: <4ABCE116.5050005@aarmstrong.org> Cool! It's a shame dd isn't actually more "low level" - ISOBuster on Windows can check for read errors, I'm surprised this can't (or at least log them). As for FLAC, heh, the fact it can't be read in iTunes might suck might just be because Apple won't support every format (I wish foobar2000 was cross platform personally!). I guess if the entire intention is to get the files in an easy to listen to format, I'd suggest adding an simple 128 static bitrate MP3 creation line, which would make quick and tiny files in comparison to the FLAC/Apple Lossless files (and easier to provide copies of for people). Could substitute OGG instead of MP3 because of the patent problems too (I don't know what the patent situation for Apple Lossless is personally, but for the lossy versions OGG is reasonable and doesn't involve a corporate overlord :) ). I'll think of a good way to lay this out on the wiki and get some info up quickly (with of links of course). It needs a "proper look" - so addition of the pitfalls, nuances, other orgs working on it, and so forth. The main thing is always, always to keep something that can be read back as the original source, but for CD's this is difficult for the videogames side when we get to the "CD check + copy protection" stage of PC development, which rely on badly wrecking CD standards, sigh. Andrew Mike Melanson wrote: > Andrew Armstrong wrote: >> Looking up the dd command it looks pretty simple to get an ISO of a >> complete CD and it seems to be able to log enough information - >> especially useful for those glaringly obvious read problems some CDs >> have (from being poor quality to scratches to mess on them - so the >> noerror might even want to be omitted so you can check out any read >> errors so the ISO isn't broken). >> >> One thing on the error sections, it doesn't seem to have a >> "repeatedly try reading data" option - odd, but I presume it does try >> more then once. > > I've used the 'dd' command on many occasions for this task and it > works well. It's not particularly low level. It just reads from the > device file, treating it as a regular file, and if there is anything > wrong, that's handled at the OS driver level. I have, in fact, gotten > faulty ISOs using 'dd' from heavily scratched discs. > >> The only site I know that has ISO's (or CD contents more accurately) >> is Textfiles, Jason Scott might have an automated solution he's >> willing to share, might be worth asking. > > This script should take less than 10 minutes to write and debug. I > just wanted to make sure I'm on the right track and that I have the > technologies covered. I once wrote another Python script that does a > similar thing with creating ISO/MP3 rips of Sega CDs that are suitable > for emulator play: > > http://multimedia.cx/eggs/sega-cd-ripper/ > >> Oh, for audio too, yeah, FLAC would be the preferable one in my >> opinion next to the raw files themselves if you want to save space. >> FLAC is open, so it's a pretty good one for standards for getting to >> read it back later, lots of tools that read and write them. > > FLAC is nice for those reasons. However, the open source FFmpeg > program is also able to read and write Apple Lossless directly and > most lossless audio compressors perform more or less equally. Encoding > to ALAC has the benefit of being able to play directly in iTunes. > > Maybe I'll just encode to both formats. Lossless compressors generally > share the property of being blindingly fast to encode. > > Thanks... > From andrew at aarmstrong.org Fri Sep 25 11:29:58 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 25 Sep 2009 16:29:58 +0100 Subject: [game_preservation] Arty Games In-Reply-To: <9d1cf2d50909250744y3bd9c790pb3b84374d9960e1b@mail.gmail.com> References: <4ABBB26C.9040604@aarmstrong.org> <9d1cf2d50909241955l660bbd5fm71e6934b7ba1b6ac@mail.gmail.com> <9d1cf2d50909242043r54e921a2g95d669e53c990217@mail.gmail.com> <4ABC864B.2030007@aarmstrong.org> <9d1cf2d50909250744y3bd9c790pb3b84374d9960e1b@mail.gmail.com> Message-ID: <4ABCE1F6.3090808@aarmstrong.org> Digital files are important not to lose, but the wording of the games title "Lose/Lose" implies that losing the game (it deleting itself) is a loss (besides my point that it probably implies the "player losing his ship" as the loss, which is more likely, and more boring ;) ). The loss of such a game is in fact *not* a bad thing (just as if a virus deleted itself), and so saying it is losing makes no sense to me in that view. :) Interesting, a decaying digital novel eh? Mmmm... Reminds me also of the game from the indie game jam where you can be the only one playing (and if you join you kick the person currently playing off), and you had to simply last for X minutes, meaning then you had the most unique experience of being the only one playing that game at that time in the universe. :) Andrew Devin Monnens wrote: > An interesting thought: William Gibson once wrote a digital novel that > would decay each time you opened it. Unfortunately for him, people > found a way around it. I don't know if there's a way around this (say, > loading it from a flash drive). > > Digital files do have value. For some, there may be only one copy in > existence (say a document you created). If you are afraid of losing > your files, there might be two reasons. 