Archiving video games – the search for the impossible
On Monday we had a presentation from James Newman and Iain Simons, co-authors of 100 Video Games, co-founders of Game City, and co-founders of the UK National Videogame Archive. And what an entertaining pair they made, switching seamlessly from slide to slide and from one to the other. They handled the great many enthusiastic interruptions from the very knowledgeable audience with patience and politeness.
They were at the British Library to talk about why the archive was created in 2008 and progress it has made since then. In practice much of the talk was explaining why it is impossible to archive vidoe games, due to their very temporary nature. Even the plastic of the early consoles is starting to degrade, ending eventually in a pile of fine grey dust.
With my background in computer science, I was expecting to hear about all the clever ways programmers are preserving the games so that they are playable on current hardware. They did talk about emulators and the good work fan programmers are doing, but ultimately their efforts are doomed to failure.
It will never be possible to exactly replicate the way the games played back on cathode ray tube (CRT) screens and 16 bit processors. And even if you could, the cultural context will have been lost. Consequently they are concentrating on preserving the experience of game-playing rather than the games themselves.
They do this by capturing live game playing at events like GameCity, and preserving written material relating to games such as Walkthroughs, also known as cheats.
They ended their fascinating and stimulating presentation with a wonderfully rude example of the challenges of completing a Super Mario Brothers level. This has had an amazing 20 million views on YouTube, but comes with a health warning as it is fully of swearing in response to the frustrations of playing the game.
As something of a failed gamer, it certainly make me laugh.