Tired & Agitated

coolbeans

Moderator
CRank: 23Score: 366160

The horror of losing gaming’s treasured history

After E3, Gamescom, Tokyo Game Show, and other pressers have concluded, we finally get a comfy holiday season to sit down and play games…for a short while. Then, it’s back to early PAX conferences, game developer’s conference, that tech-focused CES which sometimes has game news, you get the picture. The point: there’s a lot of focus being put into looking ahead into the future of where this industry could be going. And it’s certainly a sensible reaction. The PS4 and Xbox One FINALLY have games focused on that hardware coming down the pipeline in reasonable succession. Looking onward at what the future may hold also shows signs of good health. Yet, even with all this new stuff and seeing many in the spirit of forward momentum right now, this is also the time I’ve been more inclined to keep looking back, curious as to how games got here. And with that comes the question: why is it so difficult to look back?

Sure, the recent influx of remasters, retro-inspired revivals, and the like may be about celebrating the past too; but when considering the business Powerpoints of these respective companies, the AAA CGI trailers, vertical slices, and scripted scenes telling you to “get hyped,” you can tell that the rule (with exception) is about what’s on the horizon. New ideas (arguably), new hardware gimmicks, and new stuff in general permeate these game company’s respective booths. And while it’s awesome to celebrate where games could be going and what new potential they might reach, it’s also fitting to look into games’ past from a historical mindset and question the current hurdles with archiving them in the 21st century.

Earlier this year Konami decided to pull the plug on P.T., a “playable teaser” of the now-cancelled Silent Hills. Any PS4 owner who hadn’t downloaded it from the PSN store before the cut-off date lost the opportunity to have it secured on their PS4 hard drive (1)—me being one of these cases—lest they wanted to break bank and get a PT PS4 off ebay (2). What does this mean in short? Well, for Konami it really had no commercial utility with Silent Hills off the table so, like the cynical publisher seems to do, they just tossed the baby out with the bath water.

Konami’s action beggars another question: what about its non-commercial utility? P.T. wasn’t just a regular teaser but a moment in time that a plethora of gamers took part in unraveling all of its interesting Easter eggs. What about these social aspects, the mechanical design that could teach upcoming horror game designers, or other inherent values in the grand scope of our shared gaming history? These kinds of questions burden me even more when considering just how aggressively thorough historians of other artistic mediums try to be and the ease with which any onlooker can assess these works. In fact, let’s do a test for comparison:

-One of the oldest written works ever to be archived is the Epic of Gilgamesh. With a few mouse clicks, I'm able to provide a direct link to it (3). The version considered "standard" dates back over three millenniums ago.

-One of the most respected painted works in human history is the Mona Lisa (4), dating back a little more than 500 years. While nothing can really top going to The Louvre and seeing it or other venerated Renaissance works firsthand, I can still link to said works with minimal effort. Even a local library will have catalogued books on these works.

-Considered the earliest video recording of all time is “Roundhay Garden Scene.” It was made in 1888 and I can view it on youtube right now (5).

Now let’s compare these examples to…let’s say 10 Yard Fight for NES (6). Here’s the list of materials you’d need to legally play it: a functional copy of the game, a NES with proper audio/video and power cords, plus a TV compatible with NES audio/video cable. To put this into perspective: it’s easier for someone to read an ancient Akkadian text that’s roughly three thousand years old than it is to play one of the earliest forerunners of American Football videogames that’s thirty years old—barring the possibility you already own those stated materials.

Well, when considering the dire straits gaming companies and evolving hardware put us in it becomes clearer as to why this is the case. Lost catridges and discs, the rapid succession of new-gen hardware, and the plethora of now-defunct companies who owned the intellectual property. For decades now, it’s been the role of pirates to emulate older games onto PC hardware most often. This puts those historians in a bind however since what they’re doing is technically illegal, even if not done for the purposes of resale; and considering how one of the most popular archivists of retro games can go kaput from legal problems (7), these IP owners certainly aren’t sitting around letting these bit torrents just happen. All of this is even further compounded when considering online games or online components OF games a publisher shuts down. While many gamers celebrated the Entertainment Software Association’s (ESA) salient defense when it came to legislative efforts in censoring violent games (8), their perfidious nature revealed their self-serving intention with a recent scuffle against the Electronic Frontier Foundation (EFF) in wanting the restoration of online functionality of abandonware to remain illegal (9).

