WEBVTT - Preserving Video Games

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<v Speaker 1>Welcome to Tech Stuff, a production from I Heart Radio.

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<v Speaker 1>He there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with iHeart Radio. And

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<v Speaker 1>how the tech are you? You know? I thought today

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<v Speaker 1>I would talk about the issue of video game preservation.

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<v Speaker 1>I was inspired to do this because of something that

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<v Speaker 1>recently happened with Ubisoft, a game company that's well to

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<v Speaker 1>put lightly, It's had a pretty darn controversial few years.

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<v Speaker 1>But Ubisoft makes lots of different game titles, and one

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<v Speaker 1>particularly popular franchise from them is the Assassin's Creed series. Well,

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<v Speaker 1>one of the entries in this long running franchise came

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<v Speaker 1>out way back in two thousand twelve, and it was

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<v Speaker 1>called Assassin's Creed three Liberation, and it's notable for a

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<v Speaker 1>few reasons. One was that the player controls the character

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<v Speaker 1>named Aveline de grand Pre, who happens to be the

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<v Speaker 1>first female assassin in the series that the player could control.

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<v Speaker 1>Before that, they were all male protagonists. Later on, would

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<v Speaker 1>be Soft released a remastered version of the game titled

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<v Speaker 1>Assassin's Creed Liberation h D. Anyway, Steam, which is the

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<v Speaker 1>video game store, the digital video game store so it's

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<v Speaker 1>an online store. It's run by Valve, which used to

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<v Speaker 1>primarily be known as a video game developer now is

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<v Speaker 1>mostly known as the company that runs Steam. Anyway, Steam

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<v Speaker 1>posted a message on July eleven, two thousand twenty two

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<v Speaker 1>that's said, at the request of the publisher, Assassin's Creed

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<v Speaker 1>Liberation h D is no longer available for sale on Steam,

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<v Speaker 1>which is fair enough. These things happen. Companies will allow

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<v Speaker 1>something to technically kind of go out of print, although

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<v Speaker 1>in this case that's kind of a misnomer because we're

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<v Speaker 1>talking about digital sales. But it would be Soft decided

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<v Speaker 1>to stop selling copies of this game now it would

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<v Speaker 1>be Soft had also previously announced that it would be

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<v Speaker 1>ending multiplayer functionality for several of its games, including Assassin's Creed.

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<v Speaker 1>Now that could be disappointing to hardcore fans, but at

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<v Speaker 1>the same time, you can kind of understand why it's happening,

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<v Speaker 1>because supporting multiplayer means that a company has to run

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<v Speaker 1>servers that host those multiplayer sessions, which also means maintaining

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<v Speaker 1>those servers and responding if something goes wrong with them.

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<v Speaker 1>So for older games, the player base that's still accessing

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<v Speaker 1>multiplayer might be so small that it's difficult to justify

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<v Speaker 1>the ongoing expense of keeping those servers online, particularly if

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<v Speaker 1>it's a game that doesn't have a subscription model to it.

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<v Speaker 1>Right Like, if it's a game where multiplayer was part

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<v Speaker 1>of the features of the game that you got with

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<v Speaker 1>the purchase of the full game, and it's not an

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<v Speaker 1>ongoing expense, then the company is footing the bill for

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<v Speaker 1>providing that service even after people are no longer really

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<v Speaker 1>buying the game. Um, it's a bummer, but you know,

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<v Speaker 1>it's kind of understandable from the perspective of the business. However,

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<v Speaker 1>these days, a lot of games require at least some

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<v Speaker 1>sort of online component, typically as part of digital Rights

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<v Speaker 1>Management or DRM, which is terrible, but here's how it goes.

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<v Speaker 1>The basic idea is that the game you're running on

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<v Speaker 1>your local device, like on your computer or whatever, checks

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<v Speaker 1>in with a home base server that belongs to the

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<v Speaker 1>company in order to verify that the copy of the

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<v Speaker 1>game that you are playing is legitimate. And at that

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<v Speaker 1>point the home base server says, yeah, go ahead, let

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<v Speaker 1>let them play the game. Or if the game isn't legit,

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<v Speaker 1>or if the connection can't be made for some reason,

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<v Speaker 1>the server tells your local machine, hey, don't let us

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<v Speaker 1>jerk face play that game. They probably stole it. So

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<v Speaker 1>for players who just want a single player experience, right like,

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<v Speaker 1>it's a game that's just meant to be played on

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<v Speaker 1>your computer. There's no online component, there's no multiplayer component.

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<v Speaker 1>If those those folks have a poor internet connection or

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<v Speaker 1>no connection to the internet, this kind of DRM is

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<v Speaker 1>a huge hassle because it means there's no real way

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<v Speaker 1>to access the game legitimately. But that's the nature of DRM.

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<v Speaker 1>I've done full episodes about this in the past. All right,

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<v Speaker 1>let's get back over to Ubisoft. So, in its initial

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<v Speaker 1>message that was published on Steam, the implication was that

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<v Speaker 1>the Assassin's Creed game wouldn't just be unavailable to purchase

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<v Speaker 1>from that point forward, but would in fact be rendered

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<v Speaker 1>completely unplayable. That people who had purchased a copy of

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<v Speaker 1>this game would be unable to access their game at all,

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<v Speaker 1>even if they were just trying to play local single

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<v Speaker 1>player mode, nor would they be able to run any

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<v Speaker 1>of the downloadable content or DLC that they had purchased

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<v Speaker 1>for the game. Steam would issue a follow up s

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<v Speaker 1>eatement that said people who own the game already would

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<v Speaker 1>still be able to play it, they would even be

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<v Speaker 1>able to read download it. So on Steam, you have

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<v Speaker 1>a library of games. These games may or may not

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<v Speaker 1>actually be downloaded to your computer, but it's a record

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<v Speaker 1>of all the games you have purchased throughout your time

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<v Speaker 1>using Steam, and if you want, you can read download

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<v Speaker 1>a game to install it on a new machine. Let's

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<v Speaker 1>say that you're upgrading your computer. You've decided to, you know,

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<v Speaker 1>switch to a brand new new computer system that can

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<v Speaker 1>run the latest games, but you also have a soft

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<v Speaker 1>spot for some older games. Well, you can re download

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<v Speaker 1>them to your new machine. So ubisof said players will

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<v Speaker 1>still be able to do that. They'll still be able

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<v Speaker 1>to access the game that they purchased. However, they will

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<v Speaker 1>not be able to access online content or DLC for

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<v Speaker 1>that game. That would be unavailable anyway. That whole ness

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<v Speaker 1>prompted this episode because with so many games requiring online

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<v Speaker 1>services to function, even if the games themselves are otherwise

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<v Speaker 1>confined to a local device, what happens when the company

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<v Speaker 1>that provides that online service goes out of business, because

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<v Speaker 1>that has happened more than once in the video game world,

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<v Speaker 1>or what happens if a company like Ubisoft decides to

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<v Speaker 1>shift resources away from continuing support of older games that

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<v Speaker 1>have smaller player bases, the thing you purchased suddenly becomes inaccessible.

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<v Speaker 1>Even if the code is fine, and even if you

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<v Speaker 1>have a machine that otherwise could run the game without

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<v Speaker 1>a problem, you still can't access the game. That approach

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<v Speaker 1>means it becomes difficult to preserve such games, and in

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<v Speaker 1>some cases it could even be illegal for you to

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<v Speaker 1>try and do it. In other cases, it might not

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<v Speaker 1>be illegal, but it might be practically impossible, and so

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<v Speaker 1>these games are lost in time like tears in Rain.

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<v Speaker 1>Let me know if you've got that reference. Now, some

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<v Speaker 1>of y'all might be saying, I didn't even know video

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<v Speaker 1>game preservation was a thing, or maybe a few of

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<v Speaker 1>you could be saying, why is it important to even

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<v Speaker 1>preserve video games in the first place. And it's totally

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<v Speaker 1>fair that not everyone is into video games. That's cool, right.

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<v Speaker 1>I'm not into every kind of art there is. Doesn't

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<v Speaker 1>mean the arts bad. I'm just not into it that

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<v Speaker 1>there are a lot of folks who are really into

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<v Speaker 1>video games, including those who consider video games to be

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<v Speaker 1>a type of art. I happen to be one of

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<v Speaker 1>those people. I don't necessarily think video games, at least

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<v Speaker 1>not most of them, typically qualify as high art. But

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<v Speaker 1>I do think there's a lot of artistic expression that

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<v Speaker 1>goes into creating video games. Whether it's from character design

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<v Speaker 1>or level design, or even gameplay elements, or the textures

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<v Speaker 1>that you use to enhance visuals or the story that

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<v Speaker 1>plays out over the course of a game. There are

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<v Speaker 1>a lot of avenues for artistic expression. Some of them

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<v Speaker 1>you might not classically think of as artistic, like gameplay elements.

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<v Speaker 1>You might think, oh, you know, pressing a to jump,

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<v Speaker 1>that's nothing. But you look at some of these games

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<v Speaker 1>and some of the elegant approaches to gameplay elements in them,

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<v Speaker 1>you start to think there is an art to this,

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<v Speaker 1>and people who are particularly artistic can create really transformational

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<v Speaker 1>experiences through that. So even if you strip all the

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<v Speaker 1>art away, right if you if you deny that there's

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<v Speaker 1>anything artful about video games, the fact remains that people,

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<v Speaker 1>and a lot of people in many of these cases,

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<v Speaker 1>I mean some of these games have hundreds of folks

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<v Speaker 1>who worked on these Well, those people worked really hard

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<v Speaker 1>to make that game happen. They labored over getting the

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<v Speaker 1>various components up to snuff, and then they also worked

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<v Speaker 1>really hard to make sure all these different components actually

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<v Speaker 1>work together so that one thing doesn't break something else.

