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Preserving Virtual Worlds: Final Report
Jerome McDonoughGraduate School of Library & Information
Science, UIUC
PVW Project Goals
To help develop mechanisms and methods for preserving digital games and interactive fiction by
Investigating preservation issues through a series of archiving case studies;Developing basic standards for metadata and content representation;Archiving key representative content; andBuilding community awareness of issues.
Challenges to Preservation
Hardware and Software Obsolescence
Significant Properties
Third Party Dependencies
Challenges to Preservation
Intellectual Property Law
Collection Development
Scoping: Chronological, Technical, Geographic, Language, Class (news games, art games, serious games), Social Aspects, Intertextuality
Cross-Institution (library/archive/museum) Collaboration
Developer MaterialsSource Code & Assets
Technical Documentation
Production Materials
Designers’ Stories
Interactions with User Communities
Collection Development
ImplicationsDescription for access and management must be very precise regarding versioning of game materials.
Description for access and management must recognize games’ composite nature and that versioning is also an issue at the component level.
Translation: Traditional Bibliographic & Archival Description is Not Enough.
“Versioning is, in short, a fact of life in the digital world—indeed, one can argue that it is essential to the ontology of the digital at its most fundamental level since (strictly speaking) every time a file is accessed a new copy of it is created.”
Item
Collection Development
Item
Item Item
advf4.77-03-11 advdat.77-03-11
Item
advf4.bin
WorkExpression
Manifestation
Expression
Manifestation
WorkExpressionManifestation Expression Manifestation
FUN WITH
FRBR!!!
Collection Development
Implications of the OAIS Reference ModelContext Information: Developer Materials, End-User Materials (e.g., Machinima, screen shots, video records, fan web sites), game sites (e.g., Kotaku, Moby Games), Literature, Ephemera (instruction manuals, strategy guides, Easter Egg lists/cheat sheets), Promotional Materials
Representation Information: Hardware Documentation (CPU (esp. Instruction Set), Storage, Peripherals), OS Documentation (including 3rd party libraries), programming language documentation, binary executable format documentation
Software Preservation &
The LawAll areas of intellectual property law implicated in game preservation
Copyright – DMCA and TPMs (SecuROM), Emulation
Patents – Vetrex 3D Display
Trademark – My Chemical Romance & The SIMS
Trade Secret – Emulators & Engines
And contract law makes it worse
Emulation & The Law
Generally, the courts have said that reverse engineering an existing system does not directly infringe on copyright, provided that the new system does not directly incorporate code from the original system.
Jury is still out on contributory infringement.
Some fan-produced emulators have played fast and loose with the “does not directly incorporate code” – see most Apple II emulators. Caveat Emulator.
Preservation Strategies
Emulation CriteriaThe emulator is based upon freely available source code and appropriate licensing.
The emulator is actively maintained.
There is reasonable internal and external documentation for the project.
The emulator interface is easy to use by non-technical players.
The emulator supports a wide range of performance and tuning options.
The emulator is robust and provides a believable level of fidelity when compared to the original game experience.
Preservation StrategiesEmulation Performance
Frankly questionable for all of our cases, but for different reasons. Crashes, freezes, audio problems, keyboard mapping, visual fidelity. And maintenance is a major issue for community projects.
And emulation is sometimes emulation+migration.
Preservation Strategies
Re-enactmentObvious issues of authenticity, but…
Can do wonders for access (Mystery House on the iPad), and
Rabid fan community will actually go the effort of bug-for-bug compatibility, and
Sometimes the only game in town
Preservation Strategies
There is no perfect, one size fits all strategy.
We need a great deal more experience with emulation, virtualization and migration techniques to start making judgment calls on which is best when.
We need to encourage funding agencies to help support/build upon existing emulation and migration efforts.
