Comments on: How to Preserve Games as Cultural Assets https://randomwaypoint.fajs.de/2012/02/how-to-preserve-games-as-cultural-assets/ Journeys and Musings of an Ex-Hardcore Raider Sun, 12 Feb 2012 05:47:13 +0000 hourly 1 https://wordpress.org/?v=5.2.17 By: Ahtchu https://randomwaypoint.fajs.de/2012/02/how-to-preserve-games-as-cultural-assets/#comment-391 Sun, 12 Feb 2012 05:47:13 +0000 http://randomwaypoint.fajs.de/?p=1241#comment-391 bhagpuss, that’s a great pic!

flosch, I really have nothing to add to this post. Just stopping in to say I enjoyed it and agree.

]]>
By: flosch https://randomwaypoint.fajs.de/2012/02/how-to-preserve-games-as-cultural-assets/#comment-390 Sat, 11 Feb 2012 21:35:51 +0000 http://randomwaypoint.fajs.de/?p=1241#comment-390 I think the main difference between the experience of the audience at a seminal theater premiere and the players in an MMO is that, in an MMO, other players are part of the content.It doesn’t matter much whether you’re in the theater alone or with 500 other people. Exceptions might be premieres like the Rite of Spring, that ended in scandal, and where the audience actually was part of the experience. That might be one of the reasons that F2P is so popular these days: it might be a good business model, but even those players that ride for free produce some kind of social “comfort noise”.

That’s the main difference I see with MMOs. An offline computer game is sufficiently archived by having the shipped version and if necessary, an emulator (source code and secondary sources like reviews are nice to have, but not vital). A theater play is sufficiently archived by keeping a copy of the text, and a specific performance is sufficiently archived by recording it as video. But for an MMO, simply keeping the source is not enough, neither is recording cut scenes that are provided by the designers. Since their main goal (hopefully) is to provide a virtual world, you will want to archive how people “lived” and behaved in such a world. What was the everyday life like, what special events happened that shaped the community, etc?

Of course, you are right, we are already doing our best to preserve our experiences in one way or another, in a form similar to classic diaries. The difference is the scope of data that is produced, and that we’re not sure yet how to extract meaningful information out of all that data. The visualization you linked is very nice to get a rough feeling of just how much data is being piled up day after day.

I agree with your last point. Given the nature of code repositories, I would be appalled if somewhat-decently versioned and annotated source code wasn’t preserved for practically all eternity. I’m more worried about the ancillary information, though. One day nobody will remember how exactly you had configure server X to get a running setup of game Y; that’s the kind of information that gets lost much easier in my (granted, limited) experience.

]]>
By: bhagpuss https://randomwaypoint.fajs.de/2012/02/how-to-preserve-games-as-cultural-assets/#comment-389 Sat, 11 Feb 2012 21:09:10 +0000 http://randomwaypoint.fajs.de/?p=1241#comment-389 Thanks for the kind words and the plug! I think there’s going to be a huge problem with archiving for the cultural historians of the future. The sheer volume of recorded material is already overwhelming, as this handy infographic demonstrates

http://c179631.r31.cf0.rackcdn.com/info_byte-final.png

I don’t think it matters that there’s no real way of preserving the actual experience of playing WoW in 2005 or Everquest in 1999. There’s no way of preserving the experience of seeing the first night of Waiting For Godot or the premiere of Rite of Spring either. Performance is always temporal and transient. It’s important to preserve the records of performance, though, and we can all do that with our blogs and youtube videos. Best of luck to those who have to find some way of sorting through them to glean the examples they need though!

I do hope that at least some people in the games industry are sufficiently historically aware to save the source code and the ancillary materials. I suspect, given the nature of geekdom, that probably happens more often than not.

]]>
By: A Trend Takes Root? | Endgame Farming https://randomwaypoint.fajs.de/2012/02/how-to-preserve-games-as-cultural-assets/#comment-388 Sat, 11 Feb 2012 17:43:06 +0000 http://randomwaypoint.fajs.de/?p=1241#comment-388 […] After all, many computer games of our current time rely on ‘the others’ to create the memories and content that make the games what they […]

]]>