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Rachel Donahue: It’s too dangerous to go alone! Take this.

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    The opening from the game
    The Legends of Zelda,
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    which was the first game to have
    a battery pack for save games.
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    And it's too dangerous to go alone,
    so I want everybody to take a sword.
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    (laughter)
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    And my presenter mode isn't working,
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    so it will be fun to see
    how out of sync I get.
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    When I first starting talking about
    video game preservation
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    I used to start off with a--
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    (man) That laptop
    locks a lot, have you--
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    (Rachel Donahue) Let me see if I can--
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    (snapping sound)
    (woman) Do you want a remote?
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    (Rachel) I have a remote,
    but I need my speech notes.
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    Sorry, I'm short, what I really need
    is a step stool.
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    So when I first started talking about
    video game preservation
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    I used to have six or seven,
    or twelve slides
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    with reasons why everybody should care
    about video game preservation.
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    But four years later it feels like
    it's realistic to skip that part
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    because video games have been
    in a museum, not just a museum,
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    they've been in the Smithsonian,
    and that's exciting.
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    Just to get one single definition
    out of the way for this presentation,
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    I'm using video games to mean software
    installed and played on a computer,
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    or games played on a dedicated console.
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    I am not talking about mobile games.
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    I am not talking about those
    little LED slot handhelds,
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    and for the most part, I am not
    talking about browser games.
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    So it worked on this,
    and not on that, that's fascinating.
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    Let me restart it, hold on.
    Sorry.
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    (woman) Can we have sword fight
    while we're waiting?
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    (Rachel) Yes! This is what happened
    when I did this foolish thing,
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    and I pressed "record presentation,"
    and it fouled it all up.
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    My apologies.
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    So I'm going to start
    by showing you my file system,
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    and then talking a little bit
    about the history
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    of the Preserving Virtual Worlds
    project, otherwise known as...
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    PVW.
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    [inaudible] and I record it.
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    PVW just ended its second phase last year,
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    ending sort of an era in my life,
    and I feel empty.
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    (laughter)
    If you have ever heard me speak before
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    you should read your email, or nap,
    or play with your sword or something
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    because the next 10 minutes
    it's going to be total recap.
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    If you don't recognize this,
    this is what a tombstone looks like
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    in the not-quite original but
    the colorized version of Oregon Trail.
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    So the first phase of PVW was funded
    by that long thing that's up there,
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    and was a partnership between
    the University of Maryland,
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    the University of Illinois
    at Urbana-Champaign,
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    Stanford University,
    and the Rochester Institute of Technology.
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    Those same partners
    were also in the second phase.
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    The party line is that we were working
    to investigate the preservation
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    of visual games in the context of
    libraries, archives and museums.
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    The primary partners at Maryland
    were myself, Kari Kraus,
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    and Matt Kirschenbaum,
    who are all in the front row.
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    As a project dedicated
    to preserving the actual games,
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    so the actual bits,
    what's important about the game,
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    we looked at a couple of strategies
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    other than the one of sticking it in
    a closet hoping the temperature was okay
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    and maybe we'd be able to play it later?
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    The strategies were creating surrogates,
    migrating media and format,
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    emulation and adaptation.
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    Surrogates---you can see the
    [inaudible] up there?---
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    namely video and screenshots,
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    they're really a valuable part
    of a preservation package
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    because they help you show
    if you got it right, essentially.
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    But they are lacking the most crucial
    aspect of games, which is play,
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    other than the play button.
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    Migration, which is taking something
    and putting it on something else,
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    whether that's a new digital format
    or a new carrier,
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    in combination with emulation
    is really the most realistic strategy,
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    we make a media-neutral copy of the game,
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    we'll be looking at
    the Super Nintendo later,
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    and you play it through an emulator.
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    It's not quite a lossless process,
    but in the long term, 50 or 100 years,
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    it's probably a lot easier
    than maintaining
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    the original media and hardware.
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    The last possibility we looked at,
    which is maybe a little bit controversial,
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    is the process of adaptation.
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    And that's basically just
    preservation for remix.
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    It would be the idea that even if
    you're not preserving the original game
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    in its whole,
    or as it was originally intended,
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    you're preserving awareness of the game
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    by using its assets
    and doing things with it.
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    And the two examples that we use
    in the Preserving Virtual Worlds project
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    were the Mystery House Taken Over project,
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    which takes Mystery House,
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    the first text-adventure game
    to include graphics,
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    and packages all of its assets up,
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    and teaches people how to make
    their own game out of it,
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    and then fan translations.
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    There are a lot more games
    released in Japan
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    than are released in The United States.
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    It is very common for fans to take
    a media-neutral copy of the game,
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    and translate the Japanese into English
    so that they can play them.
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    And then there's copyright, and patents,
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    and trade secrets, and that stuff.
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    And I could talk about it for years.
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    I think I have talked about it for years,
    but I'm not going to.
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    Basically dealing with this is like
    playing daemon met your mode,
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    if you've ever done that,
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    and if you haven't,
    I recommend it...sort of.
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    It's complicated and I'm not going
    to deal with it at all today.
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    The last thing we did was figure out
    how to describe what we were preserving.
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    Slightly less complicated than
    intellectual property, but not much more,
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    so I'm just going to let you bask in this
    fuzzy image up there for a little bit,
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    and understand that that's what we did.
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    And so, PVW II.
    We're very creative in our names.
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    I'm going to talk about the newer stuff.
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    This was funded by IMLS,
    versus The Library of Congress,
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    and in this sequel we were
    ostensibly studying
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    the significant properties of games
    and how to figure them out,
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    because even in less esoteric areas of
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    digital preservation, like photos,
    x-documents,
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    there's very little anything
    that goes beyond theory,
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    not a lot of practical stuff.
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    There's probably a reason for that,
    but first we tried.
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    So, what are significant properties?
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    They're the essence of the thing
    you were trying to preserve.
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    The things that you need to keep,
    the characteristics, whatever,
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    to preserve authenticity.
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    And authenticity, particularly
    these two bolded definitions here.
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    And that's sort of saying that
    we're preserving the thing,
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    the thing is what it says it is,
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    so I have a Super Mario cartridge or
    a Super Mario media-neutral copy here,
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    and it is actually the Super Mario game,
    and how do I prove it,
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    what factors do I have
    that go into it being Super Mario.
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    Yes, it's true.
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    We selected our case set for this
    to cover a range of genres,
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    such as platform games,
    educational games, sports games, etc.,
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    with a preference for game series
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    or franchises with lots
    and lots of titles.
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    So I've talked about Mario,
    I'm going to continue to talk about Mario.
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    There are dozens of Mario games out there,
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    and they cover everything
    from educational games,
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    to sports games, to puzzle games,
    to party games, to... all of them.
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    Everybody worked on this fun game
    called Typing of the Dead,
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    which is House of the Dead,
    the arcade theme with the...
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    Except that instead of the...
    you have a keyboard, and you have to
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    type the words that are over
    the zombies' heads as they come by.
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    Here at Maryland we focused on Harpoon,
    which is a naval simulation game
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    created by Larry Bond,
    who is a local author,
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    The Oregon Trail, which was featured
    in the headstone earlier,
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    and Mario.
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    (woman) Civilization, too.
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    (Rachel) And Civilization too, slightly,
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    we were the secondary partner
    in Civilization.
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    So Sid Meier's Civilization, also local
    there, up north towards Baltimore.
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    We looked at some of that.
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    And to "look at" the significant
    properties, we played the games.
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    We played them a lot.
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    We recorded ourselves playing them,
    we took notes playing them.
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    In my case I then looked at the videos,
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    and took notes on the videos
    of myself playing them.
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    And we also interviewed players
    and creators of the games
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    to sort of get a feeling for what
    they thought was important about the game,
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    because what an archivist
    thinks about the game,
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    or what an individual player
    thinks about the game,
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    is probably going to be different from
    what the developer thinks about the game.
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    And that proved to be extremely true.
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    So, just as an example of figuring out
    some significant properties,
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    one of the games in our case set
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    is Paper Mario and The Thousand Year Door
    for GameCube.
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    And as a staunch believer
    in emulation for preservation,
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    you might remember I said,
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    and migration and emulation,
    as I described to you earlier,
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    I used to be really, really kicking
    and screaming against the idea
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    of hardware being important
    at all for game preservation,
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    and this game changed my mind.
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    And the reason that it changed my mind
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    is that the controller plays
    a really, really important part.
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    You know you have some games like Rampage,
    where you're crushing buildings,
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    and the Rumble Pak adds
    a nice sort of tone to the game,
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    but in Paper Mario it makes the game hard.
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    If it weren't for the fact that
    you sometimes have to use your left toe
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    to hit a button on the bottom
    of the controller while you're using
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    all of your fingers on
    the top of the controller,
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    in order to turn into an airplane
    and glide the right way,
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    it would probably be really easy.
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    If I could map that
    to a set of keystrokes,
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    the game would suddenly
    be half as much fun,
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    because it would be like, oh, ping
    I'm doing that again.
