May 18, 2000
New Front in the Copyright Wars: Out-of-Print Computer
Games
By GREG COSTIKYAN
HE phrase "software pirate" conjures up images of
foreign sweatshops mass-copying software or hackers swapping files.
But the Interactive Digital Software Association is trying to shut
down a different type of pirate: people who just want to play
out-of-print games.
Publishers don't want to make old games available. The market wants
games that push the limits of the processing and graphics capabilities
of modern computers; a game designed for the Atari 800 or Apple II
just won't sell at CompUSA.
But at more than 100 sites on the Internet, you can download old
out-of-print games, along with emulators to let you run them -- the
games include the original versions of Atari 2600 games like Missile
Command and Space Invaders as well as landmark computer games like
M.U.L.E. and Balance of Power. These sites call the games abandonware:
software for which publishers no longer offer technical support.
Of course, the publishers don't view the games as abandoned.
"Copyrights and trademarks of games are corporate assets," Nintendo
says on its Web site. "If these vintage titles are available far and
wide, it undermines the value of the intellectual property and
adversely affects the right owners. Emulator and ROM piracy is
competing head-on with Nintendo's current systems and software."(ROM
piracy is the copying of game code from the old read-only memory chips
into files that can be stored on a computer.) So Nintendo and other
companies want abandonware sites to shut down -- they leave
enforcement to the software association.
Their position is highly debatable. Gamers don't go out and
download games for the original Nintendo Entertainment System instead
of buying new games for Nintendo 64. Someone who wants to play an
older game is looking for an experience that is different from what is
available from a modern game. And by keeping older games alive,
abandonware sites sometimes serve the ultimate interests of
publishers: a new version of Frogger (first released in 1981) was one
of the Top 10 best-selling computer games in 1999. Publishers became
interested in re-releasing titles like Frogger precisely because they
noticed that people were still playing it. Abandonware helped them
identify a new market niche.
Moreover, publishers provide no legal way for gamers to get older
games; the market is too small to justify the effort. So gamers feel
justified in making vintage games available, despite the legal risks.
Older gamers' enthusiasm for games of their youth is only part of
the story. In a speech at the Game Developers Conference in May in San
Jose, Calif., Henry Jenkins, director of the comparative media studies
program at the Massachusetts Institute of Technology, called
electronic gaming one of the "lively arts for the 21st century." He
said that just as once-despised arts like jazz and film were now
accepted as legitimate, so, too, would games be someday.
If Dr. Jenkins is right, if gaming is ever to be understood as an
art form that is worthy of study and has valuable things to offer,
critics and academics and gamers must come to appreciate the history
and development of the form. That appreciation can be created and
sustained only if they have access to the games of the past.
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Publishers could fight software piracy with a vintage
game museum.
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Access to vintage games is important for game designers, too. Just
as novelists learn from novels and artists from art, game designers
learn technique from the games they play.
Their design repertory is expanded through exposure to games, but
far too many game designers are ignorant of games published more than
five years ago. That is especially a problem now because the
hit-driven, me-too nature of the current market means that there is
far less variety in the industry than there was even a few years ago.
There is no way a company would pay to produce a game like Balance of
Power, a serious simulation of international political dynamics by
Chris Crawford; M.U.L.E., a nonviolent economic game by Dani Bunten;
or the original SimCity, by Will Wright (all best sellers in their
day), because those games don't fit into accepted marketing
categories.
"Preserving old computer games isn't about sentimentality or retro
trendiness or collectibility," said Richard Carlson, a game developer
at Rogue Entertainment, in an e-mail message. "It's about the history
of art, storytelling, music, animation, programming, level design and
all of the other disciplines involved in making classic game
entertainment."
A book printed on acid-free paper will last for centuries. Film
stock will last for decades, but even so, many early movies have been
lost forever. Game preservation is in worse shape. Hardware and
operating systems come and go. If you have a game designed for an
Apple II, you will have a hard time figuring out how to run it.
Software is about as ephemeral as you can get, yet preserving it is
essential. Illegal abandonware sites are providing a critical service
to game designers and scholars and gaming enthusiasts. They do not,
however, provide a lasting and satisfactory solution to the problem
because they are illegal.
There may be another way. A group called the Electronic Conservancy
has periodically mounted a museum exhibition called "Videotopia,"
which last appeared in 1999 at the Maryland Science Museum.
"Videotopia" consists of 75 old and new arcade game machines, along
with historical and background material. The Electronic Conservancy is
devoted to preserving and maintaining these machines, and its advisory
board consists of some of the most prominent figures in the
development of the arcade game industry.
Arcade gaming, however, is now about one-eighth the size of the
combined console and computer gaming industries. It has stagnated for
more than a decade.
No one is doing anything similar to preserve console and computer
games. And doing so through a museum exhibition or physical collection
would be pointless; the way to offer these games to the largest
possible audience is the way the abandonware movement does it: via the
Web, providing emulators to allow people with new computers and
consoles to play the original code. Ideally, you would do it one
better, however: you would do it legally, with a Web site and with
information to help people install and play the games.
Call it Gamemuseum.org. Create it as a nonprofit organization
offering software that enables people to play out-of-print games --
with the permission of the owners. Publishers could offer older
products at no cost to themselves, and scholars, designers and fans of
retro games could gain access.
Even if a publisher developed a new version of an older game, the
older version could serve, in a sense, as a demo for the new one.
Players of the old version would be very likely to search out and buy
the updated, superior version.
Such a project would require financing, of course, but probably not
much. The enthusiasm that leads to abandonware sites could be
harnessed, providing volunteer labor to build and maintain the online
museum.
It would take an energetic person from the nonprofit sector to
raise the money and build the organization, of course.
But surely the effort would be worthwhile.
Any takers?
Greg Costikyan designs games, consults on game industry business
issues and writes science fiction, and articles about games.