Older video games are in danger of going extinct

Older video games are in danger of going extinct

Released Thursday, 13th July 2023
 1 person rated this episode
Older video games are in danger of going extinct

Older video games are in danger of going extinct

Older video games are in danger of going extinct

Older video games are in danger of going extinct

Thursday, 13th July 2023
 1 person rated this episode
Rate Episode

Episode Transcript

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school video games are in danger

1:00

of mass extinction. From

1:03

American Public Media, this is Marketplace

1:05

Tech. I'm Megan McCarty Carino.

1:16

For the most part, it's not too hard

1:18

to get access to movies from the

1:20

last decade or even the last century.

1:24

But if you want to experience a video game from

1:26

before, say, the ancient history

1:28

of 2010, good luck. A

1:31

new report from the Video Game History Foundation

1:34

and Software Preservation Network finds 87

1:37

percent of those older games are

1:39

what they call critically endangered,

1:42

meaning they're not commercially available

1:44

to the public unless

1:46

someone's got dozens of different

1:48

old systems or wants

1:50

to travel to an archive in person

1:53

and play it there. Which means the

1:55

roots of this hugely influential

1:58

artistic and cultural music...

1:59

medium, or in danger of being lost,

2:02

says Phil Salvador. He's the library

2:05

director for the Video Game History Foundation.

2:08

Video games for a long time had been treated

2:10

as being sort of toys or being treated

2:13

disposably. You see this happened with other

2:15

mediums as well. It happened with early

2:17

film, how films would just kind of get

2:19

thrown out once they were used. The video

2:21

game industry never really had this notion of

2:24

we're going to resell these games 20

2:26

years later. So there's a combination

2:28

of long term rights issues that just

2:30

kind of weren't hammered out back then licensing

2:33

issues. If you're making, like, you know, let's say a game

2:35

based on a Marvel comic, you know, that's kind of a thing

2:37

you have to hammer out long term, but also

2:39

a lot of technical issues where, you know,

2:41

you can't just automatically put an

2:44

older game on a new platform. It's kind of a complicated,

2:47

expensive process that only just now is starting to

2:49

get a little more manageable. And we're

2:51

kind of feeling the effects of

2:53

that now in terms of their availability. In

2:56

your report, you sort of translate this

2:58

into another context that I think

3:00

really brings it home. You know, what would be

3:02

a similar scenario if we're talking about

3:05

films or movies? What would this look like?

3:07

Well, our founder, Frank Sifaldi,

3:09

at the Video Game History Foundation, raised a really

3:11

good comparison point where he looked at video

3:14

games from the 80s versus movies from the 80s. And

3:16

it's kind of bizarre that you can get most

3:18

of the top selling, you know, cop grossing

3:20

movies from the 80s through Amazon

3:22

or DVD copy or what have you. But

3:25

when it comes to video games, most of those still

3:27

tend to be inaccessible. Our point of

3:29

comparison in the study was that the

3:31

availability rate for these classic

3:33

video games kind of falls somewhere

3:35

around pre-World War II

3:38

audio recordings and and the

3:40

survival rate of American silent films.

3:42

Obviously, for games, you know, they're not completely

3:45

gone. You can still track down one of these, you know,

3:47

used copies. But it's a case where it's like

3:49

we shouldn't be talking about these numbers in the same

3:51

context, you know, mediums that are over

3:53

a century old versus things that came out 30

3:56

years ago.

3:57

Downloading games digitally.

4:00

has sort of become the norm in

4:02

the industry in recent years. I mean, how has this

4:05

trend contributed to

4:07

this issue that you're talking about? Well,

4:08

on the one hand, it's been positive in the

4:11

sense that it's easier,

4:11

I should say, to re-release

4:13

games than it ever has been before. You

4:16

don't have to remanufacture cartridges or CDs.

4:18

But the downside is that, you know, digital distribution

4:21

is inherently volatile. At some

4:23

point, these stores will shut down. At some point,

4:25

this isn't going to be available. And we're already

4:27

seeing signs for some older generations of game

4:30

consoles, like the Xbox 360, that

4:32

the stores are going to shut down sometime in the near future.

4:35

And that's going to represent, we've been

4:37

saying, a mass extinction event for a lot of these

4:39

games. There was a recent example where

4:42

Nintendo shut down their old e-shops

4:44

for the Nintendo 3DS and Wii

4:46

U consoles. And it was estimated that

4:49

about 1,000 games that were

4:51

unique to those platforms were taken out of circulation.