It all comes back to prolonged apathy. Unlike other artistic mediums, videogames have finally reached a point of being considered more than just a commodity; as such, it’s only just now being considered a worthwhile venture for one to prevent these artistic relics from evanescence altogether. And time isn’t on their side.

Part of my worry comes from gleaning the tragic history of film’s preservation, where a mickle of both silent and sound are now considered lost films. To be precise: it is believed that ninety percent of all American silent films before 1929 and fifty percent of all American sound films before 1950 have been lost forever (10). Slow, natural processes like film decay and an early film culture mostly unconcerned with preservation of the medium resulted in such a great loss. Contemplate on that for a moment: over half of all created American works within the most popular artistic medium of the 20th century have ceased to exist. Now consider the kind of ramifications this may have if we don’t learn from film’s history and lose that many video games permanently. Could a similar blow like that ultimately change games as we know them for the worse?

Of course, the sky isn’t falling yet especially since gaming education is finally making headway in being an alternative trade school for creative minds. When formal education facilities like DigiPen exist, undoubtedly SOME old stuff can be acquired by them for classroom settings. Yet even with that consideration, the setting of a classroom is still fundamentally limited. Like the common ‘book smart/street smart’ dichotomy bandied about, there’s an intrinsic value to exploring things on one’s own time that can provide a different perspective than in a non-academic environment too; like the first-hand account of being WITHIN the New York Stock Exchange than simply reading about how things work from a distance. The sad fact of the matter is the difficulty of surveying specific works from the 70’s and 80’s, most notably arcade cabinets, in their original form may deflate upcoming designers’ enthusiasm to search out these classic works altogether.

I’m not sure where any of my fellow readers would stand on this but I have a great discomfort in thinking the future gaming world would be filled with artists and designers ignorant of much past the the popularity of 3D gaming. In the same way I wouldn’t put much stock in a writer that’s unfamiliar with literary titans such as Shakespeare, Tolstoy, or Dumas, I’m not going to hold much regard to an RPG designer who hasn’t looked back to the genre’s greatest inspirations like Ultima or Dragon Quest or a FPS developer ignorant of id Software’s work in the 1990’s. Yet, the relative ease of just making one-time purchases or having a subscription for old music and movies shows just how myopic and selfish gaming’s corporate side often is; and this recklessness is harming the past and future of games.

One of the clearest solutions is essentially a two-tiered answer against the corporate misers. First, opening up back catalogues more and more is the easiest one to consider. Online shops like GOG and Steam have done a great job of getting vast collections of old PC titles back into the market at oftentimes-competitive prices but it can always be bigger. In regards to consoles, classic collections like Rare Replay are what I want to see more often. And while my regurgitation of cataloguing old classics may have some considering the suspicions of me putting on nostalgia goggles, bear in mind that I cherish games like Rare Replay, Sega Genesis Collection (7th gen), and so on for their successes AND flaws. Being able to peer through a window into a more untamed time in game design and all the wild design ideas in regards to aesthetics, story, and gameplay can be a wonderful way of evaluating rights and wrongs for a designer’s own game.

The second tier would be about publishers loosening their grip on their IP’s for historians and refrain from the BS legal moves they’ve been pulling for years. As mentioned earlier with the ESA, the court fights against Jack Thompson and Leland Ye we’re really a façade for them and publishers yelling “artistic freedom!” back in the day. It was convenient then; but now, they’re back to just considering them as commodities to be milked and put in a safe once the money dries up. Something else that’s cropped up time and again regarding licensed games that become delisted from digital storefronts. From X-Men and The Simpsons (11) to 3D Ultra Mini Golf Adventures 2 (12), these types of games released, or re-released, digitally are taken off quite often; which is strange to consider: the place in which they could—essentially—live forever is where they’re at their most fragile state.