1. You haven't backed them up > yet. 2. It is a pain to reload your software. I have a combination of > these two... > > On Fri, Sep 25, 2009 at 2:58 AM, Andrew Armstrong > > wrote: > > Heh, the game sure does question the worth of your digital files, > it's interesting, but not as effective as doing it for something > that simply can't ever be got back (although that applies more to > the real world where you'd be proving a point in the worst way > possible). > > I think games title is a bit rubbish though. I personally think if > it calls itself lose/lose, it implies that the game deleting > itself is a loss (in addition to the stupid thought that dying in > a game is "losing", gah, what a silly think to say, but is > probably what he means), which if it is, heh, we might as well > start trying to save every other destructive program, such as > viruses ;) > > Andrew > > Devin Monnens wrote: >> Actually, Lose/Lose is particularly interesting to us digital >> media preservationists! I even blogged about it :) >> >> http://deserthat.wordpress.com/ >> >> On Thu, Sep 24, 2009 at 8:55 PM, Devin Monnens >> > wrote: >> >> Andrew, >> >> Thank you for the info! The last arty game I played was a >> 'Today I Die'-esque ludic poem about a guy walking and >> thinking about his girlfriend who dumped him. Sadly, I can't >> remember the name!! I also still have the Steam indie games >> collection to play through. >> >> I am designing a course on game art (or videogames as art, >> rather), so these will come in handy. >> >> -Devin >> >> >> On Thu, Sep 24, 2009 at 11:54 AM, Andrew Armstrong >> > wrote: >> >> Thought this was a little bit interesting: >> http://www.stfj.net/art/2009/loselose/ - although as a >> technophile I'd play it only in a VM of course, heh ;) >> >> There was also This Is The Only Level - >> http://armorgames.com/play/4309/this-is-the-only-level - >> which I'm sure you've seen, same kind of parody (or in >> fact, here, a little more of a design lesson) as >> Achievement Unlocked. >> >> Anyone got any recent arty-like games (not just assuming >> anything by calling them this, but I hope you know what I >> mean). I've got a few in my backlog to play (Dear Esther >> and Korsakovia, Gravity Bone), once I feel like playing >> them, but I'm always looking for more. >> >> As for how this relates to game history - well, frankly >> the quality varies but they're interesting, and usually >> free, which is great, especially since they can teach a >> mechanic or develop or parody it so well. :) Good for >> teaching, for sure. >> >> Andrew >> _______________________________________________ >> 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. >> >> >> >> >> -- >> 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 donahrm at gmail.com Fri Sep 25 11:53:32 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Fri, 25 Sep 2009 11:53:32 -0400 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABCE116.5050005@aarmstrong.org> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> <4ABCC9A0.1030207@multimedia.cx> <4ABCE116.5050005@aarmstrong.org> Message-ID: > I guess if the entire intention is to get the files in an easy to listen > to format, I'd suggest adding an simple 128 static bitrate MP3 creation > line, which would make quick and tiny files in comparison to the > FLAC/Apple Lossless files (and easier to provide copies of for people). Noooooooooooooooooooooo! MP3s/Ogg are fine for access, but you want lossless for preservation :) From dmonnens at gmail.com Fri Sep 25 12:38:32 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 25 Sep 2009 10:38:32 -0600 Subject: [game_preservation] Archivist's Burden In-Reply-To: References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> <4ABCC9A0.1030207@multimedia.cx> <4ABCE116.5050005@aarmstrong.org> Message-ID: <9d1cf2d50909250938t4627d37ahd6778df3bc55e8c9@mail.gmail.com> Thank you all for an interesting and useful discussion! I kind of feel like I'm late to the party! I will have to look at the links Andrew sent in more detail. However, there are some guidelines I think you should keep in mind before you begin this process. Regarding formats: NO! NO MP3s!! No OGGs!! You want a LOSSLESS format like FLAC or WAV. FLAC has not been accepted by libraries and archives as a preservation standard because it is not ubiquitous (LoC decided against using it because they had increases in bandwidth and storage, but I don't know other reasons against it). WAV is ubiquitous - I don't know of any audio player that won't run a WAV file. It is also closest to CD native format. FLAC is supposed to be superior: it has a smaller file size, it maintains metadata (including ID3 tags and checksums of the original WAV!), and it has error recovery algorithms. FLAC is the standard among many audiophiles, particularly in the game music archival sector. However: FLAC is not supported by a wide range of players out of the box, and some won't even touch it (like Apple, in their evil greediness). I would say avoid ALAC because it is a closed standard. You have 800 games and a 750GB hard drive; file size is not going to be an issue for you (even with multi-disc games), so you could go the route of archives and just do it WAV. If you backed up everything in FLAC, there's no guarantee you wouldn't have to convert everything back to WAV at a later date... Honestly, it's this hemming and hawing that has partially prevented me from starting my lossless audio cd and game backup project. Andrew and all: The Library of Congress has a detailed description of each file format and describes why particular formats were adopted. http://www.digitalpreservation.gov/formats/fdd/descriptions.shtml Regarding extraction methods... I would agree if you are looking at 800cds it would be best to find a system to automate this. I have 'backed' up 100 Amiga discs using a copy program, and that takes a LONG time at at least 8 minutes each (I got a lot of reading done). You can upgrade your machine so it has multiple disc drives. I have a friend online who dumps audio CDs and game music for friends, and he has a tower with something like 8 disc drives, so he can do something like 100 cds in an hour. With 800 discs, spending another $60-$100 on new drives isn't going to hurt. Also, look at your discs before dumping. If