Professional Documents
Culture Documents
Kayla Wilson
LIS 671
From the text-based adventures of early computing to the most modern next
generation consoles playing games in 4K, video games are a prevalent part of the past,
present, and future of the digital world. They represent not only technological progress,
but also a kind of cultural revolution that led to e-sports and other modern day
audience through online gameplay. As the world progresses further into the future,
some key questions surrounding video game preservation are “why?”, “what?”, “how?”,
and “who?”. Why should video games be preserved? What are the most important parts
that need to be preserved? How will that be achieved? Who is the person or
Digital preservation is already a tumultuous field for simple digital objects, let
alone more complex objects like video games that hold multiple files in different formats
that often require specific hardware or hardware adaptations to play. Digital objects, and
specifically video games, face various issues including media obsolescence, fixity and
migration problems, and questions of authenticity. While there are common solutions to
these issues, there is very little consensus within the video game preservation
community about what actions should ultimately be taken. This paper will discuss the
past of video game preservation, current issues and the strategies being utilized to help
mitigate those issues, where the field might be headed in the future, and finally why
these ideas on video game preservation are important for digital curators and archivists
to consider.
Video Game Preservation History
Long before most cultural heritage institutions recognized the value and
importance of preserving video games, there were gamers and fans working on doing it
themselves. Through the work of both individuals and gaming communities, fans
worked to assemble collections of games and documentation with the intent to preserve
the games and possibly develop emulation solutions if needed (Swalwell & Stuckey,
2017, p. 213). Like many of the technologies that came before, video game preservation
and study was given little support within academic circles until it was too late and
archivists had already lost access to significant cultural works (Lee, et al., 2020). The
Library of Congress estimates that only 25% of feature films created during the silent
era still exist in a complete form (Murphy, 2015). This is at least partially due to a lack of
archivists of the past did not know how important it was until it was too late. This shares
a similar story with video game preservation and other emergent technologies.
Interestingly, things did not get much easier once cultural institutions became involved
Video games provide unique challenges for historical preservation and long term
research, such as phasing out media, limited physical and digital lifespans, and deciding
what parts of a video game are the most important to preserve (Guay-Bélanger, 2022).
Even if a video game does manage to be preserved for long term storage, research,
and use, the actual game and cartridge are just one part of a much larger story. There
are other artifacts such as game design documents (GDDs), technical design
documents (TDDs), art bibles, style guides, musical scores, test builds, voice-over
auditions, and marketing material that are often overlooked and left out of the video
game preservation process (Lee, et al., 2020). This is not even an exhaustive list of the
objects that are used or developed from the creation of a video game. These relevant
artifacts are often born-digital, which comes with similar preservation issues to video
games including file formats, migration, fixity, stable storage, and bit degradation. Due
to the lack of preservation preparation and institutional support in the early years of
video game development, issues with media obsolescence, authenticity, and related
The present day field of video game preservation does not look a whole lot
different from the past, especially considering the relatively short amount of time since
the invention of what is currently thought of as a video game and the industry that
supports their creation. Even museums and other cultural institutions with video game
exhibits seem to have dramatically different goals and strategies when it comes to
preservation and display (Nylund, 2018). Curators and archivists still have not perfected
solutions to the issues that are prevalent with preserving digital media, and specifically
video games. One of the main problems with preserving software, like video games, is
that it is complex. There are code based objects and media based objects that together
make up a video game (Guay-Bélanger, 2022). This can mean that only taking one
approach to preservation doesn’t properly preserve the entire object. However, with this
complexity comes new solutions and innovations that will hopefully be able to help just a
little bit more than before, and most importantly do no harm to what already exists.
Current Ideas and Theories
There are two basic theories when it comes to current day video game
preservation. The first focuses on playability, which means the video game is preserved
in a playable and accessible way. Playability can have a larger focus on more traditional
preservation theories like authenticity, fixity, and intent. Authenticity is a topic that comes
up often in video game preservation literature when discussing preserved and playable
solutions. This theory can be seen in personal and museum level gaming collections
The second theory seems to almost completely reject the first. This theory
focuses specifically on gameplay, and much less on the actual game itself. Basically, the
idea is that the game doesn’t need to be in a playable form to be preserved. Some
examples of video game preservation based on gameplay are making and archiving
of fandom (Olgado, 2019). Focusing on gameplay often means treating video games
more as objects than accessible experiences, which is easier to preserve in some ways
but also comes with its own set of problems. These two theories focus on different
aspects of video game preservation and produce differing results, but it is up to digital
curators and preservationists to decide what strategy is right for their purposes.