“Ire” is the word I’d use to describe how I feel about game preservation efforts getting stonewalled by uncaring companies. The reason I feel this way is in considering the lack of “tangible-ness” of these entertainment experiences to share with my next of kin—were I to have any. I recall my dad’s experience of seeing Star Wars in theaters and then, in some way, reliving that over with him. How will that be passed on in my situation? Granted, I do have a lot of physical discs. But what of the outliers like my social experiences on 1 vs. 100 back in the day? Sure, a gameshow game isn’t the most spectacular of examples but the playable engagement with others online isn’t able to be passed down like with my dad and his movies.

What can be done?

I typically avoid talking directly to whomever is reading this—rather using the royal “you” for structural purposes, but I’m going to change that in this instance. I believe the best thing you and I can do is generously donate to specific institutes like The Museum of Art and Digital Entertainment (The MADE for short) that are making great strides in pushing improved archiving of game history. I understand that may be tough for some. Perhaps the economy in your area isn’t doing too hot or you’re already strapped for cash for the few games you want to buy. I can empathize with those reasons. If not able to do that, at least speak out against another messy bill coming down the pipeline called the Trans-Pacific Partnership (13)—I may/may not cover in another blog—which could change the landscape of games if approved. This is probably coming off as preachy to some, but I can’t help feel time is of the essence. This opportunity will be short-lived and if we don’t react quickly there’s no telling what we might lose.

Links:

1. http://www.ibtimes.co.uk/si...
2. http://www.polygon.com/2015...
3. https://en.wikipedia.org/wi...
4. http://www.wga.hu/frames-e....
5. https://www.youtube.com/wat...
6. https://en.wikipedia.org/wi...
7. https://torrentfreak.com/un...
8. https://en.wikipedia.org/wi...
9. http://www.extremetech.com/...
10. http://www.nytimes.com/2010...
11. http://www.screwattack.com/...
12. http://www.trueachievements...
13. https://www.eff.org/issues/...

coolbeans3139d ago (Edited 3132d ago )

Yikes! Can't believe I forgot to comment right after. Anyways, I hope everyone enjoyed the blog. Feel to leave comments/questions here.

Hope everyone had a good Halloween as well, if you celebrate it. :)

LostDjinn3139d ago

It's always the way of things. No blogs about presevation of the medium in God knows how long and bam! They all hit at once. I guess that's just how it is...except it isn't. Two well written, well thought out blogs on the same topic? Within days of each other? I'm on to you beans.

You used an online alias (as a rather effeminate avocado) to seduce Stringerbell and get him to write a similar blog to make this seem like a hot topic. Busted! You should've known better than to think nobody would notice.

coolbeans3139d ago

I was worried the plan wasn't subtle enough to slip by the more attentive users on here. You get coolbeans' *Sherlock HolmeS* Badge. :P

LostDjinn3137d ago

What's more disturbing is I have two agrees. O_o

iceman063136d ago

Excellent read. Personally, I believe this to be the next bastion of art preservation. Though I won't be here, I can imagine a day where the digital works seen in our games will be placed in a historical context with movies, music, painting, and sculpture of the past. Right now, the masses are still resisting the idea because...well...games. But, as they start to look more objectively, it will become obvious that video games are art and as indelible as any other art form. For now, I just have to be patient.

Concertoine3138d ago

Spooky blog, yo.

In the digital age though, i can't see the games of yore disappearing, because they can be emulated. The irony is, the games that are disappearing are right under our noses.

A number of games on the XBL marketplace are already living their last days on hard drives that won't last forever. They were pulled for reason or another, and now that is their grave.

Im a sentimental person, i like that tangible disc, case, cartridge, etc. I like to see my hundreds of wasted dollars sitting on physival shelves and not digital ones.

coolbeans3138d ago

Thanks. From what I've seen, emulation does come with its own set of limitations. And with the scariness of the TPP being fasttracked, having that potential of legal issues hovering over you just for resurrecting long-forgotten games is annoying. Plus, I'm hesitant as to how thorough the emualtion scene has scoured through less-popular consoles and their games; furthermore, they're overall functionality with OS can be an issue too.