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    So without that controller you lose
    what a lot of people have said
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    is the essence of Mario, which is fun.
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    And then there are also conventions
    that go along with controllers,
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    and while not necessarily important
    to preserving an individual game,
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    it's very important to preserving
    the history of a game system.
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    So in Mario games you pretty much know
    that if you press A you're going to jump.
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    You can turn the game on, you can press A,
    you know you're going to jump,
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    you know it's probably going to select
    your menu items,
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    and things like that.
    In Mario Kart it's the exception,
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    it's use an item to destroy other players.
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    B is usually attack, like using
    your fire flower in the Mario games,
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    and down is to go down a tunnel,
    which you want to do
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    if you want to skip all of those
    hard levels and warp to level 8.
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    And then of course your
    directional pads and things like that,
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    they make him move around.
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    Other properties, which is where
    the difference between
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    players and developers
    will sort of come in a little bit.
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    The data model--this comes into play
    particularly with simulation games,
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    like Harpoon, like Civilization,
    like Oregon Trail.
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    If you talk to a lot of people about
    The Oregon Trail, and ask them,
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    "What do you most remember
    about The Oregon Trail?
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    What do you think is most important
    to The Oregon Trail?"
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    And they're going to say
    things like dysentery,
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    trying to shoot squirrels,
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    making it to Independence Rock
    before July 4th,
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    (woman) Fording the river!
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    (Rachel) Fording the river,
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    having enough axles in your pack,
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    having enough stuff in general
    without weighing down
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    your oxen so much that they can't move.
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    Maybe if you're a little bit
    more observant you might think
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    problematic portrayal
    of native Americans?,
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    but you're not going to say
    data model, I don't think,
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    I don't think anybody
    thinks about the data model.
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    But if you talk to the creators
    of The Oregon Trail
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    they are in fact going to say
    the data model, the statistics,
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    those are the most important
    part of the game.
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    And that was also true with Harpoon,
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    which is a naval warfare simulator,
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    so you have your radar pinging
    for people coming in,
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    you're targeting your enemies,
    you're waiting a very long time
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    for your missiles to hit your enemies,
    and things like that.
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    And most people are probably the most
    interested in going to war, right?
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    But, again, the creator said,
    "No, it's the data model."
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    And they were really precise
    about the data model.
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    They used every unclassified source
    that they were allowed to use.
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    They had particular calculating wheels
    to do trajectories and things like that.
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    So it's really like, I understand why
    the data model is so important to them,
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    because they put so much effort into it,
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    whereas they just hired some other guys
    to make the interface.
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    So if the interface... they don't care.
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    And it was based on a board game,
    probably important fact there.
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    Surface characteristics--which we went
    back and forth a lot about in them
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    in the group, about
    whether they mattered or not.
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    Again this is sort of like
    a player-developer dichotomy,
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    because as a player I care about
    how things look and how things sound.
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    As a developer I might care about
    physics algorithms and game engine,
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    and things like that, but not care
    so much about the aesthetics,
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    because maybe I didn't work
    on the aesthetics.
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    Iconic moves--there are some,
    a lot of games, actually,
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    especially in first-person shooting,
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    that have things you can do
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    that were never intended
    by the developer to be done,
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    such as bunny hopping in Quake,
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    which makes you move faster
    than just walking.
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    And this is why, I don't know
    about other people,
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    but any game that I play I just assume
    that jumping makes me faster,
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    and I jump everywhere that I go.
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    And these become really an important part
    of the player community
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    at the time that the game was played.
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    And because a game is a thing
    that is made to be played,
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    it is very much defined
    by its player community,
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    so I would argue
    that preserving a game
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    without having some record
    of these types of iconic moves
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    is doing an injustice
    to the history of the game.
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    And then with DOOM,
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    and again, this is something that's
    much more common
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    for first-person shooters, although
    Civilization has something similar,
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    the use of demo files and scripts,
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    we had it here as
    using it as an audit tool,
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    I'll talk about auditing a little later,
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    But basically this is the fact that
    you can create essentially a text file,
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    recording all of your actions in a game,
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    and send it to somebody else who has
    the exact same version of that game,
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    and they will be able to play it
    and see what you did.
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    Nintendo ran-- I didn't interview
    Nintendo, I wish I did--
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    but they ran a really great
    series of interviews
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    for the 25th anniversary of Mario,
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    I recommend looking it up, it's part of
    the "Iwata Asks" series on their website,
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    and the developers were
    really, really frequently asked
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    what made Mario Mario,
    what was the essence of the game,
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    what differentiated it
    from other platformers.
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    And their answer invariably,
    every time, was "fun".
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    And this isn't really the type of
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    significant property
    that we're hoping for.
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    How do you quantify fun?
    How do you describe fun?
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    Fun is kind of an individual thing,
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    even though I know very few people
    who don't like some Mario game.
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    And this sort of turns out
    to be the reason
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    that there are very few practical
    resources on significant properties.
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    They're really hard to figure out.
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    So in the second phase of PVW,
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    where we had intended to do
    more quantitative experiments
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    towards significant properties,
    that was obviously impossible.
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    So we instead turned to practical ways
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    that we could help professional
    preservers of video games do their jobs.
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    And I specifically say professional
    preservers of video games
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    because the amateurs have it
    completely figured out,
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    and nothing that follows is something
    that I would have been able to do
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    without the game community.
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    So this is the exciting part.
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    You'll probably want to stay awake.
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    Unless you're an electrical engineer,
    in which case I encourage you to sleep,
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    so I don't embarrass myself.
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    All of these things happened.
  • 16:52 - 16:53
    Especially Burnination.
  • 16:54 - 16:55
    (laughter)
  • 16:55 - 16:57
    So I talked about auditing
    a couple of times.
  • 16:57 - 17:00
    And this is sort of a small step
    in the preservation workflow,
  • 17:01 - 17:03
    where you're looking at
    the file that you have,
  • 17:03 - 17:06
    and you're making sure that the bitstream
    that you have in your repository
  • 17:06 - 17:08
    is the same as the bitstream
    on the original media,
  • 17:08 - 17:11
    or the bitstream
    that your donor gave to you.
  • 17:11 - 17:13
    It is what it says that it is.
  • 17:14 - 17:17
    Or down the line, making sure that
    the bitstream in your repository
  • 17:17 - 17:20
    is still the bitstream you originally
    put in your repository.
  • 17:21 - 17:24
    And one thing that we looked at
    for doing that was those DOOM
  • 17:25 - 17:28
    demo files, or lump files,
    as they're called, LMP files.
  • 17:28 - 17:32
    Those are very specific
    to a version of DOOM.
  • 17:32 - 17:35
    Not just like DOOM 1,
    but like DOOM 1.13,
  • 17:35 - 17:40
    so one method of auditing that
    yes, this is actually version 1.13 is,
  • 17:40 - 17:43
    "Does this demo file
    which I know is from version 1.13
  • 17:43 - 17:45
    work in this version of DOOM?"
  • 17:45 - 17:49
    It's a very small thing that you can do,
    but it's something,
  • 17:49 - 17:51
    and something
    is always better than nothing.
  • 17:52 - 17:55
    When we migrate console games
    to the media-neutral format
  • 17:55 - 17:58
    we're taking code that was originally
    burned onto a read-only chip,
  • 17:59 - 18:00
    and creating a digital file.
  • 18:01 - 18:03
    We then access that file
    through to the software emulator,
  • 18:03 - 18:05
    instead of the proprietary hardware,
  • 18:06 - 18:09
    assigned to do nothing
    but read the cartridges.
  • 18:10 - 18:13
    So, how do we know that this ROM
  • 18:13 - 18:16
    is actually representative
    of what's on the cartridge?
  • 18:16 - 18:19
    How do we know that the emulator
    is correctly interpreting the ROM?
  • 18:22 - 18:25
    And, again, a small thing
    that you can do for that,
  • 18:25 - 18:26
    much like the lump files,
  • 18:26 - 18:31
    is to take the save game
    from an original cartridge
  • 18:31 - 18:34
    and see if the ROM that you've burned
    from the original cartridge,
  • 18:34 - 18:39
    that you were playing in an emulator,
    works in the emulator.
  • 18:39 - 18:40
    (woman) I feel like I need
    a diagram for that one.
  • 18:40 - 18:42
    (laughter)
  • 18:42 - 18:45
    (Rachel) I'll talk about the diagram
    while I'm doing this.
  • 18:46 - 18:49
    So, you had your console
    and your cartridge,
  • 18:50 - 18:52
    and you are putting the--
  • 18:54 - 18:57
    I don't have a game here,
    but let's pretend this is the game.
  • 18:57 - 18:59
    You're putting the original game
    on the computer,
  • 18:59 - 19:00
    and you're playing it on the emulator.
  • 19:00 - 19:02
    How do you know that it works?
  • 19:02 - 19:06
    You take the save game,
    which is stored in a different part
  • 19:06 - 19:10
    of the game cartridge and in fact
    requires a watch battery to exist.
