- Ludic Cartography. Mapping Gamespaces
- Past Projects
- Preserving Virtual Worlds
- Research and Publication
Here at Stanford, the Cabrinety-NIST project is nearing the end of its two-year term. In addition to migrating data from original media and creating photographic documentation, a major aspect of the final phase will be to find and reach out to copyright holders who own the rights for software in the Cabrinety collection. Although we have made contact with some of the major publishers, there are still a significant number of titles for which we have not been able to identify rights holders. Discovery of rights holders is a difficult and time-consuming process. For many of the items in the Cabrinety collection it has been nearly impossible to determine whom to contact. As a result, we are publishing this open letter here on the HTGG blog.
This year’s Game Developer’s Conference was the most attended in the history of the conference, with more than 24,000 people descending on the San Francisco Moscone Center from March 17-21, 2014. There was something for everyone. If you wanted a hands-on experience, the MADE (Museum of Art and Digital Entertainment), the Videogame History Museum, Wild Rumpus, and the Indie MEGABOOTH showcase all offered playable games in their exhibit spaces. Feeling nostalgic about classic game titles? There were game postmortems for Zork and Robotron: 2084, plus a first-ever studio postmortem for Lucasfilm Games. Two of my favorite sessions from last year were repeated—the GDC Microtalks and the GDC Rants, where ten speakers are given about five minutes to talk/rant about a topic of their choice. If you wanted something a bit more in-depth, advocacy sessions and roundtables addressed complex issues ranging from gender equality to government funding to game preservation. The IGF Awards and the GDC Choice Awards honored game developers both old and new, and best of all, the GDC Choice Awards were hosted by a woman for the first time—Abbie Heppe, who is the community manager at Respawn Entertainment, and who I coincidentally worked alongside many years ago when we were both editors at Tips & Tricks Magazine.
If you are interested in an opportunity as a project archivist in the Silicon Valley Archives, please visit stanfordcareers.stanford.edu and search for position 61637. You can apply for the position from there.
Processing Archivist, Gordon Moore Papers, Stanford University Libraries, 61637.
Stanford University, Department of Special Collections -- Manuscripts
Title: Project Archivist, Gordon Moore papers
JCC: Associate Librarian (3P2), 100% FTE; 1-year, fixed-term appointment
Reports to: Head, Technical Services--Manuscripts
The Moore Project Archivist is responsible for reviewing current organization and metadata for the Gordon Moore papers (approximately 150 linear feet of manuscript and audio-visual material). The incumbent will be responsible for recommending access and delivery strategies based on privacy and preservation and copyright issues. The archivist will organize and describe the papers while also reviewing and screening for sensitive and restricted material. The archivist will work closely with the Head of Technical Services/Special Collections and the Curator for the History of Science & Technology, and on an as needed basis, with the donor or representatives (Gordon and Betty Moore Foundation), the Chemical Heritage Foundation or Intel Corporation.
MANAGE: The Project Archivist is responsible for the appraisal, arrangement and description (cataloging) of all formats of material in the collection - through a variety of programs, as well as publication and dissemination. Materials in these collections range from paper-based (photographs, notebooks, papers, meeting notes, correspondence, oversize materials, etc.) to audio, video, computer media, and digital files.
I've been working with the Cabrinety collection for a year now. However, the collection has been part of Stanford for more than a decade. I am far from the first person to handle it and I won't be the last. For my last blog post of this year, I wanted to spend some time talking about the man behind the collection.
Stephen Michael Cabrinety was born in Sayre, Pennsylvania on August 4, 1966. He started collecting microcomputing software, hardware, and related materials while still in high school, and continued making acquisitions for the rest of his short life. In 1982 Stephen dropped out of Stanford University and founded Superior Software, Inc. where he served as its Director of Development. Superior Software, Inc. released three educational software titles for the Apple II computer in 1982. The titles are listed below along with their locations within the collection:
1. Legendary Conflict (Series 1, Box 254)
2. Quest for the Scarlet Letter (Series 1, Box 93 and Box 254)
3. The Breckenridge Caper of 1798 (Series 1, Box 254)
The following is a guest post by Christopher Fox, a student employee at the National Institute of Standards and Technology (NIST). For over four years, Christopher has provided NIST’s National Software Reference Library project with data entry services and the application development demands that support those services. He is currently completing his senior year at Hood College in Frederick, Maryland, where he is earning a Bachelor’s in Computer Science. He started working on the video game software part of the Cabrinety project when the group hit a dead end trying to collect data from gaming cartridges. Since Chris enjoys gaming and found a way to collect save data from older games for his own purposes, he offered to explore and share methods of extracting data from these obsolete formats.
