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,
12:56
and on my new podcast, Financially
12:59
Inclined from Marketplace, I'll
13:01
teach you simple money lessons so
13:03
you don't make the same mistakes I
13:05
did. Listen to Financially Inclined
13:07
wherever you get your podcasts.
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