Work
Expression
Manifestation
Item
SuccessorWhole/partTransformation
RevisionTranslationSuccessorWhole/PartTransformation
AlternateWhole/Part
ReproductionWhole/Part
Representation Information
ContextProvenance
Provenance Metadata
Technical Metadata
Packaging
Packaging<structMap> <div xlink:label="A1" LABEL="Adventure Archival Information Package" TYPE="AIP"> <div xlink:label="W1" LABEL="Adventure, Will Crowther Original" TYPE="pvw:Work”> <div xlink:label="E1.1" LABEL=”Fortran Version Dated 1977-03-11" TYPE="pvw:Expression"> <div xlink:label="M1.1.1" LABEL=”ASource & Data Files" TYPE="pvw:Manifestation"> <div xlink:label="I1.1.1.1" TYPE="pvw:Item"> <div TYPE="pvw:Item" xlink:label="F1"> <fptr FILEID="F1"></fptr> </div> <div TYPE="pvw:Item" xlink:label="F2"> <fptr FILEID="F2"></fptr> </div> </div> </div> </div>
Packaging<structMap> <div xlink:label="A1" LABEL="Adventure Archival Information Package" TYPE="AIP"> <div xlink:label="W1" LABEL="Adventure, Will Crowther Original" TYPE="pvw:Work”>… <div xlink:label="W3" LABEL="Adventure Family Tree" DMDID="DMD3" TYPE="pvw:Work">…<structLink> <smLink xlink:from="W1" xlink:arcrole="pvw:has_context_information" xlink:to="W3"/><structMap> <div xlink:label="A1" LABEL="Adventure Archival Information Package" TYPE="AIP"> <div xlink:label="W1" LABEL="Adventure, Will Crowther Original" TYPE="pvw:Work”>… <div xlink:label="W2" LABEL="Adventure, Russotto Derivative" TYPE="pvw:Work”>…<structLink> <smLink xlink:from="W1" xlink:arcrole="pvw:has_successor" xlink:to="W2"/>
Packaging<structMap> <div xlink:label="A1" LABEL="Adventure Archival Information Package" TYPE="AIP"> <div xlink:label="W1" LABEL="Adventure, Will Crowther Original" TYPE="pvw:Work”> <div xlink:label="E1.1" LABEL="Adventure, Fortran Version Dated 1977-03-11" TYPE="pvw:Expression"> <div xlink:label="M1.1.1" LABEL="Adventure, Source & Data Files, 1977-03-11" TYPE="pvw:Manifestation"> <div xlink:label="I1.1.1.1" TYPE="pvw:Item"> <div TYPE="pvw:Item" xlink:label="F1"> <fptr FILEID="F1"></fptr> </div>… <div xlink:label="W6" LABEL="ISO/IEC 10646" TYPE="pvw:Work"> <div xlink:label="E6.1" TYPE="pvw:Expression">…<structLink> <smLink xlink:from="F1" xlink:arcrole="pvw:has_representation_information" xlink:to="E6.1"/>
Where do we go from here?
Library of Congress National Collecting Plan Recommendations
LC cannot just collect games; representation information and context information must be within their collecting purview as well
Which means collecting activity must be coordinated across internal divisions; it’s not just MBRS’ job
Web archiving efforts should include game portals, game industry association sites, retrogaming sites, emulation development sites, fan sites, machinima archives, mod sites, art & serious games sites
Where do we go from here?
Library of Congress National Collecting Plan Recommendations
Be suspicious of copyright registration as source of games
Selection criteria should include Popularity/Distribution, Novelty, Intertextuality, Industry Impact, Cultural Impact, Creator Prestige, End-User Appropriation, Impact on Game Design & Technology, Geographic/Cultural Inclusivity
Where do we go from here?
Legal InfrastructureContract law is more important than people think, and librarians/archivists/curators need to work with the game industry to insure that EULAs and TOS do not impede preservation activity.
The DMCA exemption process is fundamentally broken as far as Section 108 is concerned, and the preservation community must press for its revision.
Where do we go from here?
Representation Information Repositories & Registries
The amount of representation information necessary for modern games is immense, and the representation networks large and complex.
Library of Congress should consider working with NIST to establish a data standards/representation information library of last resort, and with the UDFR to insure that its data model is appropriate to recording the existence of representation information elsewhere.
Digital Game Canon
Where do we go from here?
Research AgendaWow, do we need packaging tools that are simple and easy to use.
We need a better understanding of how we might effectively open cultural heritage systems (both metadata and data) to gamer contributions, and how cultural heritage institutions might lend support to gamers’ efforts in documenting their own culture and developing emulation technologies.
We also need to investigate how to more effectively collaborate on issues of collection development across a variety of institutional boundaries.
Thanks!For more information, see:https://www.ideals.illinois.edu/handle/2142/17097
Jerome McDonough & Robert OlendorfUniversity of Illinois at Urbana-Champaign
Matthew Kirschenbaum, Kari Kraus, Doug Reside & Rachel DonahueUniversity of Maryland
Andrew Phelps & Chris EgertRochester Institute of Technology
Henry Lowood & Susan RojoStanford University