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It’s too dangerous to go alone! Take this! Powering up for Videogame Preservation Rachel Donahue (@sheepeeh) MITH Digital Dialogues March 5, 2013

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  1. 1. Its too dangerous to go alone! Takethis! Powering up for Videogame Preservation Rachel Donahue (@sheepeeh) MITH Digital DialoguesMarch 5, 2013
  2. 2. Image generated by http://www.oregontrailtombstone.com/
  3. 3. Funded under the Library of CongresssNational Digital InformationInfrastructure and Preservation Program,the project explored methods forpreserving digital games and interactivef i c t i o n. Major activities includeddeveloping basic standards for metadataand content representation andconducting a series of archiving casestudies for early video games,electronic literature and Second Life.
  4. 4. LEVEL 1-1Bitstream-ish Preservation Strategies C64.dsk MIGRATIONSURROGATES EMULATION
  5. 5. LEVEL 1-1Bitstream-ish Preservation Strategies
  6. 6. LEVEL 1-2 Intellectual PropertyDMCAYou want to do WHAT? Lol.
  7. 7. LEVEL 1-3Metadata
  8. 8. Made possible by a grant from the Instituteof Museum and Library Services, the secondphase of the project explores the significantproperties of digital games that must remainintact over time and investigates variouspreservation strategies such asvirtualization and data migration that mightbe used to preserve these properties.
  9. 9. LEVEL 2-1 Significant Properties those characteristics of an objectwhich must be preserved in order to maintain its authenticity.
  10. 10. being authoritative or dulyauthorized. being in accordance withfact, as being true insubstance. being what it professes inorigin or authorship, as beinggenuine; genuineness. being real, actual; reality.authenticity. (1989). In The Oxford English Dictionary (2nd ed.). Oxford University Press.Retrieved from http://dictionary.oed.com/cgu/entry/50015045
  11. 11. DOOMTyping of the Dead HarpoonOregon TrailCivilizationCarmen Sandiego Super Mario
  12. 12. USEFUL SPECIAL ABILITY OR MENU. PROBABLY.DO I EVER MATTER AFTERTHE START SCREEN? SECONDARY CORE FUNCTION! CORE FUNCTION!I MIGHT BE IMPORTANT ALSO IMPORTANT! YOULL NEVER REMEMBER TO USE ME
  13. 13. is usually JUMP. In SM Kart, its use item. Later Kartsmake it the acceleration button, which isas important to racing as jumping toplatformers.is usually ATTACK or ITEM (e.g.fireflower)Go down TUNNEL (non-racing/sports) D-PAD controls Mario (NES/SNES) C-STICK controls Mario (N64/GC/Wii)
  14. 14. LEVEL 2-2 TINKERING!DISMANTLEMENT!BURNINATION!
  15. 15. Console Computer Original Cart/ Savegame Emulator Card Emulated Savegame
  16. 16. LEVEL 2-3STRATEGY GUIDE
  17. 17. Where did the idea for the game come from?[How was the key concept(s) behind the gameexplained to you?] What genre would you assign to the game? Hasthis classification changed over time? [If the game is part of a series orfranchise] What makes for continuity withinthis specific game franchise? Is itdifferent or similar to what allows forcontinuity in other franchises? When working on a game series, there isalways a tension between adapting totechnological changes and keeping enoughelements the same or similar to guaranteecontinuity. How do you feel that has beenaddressed with this game/series?
  18. 18. Do you have the hardware necessary to play the gamenatively? [Yes |No] Do you have the hardware necessary to migrate thegame to a media neutral format? [Yes | No] What supplementary materials exist for the game/whichdo you own? 12. Does the game support saving? [Yes | No] Cartridge Battery (NES, SNES) What is the file format of game saves? Memory Card (N64, DC, Wii) What is the file format of game saves? System Harddrive (Wii, PC) What is the file format of game saves? What is the file size of save games?
  19. 19. What is the core or heart of this game? [If the game is part of a series/franchise] Whatfactors contribute to continuity within the franchise?(i.e. what makes a Mario game a Mario game?) [If the game is multiplayer] Have you ever playedthis game with other players, in person or over anetwork? What was it like? Would the game change if it could only be played by a single player? What new technologies, modes of play, or gamemechanics did this game introduce you to? If you knew that some aspect (color fidelity,controller, etc) had to be sacrificed to preserve aplayable version of the game, what would you be willing to give up? What would you NOT be will-ing to give up?
  20. 20. Tiny Speck2009-2012 Well, that was fun.
  21. 21. The Glitch API provided outside developers withthe opportunity to create wonderful tools likeGlitch Remote. Can you talk a little bit about therationale of providing such an API? Would Glitchhave been the same game without an open API? Perhaps the most contentious portion of the gamecame in the form of nerfs. What was the processfor deciding what features to nerf? Do anyparticular nerfs stand out to you?A distinguishing feature of Glitch is the lack ofplayer-to-player conflict (PvP combat,specifically), a core feature in many MMOs. Howand when was that decision made? Did it affect thedevelopment process?
  22. 22. Glitch underwent drastic changes as it moved fromAlpha, to Beta, to Launch and Back to Beta. Haveyou played through any of these transitions?Please describe your experiences with them. (E.g.changes you felt strongly about, level of desireto play the game, etc.) Did you participate in any player-run activitiesin game? For example, the Sandbox Group, HousingResource Routes, Ghost Tours, etc. If so, pleasedescribe your experience with it. Why did youparticipate? What did participation entail? Did you personally do anything to help youremember Glitch? (Screenshots, video, visitingspecific locations, etc) What did you do?
  23. 23. Rachel Donahue@[email protected]