Finding the invisible
An experience-based methodology for selecting retrogame archaeology “sites”
Mots-clés :
Retrogame, Media archaeology, Game history methods, Game selectionRésumé
Part of understanding and preserving game history is the study of games’ implementation, a technical approach that I refer to as “retrogame archaeology.” The first problem in retrogame archaeology is simply choosing a game to study, because interesting implementation aspects are not necessarily known or visible even to a trained eye. This paper distills years of experience conducting retrogame archaeology and addressing this exact problem, categorizing the different methods I have used, their strengths and weaknesses, and begins to examine how these efforts might scale
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Publié-e
08/01/2018
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Articles
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(c) Tous droits réservés John Aycock 2018

Cette œuvre est sous licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Pas de Modification 4.0 International.