Yeah, I recently saw some of the Sonic games being pulled from marketplace soon. That's going to become another issue over time.

Concertoine3138d ago (Edited 3138d ago )

Well, if we're talking in the FAR future, i can see what happened to the early movie industry possibly happening to the early gaming one.

If the software companies of those days close (many already have) and the rights are in limbo (some people will buy them for nothing, many already have) and we reach a status where our tech is too advanced to play those games physically, then those games may be put into the public domain. As in, they are legal to download and emulate.

Obviously there will be cases with companies that are still kicking. I just can't see Nintendo going anywhere.

A similar thing happened to the early movie industry where all the movies before a certain year were made public domain, since no one was really making money off of them anyway.

I'm just theorizing though, what do i know :P

coolbeans3137d ago

It's important to keep in mind how long of a time that'll be before they'll become public domain though.

https://en.wikipedia.org/wi...

Extensions like ^this put into law is what's kept Mickey's first cartoons from public domain until 2024. And this upcoming TPP agreement could make that even longer and possibly enable companies to levy tough civil/criminal charges against those pirates.

And the critical thing to remember here: it's not that you CAN'T, in any way, shape, or form, find a way to dig into gaming's rich history. The issue is about it being more arduous, extremely more so if done in a "legitimate" way, than watching some movies twice as old as an Atari 2600.

rainslacker3137d ago (Edited 3137d ago )

I think with digital the preservation by third parties not related to the industry will be a lot easier. Even going to optical media made things a lot easier to get the data needed for emulation compared to carts.

But I can't see the actual availability being any better than it would be with current preservation trends(illegal or otherwise). With everything tied to an account, it means everything is controlled by parties that are more interested in the commodity and revenue stream than those interested in keeping a part of gaming history alive.

At least with physical media, they rarely 100% disappear, and by now, much of it is "preserved" in less than legal fashion. With the right newsgroup server, you could literally download every PS1 and PS2, Xbox, and 360, NES, SMS, SCD, etc game ever made from every country and all variants and re-releases of said game should you care to. Can't really say the same about digital store fronts, which can easily remove content from legal owners of the license, and take down software when contracts expire, or IP's get sold off, or worse, go defunct because the creators are no longer in business.

The digital age is great for distribution purposes when left to the less than legal means of preservation through emulation, but it is woefully lacking when it comes to the companies that actually make the products giving two hoots about it.

Sadly though, the digital age is probably going to make matters worse in the long run, because so much control is lost by the end user.

There was a 3rd party digital preservation effort undertaken by some school somewhere. Can't remember what it was, or what became of it, but their goal was to preserve as many games digitally in a proper storage fashion. They were basically storing ISO's and ripped images of games though, not collecting all actual games into one place. Again, not really an ideal solution, but better than nothing.

@cool

I agree, getting into VG history can be arduous, and there is a definate techical learning curve involved, and at times there are either technical or financial limitations that will restrict what is available to people.

However, despite how I want to agree with you 100%, I don't agree that old games should just be allowed to be distributed freely because people feel it is a part of history.

I consider games art, but I also understand that for the most part, there is financial insterests at play that have to be respected. Even if there is no seemingly no way that a pub/dev could benefit financially off a 20 year old game, does not give unfettered permission to everyone to download and emulate because they feel it's part of history. I'm afraid even with art it doesn't work that way. Public domain could come into play, but that is only applicable to certain things, and I'm not sure if VG fall into that category. Most newer movies or media do not in fact, and won't in the future either.

In all this, I believe respecting the financial interest of the owners of the art, is just as important as those owners respecting the need to preserve history and find a way to make it reasonably accessible without having to jump through all the hoops.

No alternative method I've found really preserves the actual art as having the original software and hardware, it just allows you to experience that art in some way. Kind of like your Mona Lisa example in the blog...it's one thing to view it online and enjoy/respect it, it's another to see it the way it was meant to be seen...which in the case of the Mona Lisa is over the fireplace of some old guy...but that's getting too literal.:)

Malokii3138d ago

I just love to read blog like this, really.

rainslacker3137d ago (Edited 3137d ago )

I really liked your blog, and it only reminds me of how I miss reading your comments on these boards.

