YouTube “Let's Play”s are preserving video game history
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For example here is the Macintosh version of Dark Castle, which I spent some number of hours winning at the time (circa 1986, digitized sound was still a brand-new thing) https://archive.org/details/mac_DarkCastle_1_2
If you hit "Options" you'll notice the familiar WASD keyboard control layout. Well, this is the earliest game I'm aware of that used that layout...
Here's The Dungeon Revealed, an early Mac dungeon-crawler I also spent a lot of time in: https://archive.org/details/TheDungeonRevealedMacintosh
Here's Crystal Quest, the first color Mac game (although the emulation is in black&white which was also supported): https://archive.org/details/CrystalQuest_2_2_5M
Here's NetTrek, one of the first LAN multiplayer games I ever played (was fun!): https://archive.org/details/NetTrekTheRealVersionMacintosh
And then there is Bolo, the one game I wish there was a modern-day version of that is remotely similar: https://archive.org/details/BoloMacintosh (Wish this was the color version, but anyway... It was a network tank battle game where you could capture points and build autotargeting defense turrets by harvesting trees via sending out your tank pilot (who was then vulnerable and could get killed, the respawn penalty was not trivial as I recall), it was INCREDIBLY fun at the time, literally hours in the computer lab with a group of other nerds)
It's amazing that I can even give other people a hands-on look at this stuff in their own browser. It's too bad that I can't show off the early network-gaming the same way (firing up Bolo or NetTrek in different browsers on the same LAN... It's probably possible to do, right?)
Gaming Jay: Demon's Souls (PS3) (feat. Matt) - Let's Play 1001 Games - Episode 272 https://www.youtube.com/watch?v=9x1mC1M0_Cs
EDIT: Adding the title of the video to go with the link, because one thing that's especially annoys me about bare YouTube links is that if the video was removed, YouTube doesn't even give you the former title so that you know what you missed.
Also, there are quite a few really good emulators that do handle the vast majority of games and probably could be enhanced to cover the remaining incompatibility. The question is whether there is a enough incentive to do so.
I've been toying with Libgdx and have been thinking about a multiplayeror enhanced Bolo.
A couple of very different examples are Super Mario Run (which is just stupid) and Fortnite (which at least makes sense because it’s purely multiplayer in battle Royale mode).
This seems driven by a combination of analytics and anti piracy.
Like you can't emulate Boktai without the solar sensor on it, and also you don't get the sense of how dark the game boy advance's screen is. Or another example is Trace Memory for the Nintendo DS, which made use of the fact that the DS can close like a book (to simulate stamping on an ink pad) or that the screen is reflective when closed at an angle (to cause two screens to reflect into each other to make a single word.)
It works to show a boosted version of the original game, but something like sprite flicker or having to use passwords to continue gets dropped out. Or something like the dreamcast's VMU, which displays info on it as you play or can be used for minigames to boost the character in the main game.
The games kind of get divorced from the hardware and media they were played on, which reduces them some.
Nothing like writing down forty Japanese hieroglyphs in ‘Captain Tsubasa.’
I don't have a remote knowledge of Japanese of any of Asian languages.
This is absolutely true, however, I favor availability over attempting to recreate the experience perfectly. There is, in fact, no perfect way to recreate the experience because everyone’s experience differs. I played 8- and 16- and even 32-bit systems over RF on a 19” Magnavox, recording gameplay to VHS. Others may have gotten Ridge Racer secondhand and never had the custom controller. A CRT was integral to my experience, but is impractical for most people.
I enjoy retro gaming and go through stupid lengths to get classic systems looking good on modern displays. It’s expensive, takes up a ton of space, and requires a depth of knowledge in broadcast standards and signal processing beyond what most are willing to dig into.
When I want to sit down and enjoy a favorite game with my kids, Virtual Console, Classic/Mini systems, or emulators (software or hardware) allow us to focus on having fun together. Cycle accurate reproduction doesn’t come into play.