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<v Speaker 1>And let's be fair, video game companies are not always

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<v Speaker 1>successful in doing this. There are plenty of examples of

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<v Speaker 1>broken games out there. Some of them got less broken

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<v Speaker 1>over time thanks to patches and stuff, but we have

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<v Speaker 1>seen no shortage of you know, games that just didn't

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<v Speaker 1>work properly. But I still feel like the work of

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<v Speaker 1>the people who who dedicated their time and their their

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<v Speaker 1>skill and their knowledge to creating these games should be

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<v Speaker 1>acknowledged and it should be preserved. I think two big

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<v Speaker 1>things that prompt people to question the need to preserve

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<v Speaker 1>games are that there's still this perception among some people

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<v Speaker 1>the video games are meant for kids, like video games

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<v Speaker 1>are for babies. They're just silly diversions, and there's really

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<v Speaker 1>no reason to put any effort into preserving those things.

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<v Speaker 1>There's another perception that undermines the concept of preserving video games,

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<v Speaker 1>and that's that they are so tightly connected to commerce.

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<v Speaker 1>They are a product, you know, like you would go

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<v Speaker 1>out and buy a hammer, but you wouldn't necessarily want

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<v Speaker 1>to preserve the hammer for posterity. And you know, not

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<v Speaker 1>all games are made specifically to be sold, but the

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<v Speaker 1>vast majority of them are, so they aren't really considered

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<v Speaker 1>art by some folks. However, I would argue that most

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<v Speaker 1>art is actually meant to be sold. It's not just

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<v Speaker 1>meant to hang on a wall, and the artist makes

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<v Speaker 1>no money from it. I mean, if art was never sold,

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<v Speaker 1>artists wouldn't make a living. Um, you know, whether it's

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<v Speaker 1>patronage or it's selling it through an exhibition or whatever.

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<v Speaker 1>Art and commerce always have a relationship with each other.

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<v Speaker 1>Otherwise you'd run out of artists because they all starve

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<v Speaker 1>to death. And of course there are countless examples in

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<v Speaker 1>say the fashion world, where people spend truckloads of cash

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<v Speaker 1>on designer goods and they consider these art. Like the

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<v Speaker 1>fashion world, that is art art that has been made

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<v Speaker 1>to be worn in some way. But even while people

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<v Speaker 1>are spending those truckloads of cash on the latest fashions,

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<v Speaker 1>they do so knowing that the stuff they are buying

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<v Speaker 1>is going to be out of fashion in six months

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<v Speaker 1>to a year, Like the thing that is avant garde

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<v Speaker 1>and desired today is going to be almost dismissed in

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<v Speaker 1>a year's time, which that is the stuff that wrinkles

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<v Speaker 1>my brain. Video games. I get fashion. I mean, you

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<v Speaker 1>just have to take one look at me and you

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<v Speaker 1>would know he doesn't get fashion. That's fair. And I'm

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<v Speaker 1>not saying that fashion is silly or frivolous. I just

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<v Speaker 1>don't get it. But let's talk about video game preservation.

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<v Speaker 1>So one of the methods I have talked about in

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<v Speaker 1>fairly recent episodes of tech stuff is the main platform

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<v Speaker 1>and MAME is m a m E and it stands

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<v Speaker 1>for multiple Arcade Machine emulator. Name's purpose is to emulate

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<v Speaker 1>or you know, simulate if you like, the circuitry and

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<v Speaker 1>program ng of various game platforms. Now, the games themselves

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<v Speaker 1>come in the form of rams, r o ms or

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<v Speaker 1>read only memory. There there are people who have copied

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<v Speaker 1>the code off of classic video games to preserve those ROMs.

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<v Speaker 1>And originally these ROMs were programmed directly onto microchips. So

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<v Speaker 1>if you were to open up a classic arcade game,

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<v Speaker 1>you would see a whole bunch of circuit boards with

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<v Speaker 1>chips on them, and this is the game, like, the

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<v Speaker 1>game is physically coded onto the circuit boards, and those

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<v Speaker 1>microchips include the ROMs the read only memory that is

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<v Speaker 1>the game itself. So in order to create a copy

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<v Speaker 1>of that, you have to strip the code off of

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<v Speaker 1>the ROMs, and that's not always easy. In fact, it's

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<v Speaker 1>pretty complicated. And then you also have to create software

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<v Speaker 1>that imitates the operation of that actual circuit so that

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<v Speaker 1>the ROMs will run properly, and that also is a

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<v Speaker 1>non trivial thing. So the arcade machines and then later

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<v Speaker 1>on cartridge based consoles and also computers would have games

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<v Speaker 1>that were programmed in physical circuitry. UH. Cartridges in particular, right, like,

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<v Speaker 1>that's there's a circuit board in a cartridge and that's

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<v Speaker 1>what the game has programmed on. Then later on you

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<v Speaker 1>would have things like images that would be put on

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<v Speaker 1>optical discs. We'll get to that too. So the main

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<v Speaker 1>platform mimics the circuitry, allowing the copied code from whatever

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<v Speaker 1>the original ROM was to play on a computer. UH

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<v Speaker 1>doesn't always play perfectly well. Sometimes the emulator is just

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<v Speaker 1>an approximation of how the game would work. In other cases,

0:13:44.440 --> 0:13:48.160
<v Speaker 1>the approximation is incredibly accurate, to the point where it

0:13:48.240 --> 0:13:51.800
<v Speaker 1>feels like you're playing the original arcade machine. It depends

0:13:51.800 --> 0:13:55.319
<v Speaker 1>heavily on the level of emulation for that particular game,

0:13:55.840 --> 0:13:59.240
<v Speaker 1>as well as the specs on the machine you're running

0:13:59.320 --> 0:14:02.760
<v Speaker 1>Maime on the first place. We'll come back and talk

0:14:02.840 --> 0:14:06.800
<v Speaker 1>more about Maime and emulation and the reasons why this

0:14:06.880 --> 0:14:18.079
<v Speaker 1>is important for preservation after we take this quick break. So,

0:14:18.200 --> 0:14:21.280
<v Speaker 1>the original purpose of MAINE was to serve as a

0:14:21.320 --> 0:14:25.600
<v Speaker 1>way to preserve games. Now, obviously a lot of people

0:14:25.680 --> 0:14:29.160
<v Speaker 1>have used MAIN software to create like a home arcade

0:14:29.200 --> 0:14:32.960
<v Speaker 1>machine that's capable of running hundreds or thousands of different games.

0:14:33.360 --> 0:14:36.240
<v Speaker 1>Like you can even go online and find companies that

0:14:36.520 --> 0:14:41.240
<v Speaker 1>offer these things where they will have a computer, often

0:14:41.320 --> 0:14:44.640
<v Speaker 1>powered by a Raspberry Pie, which is a very basic

0:14:44.720 --> 0:14:51.280
<v Speaker 1>computer that's running main emulation software and has a like

0:14:51.320 --> 0:14:55.040
<v Speaker 1>a smart card just loaded with gigabytes of ROMs on it.

0:14:55.800 --> 0:14:58.960
<v Speaker 1>But that was not the original intent of creating main

0:14:59.400 --> 0:15:01.920
<v Speaker 1>Like what the idea wasn't hey, let's create a way

0:15:01.960 --> 0:15:05.160
<v Speaker 1>for people to get access to these hundreds of arcade

0:15:05.200 --> 0:15:07.360
<v Speaker 1>machines in the comfort of their own home. It was

0:15:08.080 --> 0:15:12.320
<v Speaker 1>the idea that we need something that can preserve these

0:15:12.400 --> 0:15:15.280
<v Speaker 1>games because the hardware that the games are built upon

0:15:15.520 --> 0:15:20.320
<v Speaker 1>will degrade over time and eventually the last remaining cabinet

0:15:20.400 --> 0:15:23.480
<v Speaker 1>of any given game will stop working, and at that

0:15:23.520 --> 0:15:27.479
<v Speaker 1>point the game is lost. So this is a way

0:15:27.520 --> 0:15:31.960
<v Speaker 1>of preventing that loss from happening. It just so happens

0:15:32.000 --> 0:15:35.720
<v Speaker 1>that It also means that you could create a full

0:15:35.880 --> 0:15:40.440
<v Speaker 1>Arcade in one machine by downloading lots of ROMs. However,

0:15:40.920 --> 0:15:47.080
<v Speaker 1>you should know downloading ROMs can be illegal. It's technically

0:15:47.120 --> 0:15:52.520
<v Speaker 1>copyright violation because you're downloading a copyrighted work without legitimately

0:15:52.640 --> 0:15:56.920
<v Speaker 1>purchasing that work. Doesn't mean that doesn't happen everywhere. It does,

0:15:57.160 --> 0:16:00.720
<v Speaker 1>but it's still illegal. Now, never mind that in some cases,

0:16:00.760 --> 0:16:02.760
<v Speaker 1>at least, there's no way for you to buy a

0:16:02.840 --> 0:16:06.840
<v Speaker 1>legal copy of the game, or if the then may

0:16:06.840 --> 0:16:08.880
<v Speaker 1>be that the only legal way to buy the game

0:16:09.000 --> 0:16:13.480
<v Speaker 1>is to find someone selling it on a market like eBay,

0:16:13.600 --> 0:16:17.320
<v Speaker 1>and it might be for an incredibly expensive price that

0:16:17.320 --> 0:16:19.040
<v Speaker 1>that might be the only and there's no guarantee that

0:16:19.040 --> 0:16:20.720
<v Speaker 1>those will work. By the way, like you might go

0:16:20.760 --> 0:16:24.120
<v Speaker 1>out and spend a couple of thousand dollars buying a

0:16:24.160 --> 0:16:27.880
<v Speaker 1>Classic Arcade cabinet, find out that you need to do

0:16:27.960 --> 0:16:29.840
<v Speaker 1>a lot of maintenance on it in order to make

0:16:29.840 --> 0:16:33.920
<v Speaker 1>it work properly. The circuitry if it's treated well will

0:16:34.000 --> 0:16:36.880
<v Speaker 1>typically hold up for a very long time, but things

0:16:36.920 --> 0:16:40.160
<v Speaker 1>like the actual buttons and controls they wear out. I mean,

0:16:40.160 --> 0:16:43.680
<v Speaker 1>that's just wear and tear. So yeah, it could get

0:16:43.720 --> 0:16:46.200
<v Speaker 1>to a point where there's just there's very few avenues

0:16:46.240 --> 0:16:51.000
<v Speaker 1>for you to make a legitimate purchase of a game. Uh.