All that being said though, and know what I'm about to say is coming from a lover of video game history, the reality of it all is that the publishers who make these games do not see them as art. They simply see them as a commodity to capitalize on, and the artistry of what can be within games is left to the developer, and more often than not supplanted by the publishers will anyhow.

Games are only really art to the developer and a small subset of gamers, to the rest, it's just entertainment and a revenue stream. Since there is no great gain in allowing the preservation of the medium for ages to come, the efforts aren't made by those who could actually allow it to happen, and publishers are more concerned with the future valuation of their commodity that could be negatively affected by such efforts.

For the longest time, planned obsolescence has been in the works, or already implemented within games, and that's going to go on for a while. It's one of the reasons for the digital, always online bitching that publishers do...because they get 100% control of their commodity, and the art(or developers vision) can be damned.

Best analogy I can make is to movies. A lot of indie games would be like Citizen Kane...timeless, classic, loved by many(exaggeration to make my point) with lots of interesting things to discuss. The majority of mainstream titles are Michael Bay flicks which are pretty to look at, fun for your time with them, but hold no lasting redeemable qualities worth study, so get released to the lowest common denominator and an absence of any kind of artistic integrity.

Edit

I'd like to add that there is a silver lining to all this. Most publishers and developers do preserve their work for the long haul now. Since the PS2 days(or roundabouts), the need to preserve work was much more appreciated by publishers. Before that it was kind of hit or miss, and it wasn't uncommon for old games to not have any kind of back up beyond any published release.

Since professional preservation of this data is rather sophisticated, it is pretty safe for the long haul...although not 100% safe for eternity.

On the down side though, this means that while preserved, it doesn't make it easy for the end user to actually access said content for whatever purpose, and that ultimately is still up to the publisher to decide to make available in some form.

coolbeans3136d ago (Edited 3136d ago )

I appreciate the sentiment. I want to try and tie both of your current comments here:

-Unfortunately, a lot of your criticism against corporate is on the money. But in regards to your movie analogy, I would actually challenge one thing about "but hold no lasting redeemable qualities worth study."

Even though I've disliked most of his-directed films (I've seen maybe 50% of his directional work), I actually do believe there is something of quality to assess in Michael Bay's films. And that extends to all of the bad stuff out there imo. Going back to Bay for instance, have you ever heard of the term "Bayhem?"
His work has coined that kind of term for film aficionados to evaluate:

https://www.youtube.com/wat...

"I don't agree that old games should just be allowed to be distributed freely because people feel it is a part of history."

Oh no, I definitely agree that art (individual, corporate, etc.) should have some kind of price tag if the IP owners want. It's their product after all. Here's how I'll break down some points:

-I don't fundamentally disagree with Public Domain being set at after the creator's life + perhaps years after for his/her children. But when looking at the history of just how long Disney's helped to push Mickey's first cartoons from that is kind of ridiculous at this point.

-I think I should've also brought up Fair Use before. As I stated with online, if publishers have no intention of supporting those servers anymore than it seems like a clear Fair Use issue where consumers who bought the game can rework the code and keep every aspect of it going.

I hope that's clarified some things. Thanks for the responses (and hopefully more).

rainslacker3136d ago

I would like to clarify and say that it isn't that publisher's don't see their games as art, just that their interests does lie in the financial, and they are responsible to their investors, not the long term preservation of the medium. Movies took a while before the production companies decided that it was worth holding on to history, and it'll probably come sooner for games due to their digital nature.

