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Museums often focus on a single, idealized version of a work. This approach fails to account for the subjective experiences and community-driven culture of digital games.
Museums face significant challenges when attempting to collect and exhibit videogames, as these works are often defined by their technical variability and the subjective experiences of their players. Using Beam Software’s 1982 text adventure, The Hobbit, as a primary case study, the analysis argues that traditional museum practices—which often focus on a single, idealized version of a work—are insufficient for capturing the history of digital games. Instead, curators should embrace the "multiplicity" of games, acknowledging that different platform ports, hardware constraints, and player-generated artifacts are essential components of a game's historical identity.
The research highlights that The Hobbit was released across more than nine platforms, with each version exhibiting distinct technical characteristics, such as varying graphics speeds, color palettes, and sound capabilities. Because these technical differences significantly shaped the user experience, the study contends that relying solely on emulation or a single "original" version risks homogenizing the history of 1980s microcomputing. By documenting these variations, museums can better illustrate the technical constraints and creative ingenuity of the era.
Furthermore, the analysis emphasizes that the history of a game is incomplete without the inclusion of player culture. Evidence from the Popular Memory Archive and various online communities demonstrates that player-created artifacts—such as walkthroughs, speed runs, and forensic tools like the Wilderland interface—provide deeper insights into gameplay and system mechanics than the game code alone. By collecting anecdotal player memories and community-produced materials, museums can move beyond a static, object-oriented approach to create a more nuanced, lived history of digital play. Ultimately, the study concludes that preserving the history of 1980s gaming requires an archaeological approach that treats games as a collection of fragments, including ports, hacks, and the diverse voices of the players themselves.
DiGRA · 2024