Chronicles

Introduction to Chronicles


Chronicles, an extension of the Pathfinders project, focuses on Chrono Trigger, the digital video game – an artifact of cultural and historical significance – and applies best practices and methodologies from Pathfinders in order to capture and preserve these playing experiences, as well as document the history of re-release observed in earlier games for generations to come.

Now obsolete, such early and authentic gaming experiences are in danger of becoming inaccessible to future audiences, along with any migrated versions that may follow a profitable video game release. Furthermore, it is this historical progression and enhancement of game migration and emulation that is also threatened with extinction – an evolution that provides context fundamental to the practice of developing and disseminating a video game re-release.
 
Current statistics show that 155 million Americans play video games with an average of two gamers in every U.S. household1. Considering that the first home console system, the Magnavox Odyssey of 1972, housed the first ever video games by legal definition2 – these cultural and historical artifacts have rapidly become deeply entrenched as a form of entertainment within our society and economy, and through the force of globalization, has permeated across international boundaries.

That is why, due to its chronologically-condensed history, and the ever-evolving nature of digital technology, it is notable that the games of yesterday are re-imagined and migrated to contemporary platforms at a greater rate than other forms of cultural material that have perpetuated our media landscape. Most notably, since 2013, GameInformer has reported an increasing number of video game re-releases, from 20 documented in 2013, 48 in 2014, and 59 re-releases this year across various video game platforms, ranging from special editions to fully developed HD remakes.[3][4]Partially, this is a reflection of the ease of re-creation present in digital objects and also stands as a direct reminder of the ease in which one could tamper with and alter the historical and cultural integrity of the work in question. As such, the video game re-release trend in some way mimics the digital preservation practices of migration and emulation, with digital games being recognized as “remakes,” “remasters,” “ports,” or even special “editions” and “collections.” In fact, each re-release in North America is a different version in it of itself when taking into account the practice of video game localization, which inherently leads to multiple translations and cultural additions or omissions depending on the region the game will ultimately be distributed to.
"Remakes": Video games that are “redone and re-created while borrowing some elements [from the original] and adding new ones,”5 in a way expanding upon the authentic idea. Typically, these examples are more drastic in their changes to the original game, sometimes completely re-creating the assets attached to the experience.

"Remasters": A gradation of the “remake” which typically features a slight improvement in game mechanics or graphics for the digital game in question.

"Ports": Video games that are “made available to be played on a different [console] or mobile [device], possibly with some graphical improvement.”6 These examples are emulations of prior games and focus on preserving the integrity of the technological environment by “preserving the bitstream of the object and creating an access version by using current technology to mimic some or all of the environment in which the original was rendered.”6

"Editions": Games that are packaged with all existing content developed after release, including expansion packs and downloadable content (DLC) related to the original game. In some cases, included within these “editions” are material goods and merchandise exclusive to the “edition.” These rewards can take the form of music CD's, artbooks, and even figurines.

"Collections": Original releases that are re-released in a bundle (typically trilogies of three distinct games) or alongside upcoming sequels. In many instances, these “collections” are marketed as “HD Collections,” adding in another incentive for consumers to update their video game library.
 
As evidenced by these distinctions, the definition of a video game re-release is broad and subjective in nature. Nevertheless, these attempts at revitalizing older games consequently preserve them in a more or less altered format; these re-releases can never remain exactly as they were conceived. In fact, the same can be said of the re-releases themselves – yet again being manipulated as the re-release is migrated or emulated once more.

Documenting the history of this re-release trend, and preserving the integrity of these original works – as well as their re-releases – is at the heart of the preservation strategy developed through the Pathfinders project, known as “traversal.” This methodology aims to build upon the method of “collection” by

 

“providing scholars wanting to experience the work
in its original format access to video documentation
of the works in performance on a [platform]
with which the work would have been originally experienced.”
- Pathfinder's Online Book (2015)



As such, expanding “traversal” to encompass other forms of digital media is crucial and of the essence. In preserving a video game through video documentation – whether it is an original or considered a re-release – we are deliberately archiving a historical and cultural moment that is in danger of becoming, if it is not already, obsolete. This is why selecting a video game with an intimate history of migration and emulation for “traversal” was crucial to the success of this project.
Since celebrating its twentieth anniversary in North America on August 22, Chrono Trigger, the iconic Japanese role-playing game (RPG) developed by Square co. (now Square Enix) in 1995 for the Super Nintendo Entertainment System (SNES), became one of the definitive experiences of the era – selling close to 2.31 million units in global sales8 – and featured an extensive plot with deep character development, a unique battle system, and multiple endings; it is widely hailed today as one of the best video games ever developed. Not only was it the third best-selling video game in 1995,9 but since its debut, Chrono Trigger has been re-released on four different platforms (the Playstation, Nintendo DS, Wii Virtual Console, and iOS devices), and eventually spawned two sequels, Radical Dreamers in 1996 and Chrono Cross in 2000, amounting to 5.4 million units in the franchise's lifetime.10

Due to the innovation, success, and extensive remediation featured throughout Chrono Trigger's lifetime, as well as its status as a video game “classic,” this artifact was chosen as the prime subject of archival for this project.

 
Besides video recordings of traversals, this open source multimedia book also offers insightful interviews from various video game players, high-quality images of physical artifacts, in-game translations, sound files, and various essays from scholars and enthusiasts – as such, it is a companion to the Pathfinders multimedia book, and readers are recommended to access each in conjunction with one another.

This research would not be possible without the help of my mentor, Dene Grigar, who sparked my interest in digital preservation when I first started contributing to Pathfinders in fall of 2014 as a Washington State University of Vancouver (WSUV) Auvil Fellow. Following fall and spring semester, the assistance of a College of Arts and Sciences (CAS) Summer Mini-Grant allowed for the continuation of my research and helped fund the hardware and software needed to perform the traversals.

The videos recorded for this project can also be accessed by scholars from this Vimeo channel. Also of great importance is the resource known as the Chrono Compendium – an online, community-curated encyclopedia which features extensive information regarding the Chrono universe not covered within this book.  

Funders and Collaborators

 
 

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