it's scratched, set it in a separate file, so you just do the clean discs first. Scratched discs will be more time-intensive because you'd have to verify the read/write crc's for authenticity. If the discs are too badly scratched, you might have to get them buffed. If you lived in Denver, I might be able to set you up with a deal at my work. Format standards: Another question becomes what standard to use. This depends on why you want to preserve them, but I wonder if we shouldn't be adopting a format standard for game backup (say ISO or ISO+WAV). I think ISO or any other virtual drive-compatible system would be preferable so you can mount the discs, and I think it is also good to be able to recreate the original format using your backup file because that might also be useful in the future (say if someone wants to run a game on original, restored, or rebuilt hardware). One current 'standard' is that used by redump: http://redump.org/guide/cddumping/ Redump uses a process-intensive method of extraction. They use MD5 checksum files to verify, which I think should be a must for your project as well. However, they never explain in detail why their system is used, unlike say Slightly Dark's extraction method for CDs: http://www.slightlydark.com/forums/showthread.php?t=850 To be legitimate, I think they have to explain in detail why the system is used that way rather than just say 'this is the format we adopted, go use it.' For doing 800 games, I think it would be useful to explain why you backed them up the way you did. Here is a list of PC games they have already dumped: http://redump.org/discs/system/pc/region/U/ Metadata: Decide what metadata you wish to include. Do you want to scan the discs and the covers? This will add time and open up a new bag of formats. A widely accepted preservation format is PNG. Before you fully automate the process and go gung-ho backing up discs left and right, you want to run tests on a few games to see if the process is feasible. How long does it take to do a single disc? Is the process determined to back up the disc correctly? Is the resulting file usable in the way you want it? Once you have successfully evaluated a few test cases, then it would be time to fully adopt the strategy. On Fri, Sep 25, 2009 at 9:53 AM, Rachel "Sheepy" Donahue wrote: > > I guess if the entire intention is to get the files in an easy to listen >> to format, I'd suggest adding an simple 128 static bitrate MP3 creation >> line, which would make quick and tiny files in comparison to the FLAC/Apple >> Lossless files (and easier to provide copies of for people). >> > > > Noooooooooooooooooooooo! MP3s/Ogg are fine for access, but you want > lossless for 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 Sep 25 12:55:49 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 25 Sep 2009 17:55:49 +0100 Subject: [game_preservation] Archivist's Burden In-Reply-To: <9d1cf2d50909250938t4627d37ahd6778df3bc55e8c9@mail.gmail.com> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> <4ABCC9A0.1030207@multimedia.cx> <4ABCE116.5050005@aarmstrong.org> <9d1cf2d50909250938t4627d37ahd6778df3bc55e8c9@mail.gmail.com> Message-ID: <4ABCF615.8080805@aarmstrong.org> Not to be pedantic, but you both did read my email right? "I'd suggest /*adding*/" (third paragraph, first sentence) ...refers to Mikes Python script. It'd be trivial to add a conversion line (assuming FFMPEG) to do a simple mp3 conversion in __addition__ to the FLAC/Apple lossless creation ;) I did say this was in addition to the FLAC, and typically if the file structure was setup correctly, it'd just make accessing the files trivial to quickly listen to or use. I hope this absolves me from this perceived notion I am completely insane. Probably wasn't too clear. Good overview Devin (I'll check out your links too :) ), want to write it up for the wiki? :P Or do you mind being quoted? I don't want to list the technical aspects of formats (we have Mike's brilliant wiki to link to for that), but the whys for videogame and digital file preservation is a good thing to get noted down somewhere, and a mini-manual "how to" and "suggested ways" would be good to point people towards. As for CD file dumps, they can work, depending on the game - some don't like being installed from a random folder and need the CD as an ISO (or rather, it likely just needs the CD in a drive for copy protection checking). Will have to see if Daemon Tools and other sites has more in depth information on the copy protection aspects on released games. Won't likely apply to Mike's collection anyway :) Andrew -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Fri Sep 25 13:10:41 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 25 Sep 2009 11:10:41 -0600 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABCF615.8080805@aarmstrong.org> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> <4ABCC9A0.1030207@multimedia.cx> <4ABCE116.5050005@aarmstrong.org> <9d1cf2d50909250938t4627d37ahd6778df3bc55e8c9@mail.gmail.com> <4ABCF615.8080805@aarmstrong.org> Message-ID: <9d1cf2d50909251010i7ef3c038ke0228f2017b085e@mail.gmail.com> You can certainly quote me, but I don't think this is a polished guide. I seriously think we need one as well as a discussion on what would be the methods for backing up older games and CDs. The trouble though is that this might make it seem like we are encouraging software piracy rather than trying to determine how an archive might go about something like this. Otherwise, an 800-disc backup would be an excellent case study. On Fri, Sep 25, 2009 at 10:55 AM, Andrew Armstrong wrote: > Not to be pedantic, but you both did read my email right? > > "I'd suggest *adding*" (third paragraph, first sentence) > > ...refers to Mikes Python script. It'd be trivial to add a conversion line > (assuming