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Not only gaming hardware and software, but all sorts of computing artifacts.

I moved to Ireland five years ago and I find it's impossibly hard to find and preserve a lot of interesting European computers because people took recycling so very seriously. It's sad, really.

And DEC had a large manufacturing plant in Galway. I expected to be able to find more interesting objects.

and, small business could not make any money reselling them, so they became a liability, in addition to recycling drives.

source: experience in the E*Waste recycling business, and lost my shirt in it like many others

Well… if the vintage computing thing continues for a couple decades, it may be worth to invest in warehouses to store the computers after they become obsolete and before they become classic.
Don't just preserve games and hardware, but server side software is also very important.

Reverse-engineered implementations of server software (eg, https://wiibrew.org/wiki/Wiimmfi) can only go so far.

While preserving binary “playability” is important, the rapidly increasing longevity of titles and fighting bit-rot is an equally large challenge for both the game and software industry.

A game is rarely just the binary execution itself, but often depends on an interconnected mesh of services and downstream partners - most of which are rarely set-up/committed to multi-decade durability, especially as the surface area of problem domain, and actors/threats have grown. For example, who’d willingly port a service that only worked on Centos 5, with SHA1 hashed TLS, or the CDN service that your game update assets were delivered from in 2007.

The techniques to isolate a game from its gradually crumbling ecosystem are an after-thought when priorities are survive to shipping. I’m not inferring this is right or wrong, just indicating that it is not even in the calculus on the path to shipping.

> For example, who’d willingly port a service that only worked on Centos 5, with SHA1 hashed TLS, or the CDN service that your game update assets were delivered from in 2007.

Hardcore fans of the game. Instead of making the game abandonware, one solution is to open source the whole server-side shebang and let the community sort it out themselves. If it's too difficult, at least there will be some sample source code that is known to interface with the game, so alternative server-side implementations can be built.

> Hardcore fans of the game.

The problem with this is that it goes directly against the business incentives of the companies in control of the franchises.

Just look at this: https://dontfeedthegamers.com/ea-battlefield-cease-desist/

This should be part of the copyright law. Just like trademarks are legally protected on a "use it or lose it", server-side code should be similarly placed in copyright deposition and released if the company is no longer willing to run the servers. Obviously if a company wants to earn "All Of The Money" on a franchise, they won't be doing that out of the goodness of their heart.
Public patch history is also very important.

Most competitive online games (including Fortnite) have changed so much over the past 4 years, and if no concerted effort is made, earlier maps, weapons and other unique historical and cultural artefacts may be lost forever.

Most of the game discs that ship today don’t have the full game bundled and require Day 1 updates. Impossible to preserve these games just with emulation if the game servers are shut down.
Sure it's possible— but you do need a mechanism for capturing the update content as well. It's no longer enough to just have an ISO of the disc.

My only real frame of reference on this is the Wii U (https://wiiu.hacks.guide), but for that platform, it's absolutely trivial to either dump them from a console or even pull them directly from the original Nintendo servers (which won't be there forever of course, but you only have to pull them once for the purposes of archival).

Nintendo still reigns supreme on this front. Metroid Dread launched with 1.0.0 in the box, no day one patch, nothing to download. A few bug patches have come out to fix things the average gamer would never encounter.

Of course there's exceptions. Animal Crossing New Horizons dripped its content out over the course of 20 months. I'm not sure if recently minted copies come with updates on the cartridge.

I think now that AC has had its final patch they will probably update the carts if they haven't already. They did something similar for New Leaf on the 3DS.
I got a tool that downloads those games, patches and updates for it for the Wii U.
Yup, Wii U USB Helper. It's pretty magical.
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The cynic in me thinks that this is because they've realised that the options are either a loss of history, an industry-sponsored scheme, or a legally-mandated exception to breaking DRM for preservation grounds.