0:16:51.120 --> 0:16:54.520
<v Speaker 1>The way MAME is supposed to be used is that

0:16:54.640 --> 0:16:57.800
<v Speaker 1>someone who has a legal right to a roan, like

0:16:57.880 --> 0:17:00.960
<v Speaker 1>they own a game, or maybe they even own the

0:17:01.040 --> 0:17:03.840
<v Speaker 1>I P for the game, Well, they can download the

0:17:03.880 --> 0:17:07.080
<v Speaker 1>RAM for their own use and they can run the

0:17:07.160 --> 0:17:10.120
<v Speaker 1>main software on a computer. They can activate that RAM,

0:17:10.400 --> 0:17:13.399
<v Speaker 1>and it's totally legal. So for example, let's say that

0:17:13.480 --> 0:17:17.159
<v Speaker 1>you went out and purchased an arcade machine of a

0:17:17.240 --> 0:17:23.919
<v Speaker 1>classic game like Elevator Action, which I absolutely and ironically

0:17:24.040 --> 0:17:26.879
<v Speaker 1>love and no I cannot justify it, but I love

0:17:27.000 --> 0:17:30.840
<v Speaker 1>that game. Well, let's say you bought a cabinet of that.

0:17:30.920 --> 0:17:33.120
<v Speaker 1>You went out and you you purchased a copy of it.

0:17:33.600 --> 0:17:37.440
<v Speaker 1>You could then legally download a RAM of Elevator Action

0:17:37.880 --> 0:17:40.440
<v Speaker 1>and that could serve either as a backup or as

0:17:40.440 --> 0:17:43.440
<v Speaker 1>a replacement for the RAM on the arcade machine itself

0:17:43.480 --> 0:17:46.280
<v Speaker 1>if it had stopped working. So it's kind of like

0:17:46.359 --> 0:17:49.160
<v Speaker 1>making a backup of a recording for your own personal use.

0:17:49.320 --> 0:17:54.040
<v Speaker 1>That's acceptable, that's fair use. But if you didn't already

0:17:54.119 --> 0:17:57.720
<v Speaker 1>own a copy of Elevator Action, then downloading the ROM

0:17:57.800 --> 0:18:02.800
<v Speaker 1>would essentially be piracy. In fact, not essentially it is piracy.

0:18:03.520 --> 0:18:07.560
<v Speaker 1>As for Mame itself, Mame is totally legal to download.

0:18:07.640 --> 0:18:10.800
<v Speaker 1>Mame doesn't have any games on it natively, It's just

0:18:10.880 --> 0:18:15.199
<v Speaker 1>a program that emulates different kinds of hardware. Name is

0:18:15.720 --> 0:18:18.719
<v Speaker 1>kind of like a console in a way. It's the

0:18:18.720 --> 0:18:21.480
<v Speaker 1>thing that lets you play the games, but it is

0:18:21.520 --> 0:18:25.760
<v Speaker 1>not the games themselves. So theoretically you should not be

0:18:25.880 --> 0:18:29.840
<v Speaker 1>downloading ROMs for games that you don't already own. However,

0:18:29.960 --> 0:18:33.560
<v Speaker 1>a lot of games are otherwise unavailable, like the companies

0:18:33.560 --> 0:18:36.360
<v Speaker 1>that made some of those games have long since vanished,

0:18:36.640 --> 0:18:39.400
<v Speaker 1>so there's nowhere for you to go to to buy them.

0:18:39.520 --> 0:18:42.320
<v Speaker 1>Or sometimes another company has come around and scooped up

0:18:42.400 --> 0:18:44.520
<v Speaker 1>the old I P from someone who has gone out

0:18:44.560 --> 0:18:47.359
<v Speaker 1>of business. Sometimes that can be hard to track down,

0:18:47.520 --> 0:18:49.520
<v Speaker 1>Like you might think, oh, there's this great game I

0:18:49.520 --> 0:18:52.040
<v Speaker 1>loved when I was a kid. The company that made

0:18:52.040 --> 0:18:54.520
<v Speaker 1>it went out of business. I have no idea who

0:18:54.560 --> 0:18:58.159
<v Speaker 1>owns that intellectual property. Because chances are someone bought it

0:18:58.600 --> 0:19:00.960
<v Speaker 1>when uh the old but he went out of business.

0:19:01.440 --> 0:19:03.520
<v Speaker 1>So there are a lot of cases we're finding a

0:19:03.600 --> 0:19:06.919
<v Speaker 1>legitimate way to purchase the game you want just doesn't

0:19:07.000 --> 0:19:10.840
<v Speaker 1>appear to exist, and that is frustrating. That being said,

0:19:11.320 --> 0:19:14.439
<v Speaker 1>there are some game creators who have granted permission for

0:19:14.440 --> 0:19:17.080
<v Speaker 1>folks to download ROMs of their games. So these are

0:19:17.119 --> 0:19:20.120
<v Speaker 1>creators who have the right to do that right. They

0:19:20.200 --> 0:19:23.000
<v Speaker 1>are the folks who actually own the intellectual property in

0:19:23.000 --> 0:19:26.719
<v Speaker 1>the first place, so they have the capacity the authority

0:19:26.800 --> 0:19:29.760
<v Speaker 1>to grant permission to people so that they can download

0:19:29.800 --> 0:19:33.159
<v Speaker 1>the ROMs. And the main website does link to ROMs

0:19:33.240 --> 0:19:36.359
<v Speaker 1>that meet that qualification. However, you're not going to find

0:19:37.040 --> 0:19:39.879
<v Speaker 1>any real big names in that list. In fact, you

0:19:39.920 --> 0:19:42.720
<v Speaker 1>may not recognize a single title. There are a couple

0:19:42.760 --> 0:19:46.280
<v Speaker 1>of dozen titles that fall into this category. I actually

0:19:46.280 --> 0:19:49.120
<v Speaker 1>looked them over and I didn't recognize any of them.

0:19:49.160 --> 0:19:51.080
<v Speaker 1>None of them were titles that I was familiar with.

0:19:51.320 --> 0:19:53.840
<v Speaker 1>So to get the stuff that you you know and love,

0:19:53.920 --> 0:19:58.640
<v Speaker 1>you would have to go elsewhere. Now, I mentioned Arcade Machines,

0:19:58.680 --> 0:20:01.920
<v Speaker 1>but that is not the only hard where that MAIM emulates.

0:20:02.440 --> 0:20:06.000
<v Speaker 1>Since two thousand fifteen, the main platform has integrated a

0:20:06.080 --> 0:20:09.679
<v Speaker 1>separate emulator called MESS m E s S, which stands

0:20:09.680 --> 0:20:15.320
<v Speaker 1>for Multi Emulator super System. So Main's primary purpose was

0:20:15.359 --> 0:20:19.320
<v Speaker 1>to preserve arcade games that otherwise would eventually disappear once

0:20:19.359 --> 0:20:23.639
<v Speaker 1>that last working cabinet gave up the ghost. MESS focuses

0:20:23.680 --> 0:20:27.000
<v Speaker 1>more on consoles and computer systems, most of which are

0:20:27.240 --> 0:20:31.360
<v Speaker 1>well out of production, and MESS supports nearly one thousand

0:20:31.440 --> 0:20:34.399
<v Speaker 1>systems in total. Not all of them are fully functional, however,

0:20:34.920 --> 0:20:37.840
<v Speaker 1>so while you could count all the ones that are

0:20:37.880 --> 0:20:40.159
<v Speaker 1>included in the emulator and you would get up to

0:20:40.240 --> 0:20:42.760
<v Speaker 1>more than nine hundred, you'd have to keep in mind

0:20:43.359 --> 0:20:47.520
<v Speaker 1>some of those are only partially functional. They are really

0:20:47.600 --> 0:20:50.159
<v Speaker 1>big names on that list, by the way, including the

0:20:50.240 --> 0:20:54.760
<v Speaker 1>Nintendo Entertainment System or any s. The Super Nintendo Nintendo

0:20:54.840 --> 0:20:58.680
<v Speaker 1>sixty four is on their Sega Genesis, also known as

0:20:58.720 --> 0:21:01.840
<v Speaker 1>the Mega Drive is there. The Sake of Dreamcast is

0:21:01.840 --> 0:21:04.800
<v Speaker 1>on their older consoles are on there too. The AT

0:21:05.040 --> 0:21:08.600
<v Speaker 1>twenty hundred and Colico Vision and in Television are all

0:21:08.640 --> 0:21:12.160
<v Speaker 1>on there, and obviously lots more game consoles as well

0:21:12.280 --> 0:21:15.399
<v Speaker 1>as for computers you name it. I mean there's everything

0:21:15.440 --> 0:21:20.840
<v Speaker 1>from Texas instruments to Apple to computer systems, to Commodore computers,

0:21:20.880 --> 0:21:24.239
<v Speaker 1>to Amiga and more. Now, these are all devices that

0:21:24.280 --> 0:21:27.520
<v Speaker 1>have long since been out of production, which means you're

0:21:27.560 --> 0:21:29.479
<v Speaker 1>not gonna be able to buy a new one. You

0:21:29.600 --> 0:21:32.840
<v Speaker 1>might be able to find a working used one somewhere,

0:21:33.200 --> 0:21:35.880
<v Speaker 1>but chances are emulation is going to be the only

0:21:35.880 --> 0:21:38.719
<v Speaker 1>way you will experience a lot of the programming that

0:21:38.800 --> 0:21:43.000
<v Speaker 1>was originally made for those devices. Now again, in a

0:21:43.040 --> 0:21:47.760
<v Speaker 1>lot of cases, that software is not technically abandoned ware,

0:21:48.160 --> 0:21:52.280
<v Speaker 1>meaning you know, abandoned ware is something where there's no

0:21:52.560 --> 0:21:56.840
<v Speaker 1>legitimate owner of that i P anymore. It has been abandoned.