  • 19:10 - 19:13
    And you see, will the emulator
    open that same game
  • 19:14 - 19:17
    in the copy of the game
    that I made in the emulator?
  • 19:17 - 19:22
    And then another way to test
    the accuracy of the emulator
  • 19:22 - 19:27
    is to delete that same game,
    to play the game in the emulator,
  • 19:28 - 19:31
    and to take the save game
    generated within the emulator,
  • 19:33 - 19:36
    and inject that back into the cartridge,
  • 19:36 - 19:39
    and then put that cartridge into
    the original console and see if
  • 19:39 - 19:42
    the original console recognizes
    the original save game.
  • 19:42 - 19:44
    Theory going again if this is playing
  • 19:44 - 19:48
    in the space that it's originally
    playing in, then this emulator is probably
  • 19:48 - 19:53
    a reasonably accurate facsimile
    of how game play occurred.
  • 19:54 - 19:56
    I hope that makes sense.
  • 19:59 - 20:02
    And so for the Super Nintendo we did this
    with a device called the Retro 2,
  • 20:02 - 20:07
    which I really wanted to demo for you,
    but it refused today.
  • 20:08 - 20:11
    You can go and look at what it looks like
    on the spline on your way out.
  • 20:11 - 20:15
    This is a really nifty device,
    made by a dude in Germany,
  • 20:15 - 20:17
    game community, amateur,
    named Matthias Hullin,
  • 20:17 - 20:19
    and it allows you to play Super Nintendo,
  • 20:19 - 20:22
    and Sega Genesis games on your computer,
  • 20:22 - 20:26
    using the original cartridge
    and the original controller,
  • 20:27 - 20:29
    and you play it through the emulator.
  • 20:29 - 20:35
    So this is a case of instead of making
    a media-neutral copy of the game,
  • 20:35 - 20:38
    you are emulating the original
    hardware for the game,
  • 20:38 - 20:40
    and trying to preserve only the cartridge,
  • 20:40 - 20:43
    so you get really a very
    authentic experience,
  • 20:43 - 20:46
    even though you're playing it
    through an emulator.
  • 20:46 - 20:50
    You know that this is the game,
    there's no doubt about it.
  • 20:52 - 20:57
    Coincidentally, as a way of functioning,
    this also means that you can copy the ROM
  • 20:57 - 21:00
    and the saved file from the cartridge,
    which is kind of handy.
  • 21:02 - 21:04
    And so this allows you to do
    that whole process
  • 21:04 - 21:07
    that I originally talked about,
    and it's very easy to use.
  • 21:07 - 21:12
    It uses a USB cable.
    There's a little bit of finicky things
  • 21:12 - 21:15
    you might need to do to update
    firmware when you first get it,
  • 21:15 - 21:17
    but it's fairly well documented.
  • 21:17 - 21:20
    And then here, this is the config file.
  • 21:20 - 21:23
    There are a couple of things
    that you need to do in config files
  • 21:23 - 21:26
    to make it work, so here we have
    write-protect SRAM.
  • 21:27 - 21:30
    You want that value to be zero or you will
    not be able to inject your save game.
  • 21:31 - 21:34
    Unless you were just playing a save game
    and then you want it to be one
  • 21:34 - 21:36
    so that it doesn't get overwritten.
  • 21:37 - 21:38
    checksum and filename you could do,
  • 21:38 - 21:43
    that provides you another way
    to validate your file,
  • 21:43 - 21:45
    it's just the MD5 that's generated
  • 21:45 - 21:49
    when you run an MD5 algorithm against it.
  • 21:49 - 21:53
    But it makes a really ugly file name,
    so it's up to you.
  • 21:58 - 22:00
    And this is what it looks like.
  • 22:00 - 22:04
    So this is the Retrode,
    this is the monitor at my desk,
  • 22:04 - 22:06
    this is a Super Mario cartridge.
  • 22:08 - 22:14
    This is the original save game
    that was on the Mario Kart,
  • 22:15 - 22:18
    loaded in the snes9x emulator,
  • 22:18 - 22:23
    and this is the new save game data
    that I created within the emulator,
  • 22:23 - 22:26
    which I then was able to run
    in the original Super Nintendo.
  • 22:26 - 22:31
    And sometimes,
    somewhere in doing this
  • 22:31 - 22:33
    you do something really terrible
  • 22:33 - 22:36
    that makes the emulator
    refuse to read the cartridge anymore.
  • 22:37 - 22:40
    Luckily, putting it in the original
    console fixes it, so that's happy.
  • 22:41 - 22:42
    (laughter)
  • 22:44 - 22:47
    And there are a couple of
    command line things you do,
  • 22:47 - 22:50
    you copy the same file over,
    but it's really not that difficult,
  • 22:50 - 22:51
    and you can do
    the command line in any OS,
  • 22:51 - 22:54
    you can do it in cmd
    windows and it's fine,
  • 22:54 - 22:57
    it's literally one line of command.
  • 22:57 - 23:00
    And the neat thing about the Retrode
  • 23:00 - 23:05
    is that it works with SNES
    and Genesis natively,
  • 23:05 - 23:11
    but it also includes plans on the website
    for a variety of other formats,
  • 23:11 - 23:16
    like Game Boy, N64,
    Master System and so on.
  • 23:17 - 23:20
    And he isn't currently selling
    the plugin kits themselves,
  • 23:20 - 23:22
    but the instructions
    are pretty easy to follow.
  • 23:22 - 23:27
    And, moving shortly into
    our burnination segment,
  • 23:27 - 23:31
    I am fairly handy.
    I can splice a wire.
  • 23:31 - 23:35
    I can replace a capacitor.
    I can snip a pin.
  • 23:36 - 23:39
    But if I want to do this same
    procedure with NES games,
  • 23:39 - 23:41
    I cannot desolder a chip.
  • 23:43 - 23:46
    When I try to desolder a chip
    I get third-degree burns!
  • 23:47 - 23:48
    It's really hard!
  • 23:49 - 23:51
    Although I should qualify that with,
  • 23:52 - 23:54
    it's really hard without
    the right equipment.
  • 23:54 - 23:57
    Remember that the whole goal
    of this was to come up with
  • 23:57 - 24:00
    procedures and tools
    that would help the average archivist.
  • 24:01 - 24:04
    The average archivist is not going
    to have a resoldering station.
  • 24:04 - 24:06
    They are like $500.
  • 24:06 - 24:09
    Maybe they're lucky and they would be able
    to pair up with their local hackerspace,
  • 24:09 - 24:11
    and that's something that
    I think everybody should do,
  • 24:11 - 24:16
    but I tried to do this
    with regular tools, and it was hard.
  • 24:16 - 24:19
    So I'll pass this around, you can see
    I have labeled the badness,
  • 24:20 - 24:22
    and the badness that happened here
    is that there's little metal sleeves
  • 24:22 - 24:26
    in the holes that the pins go into,
    and those are really important,
  • 24:26 - 24:29
    and I lost five of them.
  • 24:30 - 24:32
    I'm not sure what functions those five do,
  • 24:32 - 24:35
    but I didn't really want to plug
    the chip back in and find out.
  • 24:35 - 24:37
    But the goal of this was
    to remove the CPU,
  • 24:38 - 24:41
    to replace it in the copy NES board
    which then plugs into this,
  • 24:41 - 24:44
    and I did a good job of that,
    so I have a perfectly functional CPU,
  • 24:44 - 24:50
    so if I get myself another NES board,
    and kill the CPU to get it out,
  • 24:50 - 24:52
    because if I had been able
    to cut the pins,
  • 24:52 - 24:55
    desoldering, no problem,
    that'll be fine.
  • 24:55 - 24:59
    So you can do it if you have two NESs,
    not so much if you have one.
  • 24:59 - 25:01
    And be careful because
    the back is a little poke-y.
  • 25:02 - 25:03
    (laughter)
  • 25:09 - 25:12
    Also for that, I discovered that NESs
  • 25:12 - 25:15
    sometimes have a #1
    Phillips size screw in them,
  • 25:15 - 25:18
    sometimes have a #2
    Phillips size screw in them,
  • 25:18 - 25:23
    sometimes have a rusty
    #2 Phillips screwdriver head in them.
  • 25:23 - 25:27
    There were a number of screws
    that I was only able to remove
  • 25:27 - 25:30
    by virtue of Matt having
    the perfect tool for the job,
  • 25:30 - 25:35
    which is this really kinda cruddy,
    sorry, screwdriver.
  • 25:36 - 25:38
    (man) In evidence bag.
  • 25:38 - 25:40
    (Rachel) Yes, in an evidence bag,
    I should have put a label on it.
  • 25:40 - 25:44
    I tried, there's a good trick where
    if you take a wide rubber band
  • 25:44 - 25:46
    and stick it in the hole
    of a stripped screw it will work,
  • 25:46 - 25:49
    and you'll be able to get it undone.
  • 25:49 - 25:50
    No.
  • 25:50 - 25:52
    Rusty screwdriver? 10 seconds.