Of course, emulation is going to lose something compared to the original experience; nobody knows better than the person writing the emulator. But nobody is stepping up to build the exact reproduction that you are holding out for. Even if someone came along and built reproduction controllers and cabinets, would you be willing to spend the money for them?
It is far better to capture the ROMs and 90% of the experience than to let it all slip away because of purity issues.
Besides, part of the TRS-80 experience was unreliable behavior. I'm quite glad that emulators don't attempt to reproduce it.
Not to disparage emulators (I use them all the time myself, and would be absolutely on this if I had a VR headset), but there is an amusing bottomlessness to the rabbit hole here, seeing the posters on the walls and so on. Now we only need to emulate having friends, parents that love you, etc...
The most easily understood example is 999, a game for the Nintendo DS that utilized the two-screens quirk of the system for narrative purposes. It was later ported to mobile and those versions had to drop the twist since there was no way to express it on other platforms. (To briefly summarize, the two screens represented separate timelines and the DS's constraint of only allowing touch input on one screen meant that whatever you saw on that screen was the only thing you could actively participate in)
The article also raises a good point (that I think echos your sentiment) about how lets play videos include some amount of the context that the game was played in. Even with the exact artifact, something is lost when it is transplanted to Now.
To a lesser extent, the same goes for cinema, but there's no question that we're preserving cinematic history by continuing to make Citizen Kane available.
It's totally worth them storing the data given the marginal cost.
A 10TiB HDD is only 150$ retail. These videos can likely be stored in less than 200MiB on average.
Storage has gotten cheaper YoY
But, I'm not in industry, and the last time I poked my head in I recall things being way uglier and more complicated than I had imagined. There was a good conference talk that was linked here once but I've lost it. Talked about the sort of awful, buggy things (formatting/file wise) that people try to upload that break everything.
It's a bit out of date (2002), but the core video encoder material was solid. It's a bit heavy in representing concepts using symbolic/equation notation. That, for me, made the jump from 1D signal processing to multidimensional signal processing tougher than it needed to be.
There are probably better resources so definitely don't just take my word for it! :)
(For scabilility, IIRC the terms "enhancement layer" and "base layer" are particularly important, as are the block diagrams that generate them.)
A big note. All of this wasn't used by YT because they've always used a widely used standard codecs and media containers. All the lower qualities of videos they provide use storage nearly the same as the highest one (so 2x total), all bitrates are the same for all videos. As for download part, the players in auto quality would get first a maximum quality they can for current download speed, if there's a room or connection isn't stable - also 480p version, and if the speed was enough to download current and next chunk in lower quality it would download the best and switch to it over on completion (there were a times when player was downloading the whole video in the best quality after it had finished in an optimal).
> the sort of awful, buggy things (formatting/file wise) that people try to upload that break everything.
YT has very narrow list of formats allowed to upload with hard breaks in converting process, especially for the audio.
If Google can't keep indexes which are relatively inexpensive why should they keep videos that are more expensive and possibly no one will watch? Especially as the length and number of videos is increasing faster than ever?
YouTube has TPMs whose only focus is making storage very cheap.
https://www.wsj.com/articles/viewers-dont-add-up-to-profit-f...
http://fortune.com/2016/10/18/youtube-profits-ceo-susan-wojc...
https://www.bloomberg.com/news/articles/2019-02-04/alphabet-...
While there's nothing concrete concerning how much YouTube costs and brings in, it seems to be generally understood that YouTube is an investment that hasn't reached profitability yet and only exists in its current state due to the fact that Google is willing to lose money on it in the mean time.
Where is that? I can't find anything so cheap.
Smaller market of more demanding enthusiast users for internal drives. (Larger businesses aren't sourcing drives from Amazon or Newegg, unless the company is called Backblaze.)
Latter costs more to support and as niche users generally pay more. (The more price conscious resort to shucking external drives.)
At least, that's how it's been explained to me. I don't know if that's the entire story though it sounds reasonable enough.
