
Update []: Since this piece was originally published, Joseph Redon of the Japanese Games Preservation Society—who attended the event mentioned—has voiced the opinion that initial reports were, in his eyes, a "fabrication" and that no solid pledges were made by any of the companies present to preserve their history.
Here's what Redon told us:
The GPS was there. It's our job to be everywhere when there is game preservation. The reality was a bit different. They had some documents on display, which were wonderful. There was a short 90-minute talk, 15 minutes for each of the four, with a Q&A. What they mostly said was: they cannot do preservation, they do not do preservation, and they will not be doing it. Only Capcom does some internally for its marketing teams. The Sega representative said he wants to, but management forbids it—they only preserve material if they can make money. The English coverage makes you think those four companies teamed up to do a great thing. It's a fabrication that never happened.
Redon made the comments in a feature about the long-term future of the GPS, which is in grave doubt.
Original Story: Square, Capcom, Taito, and Sega are all making steps towards archiving their past, according to a recently resurfaced SIGGRAPH Asia talk from last December.
Despite almost being five months old at this point, this talk only recently came to our attention thanks to a social media post from the former Software Creations and TT Fusion developer KevEdwardsRetro, who spotted a write-up of the talk (in Japanese) from Gamemakers.jp.
This eventually went viral on social media, leading the talk being picked up by a few Western publications, including GamesIndustry.Biz which recently published an article about the promising steps each company is taking to preserve its past.
In the talk, entitled "The Cutting Edge of Preservation," a group of individuals including the Square Enix lead AI researcher Youichiro Miyake, Capcom digital content archive team producer Yasuyuki Makino, Sega producer Yosuke Okunari, and Taito producer Yuichi Toyama all spoke about what they are doing to save materials from their companies past.
Miyake, for instance, went over the work being done as part of Square Enix's SAVE project, which originally started back in Spring 2020 and was previously the subject of a talk at CEDEC 2022 (which we detailed here).
Similar to that talk, he went over how the team started preserving the company's vast archives, before talking about its internal and external applications. In doing this, he stated that some of this data had already appeared at various conferences and events, including SIGGRAPH ASIA in 2021, with the goal of these showcases being to make these archival efforts more widely known and to encourage other companies to start their own similar initiatives.
Yasuyuki Makino from Capcom, meanwhile, spoke about the Capcom Illustrations Archive System, which is an internal initiative being used to preserve "promotional materials such as game key art, logos, and character illustrations." He explained how this was being used to make licensing easier via a publicly available database, and talked about the scanning and retouching process to get these assets ready. As he stated, right now, only key art and sprites are being archived, but in the future, it is hoped that this initiative will expand to commercials, ROMs, background music, and design documents.
Similar to Miyake, he gave some examples of where this material had been used, referencing the bonus features of Capcom Arcade Stadium, the 40th-anniversary website Capcom Town, and public exhibitions.
As for Taito, it seems its own preservation efforts are spread across a bunch of different locations, with these various pockets each striving to digitize what they can. Among the items kept include game design specs, arcade boards, EP-ROMs, Microfilms, manuals, and printed materials.
Some of these materials have since been used for events like the "70th anniversary Retro Arcade Cabinet and Amusement Machines Exhibition", commercial products like the Darius Cozmic Collection, Egret II Mini, and Taito Milestones 3, and special live streams for Hamster Corp's Arcade Archives series.
According to Gamemakers.jp, out of all of the companies present, Sega seems to be the one who has been the most lax at protecting its history. Its own initiative only began in 2023 but has since kicked into action, targeting four main areas. These include saving "arcade housing, hardware, and software", "game data", "paper proposals and development materials", and finally "original illustrations and printed materials". As stated in the talk, some of this material is apparently already being used, specifically being utilized for games like the Like a Dragon series that features old Sega arcade titles as optional minigames.
Given the games industry in the past has traditionally not been all that great at preserving development materials, it's promising to see these companies finally step up to the challenge.
