Games are among the least well preserved media, and the reasons are legal and technical together.
The scale of loss
Studies finding most classic titles commercially unavailable.
Which is worse than for film or music.
Server dependence
Games that stop working when services close.
Which affects a growing proportion of releases.
Legal constraints
Copyright limiting what archives may do.
Which restricts institutional preservation.
Emulation
The primary practical preservation method.
Which occupies contested legal ground.
The scale of the problem
Surveys of pre-modern releases have found the great majority commercially unavailable in any form.
Which compares badly with film and music, where far more of the back catalogue remains accessible.
Games have the additional problem that they depend on hardware, operating systems and sometimes servers that no longer exist.
Digital-only releases
Titles delisted from storefronts and unavailable afterwards.
Which has already happened to a substantial number.
Source code
Frequently lost, particularly for older titles.
Which prevents authoritative reissue.
Institutional archives
Libraries and museums constrained by copyright law.
Which limits what they can offer researchers.
What individuals can do
Supporting archive organisations and legitimate reissues.
Why games are harder than other media
A book needs paper, a film needs a player, and a game needs specific hardware, an operating system, sometimes a physical medium and increasingly a live server.
Which means preserving the data is only part of the problem.
A perfectly preserved copy of a game whose servers shut down is a preserved artefact that cannot be experienced.
Emulation and legality
Legal in principle, with the acquisition of software a separate question.
Which leaves preservation efforts on uncertain ground.
Official reissues
Publishers reissuing back catalogues.
Which is commercially selective.
Community archives
Volunteer efforts holding much of what survives.
Policy discussion
Exemptions for archives under discussion in several jurisdictions.
What is actually being lost
Not just the games, but the patches, the server behaviour, the community context and the versions that existed before later revisions.
Which means even a preserved copy is a snapshot of one moment in a game's life.
For live service titles, what existed at launch may be unrecoverable within a year, and no archive holds it.
Hardware decay
Optical media, batteries and storage degrading.
Which has a finite horizon.
Documentation
Development materials, design documents and marketing.
Which archives also seek.
Oral history
Interviews with developers before memory fades.
Which several projects are pursuing.
Supporting it
Donating to archives and buying legitimate reissues.
A note on how this industry reports itself
Games is an unusually opaque business for one with such a visible product. Budgets are rarely disclosed, sales figures are announced selectively, player numbers are quoted in whichever metric flatters, and profitability is almost never stated at all.
Most of what is publicly known comes from court filings, leaked documents, regulatory submissions and former employees speaking after the fact. That material is reliable when it exists and covers a small fraction of the industry, which means any general claim about how games perform commercially rests on a limited and non-random sample.
Where the better information is
Developer conference talks are the single best public source on how games are actually made, and a large number are freely available. Regulatory filings during acquisitions have disclosed more real financial detail than a decade of press releases. Trade publications with industry sources are considerably more informative than consumer coverage on business questions.
Treat anything presented as an industry-wide figure with some caution, including in this article, and prefer sources that say where their numbers came from.
Why the business side is worth understanding
A great deal of frustration with games comes from decisions that look inexplicable from outside and are entirely predictable once the commercial structure is visible. Why a game shipped unfinished, why a beloved studio was closed after a successful release, why a sequel dropped features the previous game had, why a service shut down two years in.
None of these are mysteries. They are the outcomes of funding structures, platform economics, publisher portfolio decisions and the fact that games are made by people working to schedules set before anyone knew what the game would be.
Knowing that does not make the outcomes better. It does make them legible, and it makes it easier to tell the difference between a studio that made a mistake and one that was never given the conditions to succeed.
One thing worth remembering
Games are made by people, mostly people who care a great deal about them, working inside commercial structures they did not design and frequently cannot change.
Criticism of a game is fair. Criticism of the decisions behind it is usually aimed at the wrong floor of the building.
Further reading
Developer conference archives, postmortems written by the people who shipped the projects, and trade reporting with named industry sources are the three places where this material is covered properly and in public.
All three are freely available, and none of them require any technical background to follow.