Anyhow, as to Michael Bay, yes, I was being a bit extreme, and using him more as an example of how his movies, or more accurately the ones that would be coined summer blockbuster...or whatever...you know the popcorn flicks...are really nothing special when looked upon as a way to study the artistry of film production, design, or warrant the critique of something from Spielberg, Wells, Kubrick, etc. Michael bay has a style which is worthy of study, I can concede to that, and he isn't a terrible director by any means if you enjoy action movies. I'm not a fan of the whole shaky cam stuff, but in the movies where he tones that down they are quite enjoyable, and overall, he is good at getting to the characters instead of focusing 100% on the action....although his movies do tend to climax with an hour long action sequence.:)

Disney is kind of a different beast with public domain. For one, Walt Disney was the owner of the studio, and the studio still owns the work, hence, there is not really a public domain issue because Mickey is still a viable part of the studio. Public domain tends to come into play when works no longer hold their original publication rights, and most public domain laws only really apply to works created before copyright and trademark laws existed. For instance, Tolkein's works are owned by some publication company, sold by the family after his death if I recall. However, his son, has some rights to it's publication, so when enough years go by, if he passes those rights along, then they would still be a viable commodity assuming laws stay the same. In some cases, works of art can become public domain if there is no activity on them for a period of time, but nowadays, just renewing a trademark, or re-registering a copyright is enough to extend the date, regardless of it's use.

Fair use itself is not really meant for the acquisition and personal usage of a work of art. While I agree, if people want to continue on with an online server after the publisher drops the official one, then it shouldn't be frowned upon, but those that play on it technically, and to be legal, should actually own a copy of the work. Everything else is just piracy.

It's sort of a gray area for me, because I don't disagree with you, but at the same time, I'm not 100% on board with piracy for whatever reason people may have to do so....and those reasons tend to be numerous. I'm personally not going to judge someone who plays old games on emulators, because while not legal, it's just one of those things I have a hard time wrapping my head around why there's no real clear definition of what is acceptable...or maybe what's legal now is what is acceptable, just no publisher cares to pursue their claim rights. However, with things like the Wii or PSN pushing older games out on their digital store fronts which are really just emulated ROMS/ISO's, the whole issue again becomes one of copyright holder interests.

What I think would be good is if some entity...say the ESRB, worked with the industry to establish some sort of guideline for how these things could play out for the long haul, hence making things acceptable and give people less reasons to make excuses for piracy...one would hope at least.

coolbeans3135d ago

Alright. Well, I appreciate you clarifying that and carefully explaining those Public Domain/Fair Use instances.

"It's sort of a gray area for me, because I don't disagree with you, but at the same time, I'm not 100% on board with piracy for whatever reason people may have to do so....and those reasons tend to be numerous."

Haha...you and I seem to be in the same place in regards to piracy (for the most part). I'm morally opposed to it in almost all cases (and am ashamed of doing it often with music back in the day), but I'm also torn when considering pirates seem to give more of a damn for old games than IP holders for a long time. Although it's still in the backburner, I was interested in delving into that topic in the near future.

rainslacker3134d ago

Yeah. My contributions to the pirate world were pretty hefty back in the day. I ran a Direct Connect Hub(sort of a big thing before Napster and it's like became super popular. Personally had thousands of games available to my visitors, and my mods had another thousand more. We were pretty popular because I had almost everything someone could want. But I also installed mod chips, although those weren't technically illegal, I ended up stopping because I had a change of heart. Realized how much I had on a hard drive or burned to CD, how I'd never play 1/100th of it, and out of hundreds of mods installed, knowing only a few people who wanted them to play legally purchased imports. I've heard every excuse under the sun for why piracy was OK, and in the end, I actually respected people more who were just honest and said they were just thiefs....although I don't have much respect for them either...particularly since I work in the industry.

I was pretty heavy into ripping music, although I actually brought most of it legally. I would probably still download it if it weren't so easy to hear things I may like or consume it in more legal ways. There's one artist I really like on Youtube that I haven't been able to find how to legally purchase their music on CD(still my preference over MP3...but at least I can burn MP3) but would purchase them if the means became available without much trouble. Other people complain about the same thing on their channel though.

Anyhow, older games are a different beast. It's not always practical or even financially viable to purchase legal versions of the game, and on rare occasions it's next to impossible. The hardware costs for a Turbo Duo for instance are upwards of $700 for a working one in not so great aesthetic condition. Neo Geo is crazy expensive for the carts ranging from $300-1000 each, and there's a illegitimate cart problem within their trading community, so you may not even get the legit thing anyways. However, I think most of those games are available digitally. Some classic NES games are easily $100+. And the list goes on. I'm a collector, and even if I never intend to play the game, I have a hard time justifying those prices, so I can't imagine it would be easy to justify it just to taste a piece of VG history, so as I said, it's a big gray area.