4:53

So you can't even go to eBay and get

4:55

the used copies of those anymore.

4:57

What is the role of

4:59

public policy, like copyright law

5:02

here? Well, copyright law, we

5:04

like to say, was not designed with video games

5:06

in mind. There was the Digital

5:08

Millennium Copyright Act passed over 20 years

5:11

ago that made an attempt at modernizing copyright

5:13

law to deal with things like digital

5:16

copies, with digital rights management,

5:18

which, you know, preventing tampering with

5:20

or copying games, that kind of technology. But

5:23

I don't think they were designed with something like game preservation

5:25

in mind. So we end up in scenarios where

5:28

the kind of preservation activities

5:30

that libraries and archives can do around

5:32

other mediums, it's harder to do that

5:34

for video games. I think we live in a world

5:36

where, you know, you could scan

5:38

pages of a book and make them available to researchers.

5:41

Doing that for games, there's just various

5:44

copyright obstacles we still need to work

5:46

around to do that sort of thing.

5:47

And what has the role of the

5:50

actual video game industry been

5:52

in this? Well, very broadly

5:54

speaking, the video game industry has supported the

5:56

idea of game preservation. But when

5:58

it comes to copyright reform,

5:59

consistently we've received

6:02

pushback from the video game industry and its lobbying

6:04

groups for even modest changes to copyright

6:06

law to make it easier for libraries to do their jobs.

6:09

These groups have raised concerns that I think aren't

6:11

unreasonable that if libraries were

6:14

able to expand access to their collection, they've

6:16

kind of had this specter of, you know, online

6:18

digital arcades they've been referring to that, you know,

6:21

we would be effectively competing with

6:23

the video game industry.

6:25

The reason we did the study

6:26

was to show that we're not talking about

6:28

the same thing here. The industry is concerned

6:30

with this 13% of games that

6:32

are still in print that they've decided are

6:35

commercially viable still. I'm not worried

6:37

about a world where, you know, Mario or

6:39

Sonic or Final Fantasy aren't

6:41

available anymore. What we're worried about is that

6:43

other 87% of games that the industry

6:46

can't or won't get to. You know,

6:48

if the only option to get those is spending

6:51

hundreds of dollars or piracy, we have

6:53

to look at, okay, what other options could

6:55

be on the table?

6:56

What can we do to make it easier

6:58

for libraries and archives to do their job sharing

7:00

this with the people who need it? So what kinds

7:02

of solutions does your organization

7:04

recommend to address this? The one that's been

7:07

on the table recently is the idea of remote

7:09

digital access. There's technology called emulation

7:12

that lets us effectively mimic

7:14

how old game systems work on modern

7:16

platforms. There's ways we can provide that access

7:18

in a secure, responsible manner. But

7:20

it's been difficult to get the exemption

7:23

we need in the digital millennium, a copyright

7:25

act to make that happen. Because the game industry

7:27

raised these concerns about, you know,

7:29

whether this is going to impact their bottom line.

7:32

So again, that's why we dug into these statistics.

7:35

It's like rather than arguing anecdotes about,

7:37

you know, these games aren't available,

7:39

these ones aren't, we have hard data

7:41

now to say like, this, these are the games

7:43

we are actually concerned about, we're not, you

7:45

know, this isn't going to impact what

7:47

the game industry is doing. And if anything, our

7:49

efforts are complementing each other.

7:53

What's really at stake here?

7:55

What do we lose if we lose

7:57

these older games?

8:01

I think this is timely what we're seeing

8:03

happening in the digital media landscape right now,

8:05

where titles are being removed from services.

8:08

You see things like Turner Classic Movies

8:11

facing this existential threat

8:13

as Warner Bros. is cutting costs. There's

8:16

a concern about the same thing happening to video games.

8:18

We're worried about a world where the historical

8:20

record for games is only what's

8:22

immediately commercially accessible. Video

8:25

games like any other medium like music

8:27

or movies or books, it's a medium

8:30

of creative expression.

8:31

To understand the history of it, we

8:33

want to have access to the broad

8:36

spectrum of what video games means. One

8:38

of the really concerning things we found in our study

8:41

is for the oldest video games, and

8:43

we're talking games pre-1985,

8:46

we sort of compared that to being like the silent film

8:48

era of video games, because that was when we were

8:51

establishing the language of what video games

8:53

are. Where we were kind of working out what this medium is.