Microsoft's DRM on their latest xbox is insane – they actively consider the customer hostile at every available opportunity, have essentially always-online DRM, including for physical discs [1] and have had senior architects giving talks explaining how the "only" way to make a games console is to have a physically secure enclave in a chip with a truly unique root of trust, a very strict hardware watchdog, engineered resistance to under/overvoltage or clocking techniques and literally everything, including all buses and IO, encrypted to the nines. This is clearly incompatible with recording history (and also produces lots of errors like "this game isn't ready yet" – utter tosh. New Xbox consoles require an internet connection at least once to "activate" and play games – meaning any unsold will become e-waste once the servers shut down [2]).

I'm glad they're making the argument -- the preservation of our culture is hugely important, and emulation is a good way to do it, particularly if industry sponsored (I think it's a shame that, e.g. there isn't a good PS4 emulator yet) -- but there's a definite false narrative behind this.

[1] https://nichegamer.com/xbox-series-x-reportedly-has-always-o...

[2] https://www.youtube.com/watch?v=9E983349p7Q

The DRM on the Xbox is super-comprehensive--but their own games are also all, AFAIK, coming out on Windows, and while I haven't investigated deeply it doesn't look too crazy with regards to archiving those if one is of a mind?
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> a legally-mandated exception to breaking DRM for preservation grounds

Hmm... not sure I can imagine preservation of video games being high on legislature's priorities.

In the US at least, it's not the legislators – it's the library of congress, who in 2018 allowed (under some very limited circumstances) breaking DRM to fix hardware [1].

In the UK (and I think most of the EU) there are similar national bodies to which one can apply for permission to break DRM -- e.g. in the UK there's a long and complex review process by the civil servants at the department for culture, media and sport [2]. Of course, none of these things actually break DRM. They just say that you can break DRM without getting in trouble.

Who knows, in 2055 maybe my handy device at `/dev/quantum/simultaneous_annealer` will magically break five rounds of 256-bit AES or whatever Microsoft use...

[1] https://www.polygon.com/2018/10/26/18027200/video-game-drm-c...

[2] https://www.gov.uk/government/publications/technological-pro...

In an alternate universe, far far away:

"I am the library of the Senate!" (https://www.youtube.com/watch?v=RtaEdpEuOyE)

I find it amusing that this power is vested in the library of congress.

In the USA, delegation of powers to regulators is the norm. The "Library of Congress" is just another regulator here.
Also important to note, that currently Microsoft is doing backwards compatibility the best, by a very wide margin. It has been this way since the last generation, and from as far as I can tell, they don't lose any games generation to generation, whereas Sony and Nintendo always have to reinvent the wheel every single time, often resulting in less games getting ported.
Consoles are inherently flawed because they're locked. Linux PC's with Wine makes all old games playable.
I wouldn't go nearly that far. Wine allows for running of most games, and the rest are usually always online multiplayer games. Even with the ones that work usually have hitches and quirks to figure out. Linux can't even do general windows apps that well, the only reason gaming is at the point it is is because most if not everyone who'd run linux wants to play games. Making Linux out like this miracle system is blind support
I'd go a step further and suggest that trying to mimic a closed operating system is always going to be a somewhat unsuccessful uphill battle. Just look at how much the people over at ReactOS have been struggling for years, just to get the basics working: https://reactos.org/

It's certainly admirable, but to me it feels like Windows and all of the closed OSes will eventually die outside of museums and give way to open systems instead, at the same time killing any hopes of running older games and such, outside of cases where they are pretty simple, there have been source code leaks or other things to make running them easier (e.g. huge cult following). For example, you can probably port over something like "Return to Castle Wolfenstein" in a feasible amount of time[1] but something like "Cyberpunk 2077" or "Grand Theft Auto V" would be way more complicated in comparison.

