Blogs

Errant Nintendo Licensing: Parties, Cereal, and School

Working through the collections provides some rather weird challenges to the discipline of library science.  An entire segment of the collection is devoted to items termed as realia, basically commercial products tied to video game concepts or characters.  They don't fit on shelves very well, and the exact means of how to preserve these detritus of commercial culture are fraught with an internal debate about their validity to humanity. I think everything should be remembered or recorded fastidiously, but then again I get a thrill out of looking at old Nintendo marketing crud, and I work in a library. That said, these items make my inner child awaken anew and crave some tasty morsels of the past.

The Beginnings of Sierra Part 2

In the first installment, we looked at the initial crop of Sierra text-adventure titles, received a good deal of response thanks to Kotaku, and garnered a good deal of positive feedback.  This post continues with discussion of the further early success of the company, and reveals some more rather obscure games that helped them putter along until they developed the first modern graphical adventure game. Hope you'll take a look-see.

The Beginnings of Sierra Part 1

With the impending demise of the iconic publisher Sierra, I figured it would fruitful to look around the office and see what items I could find that relate to the publisher/developer's beginnings.  It's interesting that once I decided to keep an eye out for a specific company, I realized that I had a lot of things I could relate to it. Makes me wonder how much I will regret not photographing absolutely everything I come across, since most of it ties directly to some potential theme.

"Lost Server Connection": The Last Minutes of a Virtual World

In the Preserving Virtual Worlds project, we are exploring many methods for preserving the software and data of virtual worlds.  Another central concern is making sure that an archival record remains of the activities and events that have occurred in these worlds.

Sid Meier's First(?) Game and an Early Look at MicroProse

I spent a mild amount of time trying to find something interesting for the first actual post, but the deluge of potentially blog-worthy material can be a bit daunting given that I could probably look at anything I find here and pull some sort of grand theory out of it (I'm all about grand theories).  Regardless, this post is dedicated to an early Sid Meier game, which no one seems to remember (maybe not even Mr. Meier), and early Microprose packaging.

Introducing the Stephen M. Cabrinety Collection Blog

Hello, and welcome to the official blog for the Stephen M. Cabrinety Collection in the History of Microcomputing Library. This space will mainly function as a showcase for different items in the collection, along with mild commentary and analysis of said objects.

Historical Studies of Digital Entertainment Media

The How They Got Game project is pleased to announce that we will be starting up a new journal, with the title Historical Studies of Digital Entertainment Media.  The new journal will be edited by Matteo Bittanti and Henry Lowood (me).  We have been working with a group of authors for the first issue, which we hope will be published Winter 2009.  The theme for this first issue will be "Digital Games: Historical and Preservation Studies."  We hope soon to be able to announce the members of the editorial board.

Stanford workshop offers perspectives on preservation issues in virtual worlds

 “Preserving Knowledge in Virtual Worlds”

August 7-8, 2008

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On the importance of history: "Excellence Never Goes out of Date"

Rob Zacny has written a very interesting piece on game preservation and the culture of remembering the past for The Escapist. He writes: "Preserving and promoting classic games is vital to the health of the entire industry. In gaming, as much as any art form, "merit" is not always self-evident. Anyone with a passionate interest in game development should have a sense of what has already been achieved, and that cannot be developed if gamers are only playing "the latest and greatest" titles." (Rob Zacny)

Machinima: Nicholas Werner's Deserter

Stanford graduate and HTGG member Nicholas Werner has recently completed his second major machinima project. Titled "Deserter," the movie is based on the Halo 3 engine, it is 20 minute long and publicly available on the Machinima Archive. The plot: "A veteran soldier deserts his post, as another tries to find him."

To watch the movie, click here.
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