0:21:56.960 --> 0:22:02.640
<v Speaker 1>It is just existing on its own with no owner

0:22:02.920 --> 0:22:07.840
<v Speaker 1>above it. Someone somewhere owns the i P for most

0:22:07.960 --> 0:22:11.200
<v Speaker 1>of the software that's out there, So you might think

0:22:11.200 --> 0:22:13.720
<v Speaker 1>of it as abandoned ware because nobody has done anything

0:22:13.760 --> 0:22:16.680
<v Speaker 1>with it for a very long time, But legally speaking,

0:22:16.680 --> 0:22:21.320
<v Speaker 1>it's not because it does still belong to some company

0:22:21.440 --> 0:22:24.639
<v Speaker 1>or person out there. Now. It may be that that

0:22:24.800 --> 0:22:28.720
<v Speaker 1>entity doesn't care if folks download ROMs or images of

0:22:28.760 --> 0:22:33.280
<v Speaker 1>that of that program or game or whatever. Image in

0:22:33.280 --> 0:22:36.040
<v Speaker 1>this case means essentially a copy of the code, not

0:22:36.160 --> 0:22:41.080
<v Speaker 1>an actual picture of something. But you can't just assume that,

0:22:41.320 --> 0:22:43.560
<v Speaker 1>and it's certainly not the case everywhere. I mean, some

0:22:43.600 --> 0:22:47.639
<v Speaker 1>companies like Nintendo, for example, are really well known for

0:22:47.680 --> 0:22:51.240
<v Speaker 1>being super protective of their work, even if there is

0:22:51.280 --> 0:22:54.560
<v Speaker 1>no way to purchase the titles from the company itself anymore.

0:22:55.480 --> 0:22:58.600
<v Speaker 1>Me just look at Nintendo, and you look at how

0:22:59.160 --> 0:23:04.040
<v Speaker 1>for first part games the price never comes down. Like

0:23:04.119 --> 0:23:07.280
<v Speaker 1>you could look at first party games that Nintendo cells

0:23:07.320 --> 0:23:10.600
<v Speaker 1>to this day, and the games themselves might be years old,

0:23:11.160 --> 0:23:14.280
<v Speaker 1>but the price hasn't budged. That really gives you a

0:23:14.359 --> 0:23:17.280
<v Speaker 1>hint at Nintendo's perspective on this kind of thing, which

0:23:17.320 --> 0:23:19.680
<v Speaker 1>I'm not saying is a wrong perspective. I'm just saying

0:23:20.520 --> 0:23:24.359
<v Speaker 1>it indicates that you're not likely to find Nintendo saying, oh, sure,

0:23:24.440 --> 0:23:27.040
<v Speaker 1>go ahead download images of our games. We don't care that.

0:23:27.160 --> 0:23:30.679
<v Speaker 1>I can't imagine that ever happening. However, let's put aside

0:23:30.720 --> 0:23:33.760
<v Speaker 1>the ownership question for a moment to get back to

0:23:33.800 --> 0:23:37.520
<v Speaker 1>the central point of this episode. The main and mess

0:23:37.560 --> 0:23:41.040
<v Speaker 1>platforms and others that are like them aim to provide

0:23:41.040 --> 0:23:44.640
<v Speaker 1>a way to preserve the games and other programs as well,

0:23:44.680 --> 0:23:47.639
<v Speaker 1>but we're focusing mostly on games that had been made

0:23:48.000 --> 0:23:51.040
<v Speaker 1>for these old platforms that are no longer in production.

0:23:51.440 --> 0:23:55.440
<v Speaker 1>Without the emulators, we would gradually lose access to that work.

0:23:55.480 --> 0:23:59.160
<v Speaker 1>We would be fully dependent upon companies re issuing work

0:23:59.560 --> 0:24:04.000
<v Speaker 1>which they might not ever do. And computers changed so

0:24:04.080 --> 0:24:06.000
<v Speaker 1>quickly that a lot of stuff that was made for

0:24:06.040 --> 0:24:10.200
<v Speaker 1>older systems becomes impossible to access otherwise without an emulator.

0:24:10.400 --> 0:24:15.040
<v Speaker 1>Right Like, you can get old PC programs and try

0:24:15.080 --> 0:24:18.000
<v Speaker 1>to run them on a modern PC, and sometimes it

0:24:18.119 --> 0:24:21.120
<v Speaker 1>just becomes inoperable. You can't even use it. I remember

0:24:21.320 --> 0:24:27.520
<v Speaker 1>distinctly having a version of the classic Star Wars arcade game,

0:24:27.680 --> 0:24:30.160
<v Speaker 1>the wire frame game that you saw in the arcades

0:24:30.200 --> 0:24:33.040
<v Speaker 1>way back in the eighties, and I had a PC

0:24:33.320 --> 0:24:36.400
<v Speaker 1>version of that game, and I said it aside and

0:24:36.600 --> 0:24:38.840
<v Speaker 1>kind of lost track of it. And then we upgraded

0:24:38.840 --> 0:24:40.600
<v Speaker 1>computers a couple of times. This is when I was

0:24:40.640 --> 0:24:43.600
<v Speaker 1>a kid, and I found the game and I thought, oh,

0:24:43.720 --> 0:24:45.119
<v Speaker 1>I want to play this. I haven't played in a

0:24:45.200 --> 0:24:48.520
<v Speaker 1>very long time. Loaded it up. Could not play the

0:24:48.560 --> 0:24:52.040
<v Speaker 1>game because now it ran so screamingly fast that just

0:24:52.359 --> 0:24:56.119
<v Speaker 1>touching the joystick would make it uh jerked to the

0:24:56.240 --> 0:24:58.359
<v Speaker 1>left or jerked to the rider up or down or whatever.

0:24:58.840 --> 0:25:00.760
<v Speaker 1>And things were moving so quickly on the screen you

0:25:00.760 --> 0:25:04.240
<v Speaker 1>couldn't see anything, and you blink once and you would

0:25:04.600 --> 0:25:07.960
<v Speaker 1>see game over. So it became impossible to play. I

0:25:08.040 --> 0:25:10.840
<v Speaker 1>needed to have an emulator in order to run that

0:25:10.960 --> 0:25:13.680
<v Speaker 1>code at the proper speed, and I did it, so

0:25:13.840 --> 0:25:16.440
<v Speaker 1>that game just became inaccessible to me. Let me give

0:25:16.440 --> 0:25:20.080
<v Speaker 1>you another less frivolous example. So both of my parents

0:25:20.240 --> 0:25:23.600
<v Speaker 1>right novels, and when I was a kid, my parents

0:25:23.680 --> 0:25:27.760
<v Speaker 1>bought an Apple to E computer. My dad used it

0:25:27.800 --> 0:25:31.160
<v Speaker 1>primarily so that he could write books in short stories

0:25:31.640 --> 0:25:34.080
<v Speaker 1>using the Apple, although he would also play the occasional

0:25:34.119 --> 0:25:37.080
<v Speaker 1>computer game on there too. In fact, I remember him

0:25:37.160 --> 0:25:40.080
<v Speaker 1>being particularly fond of the game Wizardry, which was kind

0:25:40.080 --> 0:25:44.080
<v Speaker 1>of a a D and D style dungeon crawler computer RPG.

0:25:44.880 --> 0:25:49.080
<v Speaker 1>But anyway, Dad used a relatively primitive word processor program

0:25:49.080 --> 0:25:52.000
<v Speaker 1>on the Apple to write out his first few books,

0:25:52.560 --> 0:25:56.200
<v Speaker 1>and he saved these chapter by chapter onto floppy discs.

0:25:56.200 --> 0:25:58.879
<v Speaker 1>It would take more than a dozen floppy disks to

0:25:58.920 --> 0:26:03.600
<v Speaker 1>hold a single novels manuscript. In fact, I once accidentally

0:26:03.680 --> 0:26:06.239
<v Speaker 1>deleted an entire chapter of his work because he had

0:26:06.320 --> 0:26:09.120
<v Speaker 1>left the computer to go do something else and he

0:26:09.280 --> 0:26:11.639
<v Speaker 1>had not saved the file for a little bit, and

0:26:11.640 --> 0:26:13.560
<v Speaker 1>I thought he had just left the computer on, so

0:26:13.680 --> 0:26:16.800
<v Speaker 1>I was thought I was being conscientious and not wanting

0:26:16.800 --> 0:26:20.280
<v Speaker 1>to waste electricity, so I turned the computer off. Whoopsie.