Thus, your choices are probably limited to the following:

  - use open systems and say no to playing games that don't support them, out of principle or otherwise
  - use both open and closed systems, like in a dual boot configuration (or VM with GPU passthrough and relative mouse movement mode which is hard), for when you can't go without those games
  - attempt to use workarounds like Wine or Proton or whatever, but don't expect everything to work out of the box, especially with hostile DRM
In the end, it feels to me that providing opposition to hostile business models is the only way forwards, even if piracy is notoriously bad in the industry and there is ample competition, so not doing DRM and even having parts of your project be open source is probably financial suicide, as evidenced by the occasional thread on /r/gamedev about someone having their game be essentially stolen and it being uploaded elsewhere and someone else getting profits from their hard work.

Linked, because it's actually pretty interesting:

[1] - https://github.com/iortcw/iortcw

No one said miracle. It's just a list of facts that some people aren't aware of. If it felt miraculous to you, well sir, its your lucky day, you get to experience a miracle yourself and instal Linux!
Nintendo used to be better with backwards compatibility: the original Wii models (2006-2011) could natively play GameCube games and the Wii U could natively play Wii games by rebooting into the Wii Menu. The Switch, however, dropped native backwards compatibility.
To be fair, the Switch changed the storage medium and Wii and Wii U disks are bigger than the console itself. That is not to say that Nintendo has not had multiple storage mediums compatible with the same consoles, for example: Gamecube miniDVDs and Wii DVDs working with the Wii and Gameboy cartridges and Gameboy Advance Cartridges working with the Gameboy Advance. But I think I am willing to cut Nintendo some slack for the Switch given the many compromises they must have made to fit that much power into a hand-held unit.

I am sour however that the Wii Remotes are not working with the Switch though, as I find the Wii Wheel to be a superior experience when playing Mario Kart. There is no technical reason for this as far as I can tell as the Switch still uses Bluetooth for connectivity. Now, there are new wheels, but just like the Joy-Cons, they are far too small to be comfortable given the size of my hands.

I've been pairing the Wii Remotes to my laptop, and playing the old games that way via Dolphin!
I do this as well with a mayflash sensor bar. Dolphin also works for rock band and guitar hero which has been pretty fun.
Very late reply so you might never see this... but I have a full complement of RB and GH hardware, and a long-term project I'm investigating is ensuring those rhythm games can always be played via Dolphin even once all the 'toy' hardware is dead and buried.

Specifically: I want to add direct support for proper e-drums played via MIDI into Dolphin, without the various hacks to get it to emulate a keyboard etc, and compatible even with the Pro Drums mode in RB3.

Guitars are simultaneously an easier and harder question: would require a DIY guitar, but can be fed into Dolphin just by emulating a HID device.

email is in my bio if you want to discuss

Yup, and it was wonderful. The Wii also had the virtual console for older titles that worked great, but some of those didn't make the transition and you have to re-purchase them (if I'm not mistaken, they are always online subscription based titles)
I think you can still play SNES games on the Wii, you just need to modify the console.
You can do pretty much anything on the wii. It was so successful and so easy to crack and mod that it's got everything you'd want, including virtual console injections
Gameboys had backwards compatibility as well, at least for a while. Probably half the games I ever played on my gameboy color were released for the original gameboy. Playstations also had backwards compatibility at around the same time.
A lot of old games would not play on unsupported windows 7 because MS is using a dll which phones home.
> or a legally-mandated exception to breaking DRM for preservation grounds.

Well, funny you should mention it because this came out less than a month ago:

https://www.govinfo.gov/content/pkg/FR-2021-10-28/pdf/2021-2...

> Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies

> [..]

> 1. Computer Programs — Video Game Preservation

> SPN and LCA petitioned to renew the exemption for preservation of video games for which outside server support has been discontinued. No oppositions were filed against readoption of this exemption, and Consumer Reports submitted a comment in support of the renewal petition. The petition stated that libraries, archives, and museums continue to need the exemption to preserve and curate video games in playable form. For example, the petition highlighted Georgia Tech University Library’s Computing Lab, retroTECH, which has made a significant collection of recovered video game consoles accessible for research and teaching uses pursuant to the exemption. [..] This existing exemption, as well as the above exemption pertaining to software preservation, serve as the baseline in assessing whether to recommend any expansions in Class 14.