8:55

Less than 3% of those games are

8:57

still commercially available. And

8:59

there's a good reason that's the case. I mean, a lot of these games

9:02

are kind of archaic. They're not the most exciting

9:04

things to resell, but it's like that's kind

9:07

of the roots of this industry. And if we want to understand

9:10

how game design evolved and where this medium

9:12

came from, we need access to that stuff,

9:14

even if it's not commercially viable.

9:17

Right. And in the film context, there

9:19

are plenty of films that sort of serve

9:21

as cultural artifacts that probably

9:24

aren't going to go into the criterion collection, but

9:26

are kind of cool to have access to.

9:28

Exactly. But they've had

9:30

a huge influence on filmmakers

9:32

and kind of developing their sensibilities. We

9:34

think about games that, yeah, might not necessarily

9:36

have been the biggest titles, but still have something

9:39

interesting you can learn from them or some unusual

9:41

perspective, because there's, again,

9:43

the sorts of rights issues or technical

9:46

issues or just the industry deciding it's

9:48

not something they can really make money off of. That

9:50

shouldn't be the deciding factor for whether they're

9:53

still available for people who want to study them.

9:55

Phil, can you give me some examples of

9:57

the type of games we might be losing?

9:59

There's a very fascinating

10:02

game which I don't think was actually released

10:04

in the United States, but is a great example of

10:06

the kind of stuff we're talking about here. It

10:08

was a game from the 1980s for

10:11

older computers like the Amiga computer. It

10:13

was a game called Freedom Rebels in

10:15

the Darkness, which depicted a slave

10:18

revolt in the French Caribbean in the 1800s. It

10:20

is an incendiary game. It is

10:23

still shocking today that this game exists, and especially

10:25

that it was made during this earlier period of

10:27

the game industry. There was a case

10:29

even before I worked for the Video Game History Foundation

10:32

where I was talking with a scholar who was studying

10:35

depictions of slave revolt in media,

10:38

and they wanted to play this game. And

10:40

our solution was, all right, well,

10:42

here's how to pirate this video game because

10:44

you can't get copies of it anymore, and here's

10:46

how to set up this cumbersome

10:49

software to mimic how to

10:51

run an Amiga on a modern computer, and

10:53

there's no real troubleshooting for this. We had

10:55

the technology to make this easier

10:58

for folks to access if they're trying to research

11:00

it, but because of some of the burdensome

11:02

restrictions that still exist in copyright, libraries

11:05

and archives are having trouble doing

11:07

their job

11:08

getting these sorts of games more widely accessible.

11:11

Phil

11:12

Salvador at the Video Game History

11:14

Foundation.

11:21

You can check out the full report from the

11:23

Video Game History Foundation at

11:26

our website, MarketplaceTech.org. It's

11:28

been a big week in the world of video games.

11:31

On Tuesday, a federal judge ruled Microsoft

11:34

could move ahead with its nearly $69 billion

11:38

acquisition of gaming giant Activision

11:40

Blizzard, denying an attempt by

11:43

the Federal Trade Commission to delay the

11:45

deal on the grounds it was anti-competitive.

11:48

The HBO adaptation of the video

11:50

game The Last of Us snagged two

11:53

dozen Emmy nominations, including

11:55

a nod for Best Drama Series. It's

11:58

the first live-action video game adaptation. adaptation

12:00

to make such a splash at an awards

12:03

show. And over on Marketplace

12:05

Morning Report, my colleague David Brancaccio

12:08

and his team released a special series,

12:10

Skin in the Game, which explores

12:13

how young and upcoming developers from

12:15

underprivileged backgrounds are

12:18

getting into the game industry and reflecting

12:20

their personal stories and their work. You

12:23

can watch Skin in the Game now on YouTube

12:26

or listen at Marketplace.org. To

12:29

help Daniel Shin produce this

12:29

episode, I'm Megan McCurdy-Corino, and

12:32

that's Marketplace Tech.

12:38

This is APM. Money is

12:40

essential, but there's so much we

12:42

aren't taught about it. In fact,

12:44

while I was in college, I racked

12:47

up $20,000 in credit card debt on top

12:49

of my student loan. That was all

12:52

before I actually learned anything about

12:54

money. I'm Janely Espinal,

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and on my new podcast, Financially

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Inclined from Marketplace, I'll

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teach you simple money lessons so

13:03

you don't make the same mistakes I

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did. Listen to Financially Inclined

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wherever you get your podcasts.

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