0:26:21.080 --> 0:26:23.320
<v Speaker 1>So if you ever wondered why the novel Moon Dreams

0:26:23.320 --> 0:26:24.960
<v Speaker 1>didn't go the way you thought it was going, that

0:26:25.040 --> 0:26:29.119
<v Speaker 1>was probably because of me. Anyway, flash forward, It's been

0:26:29.160 --> 0:26:32.240
<v Speaker 1>a couple of decades since we had a working Apple computer.

0:26:32.560 --> 0:26:36.640
<v Speaker 1>So assuming the data on those floppy disks is still intact,

0:26:36.680 --> 0:26:40.480
<v Speaker 1>which is a very big assumption because magnetic storage is

0:26:40.520 --> 0:26:43.959
<v Speaker 1>not permanent. It will degrade over time. But assuming it's

0:26:43.960 --> 0:26:46.320
<v Speaker 1>still intact, we would still have to find either a

0:26:46.359 --> 0:26:49.679
<v Speaker 1>working Apple to E computer and a copy of that

0:26:49.720 --> 0:26:53.760
<v Speaker 1>work processing program in order to access those files, or

0:26:53.800 --> 0:26:56.399
<v Speaker 1>we'd have to get an emulator that would run on

0:26:56.400 --> 0:27:00.280
<v Speaker 1>a modern computer, plus an external floppy disk drive could

0:27:00.320 --> 0:27:03.240
<v Speaker 1>connect to a modern computer, possibly through an interface like

0:27:03.359 --> 0:27:07.040
<v Speaker 1>USB or something. Otherwise, that data is just going to

0:27:07.160 --> 0:27:11.760
<v Speaker 1>slowly rot on those floppy disks, which honestly is probably

0:27:11.760 --> 0:27:14.720
<v Speaker 1>what's gonna happen. Now. The good news is those are

0:27:14.720 --> 0:27:17.320
<v Speaker 1>really books all published, right, so you can actually track

0:27:17.440 --> 0:27:20.000
<v Speaker 1>down copies of the books, though it could take a

0:27:20.000 --> 0:27:21.600
<v Speaker 1>lot of searching. Most of those books have been out

0:27:21.600 --> 0:27:25.120
<v Speaker 1>of print for nearly forty years. But as for the

0:27:25.200 --> 0:27:29.320
<v Speaker 1>earlier drafts of those books, some of which were had

0:27:29.440 --> 0:27:33.840
<v Speaker 1>notable differences from the published version of the book. There's

0:27:33.880 --> 0:27:37.800
<v Speaker 1>one children's novel in particular, my dad wrote where I

0:27:37.920 --> 0:27:41.879
<v Speaker 1>thought the original draft was in every way superior to

0:27:41.960 --> 0:27:45.960
<v Speaker 1>the published version of the book. Those might be lost forever.

0:27:46.520 --> 0:27:49.280
<v Speaker 1>So emulators are one method we can use to preserve

0:27:49.520 --> 0:27:54.000
<v Speaker 1>games and other types of coded content. And that works

0:27:54.000 --> 0:27:57.200
<v Speaker 1>pretty well for local games, as in games that are

0:27:57.200 --> 0:28:00.320
<v Speaker 1>meant to run on a local device that may or

0:28:00.320 --> 0:28:03.000
<v Speaker 1>may not be connected to the internet. But like I

0:28:03.000 --> 0:28:06.480
<v Speaker 1>said earlier, there are a lot of games, an increasing

0:28:06.800 --> 0:28:10.200
<v Speaker 1>number of games in fact, that rely in part or

0:28:10.600 --> 0:28:15.479
<v Speaker 1>entirely on some sort of online component. And let's tackle

0:28:15.640 --> 0:28:17.639
<v Speaker 1>the d r M games. And like I said, I've

0:28:17.640 --> 0:28:20.639
<v Speaker 1>talked about DRM a lot in fairly recent episodes, so

0:28:20.680 --> 0:28:24.360
<v Speaker 1>we won't go into too much detail here. Now some

0:28:24.440 --> 0:28:29.160
<v Speaker 1>games might just need an initial check in, but increasingly

0:28:29.440 --> 0:28:34.000
<v Speaker 1>lots of games require a persistent online connection. These games,

0:28:34.440 --> 0:28:36.560
<v Speaker 1>and and just to be clear, it's not just games

0:28:36.600 --> 0:28:39.000
<v Speaker 1>that do this, lots of different software does this too.

0:28:39.520 --> 0:28:43.000
<v Speaker 1>These games have what's called an always on DRM or

0:28:43.120 --> 0:28:47.480
<v Speaker 1>persistent online authentication requirements. So if you lose your connection

0:28:47.520 --> 0:28:50.320
<v Speaker 1>to the internet, you're likely to get a little pop

0:28:50.400 --> 0:28:53.800
<v Speaker 1>up notification within the game explaining that the connection to

0:28:53.840 --> 0:28:56.880
<v Speaker 1>the authentication server is down and that this is going

0:28:56.920 --> 0:29:00.480
<v Speaker 1>to affect your experience in some way. For example, the

0:29:00.520 --> 0:29:04.560
<v Speaker 1>game might no longer count any progress toward achievements because

0:29:04.600 --> 0:29:07.920
<v Speaker 1>it can't verify that you're not cheating, or it might

0:29:07.920 --> 0:29:10.880
<v Speaker 1>be unable to save your progress in the game as

0:29:10.880 --> 0:29:13.520
<v Speaker 1>you play it. Now today, a lot of games will

0:29:13.600 --> 0:29:17.280
<v Speaker 1>save progress locally on your computer, and then once you

0:29:17.320 --> 0:29:21.320
<v Speaker 1>have re established a connection with the authentication server, it

0:29:21.440 --> 0:29:23.880
<v Speaker 1>might give you the option to either revert to the

0:29:23.920 --> 0:29:27.000
<v Speaker 1>save that was established by the server the last time

0:29:27.040 --> 0:29:30.640
<v Speaker 1>you are connected, or you can choose your local save,

0:29:30.960 --> 0:29:33.560
<v Speaker 1>which is probably more recent, and then that will just

0:29:33.720 --> 0:29:36.920
<v Speaker 1>overwrite the older one on the server and you can

0:29:36.960 --> 0:29:41.000
<v Speaker 1>go from there and there's no other interruption. But if

0:29:41.040 --> 0:29:44.920
<v Speaker 1>that server, that authentication server goes offline, either due to

0:29:44.960 --> 0:29:48.680
<v Speaker 1>malfunction or the company chooses to no longer support it,

0:29:49.040 --> 0:29:53.040
<v Speaker 1>then legitimate owners of this game suffer they're unable to

0:29:53.120 --> 0:29:56.280
<v Speaker 1>access all the features of their game, or in some

0:29:56.320 --> 0:29:58.160
<v Speaker 1>cases that they are not able to launch the game

0:29:58.240 --> 0:30:02.480
<v Speaker 1>at all. Thus, there is a single point of failure

0:30:02.600 --> 0:30:05.560
<v Speaker 1>for this game, and it's not even within the player's

0:30:05.640 --> 0:30:09.920
<v Speaker 1>control to address it. Their hardware might be working just fine,

0:30:10.440 --> 0:30:13.760
<v Speaker 1>but because of this connectivity requirement, they are unable to

0:30:13.760 --> 0:30:19.560
<v Speaker 1>play the game that they legally purchased, which doesn't seem fair. Well,

0:30:20.080 --> 0:30:22.560
<v Speaker 1>I'm going to talk more about that and how this

0:30:22.840 --> 0:30:26.000
<v Speaker 1>ties into the issue with piracy in just a moment

0:30:26.320 --> 0:30:29.440
<v Speaker 1>and then get back into video game preservation. But first

0:30:29.520 --> 0:30:40.440
<v Speaker 1>let's take another quick break. Okay, So we were talking

0:30:40.480 --> 0:30:44.280
<v Speaker 1>about how any sort of issues with connecting to an

0:30:44.280 --> 0:30:50.480
<v Speaker 1>authentication server can create an untenable experience for a legitimate

0:30:50.520 --> 0:30:54.160
<v Speaker 1>owner of a video game copy. Well, meanwhile, you've got

0:30:54.160 --> 0:30:58.000
<v Speaker 1>people who are engaged in piracy, who are illegally downloading games.

0:30:58.040 --> 0:31:03.360
<v Speaker 1>They're stealing games, they're cracking those authentication requirements because obviously,

0:31:03.400 --> 0:31:06.040
<v Speaker 1>if you're stolen a game and the server detects that

0:31:06.080 --> 0:31:08.600
<v Speaker 1>this is not a legitimate copy, you're not going to

0:31:08.640 --> 0:31:10.680
<v Speaker 1>have access to those features. So you've got to get

0:31:10.720 --> 0:31:14.680
<v Speaker 1>around that, right, So pirates can launch their copy and

0:31:14.680 --> 0:31:16.840
<v Speaker 1>play it with no problems, at least for games that

0:31:16.880 --> 0:31:20.680
<v Speaker 1>are local. Single player games. It's a little bit different

0:31:20.720 --> 0:31:25.040
<v Speaker 1>from multiplayer games because getting around authentication servers for online

0:31:25.080 --> 0:31:28.120
<v Speaker 1>play requires a lot more work, but at least for

0:31:28.200 --> 0:31:31.280
<v Speaker 1>single player experiences, it's not an issue once the game

0:31:31.320 --> 0:31:33.479
<v Speaker 1>has been cracked. Yeah, you might not have access to

0:31:33.520 --> 0:31:36.520
<v Speaker 1>things like achievements, but you'll be able to play the game.