Disclaimer: Trade names and company products are mentioned in the text or identified. In no case does such identification imply recommendation or endorsement by the National Institute of Standards and Technology, nor does it imply that the products are necessarily the best available for the purpose.
The Institute for Museum and Library Services announced its September 2013 grant awards yesterday. You can read the announcement here. I am very pleased that the IMLS awarded a three-year National Leadership Grant for Libraries to a project called, "From Descriptive Metadata to Citation: Building a Framework for Search and Communication in Game Studies" that will be carried out by a team from the University of California, Santa Cruz, and Stanford.
This project continues the close collaboration between these teams that began earlier this year with a Digital Humanities Startup grant awarded by the National Endowment for the Humanities to develop a methodology for archiving software development, with a focus on the special archival and documentation requirements for software developed in universities and other research-centered institutions.
The IMLS-funded project will be a major activity of the How They Got Game project over the next three years, in close collaboration with the lead team led by Noah Wardrip-Fruin at UCSC. In a nutshell, the project will deliver a metadata scheme for digital game software, including ontology and terminology, in the first two years. Year three will focus on related scholarly apparatus, especially citation (including citation of in-game events). Obviously, this will be an ambitious undertaking, but it is also a necessary one for a whole host of activities from game acquisition and preservation, through discovery and access and on to scholarly use.
Here are the specific tasks we will be working on:
Earlier this year, Matthew Kirschenbaum posted an article to Slate where he listed what he considered to be the 10 most influential software programs of all time, based on his own personal experience. Out of curiosity, I compared his list to the contents of the Cabrinety collection, and found that out of his list of 10, there are currently 4 titles (or versions/adaptations of those titles) represented. Thanks to Stephen M. Cabrinety's foresight, some of these now historical titles are also in pristine condition. These are shown in the images below.
Adventure (Atari 2600 adaptation of the classic text adventure game)
Note: Fans of George RR Martin's A Song of Ice and Fire series (Game of Thrones to television fans) know that he's been using WordStar for decades to write his books.
Hypercard (came bundled with student diskette)
Programmers today fight an uphill battle to keep their skills current, as changing technologies and constant advancements make it nearly impossible for even the most adept computer scientists to stay ahead of the curve. In today’s videogame market, coding and shipping a game as an amateur requires incredible discipline, as self-taught and independent game developers need to attain a level of expertise and make a time commitment that is well beyond the reach and/or willingness of the average person. Just watch Indie Game: The Movie (currently available on Netflix streaming and the official movie site) to see the toll the creative process takes on the individuals behind bestselling indie games Braid, Super Meat Boy, and Fez.
The Cabrinety collection is comprised primarily of games, but also includes a fair chunk of unique software applications that have nothing to do with entertainment. One of the strangest is the subliminal message application, where the user undergoes a computer-assisted form of self-hypnosis in order to achieve a specific goal without doing any actual work – for example, raising a child. The “Mind Over…” series and the “Expando-Vision” series are the best-represented so far, but I look forward to seeing what else is hidden in the depths of the collection. Here’s a look at some of the box covers. I take no responsibility if they subliminally influence you in any way.
The Expando-Vision series
1. Athletic Confidence/Golf
The caption on this cover says, “Fill your subconscious with the positive images you need to improve your game of golf…while you watch your favorite television shows!” Since normally these boxes depict someone accomplishing the stated goal, I’m not sure why this box shows a guy inside a sand trap while a woman wearing a single white glove looks on in disdain. Maybe he’s developed so much confidence he doesn’t care what she thinks of him?
2. Career/Success Motivation
As many readers of this blog certainly know, How They Got Game @ Stanford was involved in both of the Preserving Virtual Worlds projects, along with teams at the University of Illinois, the Maryland Institute for Technology in the Humanities (U. Maryland), and the Rochester Institute of Technology. The projects were funded by the U.S. Library of Congress-National Digital Information Infrastructure Preservation Program and the Institute for Museum and Library Services, respectively.
I am pleased to announce that the digital collections created over the course of this (roughly five years) of scoping work, research and reporting were preserved - as befits a preservation project! These collections have been gathered together and are now available through the Stanford Digital Repository, the digital "wing" of the Stanford University Libraries (so to speak). Note that we are not at this time able to provide open access to all of the materials, due to rights restrictions. The good news is that you are free to use many of the digital items; if you can see it, you can use it. The collections cover eight cases investigated over the course of the two PVW projects: Spacewar!, Adventure, Star Raiders, Mystery House, SimCity, DOOM, Arteroids, and the Corrupted Blood incident in World of Warcraft.