Past games were designed around specific hardware and human habits, and when those constraints change, the game itself changes — even if the software still executes.
This collection examines that idea historically. It explores how hardware, software, and human practice intersect in computing history, and proposes constraint-based analysis as a methodological framework for digital preservation and historical understanding.
The essays are written to be readable by technically curious players and tinkerers, while also offering a framework historians and preservationists can work with.
If you wish to cite this collection, please use the DOI above.
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