  • 25:52 - 25:53
    (laughter)
  • 25:58 - 26:00
    This is kind of an old one.
  • 26:01 - 26:03
    (woman) Same set of boards?
  • 26:03 - 26:07
    (Rachel) This actually comes from our
    Deena Larsen collection, right there.
  • 26:08 - 26:11
    When we first got this,
    all of the Mac Classics were tested
  • 26:11 - 26:14
    to see whether they worked or not.
  • 26:14 - 26:18
    And being a curious person,
    I wanted to see what you do if they don't.
  • 26:19 - 26:22
    And it turned out for a set of errors,
    probably like three of them,
  • 26:22 - 26:24
    certain things that "happened"
    on the screen,
  • 26:24 - 26:27
    like a sad disk,
    or a checkerboard pattern,
  • 26:27 - 26:31
    the answer was to pull out
    the logic board and wash it.
  • 26:32 - 26:38
    So I put it in the dishwasher,
    with no soap, and I washed it.
  • 26:38 - 26:40
    And the reason that this works
    is something else
  • 26:40 - 26:42
    other than desoldering
    that I could actually do,
  • 26:42 - 26:46
    which is just that the capacitors
    start leaking corrosive fluid
  • 26:46 - 26:47
    on the board, and the corrosive fluid
  • 26:47 - 26:50
    interferes with all the important
    little connections there.
  • 26:50 - 26:53
    So you could also have scrubbed it
    with a toothbrush,
  • 26:53 - 26:55
    or replaced the capacitors
    that were leaking,
  • 26:55 - 26:57
    and you would be good,
    but that's easier.
  • 27:02 - 27:04
    And so one of the last things that we did
  • 27:04 - 27:07
    which didn't entirely make it to fruition
  • 27:07 - 27:10
    was we wanted to create,
    I'll call it a strategy guide,
  • 27:10 - 27:14
    for curators working
    with video game collections.
  • 27:14 - 27:17
    And this is a set of much less exciting
  • 27:17 - 27:22
    tools that helps them with things
    like identifying what they have,
  • 27:23 - 27:27
    getting the input from creators
    and developers like we got
  • 27:27 - 27:30
    getting our significant
    properties' information.
  • 27:32 - 27:36
    Knowing what tools they need,
    after knowing what they have.
  • 27:37 - 27:39
    And so these were
    a series of questionnaires,
  • 27:39 - 27:41
    and the questionnaires
    themselves do exist
  • 27:41 - 27:43
    and if you would like to see
    the work files you can see them.
  • 27:43 - 27:46
    We were hoping, but you know... time.
  • 27:47 - 27:51
    Time always exceeds,
    or imagination always exceeds time.
  • 27:52 - 27:55
    So to make this a fully realized website
    where it would have guides
  • 27:55 - 27:58
    helping you how to identify things,
    this is where the metadata is
  • 27:58 - 28:01
    on a cartridge, and so on and so forth.
  • 28:01 - 28:05
    And even for some things as easy as
    a Nintendo cartridge you're like...
  • 28:07 - 28:09
    "Oh that's easy!
  • 28:12 - 28:14
    It's one of these green things, right?"
  • 28:14 - 28:15
    This is Zelda.
  • 28:17 - 28:20
    Except for when it's one of these
  • 28:20 - 28:23
    black things that doesn't even say
  • 28:23 - 28:28
    Nintendo on it, or similarly,
  • 28:29 - 28:32
    one of these blue things,
  • 28:32 - 28:37
    that also doesn't say Nintendo on it.
  • 28:37 - 28:40
    And the same thing, a Super Nintendo
    cartridge is generally also
  • 28:40 - 28:42
    a grey rectangle, except when it's not.
  • 28:42 - 28:43
    (laughter)
  • 28:48 - 28:49
    So I'm just going to show a few examples
  • 28:50 - 28:52
    of some of the questions that we had,
    that people could ask.
  • 28:53 - 28:56
    These are examples of questions that we
  • 28:56 - 28:57
    did actually ask creators when we were
  • 28:57 - 28:59
    talking to them about
    the games in our case set.
  • 29:00 - 29:05
    What was your idea? Where did the game
    come from, what were the key concepts?
  • 29:05 - 29:08
    Genre is a really awful
    question to ask in gaming.
  • 29:08 - 29:13
    It's very, very contentious,
    and you might need your sword.
  • 29:13 - 29:18
    But I figure if the creator
    wants to assign a genre to it,
  • 29:18 - 29:20
    they're kind of authoritative, right?
  • 29:21 - 29:22
    If the game was part of a series,
  • 29:22 - 29:24
    what makes for continuity
    within that series?
  • 29:24 - 29:27
    So why does a Mario game continue
    to be a Mario game,
  • 29:27 - 29:29
    even if it's about soccer?
  • 29:31 - 29:35
    When working on a series there's
    the tension between
  • 29:35 - 29:39
    sticking to the...
  • 29:39 - 29:43
    honoring the original game,
    and adapting to technologies.
  • 29:43 - 29:46
    The original Mario had
    a moustache and a cap
  • 29:46 - 29:48
    because mouths and hair were hard.
  • 29:48 - 29:53
    So how do you adapt to that,
    the change of technology,
  • 29:53 - 29:56
    where we can have
    almost photorealistic sprites?
  • 29:59 - 30:01
    These are questions for curator--
    the curator survey is really
  • 30:01 - 30:04
    the longest one, because it's really
    designed to help them
  • 30:04 - 30:06
    identify and preserve themselves.
  • 30:06 - 30:09
    Do you have the hardware necessary
    to play the game natively?
  • 30:09 - 30:14
    This would be a spot where I would like
    to eventually have a guide saying,
  • 30:14 - 30:16
    "Here are these different types
    of game cartridges.
  • 30:16 - 30:17
    Here's what you are playing with."
  • 30:17 - 30:22
    Same thing for migrating it to
    a media-neutral format.
  • 30:22 - 30:27
    And, just real quick, I mentioned a lot
    of Nintendo during this,
  • 30:27 - 30:31
    but the community has also been
    really active, well everywhere,
  • 30:31 - 30:36
    but the Atari 2600, or Atari VCS
    community is really active,
  • 30:37 - 30:41
    although they can make it difficult
    for identifying counterfeits,
  • 30:42 - 30:46
    but they, in addition to being able
    to read cartridges, and write cartridges,
  • 30:46 - 30:48
    there is the ability
    to make new cartridges.
  • 30:52 - 30:59
    So this is The Empire Strikes Back
    for the Atari 2600.
  • 31:00 - 31:06
    Officially released, copy licensed by
    Lucas Film and Parker Brothers.
  • 31:10 - 31:14
    This, however, is Return of the Jedi,
    which was never released
  • 31:15 - 31:17
    for the Atari 2600 in its lifetime,
  • 31:17 - 31:20
    but somebody found the ROM
    "in the wild", as they say.
  • 31:20 - 31:24
    So I worked with a couple of people
    who made a bunch of cartridges,
  • 31:24 - 31:26
    that have the same case as that.
  • 31:26 - 31:29
    We found what may have been
    the original art,
  • 31:29 - 31:33
    and worked on upping the quality of it
    to actually be okay for print,
  • 31:33 - 31:35
    made an instruction manual,
    packed it all together,
  • 31:35 - 31:38
    and sold them, for 35 bucks.
  • 31:40 - 31:42
    You want to compare that.
  • 31:42 - 31:44
    (woman) Can we get an order form for that?
    (Laughter)
  • 31:44 - 31:46
    (Rachel) No more, sorry.
  • 31:49 - 31:54
    And then of course in order to do this
    audit procedure that I discussed,
  • 31:54 - 31:56
    you have to know if it has the same game,
  • 31:56 - 31:59
    and how that same game works,
    so questions about that.
  • 32:00 - 32:03
    And then there are player questions,
  • 32:03 - 32:07
    and this first question
    really we ask everyone.
  • 32:07 - 32:09
    What is the core heart of the game?
  • 32:09 - 32:11
    What is the most meaningful
    part of the game to you?
  • 32:13 - 32:17
    We have similar questions
    to the developers as well.
  • 32:17 - 32:20
    What contributes to the continuity
    of franchise?
  • 32:22 - 32:25
    If a game is multiplayer, how important
    is the multiplayer aspect of it?
  • 32:25 - 32:27
    Have you ever played it that way?
  • 32:28 - 32:31
    What new things has the game
    introduced to you?
  • 32:31 - 32:32
    Because maybe if it's introducing
    a new technology,
  • 32:32 - 32:34
    that's an important part of history,
  • 32:34 - 32:37
    like Mystery House was the first
    game to have graphics.
  • 32:37 - 32:42
    Whether or not it's a good game,
    that makes it a really keystone game,
  • 32:42 - 32:44
    and something that would be
    important to have in a game history.
  • 32:44 - 32:46
    (man) First piece of
    interactive fiction graphics.