> Microsoft's DRM on their latest xbox is insane

as if it was better in flight simulator dvd edition deluxe premium whatever. that thing gave me windows 98 floppy vibes and than the windows store basically failed to play it, even on completly newly installed windows. basically I helped a customers son to install and play his 130€ game..... support was clueless, you won't make this shit up, just google https://www.google.com/search?q=flight+simulator+windows+sto....

I mean you install the game with 10 DVD's !!!! 10 and that alone takes like over 1-2 hours. after that you NEED to keep dvd 1 inside the drive AND you of course need an internet connection and the store needs to work and and and, most often the store just fails to activate. (good news you can download it from the store and if you are lucky it will start)

I'm sorry but the DRM on consoles is to (almost) everyone's benefit.

That same DRM has kept consoles from becoming a wild west for exploits and hacks. MS has the right idea, conservation should be on the creators, not a community hacking away to do what the creators could have easily...

DRM and anti-cheat measures are different things...
They are and also aren’t, if you don’t allow 3rd party code to interact with the client “anti-cheat” becomes much easier.

To improve responsiveness and reduce lag clients today run a lot of simulations and the servers just do basic consolidation within a given time window, server side anti cheat alone is very hard to implement without degrading the user experience on the client which is why anti cheat today is so aggressive on the client side basically looking for any possible manipulation.

They are not in this context.

Anyone who actually knows the state of the art (or even just knows what DRM actually is...) realizes this.

I've worked as a game networking programmer on a console title and can confidently say the most reliable protection against cheaters is DRM.

DRM isn't just you can't pirate it, it's: you can't modify it, you can't deeply inspect it, you can't redefine aspects of your identity (ie. hardware bans)

These are things that are nightmares for Stallmanists, but this is one case where they're perfectly matched to the use case.

A console is a game playing machine primarily and sold on this premise. The only time we ever saw a deviation for that was the PS3, and they were punished when they had to walk it back. Don't expect it that again...

I would not buy a console without DRM. It's practically the only benefit over PC and its wild-wild west of cheating. The lengths that console players end up going to for any sort of unfair advantage are almost comical in comparison...

It's entirely feasible for lawyers from the companies to write out an exemptions to DRM circumventions past certain dates that outlines what you are allowed to do as it relates to the DRM with old titles.

There are difficulties in this with third party licensing, which can get quite complex, going beyond content licenses (such as a Star Wars game or licenses for music tracks) but including many third party technology licenses. Those kinds of issues don't come into play as much with things like movies and other media.

What Spencer is proposing makes a lot of sense but it's not really done from the perspective of rolling back DRM or sunsetting copyright protections. It's about encouraging publishers and developers to support old titles better for emulation, and making it into a business. They're not really thinking about archival considerations or opening up modding.

Particularly now, with the games industry entering into a mature phase, they're mostly tapped as it relates to new ideas and are looking for ways to make more money on the back catalog.

Anyone who plays or creates online games knows the value of DRM. While it may irk you for reasons, games are designed to be fun. Playing against exploiters is not fun, and that is reality for games that don’t incorporate serious cheat mitigations. Online games are inherently transient, so the playability of the game should be the first priority, with any efforts to conserve the game taking a back seat to keeping the game fun.
That's not DRM, that's Anti-Cheat, and those are two different things.
More similar than different, IMO. The goal might be different, but the effect is the same. The pertinent bit is that both treat the user as hostile.
The general pratice in the console space for anti cheat was to rely on the consoles inability to run modified code via DRM. A game on the PC could be over run by cheaters but have very few issues on console, until the console is broken.

These days crossplay removes that secuirty blanket (After all, thats all it was, a secuirty blanket).