0:31:37.040 --> 0:31:39.000
<v Speaker 1>So a lot of folks have gone on to say

0:31:39.040 --> 0:31:44.160
<v Speaker 1>that always on DRM is just playing bad technology, like

0:31:44.240 --> 0:31:47.120
<v Speaker 1>it's it's just doesn't work. It's it's a bad idea

0:31:47.240 --> 0:31:49.600
<v Speaker 1>because it does not do what it's supposed to do.

0:31:49.760 --> 0:31:52.840
<v Speaker 1>It's supposed to prevent piracy, but people are still pirating games,

0:31:53.640 --> 0:31:57.400
<v Speaker 1>and meanwhile it creates a bad experience for legitimate owners.

0:31:57.400 --> 0:31:59.960
<v Speaker 1>You know, the people who actually spent money to purcha

0:32:00.040 --> 0:32:02.280
<v Speaker 1>just a real copy of the game. They're the ones

0:32:02.320 --> 0:32:05.680
<v Speaker 1>who get affected by always on DRM. The pirates have

0:32:05.720 --> 0:32:08.560
<v Speaker 1>worked away around it, so it's a double whammy, right.

0:32:08.800 --> 0:32:10.680
<v Speaker 1>It doesn't do what it's supposed to do, which is

0:32:10.760 --> 0:32:14.200
<v Speaker 1>stop piracy, and instead it impacts the people who are

0:32:14.520 --> 0:32:18.040
<v Speaker 1>legally purchasing the games, which you could argue drives more

0:32:18.040 --> 0:32:20.800
<v Speaker 1>and more people to piracy. It's kind of a self

0:32:20.960 --> 0:32:25.920
<v Speaker 1>defeating tool. Anyway, back to the video game preservation. So

0:32:25.960 --> 0:32:28.920
<v Speaker 1>in this case, the Cracked games might be the only

0:32:29.320 --> 0:32:32.120
<v Speaker 1>games that can stick around, because if a company were

0:32:32.160 --> 0:32:35.719
<v Speaker 1>to go out of business or to shift assets away

0:32:35.720 --> 0:32:39.640
<v Speaker 1>from supporting a particular title, like Ubisoft is doing, then

0:32:39.760 --> 0:32:42.840
<v Speaker 1>at that particular title might lose some or all of

0:32:42.880 --> 0:32:47.760
<v Speaker 1>its functionality. The Cracked games, which have severed this connection

0:32:47.800 --> 0:32:50.440
<v Speaker 1>to home base will continue to work, or at least

0:32:50.880 --> 0:32:54.040
<v Speaker 1>work as much as they possibly can, since online functionality

0:32:54.360 --> 0:32:57.320
<v Speaker 1>will still be affected if the company stops running servers

0:32:57.360 --> 0:33:03.400
<v Speaker 1>to support whatever that functionality is. Let's consider the MMO

0:33:03.680 --> 0:33:08.880
<v Speaker 1>world for a second. MMO stands for massively multiplayer online,

0:33:09.440 --> 0:33:12.440
<v Speaker 1>so it's kind of a general category and there are

0:33:12.440 --> 0:33:16.080
<v Speaker 1>a lot of subcategories under it, and MMO pretty much

0:33:16.120 --> 0:33:19.680
<v Speaker 1>describes one aspect of what these games are all about. Namely,

0:33:20.080 --> 0:33:23.520
<v Speaker 1>these are games that are played online, so an Internet

0:33:23.560 --> 0:33:27.240
<v Speaker 1>connection is required, and they support a large number of

0:33:27.280 --> 0:33:32.440
<v Speaker 1>simultaneous players, thus the massive multiplayer. A popular subset of

0:33:32.520 --> 0:33:36.040
<v Speaker 1>MMO games are m m O rpg s, or MMO

0:33:36.160 --> 0:33:39.240
<v Speaker 1>games that are role playing games. A famous one that's

0:33:39.240 --> 0:33:41.760
<v Speaker 1>still going on is World of Warcraft. That's kind of

0:33:41.800 --> 0:33:46.920
<v Speaker 1>like the flagship example of m m O RPGs. Historically speaking,

0:33:47.840 --> 0:33:50.400
<v Speaker 1>but there are other games that came and went and

0:33:50.400 --> 0:33:53.760
<v Speaker 1>would have totally disappeared if it weren't for dedicated fans

0:33:53.880 --> 0:33:57.560
<v Speaker 1>who would commit their own resources to keeping instances of

0:33:57.600 --> 0:34:01.960
<v Speaker 1>the game running by running their own own servers. One

0:34:02.000 --> 0:34:05.640
<v Speaker 1>such example is Star Wars Galaxies, which is obviously a

0:34:05.720 --> 0:34:09.719
<v Speaker 1>game set in the Star Wars universe. That game originally

0:34:09.760 --> 0:34:13.720
<v Speaker 1>launched back in two thousand three, and it received numerous

0:34:13.840 --> 0:34:19.240
<v Speaker 1>updates and expansions, but the player base diminished slowly over time.

0:34:19.719 --> 0:34:23.400
<v Speaker 1>By two thousand nine, Sony Online Entertainment, which ran the game,

0:34:23.880 --> 0:34:28.319
<v Speaker 1>alerted players who had characters on certain servers that those

0:34:28.360 --> 0:34:31.479
<v Speaker 1>servers would soon be shut down and the player would

0:34:31.520 --> 0:34:35.640
<v Speaker 1>be given the capability to transfer their character to one

0:34:35.800 --> 0:34:40.280
<v Speaker 1>of the remaining servers that Sony would continue to operate. However,

0:34:40.320 --> 0:34:43.360
<v Speaker 1>in two thousand and eleven, Sony would shut down the

0:34:43.400 --> 0:34:46.359
<v Speaker 1>whole shebang. So why did it do that? Well, one

0:34:46.400 --> 0:34:48.759
<v Speaker 1>reason was that the Star Wars based m m O

0:34:48.960 --> 0:34:53.160
<v Speaker 1>RPG Star Wars the Old Republic was about to launch,

0:34:53.400 --> 0:34:57.360
<v Speaker 1>so the company wanted to dedicate its resources to supporting

0:34:57.400 --> 0:35:01.680
<v Speaker 1>the new game and also push people to move over

0:35:01.760 --> 0:35:04.640
<v Speaker 1>to the new title. Keep in mind these m m

0:35:04.680 --> 0:35:07.399
<v Speaker 1>O RPGs. The way they generated revenue is that these

0:35:07.440 --> 0:35:11.680
<v Speaker 1>were subscription based services. Right for the most part, you

0:35:11.719 --> 0:35:14.799
<v Speaker 1>would subscribe and pay a monthly fee in order to

0:35:15.000 --> 0:35:20.680
<v Speaker 1>maintain access to the game. So unlike most video games

0:35:20.680 --> 0:35:23.920
<v Speaker 1>where you purchase it once and that's it, this was

0:35:24.120 --> 0:35:28.000
<v Speaker 1>a model where you are having a recurring payment to

0:35:28.040 --> 0:35:31.200
<v Speaker 1>the company. And this is before we get into stuff

0:35:31.239 --> 0:35:36.240
<v Speaker 1>like you know, uh, in game content and micro transactions,

0:35:36.280 --> 0:35:41.120
<v Speaker 1>which is the predominant revenue generation model that we see today. Like,

0:35:42.040 --> 0:35:45.160
<v Speaker 1>that's how how video game companies are really making revenue

0:35:45.200 --> 0:35:47.799
<v Speaker 1>now is that they have ways to continue to sell

0:35:47.880 --> 0:35:50.680
<v Speaker 1>you stuff within a game so that you keep on

0:35:50.760 --> 0:35:53.480
<v Speaker 1>spending money on a title. Uh and a lot of

0:35:53.480 --> 0:35:55.960
<v Speaker 1>those titles end up being free to play, but to

0:35:56.000 --> 0:35:57.799
<v Speaker 1>get access to all the cool stuff, you've got to

0:35:57.800 --> 0:36:00.640
<v Speaker 1>cough up the big bucks anyway. So and he decides

0:36:01.000 --> 0:36:05.400
<v Speaker 1>to shut down Star Wars Galaxies. Now, Star Wars Galaxy

0:36:05.480 --> 0:36:08.279
<v Speaker 1>has had a pretty robust set of features, including a

0:36:08.320 --> 0:36:11.080
<v Speaker 1>player centric economy in which players could buy and so

0:36:11.280 --> 0:36:14.520
<v Speaker 1>goods that other players had crafted or that they had crafted.

0:36:15.040 --> 0:36:18.640
<v Speaker 1>They could become bounty hunters or smugglers or you know,

0:36:18.719 --> 0:36:21.520
<v Speaker 1>a Jedi or whatever. It was a game that received

0:36:21.840 --> 0:36:24.680
<v Speaker 1>pretty positive reviews, and the players who were still with

0:36:24.880 --> 0:36:28.640
<v Speaker 1>the game toward the end weren't really ready to say goodbye,

0:36:29.239 --> 0:36:31.680
<v Speaker 1>so some of them didn't. There are a couple of

0:36:31.719 --> 0:36:34.360
<v Speaker 1>different groups that set out to emulate the server system

0:36:34.400 --> 0:36:37.520
<v Speaker 1>that ran Star Wars Galaxies. One such group formed the

0:36:37.840 --> 0:36:42.000
<v Speaker 1>s w G EMU project, so it's s w G

0:36:42.320 --> 0:36:45.960
<v Speaker 1>e m U, and that actually aimed to create servers

0:36:46.000 --> 0:36:50.000
<v Speaker 1>that ran an earlier version of Star Wars Galaxies, one

0:36:50.040 --> 0:36:52.360
<v Speaker 1>that it didn't include a change that was made to

0:36:52.400 --> 0:36:55.800
<v Speaker 1>the game's combat system a little later on. There's another

0:36:55.840 --> 0:36:59.120
<v Speaker 1>group called Project s w G that has set out

0:36:59.160 --> 0:37:01.920
<v Speaker 1>to create emulation did versions of the servers running the

0:37:02.120 --> 0:37:05.040
<v Speaker 1>later versions of the game, so the one that actually

0:37:05.040 --> 0:37:09.120
<v Speaker 1>did incorporate some of those changes to combat, plus other expansions.

