Letting Games Die

Letting code (and games) die

Mike Cook wrote a provocative blog post this weekend; an anti-preservationist argument for video games. The essence of his arguments seem to boil down to:

  1. Emphasising creation over preservation is liberating, as demonstrated by the imagination in the livecoding community.
  2. Archiving without intensive curation is building an emotional or intellectual safety net you never expect to be used.
  3. Digital preservation is a lossy process: effort spent on accurately preserving some media is at the expense of other media, whose lossy preservation paints in inaccurate picture of what is lost.
  4. Recreation, rather than strict preservation, ensures the continuity of the most culturally-important parts of games
Exhibition space showing wall-mounted cabinet controls for three retro video games, from the header of Mike Cook's original article.
Art is important for culture, and it’s important for nostalgia, but it’s hard to draw the line between where one purpose ends and the other begins.

He concludes to say:

60 games are released on Steam every day.

There are 294 game jams active on Steam as I write this.

Preserve nothing. Make more.

To make is to preserve.

Let games die.

Digital preservationism

Philosophically-speaking, there’s no doubt that I am a digital preservationist. I argue against unnecessary URI changes. I donate to The Internet Archive. Back at the Bodleian, I used to carve out free time from project work to spend time making sure the University’s “older” exhibition websites could be made to survive1. My approach to running out of hard drive space is to buy more hard drives. Even my blog retains content going back into the last millennium2!

But I like this kind of conversation. For World Digital Preservation Day a few years back I re-implemented Pong as a modern application but using retro controllers. Within its micro-exhibition, I used this as an excuse to get people to discuss what does it mean to preserve a videogame?

Two participants play Pong on the Heritage Window in Blackwell Hall at the Bodleian Library.
My reimplementation of Pong had several distinct differences from the original… but to a layperson – for whom Pong are the target audience! – those differences are irrelevant. To what level fidelity matters depends on many factors, and the biggest problem is that we don’t know what those factors are until it’s time to retrieve these historical media.

Similarly, back in 2021 I reverse-engineered and re-implemented “lost” piece of advertainment Axe Feather, mostly because I felt that a slightly-modernised version belonged in the “commons”.

A woman lies on a bed with her legs crossed, playfully wagging her finger. The mouse cursor is shaped like a feather.
This screenshot isn’t from the original site but from my homage to it. More on that later.

This makes it seem like I’m very much on the side of recreation, rather than preservation, but that’s not the case. In both of these projects I started by disassembling the original works.

That I chose to make them accessible to a modern audience by reimplementation rather than by emulation was an artistic choice. I opted for lower fidelity by making something mildly-transformative. I chose to appeal to the widest possible audience, at the expense of presenting an experience that was totally in-keeping with the original.

But I couldn’t have done that without access to the originals. Had I recreated Pong from memory rather than from re-playing it, I’d have doubtless introduced inconsistencies that would have “felt wrong” to people whose memories of the game, while fundamentally accurate, differed from mine. Had I recreated Axe Feather without first coming up with a mechanism to extract and reformat the video clips in the original I’d have failed to tap into the specific nostalgia of some of its users, which was tied to the specific actor who performed in it3.

So I guess it’s important to me that somebody is preserving these things. So that I can use them to create new things. I stand for preservation for culture’s sake, so that I personally can enjoy the benefits for nostalgia’s sake.

Screenshot from Wolf showing Scenario Selection with one 'won' scenario: help Glidepath (an injured, thirsty male wolf) find water.
Just last month I enjoyed playing a game I’d “missed” back in 1994, thanks to the work of preservationists and emulators.

But I get what Mike’s saying

For all that I feel like I’m making the case for “preserve everything; work out what’s important later”, Mike’s argument gives me an uncomfortable cognitive dissonance. Because I’ve also come to discover a joy in the ephemeral, too.

Screenshot from M1 on ARCC, showing the high-score table with DAN50 holding the top score of 14963 (second place scored 12204).
I don’t know who’ll preserve ARCC, with its permanently-capped 500-playerbase limit, but I’m happy that I’ll probably always hold the highscore on driving/racing minigame M1.

