Australian Game Preservation Is A Mess


Try to legally play “Dark Reign” right now. It’s a 1997 real-time strategy game developed by Auran Games in Brisbane. Genuinely innovative for its time — AI subordinates, dynamic campaigns, detailed tactical control. Properly Australian-made, not just ported or published here.

You can’t buy it anywhere. Steam doesn’t have it. GOG doesn’t have it. The rights are owned by whoever bought the remains of Activision’s back catalog, and they don’t care about a 29-year-old RTS nobody remembers. It’s abandonware at best, forgotten at worst.

That’s the state of Australian game preservation. We’ve got three decades of local game development history, and most of it is inaccessible or at risk of being lost completely.

We Made More Than You Think

Australian game development has a longer history than most people realize. Beam Software (later Melbourne House) was making games in the 80s. “The Hobbit” text adventure in 1982. “Way of the Exploding Fist” in 1985. These were international hits made in Melbourne.

Through the 90s and 2000s, we had studios making proper AA games. Krome Studios doing “Ty the Tasmanian Tiger.” Team Bondi making “L.A. Noire.” Creative Assembly’s Australian branch. Ratbag Games before they shut down. Tantalus Media porting and developing across multiple platforms.

Now most of that’s inaccessible. Physical copies are rare and expensive. Digital distribution doesn’t include them because rights situations are complicated or companies don’t exist anymore. And even when games are technically available, context and documentation are missing.

Rights Hell

The biggest barrier is intellectual property. Games get sold when studios close. Publishers merge or get acquired. Rights fragment across multiple entities who may not even know they own them. Tracking down who can authorize a re-release is nearly impossible.

Even when rights holders are identified, there’s no economic incentive to re-release old Australian games. The potential market is too small. Localization isn’t an issue since they’re already in English, but porting old code to modern platforms costs money. For obscure titles, it’s not worth the investment.

So games sit in legal limbo. Can’t be commercially released because someone owns the rights. Can’t be freely distributed because that’s piracy. The worst possible outcome for preservation.

No Institutional Support

Other countries have game archives and preservation initiatives. The Strong Museum in the US. The National Videogame Museum in the UK. France’s Centre National du Jeu Vidéo. Government-funded or at least officially recognized preservation efforts.

Australia has basically nothing at that level. ACMI has some games in their collection but it’s not comprehensive and access is limited. The National Film and Sound Archive has some games but again, gaps everywhere. No centralized preservation effort specifically for Australian-made games.

There’s some academic work happening — researchers documenting history, conducting oral history interviews with developers. That’s valuable but it’s not the same as actual game preservation. You need the games themselves, source code if possible, design documents, development tools, the full context.

Community Efforts Are Fragile

What preservation exists is mostly community-driven. Enthusiasts maintaining abandonware sites, ROM collections, reverse engineering old games to run on modern systems. This is illegal, technically, but it’s the only reason many games are accessible at all.

The problem is it’s fragile and incomplete. One person loses interest or passes away, and their collection might disappear. Hosting gets taken down due to copyright claims. There’s no institutional backing to ensure continuity.

And the community focus tends to be on popular or nostalgic titles. Obscure games, failed experiments, commercially unsuccessful but interesting work — that stuff gets lost because not enough people care to preserve it.

Physical Media Is Dying

We’re at the point where hardware to play old games is dying too. Original Xbox consoles are aging out. PS3 and Xbox 360 aren’t far behind. CD-ROM drives are increasingly rare on modern computers.

For Australian-specific releases — games that only came out here or had Australia-specific versions — physical preservation is critical. But physical media degrades. Disc rot, magnetic media failure, cartridge battery death. Without active preservation and migration to new formats, we’re losing the ability to play these games at all.

I’ve got a box of old PC games from the 90s and early 2000s. Half of them won’t install on Windows 11. Some of the CDs are degraded. In another decade, they’ll be completely unplayable without serious technical effort.

What Actually Needs To Happen

We need institutional preservation. National Library of Australia or ACMI or someone needs to actively collect Australian-made games, preserve them properly, and make them accessible for research and cultural purposes. This requires funding and legal frameworks.

Legal deposit laws should cover games. Just like Australian publishers have to deposit copies of books with the National Library, game developers and publishers should be required to deposit copies of games. That ensures preservation even if the commercial product disappears.

Better legal frameworks for abandoned games. If a game’s been commercially unavailable for X years and rights holders won’t re-release it, there should be mechanisms to allow preservation and access. Current copyright law doesn’t account for this.

Industry cooperation would help too. Developers and publishers donating source code, design documents, development builds to archives. This happens occasionally but should be standard practice when studios close or games reach end of commercial life.

Why This Matters

Games are culture. Australian-made games reflect our perspectives, humor, design sensibilities. They’re part of our creative and technological history. Losing them is like burning books or destroying film reels.

There’s also practical value. Game developers learn from studying old games. Historians and researchers need access to understand industry evolution. Future game designers deserve to know their local history.

And honestly, some of these games are just good and deserve to be playable. “Ty the Tasmanian Tiger” is a solid platformer. “Freedom Fighters” had innovative squad mechanics. “Destroy All Humans” was genuinely funny. These aren’t museum pieces, they’re entertainment that holds up.

What You Can Do

Support legitimate re-releases when they happen. If an Australian game gets remastered or re-released, buy it. Show there’s a market for this stuff.

Contribute to documentation efforts. If you worked in Australian game development, share your stories and materials with researchers and archives. If you’ve got old games, consider donating them to preservation efforts.

Advocate for better preservation policy. Contact the National Library, ACMI, your local representatives. Make noise about the importance of game preservation as cultural heritage.

And yeah, if the only way to play a game is through community preservation efforts, I’m not going to tell you not to. Legally it’s questionable, ethically I think preserving cultural artifacts outweighs theoretical copyright claims on commercially abandoned works.

We’re Running Out Of Time

The people who made these games are getting older. Physical media is degrading. Source code is being lost. Every year that passes makes preservation harder.

Other countries figured this out. Australia needs to catch up. We’ve got a legitimate game development history worth preserving. But if we don’t act soon, a lot of it will be permanently lost.

That’d be a shame. Not just for nostalgia, but because you can’t build a strong creative industry without understanding your history. And right now, our game development history is disappearing. We need to fix that before it’s too late.