The 360 is a nice example, until the DVD-Rom firmware mod was out there things were pretty peaceful in the online gaming space (Excluding people using external manipulation such as network manipulation or exploiting bugs in the code allowing them to get into out-of-bounds areas. Things like aim bots just wasn't a thing).

Once the DRM was bypassed starting with the DVD-Rom mod people quickly found that often the only file that was checked for modifications was the .xex file that the console executed. Many games would just have their configs in scripts that could just be easily edited, burnt onto a fresh disk and the game would just happily use those edited configs because the games were pretty much client authoritative esp thanks to the peer to peer nature most games used.

To get around Tilte Updates / Server side game configs people would use scripts which were still loaded off disk to change the TU/server side loaded config values back to what ever they wanted after the game had loaded/fetched them.

The JTAG & Reset glitch hacks gave cheats more freedom as a) they didn't have to burn a new DVD with every change they wanted to make b) gave them even more freedom on the system to change things as they were basically "root".

My point being that many console games at the time used the consoles DRM as their anti-cheat, once one was broken, so was the other.

there are LOTS of single player games. I explicitly do not play multiplayer games unless they are cooperative, and even in those cases, I play alone.

lumping competitive multiplayer games in with single-player games, then saying DRM is required is all nonsense.

anti-cheat measures and DRM are different things.

And yet Xbox Series is the first console in my memory to ever support homebrew applications without the need for pwning the console. Maybe I'm okay with locked down hardware as long as the manufacturer really is on my side and will forever continue to be.
> and will forever continue to be

Who needs freedom if the dictator is always benevolent?

When Microsoft tried this in the last generation, they got totally steamrolled. Many Xbox gamers switched to Sony (myself included), heads rolled internally, and Microsoft renegged.

What changed this generation? Game Pass? Maybe consumers becoming accustomed to streaming services and being held hostage by monthly fees?

It's quite curious.

> Maybe consumers becoming accustomed to streaming services and being held hostage by monthly fees?

Sounds bleak but likely to me.

Stuff got normalized.

Could it be that MS is even planning to go one step further? They're not at all interested in preserving their own games, but they might be very interested in adding games from other companies to the XBox through the preservation clause.
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Focusing on the game itself is foolish, in todays cloud-ified world.

Microsoft Games for Windows Live is gone (2007 - ~2015), for example, taking down the hosting infrastructure for hundreds of games. Games I loved like Section 8 can be started & have some skirmish modes available. But the serving infrastructure is all missing, the core multiplayer expperience is not possible. My all-time favorite game ever, PC or mobile, is Titanfall Assault, a cute fast mobile game: another game that, without the vast wide cloud hosting infrastructure, is dead. All I have are some random cell-phone videos I decided to take.

There's some wild wild works every now and then. Return of Reckoning, for example, is a reverse engineered server for Warhammer: Age of Reckoning, a shuttered MMO. I haven't logged in to find out, but I'm quite curious if any or all of the quest lines &c still work. If the various PvP modes work. https://www.returnofreckoning.com/

As for keeping games running, emulation? He's probably almost certaining meaning consoles. And yes, the people traditionally seen as pirates have long been doing the good thing, have been doing the careful work. But I also think of works like Proton & WINE, who similarly are better at running many old games than Windows often is.

Where we're headed sucks. Endless remakes of games. Oh yet another Skyrim you can purchase. Yet another Grand Theft Auto 3 you can purchase. I feel like trash for eventually having given in to Steam & having collected a huge library of games I don't really own but paid for, games that are non-transferable. The future is only getting worse, is only making us less empowered.

It's worth noting that online services for games built into Windows XP, ME, and 7 (Internet Checkers, etc.) also haven't been preserved [0]. While the games were rather simple IIRC, I'm surprised that there haven't been any server reimplementations for these games given that they were included in several versions of Windows.

[0]: https://answers.microsoft.com/en-us/windows/forum/all/farewe...