  • 32:46 - 32:48
    Oh, sorry, first piece of
    interactive fiction graphics,
  • 32:48 - 32:51
    not first game, first text adventure
    in graphic fiction.
  • 32:51 - 32:53
    - (woman) Yes.
    - (man) Important distinction.
  • 32:53 - 32:54
    (Rachel) Yes, my bad.
  • 32:54 - 32:57
    (woman) Although what counts
    is graphics in that case is--
  • 32:57 - 32:58
    (laughter)
  • 32:58 - 33:00
    (Rachel) It's so wonderful, ascii art.
    (laughter)
  • 33:02 - 33:06
    And then knowing that migration
    is never a lossless process,
  • 33:07 - 33:08
    what features would you
    be willing to sacrifice
  • 33:08 - 33:10
    if you had to sacrifice something?
  • 33:12 - 33:16
    And to sort of concretize this,
    I'm going to talk a little bit about
  • 33:16 - 33:19
    how I took these questions
    and modified them for a specific game
  • 33:19 - 33:21
    for my dissertation research.
  • 33:22 - 33:25
    And that game is the game Glitch,
    by Tiny Speck, which is no more.
  • 33:26 - 33:28
    I said I was mostly not going
    to talk about browser games,
  • 33:28 - 33:31
    this was a flash-based game,
    which is kind of why it's no more.
  • 33:31 - 33:37
    And it was a massively online multiplayer,
    2D, side-scrolling, no fighting,
  • 33:38 - 33:41
    really imaginative game, started by
    the people who started Flickr.
  • 33:42 - 33:46
    And it closed in December 2012,
    and in a reaction to that
  • 33:46 - 33:48
    I looked at all of these questions that
    we had been creating,
  • 33:48 - 33:50
    and thought how do I make these for Glitch
  • 33:50 - 33:52
    so that we can remember
    everything about Glitch.
  • 33:55 - 33:58
    So these are some questions
    specifically for Glitch creators.
  • 33:58 - 34:02
    Glitch had an open API,
    very well-documented open API,
  • 34:02 - 34:07
    that the players utilized so well
    in creating their own tools,
  • 34:07 - 34:09
    that oftentimes the developers would then
  • 34:09 - 34:13
    incorporate the player-created
    API functionality back into the game,
  • 34:13 - 34:16
    which was great on the one hand,
    but on the other hand,
  • 34:16 - 34:18
    "Well, now my tool doesn't matter."
  • 34:19 - 34:23
    An example of this is just
    there are certain...
  • 34:25 - 34:26
    storefronts we'll call them,
  • 34:26 - 34:28
    they're character vendors,
    characters that sell things,
  • 34:28 - 34:32
    and only an animal vendor
    sells animal goods,
  • 34:32 - 34:35
    and it can be kind of hard to search
    the map trying to find where they are,
  • 34:35 - 34:38
    so there was something
    that you could just click on,
  • 34:38 - 34:40
    on a separate web page,
    and it would say,
  • 34:40 - 34:42
    "There's an animal vendor
    three streets away from you!
  • 34:42 - 34:44
    Click here to create a path to it."
  • 34:44 - 34:48
    And they actually built that
    right into the built-in encyclopedia
  • 34:48 - 34:50
    within the game so that you could do that.
  • 34:51 - 34:55
    Perhaps the most contentious portion
    of the game came in the form of nerfs.
  • 34:55 - 35:00
    A nerf is when you take a previously
    very powerful game mechanic,
  • 35:01 - 35:03
    and make it a lot harder.
  • 35:04 - 35:07
    And typically, as a developer you do this
    for game balance, right?
  • 35:07 - 35:12
    Because if... one of the first was mining.
  • 35:12 - 35:17
    Mining was a way to build up a lot
    of money really, really, really quickly,
  • 35:17 - 35:20
    totally out of proportion with
    any other type of ingame action.
  • 35:20 - 35:23
    And what this leads to is players who
    are going to do nothing but mine all day,
  • 35:23 - 35:26
    and that's not really fun,
    even if that's what they want to do.
  • 35:26 - 35:30
    And it sort of punishes players
    who hate mining--I hated mining.
  • 35:31 - 35:32
    I liked to cook, that was my thing.
  • 35:34 - 35:38
    So you want to balance that so that
    players of all types can play it,
  • 35:38 - 35:43
    and there's lots of discussion about this,
    because the developers were very
  • 35:43 - 35:45
    in touch with the community,
    and would actually discuss the reasons
  • 35:45 - 35:48
    behind a nerf, and things like that,
    and sometimes even warn us ahead of time,
  • 35:50 - 35:54
    so that we could deal with that,
    and obviously making that decision
  • 35:54 - 35:57
    is kind of important to
    the development of the game,
  • 35:57 - 36:00
    so probably something significant there.
  • 36:01 - 36:03
    I mentioned that there was no fighting,
  • 36:03 - 36:07
    a distinguishing feature is that
    there's no player-player conflict,
  • 36:08 - 36:13
    you do do things like eat meat,
    but you get meat by petting a piggie,
  • 36:14 - 36:16
    you don't kill anything in the game.
  • 36:16 - 36:19
    It's very relaxing and peaceful.
  • 36:19 - 36:23
    The closest you get is
    there are some races.
  • 36:23 - 36:26
    That's the only built-in
    competitive element.
  • 36:28 - 36:31
    And those are all without
    the player vs. player conflict,
  • 36:31 - 36:33
    or the raids, or the whatever.
  • 36:33 - 36:36
    So how did this affect
    the development process?
  • 36:36 - 36:39
    Why did you do it?
    Why was it important to you?
  • 36:41 - 36:45
    Player questions? We mentioned nerfs,
    there were lots of other changes.
  • 36:46 - 36:49
    Glitch was first released
    in a very small alpha release,
  • 36:49 - 36:50
    and it looked really funny then.
  • 36:50 - 36:54
    Then they had a very closed beta,
    which was invite-only.
  • 36:54 - 36:56
    Then they had a slightly more public beta.
  • 36:56 - 36:59
    Then they launched publicly as,
    "We're a game! You can sign up!
  • 36:59 - 37:01
    Have fun! This is great! Yay!"
  • 37:01 - 37:05
    and then they said, "Crack, we really
    screwed up," and it went back to beta.
  • 37:05 - 37:09
    And most of us applauded that as being
    a really brave, great decision,
  • 37:09 - 37:11
    to go back and rework
    some of the core development
  • 37:11 - 37:16
    to be more attractive to a wider audience,
    but in the end maybe it wasn't great.
  • 37:16 - 37:18
    So the player question for that is,
  • 37:18 - 37:22
    "If you were present during these
    transitions, how did they affect you?"
  • 37:22 - 37:25
    "Did knowing that the game
    was going to launch or unlaunch
  • 37:25 - 37:27
    affect your ingame behavior?"
    things like that.
  • 37:28 - 37:31
    I mentioned API tools, but there
    were also a lot of player-run activities
  • 37:31 - 37:34
    within the game, because Glitch was
    what's considered a sandbox game,
  • 37:34 - 37:36
    which means you sort of
    make your own fun,
  • 37:36 - 37:38
    the most popular example of this
    is probably Minecraft,
  • 37:38 - 37:40
    where you're making your own fun.
  • 37:41 - 37:45
    And so there was a sandbox group,
    which created player quests,
  • 37:45 - 37:49
    ghost tours, because there's an ingame
    quest where you have to find ghosts,
  • 37:49 - 37:51
    and it's really hard,
    and things like that,
  • 37:51 - 37:56
    so what did you participate,
    and there I'd like to see
  • 37:56 - 37:59
    what player-created games
    are the most popular,
  • 37:59 - 38:02
    because those are probably some
    of the more important to talk about.
  • 38:02 - 38:05
    And then because the game was closing,
  • 38:05 - 38:09
    and we had six weeks', I think, notice,
  • 38:10 - 38:14
    what did people personally do
    to help remember Glitch?
  • 38:14 - 38:18
    And lots of things were done.
    There were lots of really great websites.
  • 38:18 - 38:22
    Down to people creating a way so that
    you couldn't play the game,
  • 38:22 - 38:26
    but you could have sort of an interactive
    video of your home street,
  • 38:26 - 38:30
    so you have a street that's your own,
    that you can plant on and stuff like that,
  • 38:30 - 38:31
    do whatever you want,
    that other players can visit,
  • 38:31 - 38:34
    and this made it so you could run, and you
    could jump through your home street,
  • 38:34 - 38:36
    just like you could otherwise.
  • 38:36 - 38:40
    There was a player who in her Etsy shop
  • 38:40 - 38:43
    started crafting dolls
    of people's butlers,
  • 38:43 - 38:46
    which is a character on your home street
    that could greet other people.
  • 38:47 - 38:48
    They were mix and match,
  • 38:48 - 38:50
    there were thousands of different ways
    you could make your butler.
  • 38:50 - 38:53
    And they were really cute, we have one.
