"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


On the importance of history: "Excellence Never Goes out of Date"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

Essay: Game Capture. The Machinima Archive and the History of Digital Games

Henry Lowood's short essay on the genesis and evolution of the Machinima Archive has been published on the Summer 2008 issue of Mediascape journal.

Proposals for special issue due today: Perspectives on the History of Computer Games

This is just a reminder that proposals (abstracts) for the special issue of of IEEE Annals of the History of Computing devoted to the history of computer games are due today.

Here is the Call for Papers.

Welcome to the new website!

Welcome to the new website of the How They Got Game project!

Since its inception in 2000 as one of the founding projects of the new Stanford Humanities Lab, How They Got Game has been focused on the history of interactive simulations and digital games.  We are still going strong, with new projects such as "Preserving Virtual Worlds" funded by the U.S. Library of Congress, our partnership with HPS Simulations, and the Machinima Archive. 

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