0:37:09.680 --> 0:37:13.120
<v Speaker 1>So there are fan run servers out there. Some of

0:37:13.160 --> 0:37:16.960
<v Speaker 1>them are still under construction, and these are keeping that

0:37:17.040 --> 0:37:22.040
<v Speaker 1>game alive and otherwise it would just be gone. That's cool,

0:37:22.640 --> 0:37:26.200
<v Speaker 1>but not all companies are keen to allow unofficial servers

0:37:26.280 --> 0:37:31.040
<v Speaker 1>to operate. For example, Electronic Arts or E, a company

0:37:31.040 --> 0:37:35.080
<v Speaker 1>that was once said on a pole from a consumerist

0:37:35.120 --> 0:37:38.799
<v Speaker 1>to be the worst company in America used to rely

0:37:39.000 --> 0:37:43.040
<v Speaker 1>on a company called game Spy to manage online multiplayer

0:37:43.120 --> 0:37:47.280
<v Speaker 1>functions for some of their titles, titles like Battlefield Heroes

0:37:47.440 --> 0:37:53.360
<v Speaker 1>and Battlefield two. But you know, there's always a bigger fish,

0:37:53.640 --> 0:37:56.279
<v Speaker 1>and sometimes bigger fish have different ideas of what they

0:37:56.280 --> 0:37:59.759
<v Speaker 1>want to support. So what happened with game Spy. I

0:38:00.040 --> 0:38:04.080
<v Speaker 1>g N merged with GameSpy in two thousand four, then

0:38:04.280 --> 0:38:08.240
<v Speaker 1>Ziff Davis acquired I g N, and then Ziff Davis

0:38:08.239 --> 0:38:10.759
<v Speaker 1>decided to shut down a whole bunch of services that

0:38:10.840 --> 0:38:13.760
<v Speaker 1>had been run through I g N and GameSpy because

0:38:14.320 --> 0:38:17.400
<v Speaker 1>it was, you know, an expense. It was it was

0:38:17.680 --> 0:38:20.759
<v Speaker 1>having to maintain and run these things, and Ziff Davis is, like,

0:38:21.280 --> 0:38:24.239
<v Speaker 1>why are we paying to do this? Hardly anyone uses it,

0:38:24.480 --> 0:38:28.000
<v Speaker 1>shut it down, and that included online multiplayer functions that

0:38:28.080 --> 0:38:31.399
<v Speaker 1>games like the Battlefield ones I mentioned we're using. So

0:38:31.680 --> 0:38:34.040
<v Speaker 1>a group of fans began to run servers that would

0:38:34.040 --> 0:38:37.239
<v Speaker 1>allow players to keep playing the online multiplayer functions of

0:38:37.280 --> 0:38:39.799
<v Speaker 1>those games. To get to be able to do that,

0:38:39.800 --> 0:38:41.520
<v Speaker 1>they had to get copies of the games that would

0:38:41.520 --> 0:38:46.799
<v Speaker 1>be compatible with this approach, and you know, their their

0:38:46.880 --> 0:38:48.600
<v Speaker 1>view was that this is the way of preserving a

0:38:48.640 --> 0:38:50.760
<v Speaker 1>game they love and preserving a part of the game

0:38:51.200 --> 0:38:53.680
<v Speaker 1>that was a big part of the experience. There are

0:38:53.719 --> 0:38:57.799
<v Speaker 1>players who bought the battlefield games just for these multiplayer

0:38:57.800 --> 0:39:00.319
<v Speaker 1>modes because that's really where the meat of the game was.

0:39:01.000 --> 0:39:03.359
<v Speaker 1>Like there there are plenty of examples of games out

0:39:03.400 --> 0:39:07.120
<v Speaker 1>there that might have some limited single player content, but

0:39:07.320 --> 0:39:11.680
<v Speaker 1>the vast majority of the experience is really aimed at multiplayer.

0:39:11.960 --> 0:39:15.279
<v Speaker 1>So why should you just accept that the thing you

0:39:15.400 --> 0:39:18.600
<v Speaker 1>bought no longer has all the features that it was

0:39:18.640 --> 0:39:21.960
<v Speaker 1>supposed to have available to you? Why should that be allowed?

0:39:22.640 --> 0:39:25.240
<v Speaker 1>So the fans ran the servers for a few years,

0:39:25.560 --> 0:39:28.799
<v Speaker 1>but in e A sent a legal note to them

0:39:28.840 --> 0:39:31.879
<v Speaker 1>and asked them to shut it all down, which they did.

0:39:32.520 --> 0:39:34.920
<v Speaker 1>And when you think about you can understand EA is

0:39:34.960 --> 0:39:37.600
<v Speaker 1>a big company. It's got deep pockets. You don't really

0:39:37.600 --> 0:39:39.960
<v Speaker 1>want to get in an i P dispute with them.

0:39:40.680 --> 0:39:43.760
<v Speaker 1>And EA was saying, hey, you know what, you don't

0:39:43.920 --> 0:39:48.239
<v Speaker 1>have the authorization to do stuff like distribute content that

0:39:48.320 --> 0:39:54.200
<v Speaker 1>has our logo on it and our trademarked content and

0:39:54.320 --> 0:39:57.600
<v Speaker 1>intellectual property on it. And the people running the server said,

0:39:57.840 --> 0:40:00.520
<v Speaker 1>you know what, You're totally right, we don't have that authority.

0:40:00.640 --> 0:40:04.440
<v Speaker 1>It's not our right. We can't present ourselves as representing

0:40:04.440 --> 0:40:07.239
<v Speaker 1>a company when we don't have any connection to that company,

0:40:07.280 --> 0:40:11.320
<v Speaker 1>so they shut it down. Now, for many fans and preservationists,

0:40:12.040 --> 0:40:14.839
<v Speaker 1>this kind of activity has become a huge point of frustration.

0:40:14.920 --> 0:40:18.360
<v Speaker 1>If there are no legitimate ways to access or to

0:40:18.480 --> 0:40:21.120
<v Speaker 1>preserve a game, then there is a risk that that

0:40:21.200 --> 0:40:24.319
<v Speaker 1>game is just going to fade into obscurity forever. All

0:40:24.360 --> 0:40:27.920
<v Speaker 1>that work will just be forgotten. The game's industry has

0:40:28.040 --> 0:40:31.080
<v Speaker 1>argued that the nature of their work means that an

0:40:31.080 --> 0:40:35.160
<v Speaker 1>old title can re emerge on a new platform pretty

0:40:35.239 --> 0:40:39.040
<v Speaker 1>much any time, and technically that is true. If a

0:40:39.040 --> 0:40:42.320
<v Speaker 1>company deems that there's enough of a market to justify

0:40:42.400 --> 0:40:46.359
<v Speaker 1>the effort that would be involved, they can make those

0:40:46.400 --> 0:40:50.279
<v Speaker 1>old titles available again, and in some cases it could

0:40:50.320 --> 0:40:53.359
<v Speaker 1>be a relatively trivial effort, but in others it could

0:40:53.360 --> 0:40:56.960
<v Speaker 1>require the creation of an emulator, or they might have

0:40:57.040 --> 0:41:00.640
<v Speaker 1>to port the original game to new platform, and that's

0:41:00.800 --> 0:41:03.240
<v Speaker 1>not really the same thing as preserving a game, because

0:41:03.320 --> 0:41:07.440
<v Speaker 1>ports of games can really alter fundamental aspects of a title.

0:41:08.400 --> 0:41:13.080
<v Speaker 1>But it is hard to argue against that industry perspective

0:41:13.120 --> 0:41:16.800
<v Speaker 1>because it is technically possible to bring back these games.

0:41:17.360 --> 0:41:20.560
<v Speaker 1>I mean, that's obvious because of the emulator community. They

0:41:20.640 --> 0:41:24.000
<v Speaker 1>they're doing it themselves without the authority to do so,

0:41:24.000 --> 0:41:28.000
<v Speaker 1>so it is possible. Enthusiasts and historians have already proven

0:41:28.560 --> 0:41:30.839
<v Speaker 1>that's possible to bring these games back and to run

0:41:30.880 --> 0:41:35.399
<v Speaker 1>them on modern hardware, sometimes with almost perfect replication. So

0:41:36.120 --> 0:41:39.680
<v Speaker 1>if enthusiasts and historians can do it, then surely the

0:41:39.680 --> 0:41:42.280
<v Speaker 1>companies that own the I P can do it too.

0:41:42.360 --> 0:41:45.799
<v Speaker 1>And sometimes they do, but sometimes they don't. They can

0:41:45.880 --> 0:41:49.040
<v Speaker 1>choose not to do that. In many cases, they probably

0:41:49.160 --> 0:41:52.160
<v Speaker 1>wouldn't choose to do it because the effort to do

0:41:52.200 --> 0:41:55.239
<v Speaker 1>it would not end up being paid off. There'd be

0:41:55.280 --> 0:41:57.799
<v Speaker 1>too few people to go out and buy the new

0:41:57.920 --> 0:42:01.040
<v Speaker 1>version of the game. Uh. Even if you know there

0:42:01.080 --> 0:42:03.160
<v Speaker 1>are people who really really love that game, they're not

0:42:03.280 --> 0:42:05.919
<v Speaker 1>enough of them to justify the effort of doing this.