FFMPEG) to do a simple mp3 conversion in _*addition*_ to the > FLAC/Apple lossless creation ;) I did say this was in addition to the FLAC, > and typically if the file structure was setup correctly, it'd just make > accessing the files trivial to quickly listen to or use. I hope this > absolves me from this perceived notion I am completely insane. Probably > wasn't too clear. > > Good overview Devin (I'll check out your links too :) ), want to write it > up for the wiki? :P Or do you mind being quoted? I don't want to list the > technical aspects of formats (we have Mike's brilliant wiki to link to for > that), but the whys for videogame and digital file preservation is a good > thing to get noted down somewhere, and a mini-manual "how to" and "suggested > ways" would be good to point people towards. As for CD file dumps, they can > work, depending on the game - some don't like being installed from a random > folder and need the CD as an ISO (or rather, it likely just needs the CD in > a drive for copy protection checking). Will have to see if Daemon Tools and > other sites has more in depth information on the copy protection aspects on > released games. Won't likely apply to Mike's collection anyway :) > > Andrew > > _______________________________________________ > 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 Fri Sep 25 13:21:52 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Fri, 25 Sep 2009 13:21:52 -0400 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABCF615.8080805@aarmstrong.org> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> <4ABCC9A0.1030207@multimedia.cx> <4ABCE116.5050005@aarmstrong.org> <9d1cf2d50909250938t4627d37ahd6778df3bc55e8c9@mail.gmail.com> <4ABCF615.8080805@aarmstrong.org> Message-ID: > hope this absolves me from this perceived notion I am completely insane. Come now, I would never suggest you were more than half-insane! Apologies for my hasty response. If you don't mind waiting, PVW's final report (summer?) and MITH's Computer Forensics report (May) should both be good resources to link to regarding best practices for imaging and all that hoopla to avoid writing it up. From lowood at stanford.edu Fri Sep 25 13:15:51 2009 From: lowood at stanford.edu (Henry Lowood) Date: Fri, 25 Sep 2009 10:15:51 -0700 Subject: [game_preservation] Archivist's Burden In-Reply-To: <9d1cf2d50909251010i7ef3c038ke0228f2017b085e@mail.gmail.com> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> <4ABCC9A0.1030207@multimedia.cx> <4ABCE116.5050005@aarmstrong.org> <9d1cf2d50909250938t4627d37ahd6778df3bc55e8c9@mail.gmail.com> <4ABCF615.8080805@aarmstrong.org> <9d1cf2d50909251010i7ef3c038ke0228f2017b085e@mail.gmail.com> Message-ID: <4ABCFAC7.4080300@stanford.edu> All, this project is seen as a backup solution, right? Not as a long-term archival preservation solution? This is not a criticism; I think there is a need for both. If we could provide backup solutions to companies and individual collectors, that would be very useful. Henry Devin Monnens wrote: > You can certainly quote me, but I don't think this is a polished > guide. I seriously think we need one as well as a discussion on what > would be the methods for backing up older games and CDs. The trouble > though is that this might make it seem like we are encouraging > software piracy rather than trying to determine how an archive might > go about something like this. Otherwise, an 800-disc backup would be > an excellent case study. > > On Fri, Sep 25, 2009 at 10:55 AM, Andrew Armstrong > > wrote: > > Not to be pedantic, but you both did read my email right? > > "I'd suggest /*adding*/" (third paragraph, first sentence) > > ...refers to Mikes Python script. It'd be trivial to add a > conversion line (assuming FFMPEG) to do a simple mp3 conversion in > __addition__ to the FLAC/Apple lossless creation ;) I did say this > was in addition to the FLAC, and typically if the file structure > was setup correctly, it'd just make accessing the files trivial to > quickly listen to or use. I hope this absolves me from this > perceived notion I am completely insane. Probably wasn't too clear. > > Good overview Devin (I'll check out your links too :) ), want to > write it up for the wiki? :P Or do you mind being quoted? I don't > want to list the technical aspects of formats (we have Mike's > brilliant wiki to link to for that), but the whys for videogame > and digital file preservation is a good thing to get noted down > somewhere, and a mini-manual "how to" and "suggested ways" would > be good to point people towards. As for CD file dumps, they can > work, depending on the game - some don't like being installed from > a random folder and need the CD as an ISO (or rather, it likely > just needs the CD in a drive for copy protection checking). Will > have to see if Daemon Tools and other sites has more in depth > information on the copy protection aspects on released games. > Won't likely apply to Mike's collection anyway :) > > Andrew > > _______________________________________________ > 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 Fri Sep 25 17:01:50 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 25 Sep 2009 22:01:50 +0100 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABCFAC7.4080300@stanford.edu> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> <4ABCC9A0.1030207@multimedia.cx> <4ABCE116.5050005@aarmstrong.org> <9d1cf2d50909250938t4627d37ahd6778df3bc55e8c9@mail.gmail.com> <4ABCF615.8080805@aarmstrong.org> <9d1cf2d50909251010i7ef3c038ke0228f2017b085e@mail.gmail.com> <4ABCFAC7.4080300@stanford.edu> Message-ID: <4ABD2FBE.20005@aarmstrong.org> Yes, this wouldn't be archival-standard stuff (Mike said it was just an external drive, like what I've got so I might use his script :) ). For archival quality we'd need, well, we'd probably not even bother