Pleroma

Pleroma

Richard Moss | @MossRC@social.mossrc.me

Author of *The Secret History of Mac Gaming*, *Shareware Heroes: The renegades who redefined gaming at the dawn of the Internet*, *A Tale of Two Halves: The History of Football Video Games*, and a soon-to-be-published book on the creation of #AgeOfEmpires, plus various other books in progress.

Writer/director on TerrorBytes: The Evolution of Horror Gaming, a critically-acclaimed five-part docuseries about horror games. Producer/co-writer on FPSDOC, a 4.5-hour documentary film celebrating the first-person shooter genre (with an emphasis on the 90s/early-2000s golden age) that's guided by the developers themselves.

Creates The Life & Times of Video Games and Ludiphilia podcasts.

He/him.

rich@mossrc.me
@MossRC on Twitter and @mossrc.bsky.social on Bluesky.

Posts mainly about #gamedev and #indiegames histories and stories, #retrogaming/#retrogames, #retrocomputing, #classicmac, #shareware, #tombraider, and #videogamehistory.

Just learned of this classic Australian poem *Faces in the Street* that captures much of the mood of the moment across multiple countries (and especially in Australia, where interest rates just got arbitrarily raised again), despite the poem being over 100 years old. https://www.australianculture.org/faces-in-the-street-henry-lawson/

really happy to have discovered something hiding in plain sight for several years: robyn & rand miller's original Myst pitch document from 1991.

it's a succinct work of art in itself. i'm surprised at how much of the world design was already on paper.

as all of the copies found elsewhere online are heavily compressed webp/jpeg, i've uploaded the robyn's original PNGs to IA here:

archive.org/details/myst_propo

originally from robyn's site:

robynmiller.net/video-games-fi

The cover page for the Myst Game Design Proposal. It shows Cyan's font, and the MYST title. Map A: Myst Island

Library. This library contains many books, including the books that describe the various ages of Myst. All of the books in the library were written by the
explorer. Two unique books contain the form. The player will get his first obscured glimpse or the which brother to release, but also to find the means to release one of them. Each age of Myst contains a page, that when added to the appropriate book, further clarifies a statement by that
brother and his appearance. When all four pages have been added to either of the books, one corresponding brother is freed. Releasing the wrong brother is disastrous. Also contained in the
library the important feature of this map is the observatory.
Map C.
Mechanical Age of Myst
The Mechanical Age consists of three
islands surrounding a central tortress.
The fortress rotates to provide access to the
islands.

Mechanical Age Myst Room.
Contains the missing pages of the
brothers' books and warp area to
return to Myst librarv. Entrv is
gained easily enough, but the
empty save for metal slats
across the floor and a kiosk to
activate them. Iravels in the
fortress eventually reveal that the
metal slats form stairs when the
correct combination is entered.
The combination is located on the
kiosks which are on the other two islands

as far as i know, i found a software preservation zebra this week: this bit of extremely obscure archival work blends together HyperCard, Sierra On-Line and edutainment.

back in the early 90s, a company named EarthQuest started publishing educational reference titles for kids using HyperCard. the early titles were nice hypercard stacks probably drawn in macpaint. this one doesn't depart much from that format, except with nicer art and more creative page layouts

now, here's where things get weird. when saw it on ebay, only one pic buried at the bottom captured my attention: a weird stamped label on the bottom of the box that read Property OF SIERRA with the Half Dome logo. i bought it out of curiosity, and it arrived today.

back in the 90s, the larger game companies routinely maintained their own on-site libraries of competitors' games. Origin Systems in Austin had one. EA Burnaby, when it was known as Distinctive Software, had one. These were kept so marketing folks and developers could get an idea of what other studios were doing.

thing is, i've never seen mention of a library at Sierra On-Line in Oakhurst. the On-Line part of the logo is critical: Time Treks was published in 1992, and this is the year before Sierra moved its corporate offices from Oakhurst, California to Bellevue, Washington.

i have no doubt that there are other games from the Sierra On-Line corporate library somewhere out there, but i've never come across one even once in 30+ years. feel free to share this post with your fellow Sierra collectors :) it would be great if we could figure out where/when the Sierra library existed.

macintoshgarden.org/games/time

A copy of Davidson & Associates Time Treks: The World History Adventure Game. It shows a moustached character in a hat as a mascot. The bottom flap of Time Treks. it has a diskette label that has been stamped with a dark grey stamp that reads Property OF SIERRA, with the Half Dome logo beside it. A white label stack to the backside of the box. It reads: PROPERTY OF SIERRA ON-LINE. The manual for Time Treks. Someone has used a black stamp that reads Property of SIERRA, with the Half Dome logo beside it.

@grumpygamer @fastmail There's a keyboard shortcut for doing it in list view (shift-u, I think), and in message/reading view you can click the little unfilled circle to turn it blue and mark as unread.