[source gamemakers.jp, via gamesindustry.biz]
Comments 22
Sega still need to find out what IPs they actually own.
Preservation helps everyone. I'm glad these companies are starting to take things seriously.
Well, that's a relief, but I still expect them to do more.
Sega in particular, they act like they're scared of their legacy and barely use it. I love Sonic, but I want to see all the others come back
<Sega>
LMAAAOOOOOOOOO yeah ok right next you’ll be telling me Nintendo is gonna start embracing their fan creators or Warner Bros is gonna focus on the Looney Tunes
@Aran_md nah they straight up try to erase it, if ppl make fangames of stuff like golden axe or streets of rage they go full Nintendo and take them down. Not to mention how they axed sega forever and delisted the genesis collection from storefronts, they’re worse than Konami and Nintendo at this point💀
@Aran_md A brand new Nights game would be so cool.
The claims are hollow until they actually act on them.
There have been huge Sega fans such as the people at SMS Power! and Hidden Palace who have probably archived more Sega history than Sega themselves.
@KingMike that wouldn't be too difficult to believe..... bet MetalJesusRocks and SegaLord probably have more than Sega at this point
I don't believe any of them, these are the same companies that only puts their games on game key cards for Switch 2. How is that preservation? Their actions speak louder than their words.
Considering the names, it's more like they're writing their memoirs...
I'm more stuck on how Taitonacts almost completely independent from the rest of Square -Enix, and is much more stable for it
About time, can't believe how these companies could neglect there amazing heritage. Maybe at last they are realising how special all this stuff is. From the artwork, cabs, roms, etc...
Resident Evil 0 for N64, come on guys I know you're holding out
I mean duh of course they were fake, everyone knows Sega hates their legacy unless it involves Sonic😂
Is there any plan to to follow up on this article to find out and question the person who spread the complete opposite of the truth to the world regarding this story? Now that would be good journalism.
A company isn't going to preserve anything that can be easily accessible by the public for free. They want your money at the end of the day. They are all about ROI. Preservation has little to no ROI when it comes to fast revenue.
@N64-ROX I've been meaning to get in touch with some of the preservation teams within these studios, but that will undoubtedly require jumping through some hoops (some Japanese companies just outright seem to blank inquiries from foreign press).
I have to say I sort of disagree with GPS on this one being a “fabrication” (I wasn't the one to update this article and have requested changes be made to state this was their opinion, not fact). I based the initial article on slideshows written in English (you can view them on gamemakers.jp’s website) so they couldn’t be garbled by mistranslation as John suggests in the accompanying feature, and I imagine other sites like GI Biz also did the same.
I will concede, however, that they could be missing some key context regarding the limitations of these projects from not being there in person to hear the accompanying talk, and have seen them being misinterpreted elsewhere online as a collaborative effort (which simply isn't the case).
Something I’m still trying to get my head around is it is pretty self-evident from the examples given in the original slides, and from things like Taito's appearances on Arcade Archives weekly streams and Capcom's art shows, that these companies ARE doing some work to preserve their game dev materials, but with the intention to eventually turn them into assets they can use for commercial and promotional projects. That’s what I was implying with the original article, and it seems that’s also what Redon is saying too. So the idea that part is a “complete fabrication” is honestly confusing to me and seems to contradict his own claim.
Would love a re release or graphics updates collection of segas pso and PSP and PSU even of it was for mobile or PC good memories with those
@JackGYarwood that's really interesting, thanks!
It did seem strange to me that the article was updated like "whelp, turns out everything was the opposite of what we said, tune in next time folks" - there had to be some more nuance to it, if not a completely separate story of conflicting sources or something. It's good to read that additional detail.
Well hell, I coulda told you that no one outside the trenches gives half a wet ***** about preservation unless they can make money from it. (Or in Konami's case, slap it on a pachislo machine. 😏)
@JackGYarwood Here's hoping he or the companies clarify what they meant.
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