After “Monty Python’s Flying Circus” ended, Graham Chapman worked with an up-and-coming young writer named Douglas Adams on a new sketch comedy show for the BBC. It was called “Out of
the Trees,” and it bombed. Only one episode was made, and that aired only once, on January 10, 1976.
Once the Beeb gave up on “Out of the Trees,” they did to it what they did to so many other programs of that era: they erased it.
…
Chapman had recorded the show on one of the very earliest home videotape formats… it took two years to build a compatible player.
It’s neither Chapman nor Adams best work, and you can see how it got canned after only a pilot episode. But it’s not terrible.
But the lesson here is one about the challenge of archiving non-print media. Anything that needs a device to “play” it, whether it’s as simple as a vinyl record or as complex as a
videogame, is at greater risk of being lost forever. And the faster the pace of technology moves, the more stuff gets left behind as technology moves on. Is a digital dark age looming?
Are we already in it, but that won’t be known until some future date?
I’m posting this on the last day of 2019. As I write it, the second post I ever made on
meyerweb says it was published “20 years, 6 days ago”. It was published on the second-to-last day of 1999, which was 20 years and one day ago.
What I realized, once the discrepancy was pointed out to me (hat tip: Eric Portis), is the five-day error is there because in the two decades
since I posted it, there have been five leap days. When I wrote the code to construct those relative-time strings, I either didn’t think about leap days, or if I did, I
decided a day or two here and there wouldn’t matter all that much.
Which is to say, I failed to think about the consequences of my code running over long periods of time. Maybe a day or two of error isn’t all that big a deal, in
human-friendly relative-time output. If a post was six years and two days ago but the code says 6 and 1, well, nobody will really care that much even if they notice. But
five days is noticeable, and what’s more, it’s a little human-unfriendly. It’s noticeable. It jars.
…
As I mentioned in my comments on a repost last week, I work to try to make the
things I publish to this site last. But that’s not to say that problems can’t creep in, either because of fundamental bugs left unnoticed until later on (such as the image
recompression problem that’s recently lead to some of my older images going wonky; I’m working on it) or else because because of environmental changes e.g. in the technologies that are
supported and the ways in which they’re used. The latter are helped by standards and by an adherence to them, but the former will trip over Web developers time and time again, and it’s
possible that there’s nothing we can do about it.
No system is perfect, and we don’t have time to engineer every system, every site, every page in a way that near-guarantees its longevity; not by a long shot. I tripped myself over just
the year before last when I added Content-Security-Policy headers to my site and promptly broke every embedded YouTube or Vimeo video
because they didn’t fit the newly (and retroactively) enforced pattern of allowable content. Such problems are easy to create when you’re maintaining a long-running system with a lot of
data. I’m only talking about my blog, but larger, older and/or more-complex systems (of which I’ve worked on a few!) come with their own multitudinous challenges.
That said, the Web has demonstrated a resilience that surpasses most of what is expected in consumer computing. If you want to run a video game from 1994 or even 2001 on a modern
computer, you’re likely to find that you have to put in considerably more work than you would have on the day it was released! But even some of the oldest webpages still-existing remain
usable today.
Occasionally, though: a “hip” modern technology without the backing of widespread browser standards comes along and creates a dark age. Flash created such a dark age; now there are
millions of Flash-dependent web pages that simply don’t work any longer. Java created another. And I worry that the unnecessary overuse of front-end rendering technologies are creating
a third that we’re living through right now, oblivious to the data we’re creating and losing.
How do we make web content that can last and be maintained for at least 10 years? As someone studying human-computer interaction, I naturally think of the stakeholders we aren’t
supporting. Right now putting up web content is optimized for either the professional web developer (who use the latest frameworks and workflows) or the non-tech savvy user (who use
a platform).
But I think we should consider both 1) the casual web content “maintainer”, someone who doesn’t constantly stay up to date with the latest web technologies, which means the website
needs to have low maintenance needs; 2) and the crawlers who preserve the content and personal archivers, the “archiver”, which means the
website should be easy to save and interpret.