Increasingly, I’m okay with just taking the experience of something with me. It bothers me that my memory is fallible and that I can’t necessarily recreate a digital experience whose technology has been lost to time, but I am, for the most part, okay with it.

Some of the best gaming experiences I’ve ever had are impossible to “capture” in an archive anyway. They were conversations over the tabletop roleplaying table, or moments of tension resulting from a videogame’s emergent gameplay, or random occurrences unlikely to be replicated. Those get preserved in my memory alone, retold as stories with gradually-decreasing accuracy as new memories take their place.

That said…

Who decides what games get preserved?

I feel like the decision about what to preserve and how should be in the hands of the audience of a piece of art, not its creators. If a videogame (or film, or book, or whatever) is culturally-significant enough to warrant a high-fidelity preservation, it ought to be ultimately up to the members of that culture to make that decision!

Transport Tycoon Deluxe met that bar, and it’s possible to play both faithful recreations or modern reimplementations (the latter having excellent new features) courtesy of the OpenTTD project4.

But modern videogames are, perhaps, getting harder to preserve. Always-online features, insidious DRM, digital distribution, live updates, and games-as-a-service streaming all shift the balance of power more-firmly into the hands of publishers5 rather than players. It’s already hard to play a randomly-selected thirty-year-old videogame today; I reckon it’ll be almost impossible to do the same thirty years hence.

Saying “let games die” feels a bit like giving up to that inevitability. Like saying to the slimier publishers “it’s okay, we didn’t care about keeping that anyway” when they shut down servers or remotely kill games. I know that’s not what Mike’s saying, but it could be wilfully misinterpreted that way.

Anyway: I don’t have a nice conclusion to any of this. Just a lot of mixed-up feelings.

Footnotes

1 A policy which, since my departure, does not seem to have continued.

2 Even where those writings don’t really represent me well any more.

3 It turns out that, for a significant number of folks who are mostly younger-than-me, this advertisement represented a kind of sexual awakening, based on some of the comments and emails I’ve received about it!

4 Which I’ve also donated too. Turns out I’m happy to invest in both pure preservation and in spiritual-successor reimplementation!

5 Supposing that Sonic Rumble Party somehow wasn’t a catastrophic pay-to-win nightmare and somehow was deemed culturally-significant… how would you go about archiving it? Without Sega/Sonic Team’s consent, you’d be totally out of luck.

× × × ×

Reactions

No time to comment? Send an emoji with just one click!

1 comment

  1. Oliver Earl Oliver Earl says:

    I think the notion of ’emphasising creation over preservation’ is a nice mantra when we’re encouraging indie developers and studios to produce enjoyable experiences and ideally compensate them for their work, but unfortunately it’s this need to ever press-forward that’s seemingly abused by AAA mega studios and their backing corporations.

    Companies like Activision Blizzard, Ubisoft, and even Nintendo think it’s acceptable to produce a beloved experience, often arbitrarily tie it to some live service, then subsequently discontinue it leaving it permanently unplayable, and then exploit that desire to produce another, often lesser experience and milk the cow all over again. I really do believe that companies should be held accountable to release server binaries after live-service games are discontinued – preservation MUST be a part of every game’s lifecycle rather than just an afterthought in response to outcry. This is the heart of the stop killing games movement.

    If EA or Activision Blizzard is so worried about people not wanting to move to the next flavour of rooty tooty point and shooty, they better make the experience worth the additional $80, rather than forcing people’s hands by means of manufactured obsolescence. I think the cornerstone of game preservation is putting the power back in the hands of the consumer, more than anything else.

Reply here

Your email address will not be published. Required fields are marked *

Reply on your own site

Reply elsewhere

You can reply to this post on Mastodon (@blog@danq.me).

Reply by email

I'd love to hear what you think. Send an email to b28693@danq.me; be sure to let me know if you're happy for your comment to appear on the Web!