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Wednesday 27 October 2010

GameCity5 - Day One - Working Lunch and Remakes

Sadly events took a turn for the confusing and frustrating. I arrived at the Tonic venue for a session entitled "Who should save video games?" This was to be a debate around if and how we should preserve gaming's heritage, in the face of changing technology, quickly obsolescent hardware and games makers with neither the time nor the remit to store cultural product for future generations of historians.

However before I could get into the venue I was blocked by door stewards who had a clipboard full of names. It turns out that the session required a sign-up beforehand. There were probably about 10 or 15 of us outside who were a little bemused, as the website had not indicated that any kind of sign-up was required.

This reared its head again at the Braid discussion, although this time I found (much to my bemusement) that I was actually on the sign-up sheet, despite having had no memory of doing so.

It turns out that the 'my event' part of the GameCity website was in fact being used to create attendance lists for the venues. Most users seem to think that this was simply a Web 2.0-style calendar app to help attendees plan their day but it seems it is actually being used to determine numbers. However, people signing up on the website and adding events to a calendar is certainly no guarantee they are actually planning on attending GameCity, let alone a specific event. Surely enough, when only about 20 of the people on the stewards' check-sheet actually turned up for the discussion the rest of the stragglers were let in.

This was a minor flaw in the organisation of what was otherwise a very well co-ordinated day.

Anyway a good discussion was had around the issue of archiving and preserving with an excellent panel:

Who Should Save Videogames? - 04
From left: Jonathan Smith - Travellers' Tales/Time Warner, Tom Woolly - National Media Museum, Spencer Neal - New Statesman, Michael Rawlinson - UKIE

If I'm honest my opinion got a little turned around as a result of the debate. I've always been a strong advocate that games from the past should be emulated on current formats so that the history of gaming is always accessible, in the same way that if I want to watch a film from 1926 there is nothing stopping me, as long as the film has been transferred to a modern format.

However the debate really brought to my mind the fact that gaming has come from such a basic infancy that many of the games we used to play are simply not valid for a modern audience. James, from the National Media Museum, pointed out that what is more interesting is to try and capture the experiences of the players who were there at the time.

This struck a chord with me as I am aware that many old films really mean little to a modern audience without first gaining some knowledge of the context of the film. In the same way my own experiences with "retro" gaming have been mixed. Games I used to play I can re-play with a certain fondness, although I am often surprised at how frustrating the experience is; old games with which I have no nostalgia actually provide very little as a result of playing them myself.

There was a consensus (well, totally majority) in the room that the public purse should be funding an organisation to maintain gaming's cultural history, in the same way that the British Museum legally requires a copy of every published print work to be delivered to them for storage. Having said that, given that the room was populated by either gamers, industry figures and anyone else interested in the subject it's probably not a representative cut of the population, but still...

Problematically, this raises a whole raft of questions around what should be archived and how it should be stored. I did ask the panel whether they though the current generation of games posed more of a problem than older games as so much of today's content requires online activation, patches. And what of World of Warcraft? With so much of the experience based around the user experience of a multi-million player community?

Ultimately more questions posed than answered, I think and certainly this is a topic which requires an article all of its own, so for now I will move on.

After a brief chat with the panel afterwards, including a great chance to chinwag with Jonathan Smith from Travellers' Tales (who I learned was sadly not at the company during its Leander days). Following this session he took up residence in one of the pods and encouraged a couple of gamers to play through the PS2 version of Lego Star Wars II, using it as an opportunity to highlight some differences between how games were made - even 5 years ago - compared to today (I confess I hadn't even noticed that Language-selection screens had disappeared from games!). Really nice to get to spend a bit of time chatting to a thoroughly nice chap from a company that makes decent games. At least I didn't have to be diplomatic about their output...

Following this I headed into the beautifully ornate Council House for a discussion about the re-making of games. With Martin Hollis, creator of the original Goldeneye, on the panel it was inevitable that a certain amount of time was going to be given over to that topic but other things were covered, too. The other members of the panel were Paul Carruthers (creator of Archipeligos on the Amiga!), Rob Fearon from Retro Remakes and Tom Woolley from the National Media Museum.

The most interesting aspect of the discussion, for me at least, was that it gave a real and rare insight into the attachments that game creators feel for their work. In the modern marketplace we expect game producers to view their work as so much product or ephemeral projects. It's refreshing, then, to hear Paul Carruthers describe the experience of discovering that one's own work has been 'remade' without his knowledge as "weird... I felt like I'd been burgled". Tom Hollis agreed and said "if you create something [artistic] you feel you have a right to control it forever and ever".

Carruthers. Fearon. Hollis. Woolley.

In spite of all this there was a general feeling that the panel wish re-makers the best of luck with their projects, although they did express that, given the ease of contacting industry figures via the Internet, it is at least polite to contact the originators and ask for permission.

As for the Goldeneye remake, Tom Hollis is only too aware of the mountain to be climbed and the weight of expectation fans and those who have heard the legends surrounding the original will bring to bear. Tom was asked if he had wanted to be involved in the remake: "Actually I've been asked to be involved and it's a tough project - I'm not really up for it!"

All pictures in this post courtesy of GameCity with thanks

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