With death of GFWL, GTA 4 multiplayer was shut down because it depended on GFLW, supposedly. Fallout 3, whose GFLW was removed in a patch a few weeks ago, had to be recompiled with Visual Studio 2019, breaking a lot of compatibility with what modding experts believe to be the entire foundation of mods (script extender). There is a lot of things wrong with depending on a server for local software that could work perfectly on their own. Hopefully people in the future look back at the current era and realize how backwards we thought, but as you describe, it will probably only get worse.

I also worry for Steam one day, even though they committed to making a plan for releasing titles if they were to ever shut down. How could they possibly honor that commitment when millions of players log in to download their terabytes of content the day they decide to shut down? Maybe they would do it in waves, but it won't be pretty.

If only there was a way for the internet to handle a torrent of bits, like when hundreds of millions of users simultaneously cry out for the same game
I've been downloading and archiving let's plays of beloved games that are becoming too difficult to run.

I think this will eventually be all that we have of many titles.

Older games active == money keeps coming in for cloud gaming while they struggle to enable new ones.
I'm really confused by this whole article given how DRM is the real barrier to emulation, and Spencer is clearly not advocating less DRM. This comes down to whether there's a profit motive by rights owners in ongoing support of a game. The outcome will be...what we already have. Games that have enough nostalgia power get adapted, like old Nintendo or Square Enix titles.

And sometimes profit motive is not enough. I worked adjacent to the games division at Disney, and in spite of customer appetite for adapting their 16bit classics for new consoles, there was not a lot of internal support for years...simply because no one saw it as a project to build a career on. Until you solve THAT problem, no company will throw more support behind emulation than they already do.

You don't need DRM when your customers don't actually get a copy of the game. Like Microsoft's new Game Pass Ultimate feature where you can subscribe and play XBox console games from Windows, streamed from the Cloud. This is what they are up to. You no longer need to own a console or purchase the games. I imagine they will be pushing a future where games are written primarily for these virtual consoles, and using the correct APIs your games will automatically look better as the virtual consoles become more powerful. As for preserving games, this is purely a call for publishers to permanently license their games for this service (ie. if you license music, make sure the licenses don't expire and are compatible with streaming game distribution).
It seems like free software concepts are the only possible option here. Who is going to host the multiplayer servers? Who will distribute old patches? Who will remove their drm when their licensing agreements require it? Who will distribute the old drivers and the microcode blobs?

The users need source code access and the ability to modify those systems so they can do this themselves. They need the right to distribute it. Copyright protection needs to be shortened dramatically to make this possible. Imagine books with drm that nobody can open with updates that change the entire meaning that nobody will share, and no ability to reproduce the book if the papers start to fall apart. Books that nobody is able to read without connecting to some drm server, and where if you try to, you are committing a crime - it would be a loss on the scale of the famous ancient book burning events

Ie, we need to be allowed to own things in some sense again, not just license them under unintelligible and constantly changing and one sided, non negotiable terms

GOG.com[1][2][3] revives and preserves old video games.

[1] gog.com

[2] https://en.wikipedia.org/wiki/GOG.com

[3] GOG: Preserving Gaming's Past & Future Documentary: https://www.youtube.com/watch?v=ffngZOB1U2A

