Where Games Go to Sleep: The Game Preservation Crisis (2011)
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Look at TF2--it could foreseeably be modified and anyone can run a server for it. It may be possible to preserve it. Blizzard's Overwatch on the other hand, which is somewhat of a successor to it, they won't let the game to work at all without their servers since it's a gigantic, centralized black box. Those servers might go away.
The only reason WoW is preserved for the future at all with third party vanilla servers is because during the beta they made a mistake and leaked a ton of debugging info and world data early on. Ideally (from the company's perspective), we wouldn't even had that and one of the biggest blockbuster MMOs in history would simply be lost.
Not picking on Blizzard in particular, but they've gone from a decentralized model in the Diablo 1, War 2 BNE, and Starcraft 1 days to massively centralized. If there isn't a profit to be had, I think they'll be very happy to let the history die there, which is very unfortunate and seems to be a model many AAA game companies are taking at this point, not just Blizz.
I think it's very likely people will still play Tetris, Final Fantasy IV and Star Craft in 50 years. Star Craft II and Final Fantasy XV? Not so much.
https://freeablo.org/ (diablo)
https://shieldbattery.net/splash (starcraft broodwar)
http://www.openwow.com/ (world of warcraft)
If Blizzard ever shut down battle.net 2.0 there will be a group of people putting their heads together to mimic the server. Or, if needed, recreate the entire game engine from decompiled code or scratch. Look at OpenRA and OpenBW for these examples:
And if that's not good enough, game preservation might become a new industry just like art preservation. We already have GoG releasing classic titles by working with publishers and digital rights holders to re-release classic games; this model can be extended to those "black box" games where the server code is saved in a repository for years but never released until someone like GoG comes along and revives the game the legal way:
So, if a game is loved by enough people it will live on.
Unfortunately for Overwatch, a battle.net account / connection and their centralized servers makes it a far harder task. They've moved toward a model where the reverse engineering and ingenuity involved to get it to work outside of their control is increasingly prohibitive.
These things often take volunteers hundreds of hours to figure out and are illegal according to terms of service agreements (followed by lawsuits no less--if you look into "bnetd" and "fsgs" starcraft alt servers, and WoW bots, Blizzard is not afraid to go this route). If it's just too much work for said hackers, it likely will not get done, especially if legal action against the volunteers is a probability.
There is also quite some history showing that DRM-content providers do go under, and people do lose access to their "purchased" (rented) items.
Nevertheless, there are sometimes happy endings, and I'm reminded of this comment [1] by Don Hopkins just over a week ago highlighting the importance of equal parts archivists' duties, detective work, and persistence (very much worth reading) with a healthy dose of luck. Unfortunately, this is probably more an exception than the rule, though older/niche games are perhaps more likely to survive through such efforts than popular ones (Carmageddon's resurrection with the new Stainless comes to mind) given that there's less at stake.
If a much more popular franchise goes belly-up, I would be exceedingly surprised if independently playable versions were ever released. More likely, you'll see new installments based on the same IP with the same shortcomings, thus repeating the cycle. Tribes is a curious, if complicated example (failure, resurrection, failure, resurrection), but it's also a case where an interested third party was able to circumvent the authentication server code (Tribes 2 via TribesNext).
It's preferable to a company trying to squeeze all the profits possible out of their games, but certainly not for preserving gaming history many years later when profits aren't much of a factor.
Edit: Now that I think about it, this is pretty much the same as the current business model for many development platforms, open source tools and cross platform support, compete on hosting.
In what perfect world? In the real world, triage is a thing.
But I understand why companies don't want this, however. Why would you want people playing your game for free on private servers instead of your own?
Frankly, that is the secret to modern gaming... wait.
And SD cards pretty come come in cracker jack boxes.
Storage is cheap. :)
I'll disagree with this one right here. I've been part of the wow emulation community at its very early stages and it was in fact some inside info that a few people got. (Angry employees etc you name it) The earliest wow emulator is from late vanilla. The world data also exist on the client side making its easier to use them. Blizzard has found more ways of countering decrypting actual packets from the server to the client but of course as always at some point the c3-c4 packet algorithms are leaked by an unknown source.
