Rights, business case, and Compatibility: What Keeping Old Games Playable Actually Requires

Rights, business case, and Compatibility: What Keeping Old Games Playable Actually Requires

16-10-10


Abstract / topic summary

Audiovisual archives have mature open standards and tools for linear media, but interactive software resists the same approaches. Games depend on shifting hardware, operating systems, and rights, and there is rarely a single "master" to capture. This session brings the games-preservation problem to the open-preservation community from the perspective of a team that does the work commercially at GOG, framed as a transparent case study rather than a product showcase. Marcin Paczyński (business development) covers the rights and business case problem: why the materials needed to preserve a title are often the hardest part to obtain. Adam Ziółkowski (technical engineer) walks through what breaks in a thirty-year-old game and how it is repaired for current operating systems. Piotr Gnyp (EFGAMP board) moderates and places the commercial case inside the wider preservation field, including where it aligns with open-source and institutional practice and where it does not. The discussion focuses on responsibility, legal limits, and practical points of cooperation between commercial, community, and institutional preservation.



Speaker summary



1 Piotr Gnyp



Piotr Gnyp

Piotr Gnyp — Senior PR at GOG.com. Nearly 30 years in the games industry: started with tabletop RPGs as an editor at Magia i Miecz, then at Metropolis Software, founder of Polygamia.pl and Poland's first video game podcast. Longtime industry journalist. Worked at Platige Image, Walkabout Games, and others. Has been through every side of the industry — media, marketing, publishing, indie, distribution. At GOG, he focuses on game preservation and partnerships with cultural institutions. Board member of EFGAMP (European Federation of Game Archives, Museums and Preservation Projects)



1 Marcin Paczyński


Marcin Paczyński

Marcin joined GOG in early 2009 and, over the past 18 years, has played a key role in reviving hundreds of classic games from major publishers such as Bethesda, EA, Disney, Ubisoft, and Capcom. Throughout his career, he has held various positions, including QA, product manager, department head, and, currently, business development. He was also involved in the QA and release processes for The Witcher 2: Assassins of Kings and The Witcher 3: Wild Hunt. As the founder of the GOG Preservation Program, his ongoing mission is to ensure that classic games remain accessible, alongside his other responsibilities at GOG.




1 Adam Ziółkowski


Adam Ziółkowski

Adam "Adim" Ziółkowski - Game Releases Technical Producer at GOG. Six years at GOG, starting as a Game Releases Specialist managing developer partnerships and major platform releases before transitioning into technical production. Today, he focuses on technical build preparation for legacy releases for the GOG Preservation Program solving compatibility hurdles, integrating custom fixes, and ensuring classic games run smoothly on modern PCs. A lifelong retro gaming enthusiast who started out on an Atari 65XE, he bridges his platform technical work with a personal passion for collecting, repairing, and modding vintage hardware.

Fundusze Europejskie Logotyp: Na granatowym tle częściowo widoczne trzy gwiazdki żółta, biała i czerwona obok napis European, funds digital of Poland. biało-czerwona flaga polska obok napis Rzeczpospolita Polska Logotyp z lewej strony napis Unia Europejska Logotyp. Europejski Fundusz Rozwoju Regionalnego. po prawej strony na granatowym tle 12 żółtych gwiazdek tworzących okrąg flaga Unii Europejskiej