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