0:42:06.760 --> 0:42:10.799
<v Speaker 1>So because they have the right to do it, that

0:42:10.840 --> 0:42:15.000
<v Speaker 1>means we're kind of stuck, right Like, they can reissue

0:42:15.000 --> 0:42:16.839
<v Speaker 1>a game if they want to, but they don't have to.

0:42:17.400 --> 0:42:20.120
<v Speaker 1>And because of that, that's why we get into this

0:42:20.200 --> 0:42:24.440
<v Speaker 1>situation where preserving games gets to be difficult. Occasionally, groups

0:42:24.480 --> 0:42:27.719
<v Speaker 1>like the Electronic Frontier Foundation or e f F will

0:42:27.760 --> 0:42:31.320
<v Speaker 1>attempt to argue that the case for preservation should serve

0:42:31.440 --> 0:42:34.880
<v Speaker 1>as an exception to copyright and fall under the umbrella

0:42:34.920 --> 0:42:38.280
<v Speaker 1>of fair use, so that it should be perfectly legal

0:42:38.640 --> 0:42:41.919
<v Speaker 1>to create these emulators and copies of games. But that's

0:42:41.960 --> 0:42:44.160
<v Speaker 1>tough battle because the companies that own the i P

0:42:44.320 --> 0:42:47.279
<v Speaker 1>tend to be pretty convincing to politicians. Now, you could

0:42:47.280 --> 0:42:50.080
<v Speaker 1>get cynical and say that's because these companies spend a

0:42:50.080 --> 0:42:53.919
<v Speaker 1>lot of money to lobby politicians and that the politicians

0:42:54.040 --> 0:42:56.959
<v Speaker 1>listen to people who give them money, or you could

0:42:56.960 --> 0:42:59.839
<v Speaker 1>just say that they can afford to have really influential

0:43:00.000 --> 0:43:03.000
<v Speaker 1>all yours. Both arguments hold some validity to them. Now,

0:43:03.000 --> 0:43:05.480
<v Speaker 1>the good news is there are a lot of people

0:43:05.520 --> 0:43:08.799
<v Speaker 1>working to make sure these games don't just disappear. That

0:43:08.920 --> 0:43:11.560
<v Speaker 1>folks in the future will be able to access and

0:43:11.640 --> 0:43:15.400
<v Speaker 1>experience these games, at least on some level. The games

0:43:15.680 --> 0:43:19.480
<v Speaker 1>will likely not have the same appeal because the graphics

0:43:19.480 --> 0:43:21.680
<v Speaker 1>are going to be outdated, the scope of the game

0:43:21.840 --> 0:43:25.400
<v Speaker 1>will be much less ambitious, but the ideas and the

0:43:25.440 --> 0:43:28.680
<v Speaker 1>presentation could inspire people to create new games that they

0:43:28.680 --> 0:43:32.160
<v Speaker 1>otherwise never would have imagined. They could spark something. I mean,

0:43:32.200 --> 0:43:35.480
<v Speaker 1>that's part of creativity is building upon things that you

0:43:35.600 --> 0:43:39.480
<v Speaker 1>have encountered before. Well you can only do that if

0:43:39.520 --> 0:43:43.200
<v Speaker 1>you're able to encounter those things. So that's why preservation

0:43:43.280 --> 0:43:45.759
<v Speaker 1>is so important. Plus, do we really want to live

0:43:45.800 --> 0:43:48.799
<v Speaker 1>in a world where you can't play Elevator Action if

0:43:48.800 --> 0:43:52.680
<v Speaker 1>you want to? Because I don't. So that's kind of

0:43:52.719 --> 0:43:58.480
<v Speaker 1>this current situation about video game preservation, how it has

0:43:58.480 --> 0:44:03.279
<v Speaker 1>sort of a uncertain ground. And I think for the

0:44:03.400 --> 0:44:07.319
<v Speaker 1>large part, like the wrong community, the main community, even

0:44:07.320 --> 0:44:09.439
<v Speaker 1>though you've got tons of people who are using mame

0:44:10.120 --> 0:44:15.760
<v Speaker 1>quote unquote illegally, in many cases that's overlooked because companies

0:44:15.800 --> 0:44:18.520
<v Speaker 1>aren't really doing anything with the i P anyway, Like

0:44:18.560 --> 0:44:23.560
<v Speaker 1>they're not actively trying to reissue old arcade machines because

0:44:23.600 --> 0:44:27.759
<v Speaker 1>the arcade model no longer really exists, at least not

0:44:27.840 --> 0:44:32.080
<v Speaker 1>on a sustainable grand scale. But that's not the case

0:44:32.120 --> 0:44:35.120
<v Speaker 1>across the board. You do occasionally get these moves like

0:44:35.280 --> 0:44:39.520
<v Speaker 1>um like the fairly recent trend of companies to reissue

0:44:40.600 --> 0:44:46.760
<v Speaker 1>small versions of old hardware like the Nintendo Entertainment System,

0:44:46.880 --> 0:44:51.600
<v Speaker 1>the Supernintendo, where you get really, what's an emulator in

0:44:51.600 --> 0:44:54.240
<v Speaker 1>a box that has you know, a couple of dozen

0:44:54.320 --> 0:44:57.319
<v Speaker 1>games on it. You have cases like that, So there

0:44:57.360 --> 0:45:01.040
<v Speaker 1>are ways that companies are cashing in and on this

0:45:01.120 --> 0:45:04.720
<v Speaker 1>old I P and thus there is a very strong

0:45:04.800 --> 0:45:07.839
<v Speaker 1>argument to say, like, we can't allow people to just

0:45:08.280 --> 0:45:12.320
<v Speaker 1>download this for free because it is part of our

0:45:12.320 --> 0:45:15.439
<v Speaker 1>our assets and we are actually doing stuff with them.

0:45:15.719 --> 0:45:19.600
<v Speaker 1>But for every title that is getting kind of a reissue,

0:45:20.320 --> 0:45:23.720
<v Speaker 1>there are hundreds that just kind of are gathering dust.

0:45:24.200 --> 0:45:27.920
<v Speaker 1>So yeah, it's a complicated situation, and you can definitely

0:45:27.960 --> 0:45:31.920
<v Speaker 1>see arguments on both sides that have validity to them. Uh.

0:45:31.960 --> 0:45:35.879
<v Speaker 1>I definitely want to see titles preserved, but I would

0:45:36.120 --> 0:45:39.320
<v Speaker 1>love to be able to see a an approach where

0:45:39.880 --> 0:45:44.560
<v Speaker 1>there's collaboration between the industry and the historians so that

0:45:45.320 --> 0:45:51.799
<v Speaker 1>the process can be one that isn't going to encounter opposition, right, Like,

0:45:52.040 --> 0:45:56.520
<v Speaker 1>isn't going to be legally challenged and then possibly shut down,

0:45:56.560 --> 0:45:58.480
<v Speaker 1>because that would just mean that all that work would

0:45:58.480 --> 0:46:00.520
<v Speaker 1>have gone to waste. So that's kind of what I

0:46:00.560 --> 0:46:05.000
<v Speaker 1>hope for. I don't anticipate it happening anytime soon, but

0:46:05.080 --> 0:46:07.920
<v Speaker 1>I do hope. And for the record, there are some

0:46:08.000 --> 0:46:10.399
<v Speaker 1>video game creators out there who definitely feel that way,

0:46:10.440 --> 0:46:13.839
<v Speaker 1>who feel like preservation is a legitimate and important thing.

0:46:14.560 --> 0:46:17.480
<v Speaker 1>All right, that's it for this episode. I do have

0:46:17.560 --> 0:46:20.840
<v Speaker 1>another episode where're gonna I'm gonna be talking about preserving

0:46:21.080 --> 0:46:24.719
<v Speaker 1>data and the challenges of preserving data in a way

0:46:24.760 --> 0:46:29.239
<v Speaker 1>that is long lasting and accessible. Uh, that's gonna be

0:46:29.440 --> 0:46:32.959
<v Speaker 1>It's it's inspired by a listener request actually, so look

0:46:33.000 --> 0:46:34.960
<v Speaker 1>forward to that because it does tie into some of

0:46:34.960 --> 0:46:37.360
<v Speaker 1>the things we've talked about here today. If you have

0:46:37.440 --> 0:46:39.759
<v Speaker 1>suggestions for topics I should cover in the future, there

0:46:39.760 --> 0:46:41.520
<v Speaker 1>are a couple of ways to reach out. One is

0:46:41.640 --> 0:46:44.520
<v Speaker 1>you can leave me a message on the I Heart

0:46:44.600 --> 0:46:47.840
<v Speaker 1>Radio podcast app or really I Heart Radio app. You

0:46:47.880 --> 0:46:50.919
<v Speaker 1>just download it for free. Navigate to Text Stuff. There's

0:46:50.960 --> 0:46:53.120
<v Speaker 1>a little microphone icon you click on that you can

0:46:53.160 --> 0:46:56.680
<v Speaker 1>leave a voicemail message for up to thirty seconds if

0:46:56.719 --> 0:46:59.560
<v Speaker 1>you want me to use the message in the context

0:46:59.560 --> 0:47:01.759
<v Speaker 1>of an episod, so go ahead and let me know

0:47:02.000 --> 0:47:04.600
<v Speaker 1>and I'll be sure to do that. Or you can

0:47:04.600 --> 0:47:06.680
<v Speaker 1>reach out to me on Twitter. The handle for the

0:47:06.719 --> 0:47:10.600
<v Speaker 1>show is tech Stuff h s W and I'll talk

0:47:10.640 --> 0:47:19.120
<v Speaker 1>to you again really soon. Y. Tech Stuff is an

0:47:19.120 --> 0:47:22.840
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0:47:23.160 --> 0:47:26.320
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