discussing it here and just simply link to the relevant standards archives *obviously* all already have planned out. :) Encouraging software piracy, well, depends, how can we get the data the archives need without breaking copy protection? (copyright is another thing entirely here too, of course). Something to take into account if we get into that area :) Andrew Henry Lowood wrote: > All, > > this project is seen as a backup solution, right? Not as a long-term > archival preservation solution? This is not a criticism; I think > there is a need for both. If we could provide backup solutions to > companies and individual collectors, that would be very useful. > > Henry > > Devin Monnens wrote: >> You can certainly quote me, but I don't think this is a polished >> guide. I seriously think we need one as well as a discussion on what >> would be the methods for backing up older games and CDs. The trouble >> though is that this might make it seem like we are encouraging >> software piracy rather than trying to determine how an archive might >> go about something like this. Otherwise, an 800-disc backup would be >> an excellent case study. >> >> On Fri, Sep 25, 2009 at 10:55 AM, Andrew Armstrong >> > wrote: >> >> Not to be pedantic, but you both did read my email right? >> >> "I'd suggest /*adding*/" (third paragraph, first sentence) >> >> ...refers to Mikes Python script. It'd be trivial to add a >> conversion line (assuming FFMPEG) to do a simple mp3 conversion >> in __addition__ to the FLAC/Apple lossless creation ;) I did say >> this was in addition to the FLAC, and typically if the file >> structure was setup correctly, it'd just make accessing the files >> trivial to quickly listen to or use. I hope this absolves me from >> this perceived notion I am completely insane. Probably wasn't too >> clear. >> >> Good overview Devin (I'll check out your links too :) ), want to >> write it up for the wiki? :P Or do you mind being quoted? I don't >> want to list the technical aspects of formats (we have Mike's >> brilliant wiki to link to for that), but the whys for videogame >> and digital file preservation is a good thing to get noted down >> somewhere, and a mini-manual "how to" and "suggested ways" would >> be good to point people towards. As for CD file dumps, they can >> work, depending on the game - some don't like being installed >> from a random folder and need the CD as an ISO (or rather, it >> likely just needs the CD in a drive for copy protection >> checking). Will have to see if Daemon Tools and other sites has >> more in depth information on the copy protection aspects on >> released games. Won't likely apply to Mike's collection anyway :) >> >> Andrew >> >> _______________________________________________ >> 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 > > ------------------------------------------------------------------------ > > _______________________________________________ > 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 Fri Sep 25 17:15:30 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 25 Sep 2009 15:15:30 -0600 Subject: [game_preservation] Archivist's Burden In-Reply-To: <4ABD2FBE.20005@aarmstrong.org> References: <4ABC40DA.2000502@multimedia.cx> <4ABC81A2.2050701@aarmstrong.org> <4ABCC9A0.1030207@multimedia.cx> <4ABCE116.5050005@aarmstrong.org> <9d1cf2d50909250938t4627d37ahd6778df3bc55e8c9@mail.gmail.com> <4ABCF615.8080805@aarmstrong.org> <9d1cf2d50909251010i7ef3c038ke0228f2017b085e@mail.gmail.com> <4ABCFAC7.4080300@stanford.edu> <4ABD2FBE.20005@aarmstrong.org> Message-ID: <9d1cf2d50909251415j4223c981k462fd749caeec7fc@mail.gmail.com> Or just ship everything to China :) A system for individual users would be helpful. I wouldn't mind a system I can follow to back up my own software. On Fri, Sep 25, 2009 at 3:01 PM, Andrew Armstrong wrote: > Yes, this wouldn't be archival-standard stuff (Mike said it was just an > external drive, like what I've got so I might use his script :) ). For > archival quality we'd need, well, we'd probably not even bother discussing > it here and just simply link to the relevant standards archives *obviously* > all already have planned out. :) > > Encouraging software piracy, well, depends, how can we get the data the > archives need without breaking copy protection? (copyright is another thing > entirely here too, of course). Something to take into account if we get into > that area :) > > Andrew > > Henry Lowood wrote: > > All, > > this project is seen as a backup solution, right? Not as a long-term > archival preservation solution? This is not a criticism; I think there is a > need for both. If we could provide backup solutions to companies and > individual collectors, that would be very useful. > > Henry > > Devin Monnens wrote: > > You can certainly quote me, but I don't think this is a polished guide. I > seriously think we need one as well as a discussion on what would be the > methods for backing up older games and CDs. The trouble though is that this > might make it seem like we are encouraging software piracy rather than > trying to determine how an archive might go about something like this. > Otherwise, an 800-disc backup would be an excellent case study. > > On Fri, Sep 25, 2009 at 10:55 AM, Andrew Armstrong wrote: > >> Not to be pedantic, but you both did read my email right? >> >> "I'd suggest *adding*" (third paragraph, first sentence) >> >> ...refers to Mikes Python script. It'd be trivial to add a conversion line >> (assuming FFMPEG) to do a simple mp3 conversion in _*addition*_ to the >> FLAC/Apple lossless creation ;) I did say this was in addition to the FLAC, >> and typically if the file structure was setup correctly, it'd just make >> accessing the files trivial to quickly listen to or use. I hope this >> absolves me from this perceived notion I am