So my proposal is seven unconventional guidelines in how we handle websites designed to be informative, to make them easy to maintain and preserve. The guiding intention is that the
maintainer will try to keep the website up for at least 10 years, maybe even 20 or 30 years. These are not controversial views necessarily, but are aspirations that are not
mainstream—a manifesto for a long-lasting website.
…
This page is designed to last, too. In fact, virtually every post of any type I’ve made to this blog (since 2003, older content may vary) has been designed with the intention that it
ought to be accessible without dependence on CSS, Javascript, nor any proprietary technology, that the code should be as
human-readable as posssible, and that the site itself should be as “archivable” as possible, just as a matter of course.
But that’s only 15 years of dedicated effort to longevity and I’ve still not achieved 100% success! For example, consider my blog post of 14 December 2003, describing the preceeding Troma Night, whose content was lost during the great server failure of July 2004 and for which the backups were unable to completely describe. I’m more-careful now, with more
redundancies and backups, but it’s still always going to be the case that a sufficiently-devastating set of simultaneous failures could take this content away. All information has
fragility and we can work to mitigate it but we can never completely solve it.
The large number of dead outbound links on the older parts of my site is both worrying – that most others don’t seem to have the same level of commitment to the retention of articles on
the Web – and reassuring – that I’m doing significantly better than the average. So next, I guess, I need to focus my attention – like Jeff is – on how we can make such efforts usable
by other people, too. The Web belongs to all of us, after all.
The team responsible for digital archiving had plans to spend World Digital Preservation Day running a stand in Blackwell Hall for some
time before I got involved. They’d asked my department about using the Heritage Window – the Bodleian’s 15-screen video wall – to show a carousel of slides with relevant content over
the course of the day. Or, they added, half-jokingly, “perhaps we could have Pong up there as it’ll be its 46th birthday?”
But I didn’t take it as a joke. I took it as a challenge.
Emulating Pong is pretty easy. Emulating Pong perfectly is pretty hard. Indeed, a lot of the challenge in the preservation of (especially digital) archives in general is in
finding the best possible compromise in situations where perfect preservation is not possible. If these 8″ disks are degrading, is is acceptable to copy them onto a different medium? If this video file is unreadable in
modern devices, is it acceptable to re-encode it in a contemporary format? These are the kinds of questions that digital preservation specialists have to ask themselves all the damn
time.
Emulating Pong in a way that would work on the Heritage Window but be true to the original raised all kinds of complications. (Original) Pong’s aspect ratio doesn’t fit nicely on a 16:9
widescreen, much less on a 27:80 ultrawide. Like most games of its era, the speed is tied to the clock rate of the processor. And of course, it should be controlled using a
“dial”.
By the time I realised that there was no way that I could thoroughly replicate the experience of the original game, I decided to take a different track. Instead, I opted to
reimplement Pong. A reimplementation could stay true to the idea of Pong but serve as a jumping-off point for discussion about how the experience of playing the game
may be superficially “like Pong” but that this still wasn’t an example of digital preservation.
Here’s the skinny:
A web page, displayed full-screen, contains both a <canvas> (for the game, sized appropriately for a 3 × 3 section of the video wall) and a
<div> full of “slides” of static content to carousel alongside (filling a 2 × 3 section).
Javascript writes to the canvas, simulates the movement of the ball and paddles, and accepts input from the JS
Gamepad API (which is awesome, by the way). If there’s only one player, a (tough! – only three people managed to beat it over the course of the day!) AI plays the other paddle.
A pair of SNES controllers adapted for use as USB
controllers which I happened to own already.
I felt that the day, event, and game were a success. A few dozen people played Pong and explored the other technology on display. Some got nostalgic about punch tape, huge floppy disks,
and even mechanical calculators. Many more talked to the digital archives folks and I about the challenges and importance of digital archiving. And a good time was had by all.
I’ve open-sourced the entire thing with a super-permissive license so you can deploy it yourself (you know, on your ultrawide
video wall) or adapt it as you see fit. Or if you’d just like to see it for yourself on your own computer, you can (but unless
you’re using a 4K monitor you’ll probably need to use your browser’s mobile/responsive design simulator set to 3200 × 1080 to make it fit your screen). If you don’t have
controllers attached, use W/S to control player 1 and the cursor keys for player 2 in a 2-player game.