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Preserving Virtual Worlds

The Opposable Thumbs blog has an interview with Jerome McDonough of the University of Illinois, who is involved with the Preserving Virtual Worlds project. The goal of the project is to recognize video games as cultural artifacts and to make sure they're accessible by future generations. Here McDonough talks about some of the technical difficulties in doing so: "Take, for example, Star Raiders on the Atari 2600. If you're going to preserve this, you've got a couple of problems. The first is that it is on a cartridge that is designed to work on a particular system that is no longer manufactured. And as long as you've got a hardware dependency there, you're really not going to be able to preserve this material very long. What we have been looking at is how feasible is it for things that fundamentally all have some level of hardware dependency there — even Doom has dependencies on DLLs with an operating system, and on particular chipsets and architectures for playing. How do you take that and turn it into something that isn't as dependent on a particular physical piece of hardware. And to do that, you need information about that platform. You need technical specifications that allow you to basically reproduce a virtualization that may enable you to run the software in its original form in the future. So what we're trying to do is preserve not only the games, but preserve the knowledge that you would need to create a virtualization platform to play the game."

8 of 122 comments (clear)

  1. Oh, please.. by Anonymous Coward · · Score: 5, Insightful

    even Doom has dependencies on DLLs with an operating system, and on particular chipsets and architectures for playing. How do you take that and turn it into something that isn't as dependent on a particular physical piece of hardware. And to do that, you need information about that platform. You need technical specifications that allow you to basically reproduce a virtualization that may enable you to run the software in its original form in the future

    If there are two things that any "computer" with enough power and memory has, it's a port of Doom and a port of vi. What you need is this magical thing that iD released on December 23, 1997.

    1. Re:Oh, please.. by PatrickThomson · · Score: 4, Informative

      For the confused: This was when the source code was released, not the original game. That was way back in '93.

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  2. Old games, already done. by Anonymous Coward · · Score: 4, Informative

    Not a new idea, in fact their is a whole community based on running and preserving old games.See, http://www.oldgames.nu/ or search for abandon-ware. Their are many tools that can be used to make old games playable and even to run at the speed intended (a common problem games running too fast to be playable) The biggest problem I can see to this becoming a active/mainstream idea is the fact the copyright protection agency's will get involved and we know what kind of a mess that creates.

  3. emulators by fanbase by AffidavitDonda · · Score: 3, Insightful

    By now, a lot of these programs where kept alive by the fan base. Emulators are available for lots of old 8bit machines.
    For example I found several emulators for my old TI 99/4A, complete with cartridges of games and applications. Even single pieces of hardware where available, like the speech box and expansion box, which as a kid I wasn't able to afford at the time.

    So what I guess they should do, is to store source codes (often available, since abandoned by the producers), and all the information of the hardware, chipsets etc, that one would need to built an emulator on some new hardware. Maybe it would even be possible to build a kind of "general emulator", that needs only to be fed with hardware information.

  4. Re:Electronic media is a poor storage option by chichilalescu · · Score: 3, Informative

    funny. here we have a game, that works on a specific type of hardware, and a guy saying that we should wrap this game into a virtual machine and make everything readable by a generic computer (basically, pack the source of the virtual machine with the source of the game). and your best idea is to print on paper, and keep the paper.
    i can see through your infinite wisdom :)

    I'm sorry, I couldn't resist. But seriously now, you missed the point... they want to preserve the information in a medium independent way, not the medium.

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  5. Re:WoW? by WarlockD · · Score: 3, Interesting

    Going to dismiss you but then I thought of Everquest. I got this old Beta 2 CD I got years ago when I played it and I just realized how much the game has changed over the years. Does anyone remember the old crappy interface it had? The horrible stat/level system?

    Hell, how do you even preserve something like WoW? Even assuming you can get the server code for some kind of emulation you still run into the problem the poster stated about emulation.

    Makes me worry its all futile. With all the massive architecture changes Evey 5 years or so, how do you get the money or the people dedicated to keep emulators up to date. I am very much looking at all the DOS years to be lost:P

    Hell, in 50 years when I tell my grand children about this little game I played, World of Warcraft, I doubt they will ever know what I as talking about.

  6. Re:WoW? by lmcgeoch · · Score: 5, Funny

    In my future in 50 years there will be a World of Warcraft Themepark. Where I can take my grandkids on a Zepplin ride and go on Molten Core roller coasters and get their face painted like a Tauren and go to Lady Jaina princess breakfasts.

    (I like my future better)

  7. It is the worsed example by SmallFurryCreature · · Score: 5, Insightful

    Doom is the ultimate example of JUST how to preserve a virtual world. By releasing the source code iD has decoupled it from OS/Hardware and ensured its continued survival.

    So Doom is NOT an example of how hard it is to preserve a game but rather an example of just how to make sure a game survives.

    On the whole, don't use success stories as an example of how not to do something.

    --

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