completely insane. Probably >> wasn't too clear. >> >> Good overview Devin (I'll check out your links too :) ), want to write it >> up for the wiki? :P Or do you mind being quoted? I don't want to list the >> technical aspects of formats (we have Mike's brilliant wiki to link to for >> that), but the whys for videogame and digital file preservation is a good >> thing to get noted down somewhere, and a mini-manual "how to" and "suggested >> ways" would be good to point people towards. As for CD file dumps, they can >> work, depending on the game - some don't like being installed from a random >> folder and need the CD as an ISO (or rather, it likely just needs the CD in >> a drive for copy protection checking). Will have to see if Daemon Tools and >> other sites has more in depth information on the copy protection aspects on >> released games. Won't likely apply to Mike's collection anyway :) >> >> Andrew >> >> _______________________________________________ >> 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 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 mike at multimedia.cx Fri Sep 25 20:52:49 2009 From: mike at multimedia.cx (Mike Melanson) Date: Fri, 25 Sep 2009 17:52:49 -0700 Subject: [game_preservation] Archivist's Burden In-Reply-To: References: <4ABC40DA.2000502@multimedia.cx> Message-ID: <4ABD65E1.9080906@multimedia.cx> 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. -- -Mike Melanson From mike at multimedia.cx Sat Sep 26 10:55:47 2009 From: mike at multimedia.cx (Mike Melanson) Date: Sat, 26 Sep 2009 07:55:47 -0700 Subject: [game_preservation] Archivist's Burden Redux Message-ID: <4ABE2B73.8040207@multimedia.cx> When I reformat this 750 GB RAID-1 box... what filesystem should I use? :) Eh, I'll probably just go with the default Mac OS journaling FS. -- -Mike Melanson From andrew at aarmstrong.org Sun Sep 27 12:19:30 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sun, 27 Sep 2009 17:19:30 +0100 Subject: [game_preservation] Archivist's Burden Redux In-Reply-To: <4ABE2B73.8040207@multimedia.cx> References: <4ABE2B73.8040207@multimedia.cx> Message-ID: <4ABF9092.50104@aarmstrong.org> Yeah, I wish there was a good, journalled, cross-OS compatible filesystem for external drives/pendrives. I've got all of mine in NTFS with relevant system drivers installed on my Macbook, mainly because I primarily use Windows and Fat32 doesn't support large files and isn't very reliable (having seen the file table corrupted a few times essentially wiping that partition). Andrew Mike Melanson wrote: > When I reformat this 750 GB RAID-1 box... what filesystem should I > use? :) Eh, I'll probably just go with the default Mac OS journaling FS. > From dmonnens at gmail.com Sun Sep 27 20:34:39 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sun, 27 Sep 2009 18:34:39 -0600 Subject: [game_preservation] Archivist's Burden Redux In-Reply-To: <4ABF9092.50104@aarmstrong.org> References: <4ABE2B73.8040207@multimedia.cx> <4ABF9092.50104@aarmstrong.org> Message-ID: <9d1cf2d50909271734j4c4b1a5ajc6bd30bb23ee5fa4@mail.gmail.com> Sadly, M$ doesn't have a file format for very large files. Thankfully, unless you're backing up DVDs, there's no need for a 4GB+ file. (or is it 1GB where the discs must be Windows-only?) On Sun, Sep 27, 2009 at 10:19 AM, Andrew Armstrong wrote: > Yeah, I wish there was a good, journalled, cross-OS compatible filesystem > for external drives/pendrives. I've got all of mine in NTFS with relevant > system drivers installed on my Macbook, mainly because I primarily use > Windows and Fat32 doesn't support large files and isn't very reliable > (having seen the file table corrupted a few times essentially wiping that > partition). > > Andrew > > Mike Melanson wrote: > >> When I reformat this 750 GB RAID-1 box... what filesystem should I use? :) >> Eh, I'll probably just go with the default Mac OS journaling FS. >> >> _______________________________________________ > 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 Sun Sep 27 23:15:40 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sun, 27 Sep 2009 21:15:40 -0600 Subject: [game_preservation] More Retro Machinima Message-ID: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> 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. -------------- next part -------------- An HTML attachment was scrubbed... URL: From donahrm at gmail.com Mon Sep 28 13:57:33 2009 From: donahrm at gmail.com (Rachel "Sheepy" Donahue) Date: Mon, 28 Sep 2009 13:57:33 -0400 Subject: [game_preservation] Archivist's Burden Redux In-Reply-To: <4ABE2B73.8040207@multimedia.cx> References: <4ABE2B73.8040207@multimedia.cx> Message-ID: I'd suggest using NTFS or EXT3 just because far more imaging/backup/recovery programs support it than HFS+. Especially in the open source domain! (this is coming from staring at specs on forensics software til my eyes fell out last week -- there are a few Mac specific packages and a few individual tools.. but not nearly as many as for others) On Sat, 26 Sep 2009 10:55:47 -0400, Mike Melanson wrote: > When I reformat this 750 GB RAID-1 box... what filesystem should I use? > :) Eh, I'll probably just go with the default Mac OS journaling FS. From dmonnens at gmail.com Tue Sep 29 16:00:24 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 29 Sep 2009 14:00:24 -0600 Subject: [game_preservation] Fwd: FW: [socialissuegames] Serious games repository or reference list? In-Reply-To: References: Message-ID: <9d1cf2d50909291300v4f6adf0ck6f0ed7795c7521c1@mail.gmail.com> Hi folks, I believe this discussion is significant for everyone on this list - after all, it deals with cataloguing and archival! An archive focusing on serious games would be fantastic. -Devin ---------- Forwarded message ---------- From: Marc Prensky Date: Tue, Sep 29, 2009 at 1:46 PM Subject: FW: [socialissuegames] Serious games repository or reference list? To: Discussion of games addressing social issues < socialissuegames at listserver.dmill.com> Hi all. Given the interest, I have decided to bring my list back to life, revising and updating it both going forward into the present (and future, if games are in development), and backward (I had once made a list of 500 historical serious games.) In order to make this possible, I?d appreciate your sharing any lists you have. I will, as quickly as possible try to get them into one easily accessible and searchable (and updated) place, open (without enrollment) to all. You can send things to marc at games2train.com. Any suggestions for making the www.socialimpactgames.com site better or easier to use are welcome as well. Many thanks. Best, Marc *From:* moses.wolfenstein at gmail.com [mailto:moses.wolfenstein at gmail.com] *On Behalf Of *Moses Wolfenstein *Sent:* Thursday, September 24, 2009 11:31 PM *To:* Discussion of games addressing social issues *Subject:* Re: [socialissuegames] Serious games repository or reference list? First off, to those of you who have pointed me towards some of the existing resources, you have my heartfelt thanks. The gamesforchange database is an awesome starter (one I really should have checked before asking the list) and it looks like Marc Prensky's list, while it seems to be less current, also covers a lot of ground. At the same time, Brian makes a really good point here. I actually didn't mean to suggest that there was an actual genre of "Serious games" with this question, rather there are clearly numerous game genres (or variants of genres) which can be considered under an umbrella category of "serious" based on the intention of the designers. In fact, the topic of game genres is actually an extremely sticky one even without this serious question, but I'd like to just ignore that for now. If anyone really wants to unwrap the Pandora's box of genre, start a new thread and I'll be happy to weigh in with my 2? The point I'm getting at is that while Civ (and more recently WoW for that matter) have certainly been utilized as tools for learning, the primary aim of the designers was to make a game that was fun. As a result the fine folks at companies like Firaxis and Blizzard/Activision are operating under a fundamentally different rubric for game design because they're not directly concerned with learning. Now that learning objective might be for training,consciousness raising, or even meeting instructional standards, but designing games for any learning objective becomes a fundamentally different task than designing a game strictly so that it will meet success in the commercial market . . . and yes, there are the Peter Molyneux's and the Jonathon Blow's of the commercial games industry who are also making art (yet another sticky topic), but as long as they work within the commercial games industry there's a bottom line which is not tied to whether or not the audience is learning. Is it actually correct to use the term Serious games to denote a category in a manner that excludes commercial games (let alone mods of commercial games) that can be utilized effectively for learning? That's not a question I really have an answer for. After all, my current dissertation work is looking at guild leadership in WoW, so clearly I don't draw a hard and fast line in that respect, However, as a designer I needed some way of throwing this question out to the list in a manner that would turn up some resources for the sort of games we're looking for here in this current project at UW to understand what has and hasn't worked in the development of games that have a primary aim of representing concepts for the player in a meaningful way as we consider making new games of this sort. That is, we are looking at how other folks have answered questions like which commercial genres seem to be amenable for different topics, and how have these sorts of attempts succeeded or failed previously? At any rate, I welcome further conversation on the topic, and if someone hasn't weighed in yet with a list or database that covers ground that hasn't otherwise been covered, I know that I'm not the only one on this list who would be happy to hear about it ; ) Thanks again, -moses -- Moses Wolfenstein Doctoral Candidate University of Wisconsin, Madison --- You are currently subscribed to socialissuegames as: marc at games2train.com To unsubscribe send a blank email to leave-2026068-96604E at listserver.dmill.com --- You are currently subscribed to socialissuegames as: dmonnens at gmail.com To unsubscribe send a blank email to leave-2040606-730325X at listserver.dmill.com -- 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 Sep 30 13:19:46 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 30 Sep 2009 18:19:46 +0100 Subject: [game_preservation] More Retro Machinima In-Reply-To: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> References: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> Message-ID: <4AC39332.8070000@aarmstrong.org> 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. > -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Wed Sep 30 13:21:13 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 30 Sep 2009 18:21:13 +0100 Subject: [game_preservation] Fwd: FW: [socialissuegames] Serious games repository or reference list? In-Reply-To: <9d1cf2d50909291300v4f6adf0ck6f0ed7795c7521c1@mail.gmail.com> References: <9d1cf2d50909291300v4f6adf0ck6f0ed7795c7521c1@mail.gmail.com> Message-ID: <4AC39389.6090509@aarmstrong.org> Interesting, see how they go with it since you're there already :) Different groups do this already (indie scene, art scene both have a few lists or websites for themselves), I'm glad to see the educational and more serious side take some form. Andrew