Superb essay on the violence and fascism embedded within generative AI systems, and how technology is inherently political. https://tante.cc/2026/04/21/ai-as-a-fascist-artifact/

Introduced the four year old to JezzBall by way of Richard Bannister's mobile clone Green Balls. She picked it up pretty quickly and *nearly* finished three levels. It was fascinating to watch her play with a heady mix of reckless abandon and extreme caution.
A screenshot of Green Balls, level 3, taken just after she lost her final life.

I keep asking, where are the works? Where is the software that does ten or twenty or a hundred times more? Where is the human needs that are ten or twenty or a hundred times better met?

Instead, we have the mandated code generators feeding uncomprehended text into integration pipelines hit testing for textual correctness without meaning, purpose or intent.

This is a machine that turns strings into waste heat. That's nearly all it is.

It is money on fire.

xcancel.com/kdaigle/status/204

@oscherler @vga256 Ugh, what a cop out. If they're doing news properly, you'd get all the "20 seconds summary" information from the headline, subhead, and first paragraph anyway.

@vga256 I'm astonished how few journalists seem to understand that using genAI for first drafts and summarising documents *is* using it to replace reporting. These two things are at the very core of what reporting is, and they cannot be automated away without compromising the integrity of the work.

Here are four screenshots of early dev builds for Age of Empires 1. The graphics, UI, and gameplay all went through huge amounts of iteration over 2+ years of development, and my new book recounts the journey: https://www.kickstarter.com/projects/gabedurham/age-of-empires-how-ensemble-studios-made-history/

A screenshot of Dawn of Man v.02. This is the earliest version of the game that I've seen (and played!). Screenshot by me Moving a little further along in the timeline, here's an improved build with the original UI and graphics. (Provided by Matt Pritchard) Dawn of Man v.14. Note how the UI has been simplified and swapped from left to right side of the screen. (Provided by Brad Crow Still pre-alpha, but much closer to the final look of the game. The team tried many different layouts for the main UI dashboard — and had a number of heated arguments about it — before settling on the one that shipped. (Found via Age of Empires Heaven archives)

I did a Q&A interview about my Age of Empires book, the art of interviewing, and my history with real-time strategy games. https://bossfightbooks.com/blogs/news/q-a-with-richard-moss-author-of-age-of-empires

A screenshot featured on the Age of Empires box and used in marketing for the game. The art team carefully staged the scene in the game's scenario editor then captured it in action.

My new book includes a chapter on how Microsoft and Ensemble put together the packaging (including predictable MS in-fighting over branding) and how they marketed the game. https://www.kickstarter.com/projects/gabedurham/age-of-empires-how-ensemble-studios-made-history/
A screenshot of Age of Empires showing a huge battle across a river. This moment was featured on the back of the box and in advertising for the game.

Up close and personal with a duck.
A duck, standing mere inches away from the camera.

@ThreeOhFour I should try that line on my wife. It'll be fun to see the reaction.

Ensemble Studios founder Tony Goodman was so excited about the launch of Age of Empires that he put a banner up on the side of his house. (You'll learn why it was such a big deal to him in my new book: https://www.kickstarter.com/projects/gabedurham/age-of-empires-how-ensemble-studios-made-history/)
A huge red and silver banner reading "Age of Empires" hangs on the side of a house, suspended from the roof.

At one point the Age of Empires developers considered adding natural disasters to the game. But it wasn't consistent with their presentation of an inviting, sunshine-drenched world or their player-centric design philosophies.

(On a related note, there's an anecdote in my book from Bruce Shelley about Bill Gates trying the game and asking if it's meant to be educational -- it wasn't, and Shelley had a great explanation for why.)

A proposal from an Age of Empires design document to add disasters to the game. Examples include famine, plague, flooding, and mine collapse, with each disaster randomly killing a certain percentage of villagers, animals, or buildings.

The Age of Empires tech tree from October 1995, two years before the game came out, was already much simpler than Rick Goodman's earliest attempts to distill ancient history into a research + upgrades progression system, but still way more complex than the final version—which was rooted in the idea of "ages" in history.

A massive R&D technology chart from early in Age of Empires 1 development. This was lead designer Rick Goodman's 13th attempt, but still it was far too complex.

A render of the chariot unit from Age of Empires that was included with the E3/June 1997 press kit for the game. (The game was in beta at the time.)

A 3D render of a chariot on a white block. The block is forever rotating while the chariot loops its movement animation.

@lunarloony Yep, I bet I could reel off a dozen examples exactly like that too. Long gone are the days of UI/UX based on scientific principles and user testing. Now everything must change every product cycle based on the whims of product managers.

@DestructoDisk We just have to keep building and running our own intentional spaces and enforcing the cultural values we want within them. Fedi networks, self/independently-hosted blogs/newsletters and forums, small web, and so on. Be the change we want to see, carve out our own island oases, and pray that it's enough.

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