Press Start to Preserve: The Messy, Moral, High-Stakes Fight Over Who Gets to Save Gaming History
Imagine if the Library of Congress could only keep books that remained commercially profitable. Imagine if a film studio could sue a film historian for showing a movie that hadn't been available to the public for thirty years. Imagine if the entire cultural record of an art form could simply vanish because the company that owned it decided the licensing math didn't work out.
For video games, this isn't a hypothetical. It's Tuesday.
The collision between game preservation advocates and intellectual property law is one of the most genuinely thorny conflicts in modern digital culture—a fight that involves passionate hobbyists, underfunded nonprofits, billion-dollar corporations, and some of the most interesting unresolved legal questions of the internet age. And depending on how it resolves, the playable history of an entire medium may either survive or quietly disappear.
What We're Actually Losing
Let's start with the scale of the problem, because it's easy to underestimate.
A 2023 study from the Video Game History Foundation found that approximately 87 percent of classic video games—titles released before 2010—are out of print and commercially unavailable. Not rare. Not hard to find. Gone. No legitimate purchase path exists. The only way to experience a significant majority of gaming history is through emulation, which occupies a legal gray zone that publishers are increasingly motivated to darken.
This is not a problem unique to obscure titles. Beloved, critically significant games have become effectively inaccessible. Entire console libraries—the Sega Saturn's notoriously difficult-to-emulate catalog, dozens of Japan-only releases, early PC titles dependent on defunct DRM—exist only in the collections of dedicated preservationists and on ROM sites that could receive a takedown notice at any moment.
"We don't talk about it like a crisis because the stuff doesn't physically burn," says Frank Cifaldi, co-director of the Video Game History Foundation, who has been one of the loudest and most credible voices on this issue for years. "But it's disappearing just as surely. Code rots. Formats become unreadable. Companies dissolve and nobody knows who owns the rights. The clock is always running."
Nintendo's Legal Arsenal, Deployed
No company has been more aggressive in pursuing emulation than Nintendo, and it's worth being precise about what they've actually done, because the discourse tends toward caricature in both directions.
Nintendo has successfully sued ROM hosting sites into oblivion, most notably winning a $2.1 million judgment against RomUniverse in 2021. They've sent waves of DMCA takedowns to fan projects—including some that were clearly non-commercial labors of love by developers who grew up worshipping their games. They've pursued emulator developers in court. They issued a legal broadside against the Yuzu Switch emulator in early 2024, resulting in a $2.4 million settlement that sent visible shockwaves through the emulation community.
Nintendo's legal position is, technically, coherent: they own the intellectual property, full stop. Their argument is that tolerating infringement—even non-commercial, preservation-focused infringement—undermines their ability to control and monetize their catalog, including through services like Nintendo Switch Online's retro library.
"They're not wrong that they own it," acknowledges attorney Kendra Solis, who specializes in IP and digital media. "The legal argument is pretty clean. The moral argument is where it gets complicated. Copyright law was designed to eventually return works to the public domain, to balance creator rights with cultural access. For software, that balance has essentially never functioned as intended."
Copyright terms in the United States currently extend to 70 years after the death of the creator for authored works, and 95 years for corporate works. The original Donkey Kong won't enter the public domain until 2076. By then, the hardware it ran on will be archaeological.
The Preservation Community Pushes Back
The response from preservation advocates is not "piracy is fine, actually." The serious players in this space—the Video Game History Foundation, the Internet Archive, university digital humanities programs—are careful to distinguish between preservation and distribution, and to argue for narrow, specific legal protections rather than blanket amnesty.
The core ask is an expansion of the DMCA's Section 108 library exemptions to explicitly cover video games in the hands of qualifying institutions. Under this framework, libraries and archives could legally preserve and provide limited access to games that are not commercially available, mirroring the protections that already exist for films, music, and books.
The Copyright Office has, to its credit, engaged seriously with these arguments. In 2024, it recommended that Congress consider broader protections for game preservation—a meaningful signal, even if legislative action remains uncertain.
Meanwhile, the Internet Archive continues to operate its vast software library under a legal theory that has not yet been definitively tested in court, providing browser-based access to thousands of classic titles. It is, to put it charitably, a brave position.
The Moral Argument That Cuts Both Ways
The preservation debate produces genuinely uncomfortable moral complexity, which is part of why it hasn't resolved neatly into a culture war.
Preservation advocates make a compelling case: if a work is not commercially available and cannot be legally accessed, a copyright holder's theoretical rights create no real-world economic harm when someone downloads a ROM. The harm is entirely to culture—to the historical record, to researchers, to people who simply want to play something that cannot be purchased at any price.
But game developers—particularly independent creators from the 8 and 16-bit eras who retain some rights to their work—sometimes push back on the narrative that all old games are effectively abandoned. "Abandoned by whom?" is a fair question. A small developer who still owns their 1993 SNES title and hopes to someday release it on a modern platform has a legitimate interest in controlling distribution, even if that day hasn't come yet.
"The preservation argument assumes abandonment," says one developer who asked not to be named. "But 'I haven't gotten around to re-releasing it yet' isn't the same as abandonment. I'd like people to ask before they decide my work is up for grabs."
This is not an unreasonable position. It also doesn't scale to a world where thousands of titles are genuinely orphaned, where rights holders are dead or dissolved, where no amount of asking produces an answer.
What's Actually at Stake
The stakes here are larger than any individual game or court case. Video games are, by any reasonable measure, one of the defining art forms of the late 20th century. The cultural, artistic, and historical record of that medium is currently more vulnerable than the equivalent record of film, music, or literature—all of which have robust preservation infrastructure built on legal frameworks that games lack.
If the current trajectory continues—aggressive IP enforcement, no meaningful legislative protection, formats degrading faster than they can be archived—significant portions of gaming history will simply become unplayable within a generation. Not lost to fire or flood. Lost to licensing.
"Every other medium figured this out," says Cifaldi. "Libraries can lend books. Film archives can preserve movies. We're not asking for anything radical. We're asking for games to be treated like the cultural artifacts they are."
Game over is not supposed to be permanent. For gaming history, the continue screen is running out of time.