Because of this, it would be nice if publisher would take more time to offer their back catalog stuff more. We get the more popular stuff of course through emulation on the various consoles, but so much is left out. The original metal gears for instance I don't believe are available digitally. Those would of been great to go back and replay before MGSV. I luckily have both sealed in the box and won't open them to play them, but a digital alternative would have been worth the purchase for $5-10 each. Looking at them, it's amazing how much of it's themes and game mechanics were kept in tact through the series, and it makes a great study of how game mechanics can innovate, yet stay the same to keep the fans happy.

Anyhow, I do agree, VG history fans, the collectors, archivist, and even the pirates do seem to care more about video game history than the publishers do.

rainslacker3134d ago

That being said though, sometimes it's not always as clear cut. Even today, licensing restrictions may prevent some games from making their way to digital stores, particularly those localized titles involving J-Pop stars or popular voice actors.

Movies don't often have this problem because they have perpetual licenses to release their movie with the content of anything that's licensed, so long as revenue agreements are kept in place. With games, these licensing things are often for a term of so many years, and after that they have to be renegotiated, or changed in some way.

So basically, the movie and music industry has had time to work this stuff out to figure out what's beneficial to everyone, whereas the gaming market(or those in control of it) still seem on the fence about where they want to go with it. The latter is the bigger hurdle to overcome.

Stringerbell3134d ago (Edited 3134d ago )

'older games are a different beast. It's not always practical or even financially viable to purchase legal versions of the game, and on rare occasions it's next to impossible.'

Aint that the truth. For instance I wouldn't mind having a copy of Cannon Spike on the Dreamcast. But I'm not gonna pay close to 200 bucks for it, no thank you. So besides piracy all I can do is wag my finger at my past self for not buying the game when it was relevant, re-sellers doing what re-sellers do, and Capcom washing their hands of a past creation.

Oh and Neo-Geo guys... oh boy. If there ever was a holier than thou, snooty, drinking tea with their pinky up base - it would be those guys. I've got a few friends who are into it but damn they are the one percenters of the collecting scene. I mean I once met a guy at a convention that had 10 copies of Mark of the Wolves for the MVS and was on the hunt for more...

rainslacker3133d ago

I've seen some neo-geo forums where I don't care for the attitudes towards collecting, but I can admit that they really know the neo-geo stuff through and through.

I've decided not to get into collecting the games for it because quite honestly,it's super expensive, and there are problems with non-genuine games circulating.

However, when it comes to playing Neo-Geo games, all but a few are released on the console digital markets, and if you have a quality fight stick, it works pretty well. There's also that re-released neo geo thing with some games built in, and more available to buy. I feel that the collector's in that scene make the prices artificially high because they keep trading/buying amongst themselves, and it takes kind of a miracle to find them randomly given how expensive they were back in the day to acquire. They simply aren't the kinds of games that most people find laying around in a box in the attic one day.

So at least with that scene, there are options, and you aren't bound to having to pay the high price of admission to experience it.

+ Show (1) more replyLast reply 3133d ago
Stringerbell3137d ago

I was looking forward to reading this when you said you were working on it.

Lets combine efforts and write a book next time =p

coolbeans3135d ago

Sounds good!

I have some shelved Jak + Daxter fan-fiction I made during my teens we could work on. :P

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30°
7.0

The Glass Staircase Review | TheXboxHub

Review - With its throwback vibes, a great atmosphere and story, The Glass Staircase is well worth a play; a game ripped straight from the '90s

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thexboxhub.com
40°
8.0

Howl Review - Hardcore Droid

Howl is interesting, winsome, and visually beautiful. It offers a fulfilling gameplay that is not over the top and yet lures you in.

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hardcoredroid.com
40°
6.0

Phantom Fury Review - Thumb Culture

Shelly "Bombshell" Harrison returns to fight against mutants and the GDF in Phantom Fury. Use a large selection of weapons and a robotic arm.

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thumbculture.co.uk