  • 38:54 - 38:59
    Just like lots of fan art, and all
    the things you might expect
  • 38:59 - 39:03
    to remember a favorite place,
    or a favorite club,
  • 39:03 - 39:05
    or a favorite group activity,
    anything like that,
  • 39:05 - 39:07
    because the game
    was defined by the players,
  • 39:07 - 39:10
    the players needed to remember playing,
  • 39:10 - 39:14
    and for me as a game-preserver,
    sort of a life preserver,
  • 39:14 - 39:18
    knowing what people themselves
    were doing to preserve
  • 39:18 - 39:22
    is a way to help preserve
    that feeling of the players,
  • 39:22 - 39:26
    because having the world itself
    is meaningless in an MOL,
  • 39:26 - 39:29
    you can wander around and look, right?
  • 39:34 - 39:37
    So that's about it for the Glitch stuff.
  • 39:39 - 39:41
    I'm always really bad
    at writing concluding lines,
  • 39:41 - 39:43
    so this is my last slide.
  • 39:45 - 39:46
    Questions?
  • 39:47 - 39:50
    (man) Thank you, Rachel.
    (applause)
  • 39:53 - 39:55
    Questions, comments, for Rachel?
  • 39:56 - 40:01
    (woman) Oh, I have so many questions,
    but I'll just limit them to two, for now,
  • 40:01 - 40:05
    which is, you mentioned finding some of
    these games "in the wild,"
  • 40:05 - 40:10
    and I'm kind of interested
    in where all the materials
  • 40:10 - 40:13
    for the case sets came from,
  • 40:13 - 40:17
    because what happens when you burn out
    your Super Nintendo board,
  • 40:17 - 40:20
    and then the last one in the world
    costs however much,
  • 40:20 - 40:23
    I'm just wondering how you went about--
  • 40:23 - 40:25
    (Rachel) None of the games in the
    case sets were particularly rare,
  • 40:25 - 40:28
    nor were they for
    a particularly finicky hardware,
  • 40:28 - 40:33
    so in terms of MITH, most of what we got
    was sourced either from eBay,
  • 40:33 - 40:37
    or in the cases of console games,
    a website called JJ Games,
  • 40:37 - 40:40
    or Jay's, yeah JJ Games,
    there's a couple,
  • 40:40 - 40:42
    basically second-hand shops,
  • 40:42 - 40:47
    it's still very easy to get them,
    and Nintendo hardware is extremely robust.
  • 40:47 - 40:50
    The biggest problem is with the original
  • 40:50 - 40:53
    toaster-style Nintendo
    entertainment system,
  • 40:53 - 40:56
    but the lovely fan community
    came out with a fix for that,
  • 40:56 - 40:59
    which is to replace the 72-pin connector,
    which unlike desoldering a CPU,
  • 40:59 - 41:01
    is extraordinarily easy,
    all you need to be able to do
  • 41:01 - 41:04
    is use a screwdriver,
    and you could do it.
  • 41:04 - 41:07
    So in that case, that was fine.
  • 41:07 - 41:11
    "In the wild" refers more to games
    that were never released,
  • 41:11 - 41:13
    games that were
    in some phase of development,
  • 41:13 - 41:16
    people had maybe heard rumors about them,
  • 41:16 - 41:18
    or maybe there was
    an extremely limited release,
  • 41:18 - 41:20
    or they were a recall,
    or something like that,
  • 41:20 - 41:22
    and somebody just finds them.
  • 41:22 - 41:24
    And the reason somebody can just find them
  • 41:24 - 41:28
    is because, especially prior to the 90s,
  • 41:29 - 41:32
    when [inaudible] were relatively small,
  • 41:32 - 41:35
    whoever wanted to took
    the development materials home.
  • 41:35 - 41:38
    So these things can end up
    in somebody's garage sale,
  • 41:38 - 41:40
    and that's basically
    what happened in this case,
  • 41:40 - 41:44
    was somebody found the development copy
    of the cartridge at a yard sale,
  • 41:44 - 41:45
    and was like, "Oh, isn't this neat,
  • 41:45 - 41:48
    I would like to share this
    with the community," and they did.
  • 41:50 - 41:54
    (woman) And then just, well, also we're
    very dependent about the...
  • 41:55 - 41:58
    Once these things do
    get archived and preserved,
  • 41:58 - 42:03
    I'm thinking about ways of displaying them
    or having someone interact with them
  • 42:03 - 42:07
    in the setting, I just don't know where...
  • 42:07 - 42:10
    I'm wondering about where you see this
    project ending up.
  • 42:10 - 42:12
    (Rachel) Did you see
    The Art of Games exhibit?
  • 42:12 - 42:13
    (woman) No, I haven't.
  • 42:13 - 42:17
    (Rachel) So they did a really good job,
    I think, other than having it all
  • 42:17 - 42:21
    on projectors which...
    Pac Man on a projector is a little weird.
  • 42:22 - 42:26
    But, they used, wherever possible,
    the original hardware,
  • 42:26 - 42:29
    which in some case involved
    a little bit of watchful engineering,
  • 42:29 - 42:31
    and they hid it where
    nobody could get at it,
  • 42:31 - 42:33
    and just had the original
    controller coming out,
  • 42:33 - 42:35
    and they had it set on a timer,
  • 42:35 - 42:37
    so that the power basically
    shut off after a little bit,
  • 42:37 - 42:39
    you could only play for a little while.
  • 42:39 - 42:40
    That's one way to do it.
  • 42:40 - 42:43
    The Strong Museum of Play,
    in Rochester, New York
  • 42:43 - 42:46
    rotates what type of video game
    materials that they have out,
  • 42:46 - 42:49
    and most of what
    they have out for actual play
  • 42:49 - 42:53
    is standup arcade machines and stuff,
  • 42:53 - 42:57
    but they very much believe in
    having the original experience.
  • 42:57 - 43:03
    Someplace like the Computer History
    Museum, in Sunnyvale, California,
  • 43:04 - 43:08
    they're much more traditionally
    museum-oriented,
  • 43:08 - 43:13
    and in a lot of cases care more about
    how the artifact itself looks
  • 43:13 - 43:14
    than whether it's playable,
  • 43:14 - 43:18
    and that's sort of completely
    the opposite end of the scale.
  • 43:18 - 43:22
    The difficulty right now with offering
    something via emulation is,
  • 43:22 - 43:25
    you know I avoided the whole
    intellectual property thing,
  • 43:25 - 43:27
    it's completely illegal.
  • 43:27 - 43:32
    So we had, from 2006-2009
    there was an exemption
  • 43:32 - 43:35
    that made it not completely illegal
    for educational institutions,
  • 43:35 - 43:37
    but it is currently
    still completely illegal,
  • 43:37 - 43:40
    so if you're at some
    small non-profit organization
  • 43:40 - 43:45
    getting government funding,
    not going to do it for the public.
  • 43:46 - 43:47
    Kari?
  • 43:48 - 43:53
    (Kari) Okay, so you made some gestures
    toward tools for the average archivist,
  • 43:53 - 43:57
    but the more I watch you,
    and the more I work in this area,
  • 43:57 - 44:02
    the more convinced I am that we need
    a kind of MacGyveresque approach
  • 44:02 - 44:06
    to digital preservation in this area,
    and really at large,
  • 44:06 - 44:08
    not just video games and 3D virtual worlds.
  • 44:09 - 44:13
    Chewing gum and duct tape save bits,
    and so much of what we see
  • 44:13 - 44:17
    is a kind of approach that involves
  • 44:18 - 44:21
    tracking down rare, obsolete cables,
  • 44:21 - 44:25
    and hooking up modern PCs
    with obsolete hardware,
  • 44:25 - 44:30
    and having to troubleshoot in
    really creative kinds of ways,
  • 44:30 - 44:33
    and even The Art of Video Game
    exhibition, as you pointed out,
  • 44:33 - 44:39
    involved some electrical engineering,
    so I'm wondering if you have any thoughts,
  • 44:39 - 44:42
    and let's set aside the IP issues,
  • 44:42 - 44:46
    any thoughts on what a kind of
  • 44:48 - 44:53
    digital preservation course
    centered on hardware might look like?,
  • 44:53 - 44:58
    what might a module be like?,
    what might a lesson plan be like?
  • 44:59 - 45:02
    (Rachel) So just preservation specifically
    focused on hardware.
  • 45:02 - 45:05
    (Kari) Specifically focussed
    on hardware, yeah.
  • 45:06 - 45:09
    (woman) And where can we take one?
    (laughter)
  • 45:09 - 45:12
    (both women talk at same time)
    (Kari) Yeah, go ahead, Rachel.
  • 45:12 - 45:14
    (Rachel) So that's difficult,
    in a sense, for me,
  • 45:14 - 45:16
    because I work in a pretty esoteric area,
  • 45:16 - 45:20
    now there are like 20 of us
    in the Western world
  • 45:20 - 45:25
    doing this type of work,
    specifically in archives and museums,
  • 45:26 - 45:31
    so what I'd teach people how to do that?
    I would probably have one day
  • 45:31 - 45:33
    where I talked about the things
    that I went through
  • 45:33 - 45:35
    to try and understand how to do it.