I think I was referring to: http://www.eqemulator.org/forums/archive/index.php/t-11175.h... and similar. So not even an emulator, just a leaked, crippled version of the game earlier on. Thanks for the correction.
From what I understand, old unupdated games will soon be removed from app store and it won't even be possible to download them?
Traditional archive preservation relies on preserving the media. But for many games now there is no media, or it's optical disks which aren't going to last. In order to preserve it it has to be copied. The publishers have no interest in this and the rights may become mired in uncertainty when the publisher goes bankrupt.
Conversely, many things we only have copies of because copies were made illegally. Not just games but TV programmes as well (the notorious early Dr Who episodes for example).
And if we look at some of the other "big content" industries, they find it might not be in their interest to allow their old content to compete with current content for attention. Disney don't make all their films available on the market at the same time ("disney vault") for this reason.
On the other hand we often don't treat modern creations as an equally valuable artifacts (so called modern "art" or "performance", etc. is a subject for another rant on real value of art;). People put tremendous effort into creating video games, movies, etc. which are of great artistic value, but we let them slip into oblivion.
So, it's great to see that something is starting to happen in this subject.
https://archive.org/details/software
It is quite extensive and growing all the time.
Modern creations have a much lower barrier to entry so more gets made, which is great, but also makes preservation more difficult. There's hundreds of new games on the App store each week (don't recall the exact numbers). Preserving each one, especially the history of development (art assets, source code, design docs and discussions) would take more time than any organization has and also not be very useful to the public.
Yet there are good, worthwhile, interesting, and historically significant games in that haystack somewhere. How do we filter the noise before the stuff worth preserving is lost?
I think it's ultimately just up to people and their feelings / how significant they feel a game is/was to put the resources in to preserve it. I also feel like some games are clearly more notable than others that a consensus would agree with.
Mario Bros 3, Zelda, WoW, Skyrim... I could go on for hours I'm sure, but certainly some games have a much larger impact and are more historically notable than others. Maybe it's partially subjective, and I'm not sure what the solution is. Do we legislate these things must be preserved?
That seems pretty extreme. Do we ask nicely? It seems most companies won't listen if there's no profit there. I'd be interested in hearing other people's ideas on that and how to make it happen. I think it'd be a real shame if in 20 years, given all our technology, these things were lost to history somehow still.
Storage is extremely cheap now, so filtering might not be needed at all. HDDs are around $30/TB, and 1TB in the context of game sizes is already quite a lot. Historical games tend to be smaller anyway, as the storage available at the time was much smaller too.
I think the future will be in a much better position to judge what is valuable and historically significant.
This should be requirement for games, too, I think.
They and their patrons (myself included) would likely be very interested in anything/everything you're willing to upload.
Call of Duty - what is the grand result? Familiarity with Militarization.
Katamari Damacy - Hoarding for the King.
Pokemon - you tell me.
https://en.wikipedia.org/wiki/Lost_film
It sounds like we are doing a better job preserving our early video game history than we did preserving our early film history.
But I care very much about game preservation and would like to see the information get out there in some form someday.
None of the games I worked on were high profile, but I do have some interesting documentation on them.
I also started keeping a personal design diary as of last November that keeps my thoughts and ideas on my game designs and how they change over time that I might one day release to the public (or a descendant might).
I also used to make and release Flash games and I'm investigating ways to keep those available once the web moves on 100% from Flash. I've got some documentation from the design of those that could be interesting as well.
I need to find the time to sit down and compile all this, though, in addition to working on new things.
Wonder if any of them would be willing to partner with a company or non-profit (such as the IA) if they offered to archive the code and artifacts for safe keeping but not automatically release it unless legally allowed to do so. Some things would probably stay under wraps for a long time, but at least it wouldn't be lost that way.