Google after 2007 has been about doing things that make business sense. Just storing these videos is a cost. It's why there's been a glacial pace in new features, APIs and support in youtube for over a decade - it's not a financial priority.
Power Cooling are per Server. However given the low load on longtail video content & ability for google to co-mingle high IOPs workloads with low IOPs workload.
Its not that simple...
TLDR, storage is fairly cheap in scheme of things. Even if having infinite video storage costs 100mil/year, google likely makes more from content monitization.
I do think private companies will be the ones most fastest to drop preservation and the ones least likely to look for external entity to swap preservation with, thus making YouTube worse than a museum.
Do you think google bought YouTube originally to preserve history or to create a new line of profit and enhance its brand?
Loaned items are specifically loaned to be displayed for a length of time, it's not like borrowing a grass trimmer off of facebook.
As has been noted museums tend to be on the brink of financial insolvency. Getting a rich person to rent some art is a valid way to get enough money to stay solvent and continue to provide art to others. There is a lot more great art worth preserving than there are museums in the world.
Note, the above is not a comment on IF it is done. I have no idea if it is possible for someone to actually do this.
If you constantly collect items, and never discard them, then your collection will just keep growing (as will your warehousing bills). There's far more than can be put on display at many locations.
They clearly have little incentive to do so.
If there was a law that prevented websites from using technical or legal means to stop people scraping user-generated content, then I would agree that YouTube has not such obligation.
But since they make it hard for people to make archives of their content, then I think they do have a moral obligation to keep it up.
That being said, it's a net-positive when it comes to content created. The internet wouldn't be as crazy without YouTube, so thanks for that.
In both of those cases, I don't see how this is Youtube's fault or decentralized hosting would be better.
In the first case (uploader wants it gone) you have a sticky situation where loosely managed websites refuse (or can't) respond to requests to remove, which can start interfering with various laws in various places.
In the second case, where IP has been violated, those same loosely managed sites run significant legal risk of lawsuit by not responding.
From the perspective of a content owner or video creator, why would you want your work decentrally stored in places that you can't control it?
The other angles here have to do with monetization, too. When you use youtube, you can serve user aware ads and track who is watching your video as it spreads. If it is self-hosted, your content has been stolen and is enriching someone else illegally.
From a creators perspective I can't see how decentrally stored videos would be good.
Perhaps what we need is a Library of Congress type organization to begin a serious long-term archive of significant portions of this type of media.
I agree with you on the Library of Congress. We need a digital LoC.
The only sites safe would be those self-hosting, and those wouldn't be able to serve a lot of bandwidth without having the means to be sued.
If it wasn't for YouTube, most of those videos never would have been embedded in those pages in the first place. If the situation you describe was in any way feasible, people would have done that in the first place instead of using YouTube. You're asking for an imaginary free lunch type of situation.
Yeah--there weren't very many videos because most web hosting services didn't let you consume that much hard drive space.
In fact most of the exponential increase in storage space is used to cover the even more exponential increase in video file size.
But there is a limit on how big video can get. Our perception is limited and passed a certain point, we won't notice the improvement. Audio has been "perfect" for quite a while now, and with 4k video, we are getting there too. There is also a limit on the amount of content users can produce before people do nothing but film themselves.
We may find ourselves running out of stuff to store before we need to delete the old stuff.
My argument was primarily based on the number of videos uploaded (see https://tubularinsights.com/hours-minute-uploaded-youtube/). Looking at the area under the curve, supporting the historic videos is a fraction of what it takes to store the most recent ones.
I am arguing as long as the youtube continues to be able to support to store the recent videos, storing the historic ones is not that much more expensive.
edit: also, running out of stuff to store is not going to be a thing ever. Amount of cameras in the world is increasing and people will keep shooting more videos.
In other words, YouTube is somewhat responsible for the creation of this new content, but has no expectation or responsibility to maintain its legacy.
When I was a kid, it was NES and then Sega. You'd go over to your friend's house and would take turns playing Mario, Ninja Gaiden, Contra, etc.