Devin Monnens wrote: > Hi folks, > > I believe this discussion is significant for everyone on this list - > after all, it deals with cataloguing and archival! An archive focusing > on serious games would be fantastic. > > -Devin > > ---------- Forwarded message ---------- > From: *Marc Prensky* > > Date: Tue, Sep 29, 2009 at 1:46 PM > Subject: FW: [socialissuegames] Serious games repository or reference > list? > To: Discussion of games addressing social issues > > > > > Hi all. > > > > Given the interest, I have decided to bring my list back to life, > revising and updating it both going forward into the present (and > future, if games are in development), and backward (I had once made a > list of 500 historical serious games.) > > > > In order to make this possible, I'd appreciate your sharing any lists > you have. I will, as quickly as possible try to get them into one > easily accessible and searchable (and updated) place, open (without > enrollment) to all. > > > > You can send things to marc at games2train.com > . Any suggestions for making the > www.socialimpactgames.com site > better or easier to use are welcome as well. > > > > Many thanks. > > > > Best, > > Marc > > > > > > *From:* moses.wolfenstein at gmail.com > > [mailto:moses.wolfenstein at gmail.com > ] *On Behalf Of *Moses Wolfenstein > *Sent:* Thursday, September 24, 2009 11:31 PM > *To:* Discussion of games addressing social issues > *Subject:* Re: [socialissuegames] Serious games repository or > reference list? > > > > First off, to those of you who have pointed me towards some of the > existing resources, you have my heartfelt thanks. The gamesforchange > database is an awesome starter (one I really should have checked > before asking the list) and it looks like Marc Prensky's list, while > it seems to be less current, also covers a lot of ground. > > At the same time, Brian makes a really good point here. I actually > didn't mean to suggest that there was an actual genre of "Serious > games" with this question, rather there are clearly numerous game > genres (or variants of genres) which can be considered under an > umbrella category of "serious" based on the intention of the > designers. In fact, the topic of game genres is actually an extremely > sticky one even without this serious question, but I'd like to just > ignore that for now. If anyone really wants to unwrap the Pandora's > box of genre, start a new thread and I'll be happy to weigh in with my 2? > > The point I'm getting at is that while Civ (and more recently WoW for > that matter) have certainly been utilized as tools for learning, the > primary aim of the designers was to make a game that was fun. As a > result the fine folks at companies like Firaxis and > Blizzard/Activision are operating under a fundamentally different > rubric for game design because they're not directly concerned with > learning. Now that learning objective might be for > training,consciousness raising, or even meeting instructional > standards, but designing games for any learning objective becomes a > fundamentally different task than designing a game strictly so that it > will meet success in the commercial market . . . and yes, there are > the Peter Molyneux's and the Jonathon Blow's of the commercial games > industry who are also making art (yet another sticky topic), but as > long as they work within the commercial > games industry there's a bottom line which is not tied to whether or > not the audience is learning. > > Is it actually correct to use the term Serious games to denote a > category in a manner that excludes commercial games (let alone mods of > commercial games) that can be utilized effectively for learning? > That's not a question I really have an answer for. After all, my > current dissertation work is looking at guild leadership in WoW, so > clearly I don't draw a hard and fast line in that respect, However, as > a designer I needed some way of throwing this question out to the list > in a manner that would turn up some resources for the sort of games > we're looking for here in this current project at UW to understand > what has and hasn't worked in the development of games that have a > primary aim of representing concepts for the player in a meaningful > way as we consider making new games of this sort. That is, we are > looking at how other folks have answered questions like which > commercial genres seem to be amenable for different topics, and how > have these sorts of attempts succeeded or failed previously? > > At any rate, I welcome further conversation on the topic, and if > someone hasn't weighed in yet with a list or database that covers > ground that hasn't otherwise been covered, I know that I'm not the > only one on this list who would be happy to hear about it ; ) > > Thanks again, > -moses > > > -- > Moses Wolfenstein > Doctoral Candidate > University of Wisconsin, Madison > --- You are currently subscribed to socialissuegames as: > marc at games2train.com To unsubscribe send > a blank email to leave-2026068-96604E at listserver.dmill.com > > > > --- > You are currently subscribed to socialissuegames as: > dmonnens at gmail.com > To unsubscribe send a blank email to > leave-2040606-730325X at listserver.dmill.com > > > > > -- > 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 Wed Sep 30 20:34:42 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 30 Sep 2009 18:34:42 -0600 Subject: [game_preservation] More Retro Machinima In-Reply-To: <4AC39332.8070000@aarmstrong.org> References: <9d1cf2d50909272015j4f2f32cfha809d0dc76684924@mail.gmail.com> <4AC39332.8070000@aarmstrong.org> Message-ID: <9d1cf2d50909301734t3ae0fe41y4c446846d1e9970f@mail.gmail.com> 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. -------------- next part -------------- An HTML attachment was scrubbed... URL: