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Feature: The Game Preservation Crisis, Part 2

Continuing a Gamasutra feature series, today's in-depth piece examines how video games can be protected by natural disasters and elements, and why many games ar
Continuing a Gamasutra feature series, today's in-depth piece examines how video games can be protected by natural disasters and elements. Video game museums and preservationists worldwide reveal their goals and ask for artifacts from those in the industry. Meanwhile, Japan struggles to open its own video game museum amidst political controversy. As the introduction to the article, written by game preservation veteran John Andersen, notes: "In August of 1986 Konami opened the Konami Software Development building in the Minatojima area of Kobe, Japan. 1986 was the same year in which Hideo Kojima, creator of the Metal Gear Solid series, would join the company. The Kobe building would house development divisions that were responsible for the production of Konami's most popular series. Development Division 5 was one of those divisions housed in this very building. It consisted of ten people -- one of whom was Hideo Kojima himself. On the morning of January 17th, 1995 the Great Hanshin Earthquake struck the city of Kobe. It was the worst earthquake ever to hit Japan. 6,434 lives were lost, and the earthquake caused approximately $102.5 billion dollars in damage. The Konami Software Development building was among many structures in Kobe that suffered damage. Kojima discussed how the impact of the earthquake personally affected him and his Development Division 5 colleagues in a Kojima Productions Report blog entry." The in-depth feature by Andersen, which is available on Gamasutra now, goes on to conclude: "The video game industry is one that is always in search of the next technological triumph, always revolutionizing and redefining itself in a constant loop. As we follow next-generation triumphs, vulnerability exists where one can miss out on what else is on store shelves and the digital marketplace. With rapid revolution and growth, one could even say that the industry fails to periodically stop and reflect on its triumphs, and even educate itself on its failures. With the never-ending cycle of triumph, failure, vulnerability and the pressure to be on the edge of "next-generation" the industry and its consumers find themselves in a constant loop. All of this combined may lead to an overwhelming exhaustion, with many video games being passed by, forgotten or abandoned altogether. Perhaps now is the time to reflect and rediscover what makes us immerse ourselves in game play."

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