When you weren't playing, you were watching your friend play. Sure, some games were multi-player, but not all of them.
Let's plays capture that same feeling of watching your friend play the game.
In a nutshell, that describes my fears and reservations about the way the current age is going. It's all watching and commenting and not enough back and forth interaction and doing.
"Viewers or listeners come to feel and consider media personalities almost as friends."
For a technical equivalent to this, look at the EEVBlog forums. It's arguably the premiere forum online for hobby electronics discussion, but a lot of it also revolves around the EEVBlog YouTube videos. There are some people who don't watch, but they are in the minority.
The lets plays are fun for me , same with twitch. Sometimes i cant fully get into a game so i hop onto twitch, or i'll start up a lets play series. Watch 30 minutes everyday on lunch break and after a few weeks/months you are done.
I mainly do lets play to relive my first experience in dark souls & bloodborne haha.
Watching people play is like watching sports: it's enjoyable the better the player is; it's boring if they're just fooling around with the controls. Also, like sports, the enjoyment improves the more you know about the game being played.
Twitch wouldn't be fun to watch if everyone sucked. If I am watching someone on twitch who I think is the best at the game, and I found out some other gamer X is better, I will watch that better player if all other factors are equal.
I did enjoy Void Burger's video LP of Silent Hill but I liked that she used subtitles for commentary instead of her voice (I think the only time she spoke was to grumble after a particularly frustrating game over).
Is there any other exciting tech which may be on the horizon / advancements in this field?
With every new console generation, backwards compatibility is discussed as one of the main points of contention, yet continually it is shelved. Because of this, I am skeptical of the rumors of the supposed universal compatibility that the Playstation 5 may have.
I will note, as someone who hasn't played since the 360, that Xbox appears to be taking steps in the right direction. I hope that continues to put pressure on Sony to allow their own games to be compatible with the new consoles, and maybe Nintendo as well to offer better virtual console offerings (a long shot, I'm sure).
You can see here[2] some comparisons for Forza Horizon and the difference is quite striking.
[1] https://www.eurogamer.net/articles/digitalfoundry-2016-vs-xb...
[2] https://www.eurogamer.net/articles/digitalfoundry-2018-forza...
I do hope the industry trends towards this.
I only had a few friends as interested in video games as I was, so it was huge to see these people who knew everything about their favorite games. And most importantly, Let's Plays are really casual, the people who commentate are funny, and it feels like hanging out on someone's couch. I remember when I accompanied my mom to her spin class, I was reminded a lot of Let's Plays - the instructor would give some commentary to a shared enjoyed activity.
Imagine if we only had Twitch Vods of PT, and nobody actually saved them cause at the time there was no point to it, and they were all lost now.
Thought this use of "motherfuckers" was unnecessary, but then I remembered the plot of Hamlet.
Videos of the game being played on YouTube may be preserving _one person's experience_ of the game, but it's not preservation of the game. In my opinion a "video game preservation effort" looks more like the communities producing server emulators for now-defunct MMORPGs, and less like people recording their screen in OBS for their ten minutes of fame.
GOG and other DRM-free stores are subject to the whims of publishers & developers and random rightsholders. They are not in the business of archiving games. They will host censored versions, patched versions that differ from original releases, you don't get original ISOs and you don't get to choose your patch level, you don't get to reject tweaks that break compatibility with the systems the said games were originally supported on, etcetra. And then games get pulled from stores, for any number of reasons.
If you want an archive, don't leave it to a commercial entity who aren't and couldn't be in the archival business even if they wanted to. GOG doesn't want it, what they want is a curated storefront and it's notoriously hard to get your game on GOG, because they don't want it. You know all this, I know you do.
As for preserving in other ways - I agree, you can't expect any specific store to be around in the future.
Internet Archive also work on preserving old games.
(I originally submitted it with the headline as formatted in the article, How YouTube let's plays are preserving video game history)
Image Let's play are also superior for text-heavy games, it's way easier to skim a text on a series of pictures (or typed if the author has taken the time to do so) than in a video.