When it comes to preserving playability, there are two main strategies that are
ideal for preservation. The first strategy is maintaining hardware and the migration of
files over time to combat bit rot. Migration refers to the conversion of video game data
into a more storage friendly or playable format and creating an exact bit-for-bit copy of
the original game (Lee, 2018). However, this kind of preservation can be difficult due to
the complexity of video games and often leads to issues with authenticity and integrity
(Carta, 2017). This is especially true for older games that are already prone to issues
such as bit rot. The video game industry is always churning out new releases and
next-generation consoles in order to turn a profit, often at the expense of older titles and
hardware (Lee, 2018). Sometimes, video game companies will create hardware that is
backwards compatible, meaning that it can play games from an older generation of
consoles. This is becoming less common, especially with the trend towards consoles
without disk drives that only play digital copies of games. Digital marketplaces have led
to video game companies re-releasing and remastering older games on newer consoles
with more frequency because it is less expensive to produce a digital product than a
physical disk or cartridge (Lee, 2018). However, this also brings about questions of
Emulation is another one of the most discussed long term preservation strategies
for video games (Carta, 2017). Instead of modifying the digital object like with migration
strategies, emulation instead modifies the environment requirements for the object. This
makes emulation a great preservation solution for institutions looking to provide video
game playability for their users (Olgado, 2019). However, emulation has its own set of
issues. One of the arguments against emulation is that the experience of playing the
game is no longer authentic or original. For some people and institutions, this may not
be important, however there is a large subset of the gaming community that would
argue otherwise (Swalwell & Stuckey, 2017, p. 215). Those who are against emulation
claim that the hardware that a developer intended the game be used with is integral to
experience is that those people are being held hostage by nostalgia and that it is
impossible to have the same experiences as in the past because people are inherently
different than when they first played the game however many years ago (Swalwell &
Stuckey, 2017, p. 219-220). Another issue with emulation is the legality of it. Due to the
nature of emulation, there are a lot of potential liabilities and infringements that could
happen, even if they aren’t intentional (Lee, 2018). The video game industry has
generally been against emulation since its inception (Carta, 2017) due to the potential
reproduction and pirating issues. Regardless of which side is being argued for or
Preserving gameplay in such a way that disregards the ability to currently play
the game is another approach to video game preservation. One benefit of this kind of
preservation is that it includes preserving video game culture, community activity, and
acts of play in a more tangible and intentional way. Some examples of this are making
and archiving Twitch and LetsPlay videos, collecting commercial paraphernalia and
threads and unofficial walkthroughs (Olgado, 2019). As previously mentioned, there are
a lot of other materials that are created during the video game creation process. Those
types of materials are useful for preservation purposes when disregarding the ability to
actually play the game and give insight into development, gameplay, and community.
There is still a sense of the game itself, the community, and the hard work that went into
making the game even without access to a playable copy. However, there are very few
precedents that have been set for the preservation of these kinds of materials which can
This approach is especially important for games like Massively Multiplayer Online
games (MMOs) because it allows the game to be continually preserved past their “end”
date (Murphy, 2015). MMOs are entirely online, so when a company decides to shut
down their servers for whatever reason, the game is no longer playable. MMOs are not
the only kind of video games that run into this issue. Games that are distributed solely
on a digital marketplace and downloaded onto consoles for offline play also have the
potential to disappear at the will of the developers (Lee, 2018). This not only removes
the ability to preserve a playable version of the game, but can also reduce the amount
of context provided for other preserved objects related to the game. It is estimated that
about one third of online video game players already record gameplay interactions for
one purpose or another (Hodges, 2022). These records help to preserve the gameplay
and some context of the game, even though it is not being done directly by an archivist
or memory institution. However these records, or copies of these records, could easily
Video games cannot feasibly be maintained and preserved in their original forms,
due to issues like obsolescence, bit rot, and other socio-technical issues (Carta, 2017).
Ideally, there will be a future where an accessible technology exists that could prevent
bit rot, improve file integrity, and allow for unlimited emulation capabilities. On top of
that, digital preservation initiatives will need increased funding, staff and resources
allocated by institutions. Another ideal would be for video game developers to actually
consider long term preservation during the video game creation process. This will put
plan during the creation process would help with video game accessibility and
preservation.
implemented. None of the current approaches by themselves cover any one aspect of
video game preservation completely. Emulation and migration by themselves are not
enough (Carta, 2017) and digital objects about video games lack an experience that can
game preservation that includes preserving the objects, the experiences, and the
context in which both of those things exist (Nylund, 2018) could be a future standard.
This approach includes a mixture of the two current basic theories that would best cover
a wide range of video game preservation needs, but could be extremely costly to those
who are looking to actually preserve video games. Based on current information, it is
difficult to predict if video game preservation strategies will evolve significantly within the
next five to ten years. However, there is much more interest in the topic than before, so
there may be hope for a better preserved future for video games.
Conclusion
Video game preservation matters because video games have significant cultural,
social, and technological impacts on society. While there is no one solution to the issues
of video game preservation, taking a more holistic approach to preservation that
includes the objects, the experiences, and the context seems to be the way forward.
Looking at the past, present and future of video games and video game preservation
shows that video games are important as cultural artifacts and technological
may be too late to preserve all older titles and hardware. However, if proper precautions
and plans are made now, video game preservation initiatives can prevent even more
loss and protect accessibility, content, and context into the future.
References
Carta. (2017). Metadata and video games emulation: an effective bond to achieve
192–204. https://doi.org/10.1108/RMJ-10-2016-0037
and study of video games as cultural heritage artefacts. Games and Culture,
https://doi.org/10.1108/JD-02-2021-0040
Lee. (2018). Making videogame history: videogame preservation and copyright law.
https://doi.org/10.4337/ielr.2018.02.03\
Lee, Schmalz, M., Keating, S., & Ha, J. (2020). Challenges in organizing and accessing
https://doi.org/10.1007/978-3-030-43687-2_53
https://doi.org/10.1515/pdtc-2015-0021
Swalwell, Ndalianis, A., & Stuckey, H. (2017). Fans and videogames (1st ed., Vol. 1).
Routledge. https://doi.org/10.4324/9781315563480