I'd really like a GOG for console games. Give me a website where I can buy ROMs DRM free for old consoles legitimately. Maybe bundle in an emulator and a scan of the manual but let me do what I want with the ROM, whether that's create my own repro, run it on a flashcart, play it on my phone etc.
If you buy a Sega Genesis game on Steam, you get the ROM of the game in an “uncompressed ROMs” folder in your Steam library.
GOG shifted focus from that a long, long time ago. Now they're a normal storefront that mostly deals in indies and occassionally releases older games - and the quality of those older releases is rarely anything above slapping dosbox and/or dgvoodoo on it. Speaking from personal experience many older games are better preserved by a certain fitness named piracy site, let alone freaking steam. Gog distant third.
What's the fitness site out of curiosity?
I would imagine that FitGirl repacks is the site in question.
So many are doing "remasters" or "anniversary collections" of their old games, re-releasing on modern systems sometimes even without any modification. I can't see them voluntarily killing that revenue stream.
That's what they want more of, from third party publishers and developers. To the extent that hobbyists and modding stands in the way of that business model, they'll litigate to crush.
"We want to keep old games available so we can keep making money off them."
"We want to keep old games unavailable so we can make money off the new ones"
What's up with the bullet point format?
Without concrete steps, this type of messaging from an industry leader feels disingenuous.
I think this article is actually pushing Microsoft's cloud gaming. Right now, you can subscribe to Game Pass Ultimate and play XBox console games under Windows, streamed from virtual consoles in the Cloud. This is how they preserve games. Microsoft just want everyone to license their titles in perpetuity for this subscription service. Lots of people here wondering about DRM, which becomes completely irrelevant when you own neither game nor hardware.
Surprised I had to scroll this far to see this comment. If Microsoft had it their way, they’d have Nintendo and others legacy titles “preserved” by being on Game Pass.
If it takes off, I think you will see the same service from Sony and Nintendo. And Microsoft will welcome them, to their Azure services.
I mean sure emulation works for really old games, but I most games from the last 15 years will break due to DRM issues and shut down servers...

I mean how many games are broken now just because Windows Live Games got discontinued?

Mirror's Edge gives me DRM-Server error messages when I start it sometimes...

Related but not totally on topic:

How much would it cost to buy the rights to an essentially now semi-zombie game, that may have been been popular a decade+ ago?

Say a wealthy benefactor wanted to do so strictly to open source and preserve a series, not create new titles.

Maybe for a series that stills sells copies here and there, but is well past it’s prime?

Say, the Empire Earth franchise?

Or something with relatively more recent releases, like Heroes of Might and Magic?

Would it be the millions? Would one be able to do so for individual titles within a series?

I follow a bunch of people on Twitter who have tried to do this at one point or another.

Money never seems to be the sticking point, the problem is (a) figuring out who actually owns the rights, and then (b) actually tracking that person (or company) down. If we're talking about games from the 80s and 90s, many of those rights changed hands a number of times and the people/companies involved have since died/dissolved/retired/disappeared off the radar.

Another very good reason for a shorter copyright expiration period.

Doesn't copyright require enforcement?

If no one claims it or enforces copyright, then nothing is stopping anyone from attempting to work on it, but without the source, it'd be all reverse engineering or something to that affect.

The Godfather 2 came out for PC sometime back and I swear it was on Steam, now I can't figure out how to get it, EA doesn't have it, nor Steam. It would be nice if game app stores did something like 'Movies Anywhere' but basically 'Games Everywhere' without requiring every app store to play a game.
You can always sail the high seas. Its morally correct.
I havent done that in so long, as a Software Engineer I appreciate the work the developers put into the game so I usually buy games these days.
If it's not available, then there's nothing to feel bad about. They aren't getting your money either way.
You missed the context. I am not telling you to go sail the high seas on the most modern video games released. If you wanna play a video game which is no longer available and there is no way for you to legally play it. If you cannot buy it the Devs aren't getting paid for the product and if you pirate it still the devs aren't getting paid. Either way its lose lose.

PS, I know this is a weak argument but do you really think you buying a video game legally, directly fills the devs pocket or just the top management getting salary bonuses every year with the profit ?

On Amazon it's $10 right now, and ebay also has discs for sale.
Games aren't always for sale on Steam. Ghostbusters famously was only on sale on Steam for ~1 year due to licensing reasons (I think). I bought it and it's in my library and I can download and play it, but (currently) if you want to buy that particular Ghostbusters game, it's not available. TL;DR it's entirely possible GF2 was for sale on Steam at some point in the past.
Why don't they just stop making specialized gaming consoles? That's the start.
Just don't DRM. At least not on single player games, music, books, etc.