  • 45:35 - 45:39
    One thing that I would definitely do
    is teach them how to read
  • 45:40 - 45:42
    circuit diagrams, and schematics.
  • 45:42 - 45:44
    (man) This is coming up for [inaudible],
  • 45:44 - 45:46
    right outside, waiting,
    it's the next step.
  • 45:47 - 45:50
    Well, yeah, and we have those,
    what we don't have is,
  • 45:50 - 45:52
    how do you disengage at the tape?
  • 45:53 - 45:58
    And basic soldering and wire splicing,
    these are things that are really easy,
  • 45:58 - 46:04
    you need a $10 soldering iron
    and a $2 thing of solder.
  • 46:04 - 46:07
    (woman) And a $10 glove to protect
    your finger next time.
  • 46:07 - 46:08
    (Kari) Yeah, there we go.
    (laughter)
  • 46:08 - 46:10
    (Rachel) That might have been
    when I got frustrated
  • 46:10 - 46:13
    and turned it up to 50 watts.
    (laughter)
  • 46:13 - 46:15
    (woman) We'll buy you a glove.
  • 46:16 - 46:20
    (Rachel) Just some really
    basic stuff of that nature
  • 46:20 - 46:23
    so that if you have a Mac Classic
    you can replace that capacitor,
  • 46:23 - 46:26
    and I'm not just saying
    that's easy,
  • 46:26 - 46:29
    if you have a certain amount
    of hand-eye coordination.
  • 46:29 - 46:32
    If you can build with legos,
    you can replace a capacitor,
  • 46:32 - 46:33
    It's not that hard.
  • 46:33 - 46:36
    So that sort of thing that people
    tend to be really scared of,
  • 46:36 - 46:38
    they're like, "Oh, the cord is broken,
  • 46:38 - 46:42
    I have an Atari 7800, I would love
    to play it, but the cord is broken",
  • 46:42 - 46:44
    which happens all the time
    with that machine.
  • 46:44 - 46:46
    You just splice it.
  • 46:46 - 46:50
    Those are core skills that
    a lot of archivists don't have
  • 46:50 - 46:51
    that would be really helpful,
  • 46:51 - 46:53
    along with being able to read
    the circuit diagrams.
  • 46:53 - 46:55
    And then I would probably
    talk just a little bit
  • 46:55 - 46:58
    about some of the less
    esoteric media, like floppy disks.
  • 46:59 - 47:05
    All archivists deal with floppy disks,
    and knowing how to do so is good.
  • 47:05 - 47:09
    Knowing how to image a hard drive,
    probably also good,
  • 47:09 - 47:13
    and what your options are for that,
    vs. having a crazy dedicated machine,
  • 47:13 - 47:17
    like the FRED, which you should all
    look up, acronym FRED,
  • 47:18 - 47:21
    or a cable--I have a cable
    that reads hard drives, it's much easier,
  • 47:21 - 47:24
    and cheaper, $20 vs. $5,000.
  • 47:26 - 47:30
    (Kari) Yeah, see I like this, but what
    I think what you just painted a picture of
  • 47:30 - 47:34
    is hardware in the context of archives,
  • 47:34 - 47:38
    it's not about display items or artifacts.
  • 47:38 - 47:42
    It is not just about
    access devices for games,
  • 47:42 - 47:46
    but this more media-archaeological
    approach that is about
  • 47:46 - 47:50
    actually dissecting a plane
    and hacking with them somewhat.
  • 47:53 - 47:56
    (woman) Have you heard any headway
    in your dialogues with the creators,
  • 47:56 - 47:59
    have you gotten any sense that they are
  • 48:00 - 48:02
    interested in taking over this function?
  • 48:02 - 48:04
    Not at all? Okay.
  • 48:05 - 48:08
    (Rachel) There is sort of a cycle
    that occurs with all new media,
  • 48:08 - 48:10
    starting from the book,
  • 48:10 - 48:13
    where this new thing,
    this new-fangled thing, comes out,
  • 48:13 - 48:17
    and very few people with a lot of money
    are really, really interested in it,
  • 48:17 - 48:19
    and everybody else is like, "Whatever."
  • 48:19 - 48:21
    It happened with books,
  • 48:21 - 48:24
    it even more closely in parallel
    happened with movies,
  • 48:24 - 48:26
    and eventually people are like,
    "Oh, this is pretty cool.
  • 48:26 - 48:29
    This is a great way to spend my time,
    but it's not something that my kids
  • 48:29 - 48:30
    should be learning in school."
  • 48:30 - 48:32
    and then eventually they're going,
  • 48:32 - 48:34
    "Maybe this is something my kids
    should be learning in school."
  • 48:34 - 48:39
    And then finally at that point
    higher-education institutions
  • 48:39 - 48:42
    and cultural heritage institutions
    like museums and libraries start to think,
  • 48:42 - 48:45
    "Maybe we should be worrying about this.
    People are going to need access
  • 48:45 - 48:47
    to this old stuff if they want
    to learn about it in school."
  • 48:47 - 48:52
    And then 50 years after that,
    then the media creators
  • 48:52 - 48:56
    start to be interested in it,
    and I don't really blame them,
  • 48:56 - 49:03
    because archives are always,
    always, always a cost center,
  • 49:03 - 49:05
    and you're talking about
    commercial enterprises
  • 49:05 - 49:06
    that are interested in the bottom line
  • 49:06 - 49:09
    and in video games they're not just
    interested in the bottom line,
  • 49:09 - 49:13
    they're interested in, "I need to get this
    done in time for Christmas."
  • 49:14 - 49:19
    Which means I'm going to work everybody
    like 16 hours a day until October,
  • 49:19 - 49:22
    and they just don't have the time
    to really deal with this,
  • 49:22 - 49:24
    nor do they have the understanding of it.
  • 49:25 - 49:27
    They're just starting to see,
  • 49:27 - 49:31
    with things like Playstation Network
    and Xbox Live,
  • 49:31 - 49:32
    and virtual console and stuff,
  • 49:32 - 49:36
    the value in resurrecting
    some of their older titles.
  • 49:36 - 49:39
    In almost all cases they've
    had to completely [inaudible] them,
  • 49:39 - 49:41
    because they didn't have the old assets,
  • 49:41 - 49:43
    or they didn't know
    how to convert the old assets.
  • 49:44 - 49:50
    So it really is very much how to
    convince the--what is the value for them?
  • 49:50 - 49:52
    The value obviously is not monetary.
  • 49:52 - 49:54
    There is no way to prove
    that it's monetary.
  • 49:55 - 49:59
    So it's either proving that,
    or alternately proving to them that
  • 50:00 - 50:04
    archivists and curators are not the enemy,
    and that the things that you want to do
  • 50:04 - 50:09
    with their materials are not going to
    infringe on their intellectual property
  • 50:09 - 50:13
    in a way that will cost them money,
    but instead would be like free marketing.
  • 50:14 - 50:16
    (woman) So, can I ask a
    sideways question to this?
  • 50:16 - 50:21
    Which is so much in the last two years
    has been made about teaching scholars
  • 50:21 - 50:25
    how to build games,
    or to consider gaming
  • 50:25 - 50:30
    as an avenue towards student education,
    K-12 education, things like that.
  • 50:31 - 50:34
    Where does that intersect with
    the archival preservation, or whatever,
  • 50:34 - 50:39
    because we see so many of those games
    being built in some scale or another
  • 50:39 - 50:43
    that may be good or bad--
    What do you recommend,
  • 50:43 - 50:46
    or what do you address in terms of
    what these people need to know
  • 50:46 - 50:49
    before they even start investing
    their time in something that seems
  • 50:49 - 50:53
    so cost intensive, when you can't
    necessarily guarantee the back side?
  • 50:53 - 50:55
    (Rachel) This again sort of comes against
  • 50:55 - 50:57
    who you think is going to
    use them the longer,
  • 50:57 - 50:59
    and I would go beyond K-12 and say
  • 50:59 - 51:02
    undergraduate and graduate programs
    of game design, which now exist,
  • 51:02 - 51:05
    and this is where I always make
    the parallel to art history.
  • 51:05 - 51:08
    If you're taking art courses, unless
    you're me and purposefully avoid them,
  • 51:08 - 51:10
    you're going to take art history courses,
  • 51:10 - 51:12
    you're not just going to learn
    how to do the art,
  • 51:12 - 51:16
    and part of the reason we can have
    great art history courses,
  • 51:16 - 51:19
    is that we have great museums
    dedicated to art,
  • 51:19 - 51:23
    where we have the history,
    where we have the concept sketches
  • 51:23 - 51:26
    and things like that that went into it,
    where they're available.
  • 51:26 - 51:30
    And artists have really big egos
    and keep that stuff a lot of the time,
  • 51:30 - 51:32
    and like to share it when they're dead.
  • 51:32 - 51:35
    But we don't have that for games,
    and so I look at it like
  • 51:35 - 51:37
    education to me is a really big aspect.