To the gamers on HN: can you post your favorite "let's play", specify which game and year it is, and maybe why you like it so much?
Maaaaaaybe Freemans Mind, but that's more of a comedy "series".
On the last point a recent one I enjoyed was Joseph Anderson's Undertale blind playthrough. The game is notorious for throwing unexpected meta-narrative about games, gamers, and even stream viewers, and seeing a critic encounter that where he didn't expect it was entertaining. It also has a very difficult boss as "punishment" for certain choices you make on a typical third playthrough, and he definitely proved himself as a competent gamer when it only took him a few hours to beat that encounter. I could hear the change in tone as he got quiet and entered the zone and knew it wouldn't be long.
Like all Let's Plays though it is long and probably best viewed while you are doing something else.
However, the gameplay video that I think comes closest to leaving “a mark in history” is this single video by pannenkoek2012: https://www.youtube.com/watch?v=kpk2tdsPh0A “SM64 - Watch for Rolling Rocks - 0.5x A Presses (Commentated)”. That’s the only video I’ve seen referenced in comments on videos of completely different games. The references are to “parallel universes” and “0.5 A-presses”, terms that are explained in this video. I don’t know if you could call this video a Let’s Play, though, since the commentary is recorded after the gameplay, it’s not part of a larger playthrough of the whole game, and the video has custom-made animations to aid in explaining the game, not just raw gameplay footage. It’s quite interesting, though, especially to a programmer.
Among popular Let’s Play series, one I recommend is the Achievement Hunter Minecraft Let’s Play series: https://www.youtube.com/playlist?list=PLA689F118656DB852. (Yup, they snagged the username “LetsPlay”.) In each episode, members of the Achievement Hunter group of players play some custom-made activity together in Minecraft. I don’t like the personalities of the players/commentators that much, but the immense creativity of the challenges and the players’ occasional funniness make it worth it. After 100 episodes it started getting repetitive though.
A few other lesser-known Let’s Plays I recommend:
• Cryaotic’s Undertale playthrough, Pacifist route: https://www.youtube.com/watch?v=kwPDQB0EVbY&list=PLeqwXTaiY-.... He is generally calm and empathic, which means he isn’t distracting and he roleplays a pacifist character well.
• After that, NateWantsToBattle and Brett Ultimus’s Undertale playthrough, Genocide route: https://www.youtube.com/watch?v=Q6kpGtgy3bQ&list=PL_IirJiXdc.... They add a sarcastic “don’t-care” layer of commentary on top of everything that makes the violence easier to enjoy without feeling bad for the characters who are killed.
• CarlSagan42’s playthroughs of online levels in Super Mario Maker: https://www.youtube.com/user/CarlSagan42/videos. He is better at the game than me, so he can beat levels that I couldn’t, and when he does a hard trick or glitch that is necessary to beat the level, he explains it for the watchers. Also, when a level does something interesting with the limited objects that can be used, he goes into the level editor and figures out how it works. He doesn’t throw a tantrum when he fails, and his video-end responses to watcher questions about science are often interesting, as well. The downsides of his channel are occasional Twitch subscriber banners interrupting the video, and Carl sometimes missing the obvious solution, which viewers call “Carl Blind”.
There are more Let’s Play series I have watched and enjoyed, but this list is big enough already.
This is really poor wording. Maybe s/benefits/affects? Because I don't think anyone (well maybe neo-Nazis) think "introducing teenagers to neo-Nazism via YouTube's algorithm" is a benefit.
Humanity simply can't save a copy of everything from all time. We should let more go. By preserving everything, we're decreasing signal to noise, IMO.
> But in the current, digitized world, trivial information is accumulating every second, preserved in all its triteness. Never fading, always accessible.[...]All this junk data preserved in an unfiltered state, growing at an alarming rate.
> an overabundance of digital information -- the world will drown in the coming flood of information