  • 51:37 - 51:40
    Don't we want to train
    the game developers of tomorrow
  • 51:40 - 51:42
    on the lessons learned in the past?
  • 51:43 - 51:47
    Wouldn't it be really interesting to see
    what are the developments
  • 51:47 - 51:51
    that went into being able to have
    photorealistic 3D environments?
  • 51:52 - 51:56
    What are the elements that went into
    having really accurate bounce physics?
  • 51:56 - 52:01
    Things like that, because knowing how
    one person had their Eureka moment
  • 52:01 - 52:03
    and how the development evolved
  • 52:03 - 52:06
    can help you do your own evolution
    and development somewhere down the line,
  • 52:06 - 52:12
    just like learning stippling, or whatever,
    crosshatching, or whatever does
  • 52:12 - 52:13
    when you're learning drawing.
  • 52:15 - 52:16
    Matt.
  • 52:17 - 52:20
    (Matt) I wonder what the sword's for?
    (laughter)
  • 52:21 - 52:23
    (man) He always asks
    the hardest questions.
  • 52:23 - 52:24
    (laughter)
  • 52:27 - 52:31
    (Rachel) It's dangerous to go alone!
    (laughter)
  • 52:31 - 52:35
    When you first start playing
    Legends of Zelda, Link talks to an old man
  • 52:35 - 52:38
    who says it's dangerous to go alone,
    take this, and that's the sprite
  • 52:38 - 52:40
    for the sword that you could use here.
  • 52:40 - 52:44
    (man) Is this also a sort of living
    demonstration of significant properties?
  • 52:46 - 52:47
    (Rachel) Sure.
    (laughter)
  • 52:47 - 52:50
    It is also a living demonstration,
    although I made it myself,
  • 52:50 - 52:54
    of what I allude to on twitter
    called feelies which is particularly
  • 52:54 - 52:57
    Infograme, InfoComm
    with their interactive fiction,
  • 52:57 - 53:02
    and in the 1980s often packed
    other stuff in with their games,
  • 53:02 - 53:04
    and my favorite example of this is
    Pocket Link was packed in within
  • 53:04 - 53:06
    The Hitchhiker's Guide to the Galaxy,
  • 53:06 - 53:08
    so my talk comes
    you only trust it with the talk,
  • 53:08 - 53:10
    which you all knew you were getting.
  • 53:10 - 53:12
    But also an item
    to protect you from danger.
  • 53:12 - 53:13
    (laughter)
  • 53:13 - 53:15
    (man) So I expect this to be
    the back of your business card.
  • 53:15 - 53:18
    (laughter)
    (Rachel) But I have a stamp [inaudible].
  • 53:18 - 53:19
    (laughter)
    Peter.
  • 53:19 - 53:23
    (Peter) Could you talk a little bit more
    about conflict-free gaming?
  • 53:23 - 53:25
    That was an issue that you reached
    with Glitch, just in light of all
  • 53:25 - 53:29
    of the questions that occur to you,
    I'm wondering...
  • 53:29 - 53:33
    The history of gaming, has it become
    more conflict-intensive or less?
  • 53:33 - 53:38
    For the archivist, is it harder,
    does it raise different issues
  • 53:38 - 53:41
    that the degree of conflict
    that is built in,
  • 53:41 - 53:43
    and I was also thinking about
    your comment about Mario,
  • 53:43 - 53:46
    and how people like Mario games
    because they're fun.
  • 53:46 - 53:48
    I'm wondering whether there's
    a correlation between
  • 53:48 - 53:52
    conflict or lack of conflict
    somehow, and fun.
  • 53:53 - 54:01
    (Rachel) I would say that games have
    neither become more conflictual or less.
  • 54:02 - 54:05
    The graphics depicting the conflict
    have become better,
  • 54:05 - 54:08
    the mechanics of the conflict
    have become better.
  • 54:08 - 54:11
    Pong, what is that? That's a competition.
    That's conflict, right?
  • 54:11 - 54:15
    (man) Spacewar!
    (Rachel) Spacewar!, competition.
  • 54:17 - 54:20
    Oregon Trail and [inaudible],
    you hunted.
  • 54:20 - 54:24
    So it's always been there, and game
    balance doesn't create real balance,
  • 54:24 - 54:26
    I'm just going to say that right now,
    that's ridiculous.
  • 54:28 - 54:34
    I think that the--
    that conflict-free gaming,
  • 54:34 - 54:38
    other than puzzle gaming, has been
    greatly improved by modern technologies.
  • 54:38 - 54:40
    Because the thing with
    conflict-free gaming
  • 54:40 - 54:41
    is you have to have something else, right?
  • 54:41 - 54:44
    Like most games,
    they are essentially conflict-driven,
  • 54:44 - 54:49
    whether it's a game of chess
    or a game of Call of Duty.
  • 54:49 - 54:52
    You're driven by conflict,
    you're driven by competition.
  • 54:52 - 54:55
    With a conflict-free game
    what do you do, right?
  • 54:56 - 55:00
    And with some things like Minecraft
    or Legos, they're physical-analog,
  • 55:00 - 55:02
    it's kind of ob-- you build, right?
  • 55:03 - 55:07
    But with more complexish things,
    you really need other people.
  • 55:07 - 55:10
    Other people are what helps make
    a conflict-free game fun.
  • 55:11 - 55:13
    And that was certainly
    the case with Glitch.
  • 55:15 - 55:17
    I don't know if that really answers
    your question or not?
  • 55:17 - 55:20
    (man) I was just wondering, it seemed
    to me that your interests,
  • 55:20 - 55:22
    you're interested in Glitch,
    among these millions of other things,
  • 55:22 - 55:24
    and you raise the issue of conflict,
  • 55:24 - 55:27
    and it actually just seemed to me
    that gaming and thinking about
  • 55:27 - 55:31
    the preserving of games could be
    an interesting way of thinking about
  • 55:31 - 55:36
    conflict over time, and actually
    cultivating skills of evading conflict
  • 55:36 - 55:40
    or redirect-- and I take your point too
    that conflict, what is conflict?,
  • 55:40 - 55:43
    is a very complicated
    question to begin with.
  • 55:43 - 55:44
    (Rachel) Though I have to be honest
  • 55:44 - 55:46
    and say I had no deep thoughts
    when it came to that.
  • 55:46 - 55:50
    I said, "Oh my God, my favorite game
    is closing, what am I going to do?"
  • 55:50 - 55:53
    It was nothing about
    what example of whatever,
  • 55:53 - 55:55
    which was to me it's a great
    example of a startup,
  • 55:55 - 55:57
    it's a great example of trying to do
    something really ambitious with Flash,
  • 55:57 - 55:59
    it's a great example of
    a sandbox game,
  • 55:59 - 56:03
    a great example of 2D art in a world
    overwhelmed with 3D,
  • 56:03 - 56:06
    but mostly I just loved it,
    that's why I'm using it,
  • 56:06 - 56:09
    and had access to the developers,
    because they're so from the community.
  • 56:11 - 56:17
    (man) I'm wondering if you think whether
    walkthroughs and game guides
  • 56:17 - 56:23
    have a role in preservation, for example
    with video games reach stories,
  • 56:23 - 56:26
    how RPGs can be.
  • 56:27 - 56:30
    I've been through several walkthroughs
    and some of them tend to be
  • 56:30 - 56:32
    very technical,
    focusing on different things,
  • 56:32 - 56:36
    some others will tell the story, and
    they will have [inaudible]
  • 56:36 - 56:39
    telling you what is happening
    in the game until you can see it,
  • 56:39 - 56:41
    and definitely that is a form
    of preservation in a way,
  • 56:41 - 56:44
    especially if you at some point
    lose access to the game,
  • 56:44 - 56:46
    because [inaudible] disappears.
  • 56:46 - 56:50
    (Rachel) Sure. So there is a concept
    in archives called context information,
  • 56:50 - 56:53
    and that's the things that build
    the context around the game,
  • 56:53 - 56:55
    that help provide a meaning for that game.
  • 56:55 - 56:58
    And one of those things is walkthroughs
    and strategy guides,
  • 56:58 - 57:03
    so in some cases, in PVW I,
    we would find old walkthroughs
  • 57:03 - 57:06
    from bulletin board systems,
    that people were posting,
  • 57:06 - 57:09
    and actually when we submitted the game
  • 57:09 - 57:12
    to the dark archive that
    it sits in at Stanford,
  • 57:12 - 57:14
    we included that type of information,
  • 57:14 - 57:17
    and also the Strong Museum of Play
    in Rochester we talked about earlier
  • 57:17 - 57:22
    has a complete collection of
    the print guides, for everything.
  • 57:22 - 57:27
    So yes, absolutely, they're very
    important context information.
  • 57:30 - 57:36
    (man) With that, let's give Rachel a hand.
    (applause)
Title:
Rachel Donahue: It’s too dangerous to go alone! Take this.
Description:

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Video Language:
English
Team:
MITH Captions (Amara)
Project:
BATCH 1

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