Pleroma

Pleroma

Richard Moss | @MossRC@social.mossrc.me

Author of *Shareware Heroes: The renegades who redefined gaming at the dawn of the Internet* and *The Secret History of Mac Gaming*, as well as two upcoming books — one on the creation of #AgeOfEmpires and the other about the history of football (soccer) games.

Writer/director on TerrorBytes: The Evolution of Horror Gaming, an upcoming 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.

Last week I showed the toddler Lara's Home in Tomb Raider III and let her move Lara around for a few minutes. Today she saw my Vita and asked for Lara. Now she's forcing my wife to learn how to play the game so she can watch. (I'm not allowed to play, for some reason.)
My wife plays Tomb Raider III while the toddler watches on, directing her moves.

@CodingItWrong Apple Confidential 2.0 covers that era a bit. I’ve not read the Making of Newton book, but it gets into a specific part of the story at Apple in those years. And there’s a film called Love Notes to Newton that I never got around to seeing. Those are the only ones I can think of. There are a lot of articles online and in old magazines, too, but they’re pretty scattered around.

@Moosader One of my favourite adventure game series is actually about going a quest to find the main character's misplaced stuff — a vest in the first game and his sandwich in the second. (The main character is an old man in a motorised wheelchair.)

One of the foundational skills that most indies need to learn is interaction design.

What games are built from!

Issues
- Unclear affordances
- Weak feedback
- Too many verbs
- Over emphasis of evocative moments that don't match the stage of prototyping.

Learn
- What language of affordances is spoken by your audience?
- What is functional / utilitarian feedback?
- What are your minimal key verbs?
- How to templatize affordances & feedback to maximize reuse and minimize learning?

Tore through John Romero's "Doom Guy" in two days. I was moved, & learned a ton. His open and insightful account of 1980s, 90s & 2000s game-dev stirred powerful memories.

Reading chapter 5, I felt like I finally got to meet the crazy kid who wrote & mailed this letter in 1985.💾📨

(John assures me I wrote back, but the letter hasn't turned up in either of our archives. I hope it does someday, I'd be curious to read it.)

first page of John Romero's March 1985 letter to Jordan Mechner 2nd page of John Romero's March 1985 letter to Jordan Mechner

One of my favourite bits of #gamedev wisdom you can hear in FPS: First Person Shooter, the new documentary film I worked on as a producer and co-writer — now available for preorder at https://fpsdoc.com
A quote from Warren Spector, said while talking about System Shock: "The most exciting thing is when players do things that surprise themselves. Even better is when they surprise the people who made the game. That's magic."

Thinking about EA's impending FIFA-but-it's-not-called-FIFA-anymore release and how the FIFA organisation's incompetence means they get to avoid the mess that happened when Sports Interactive changed publisher and their football management series effectively split into two, both claiming to be the real continuation. (Not that it lasted for long — Championship Manager 5 was late to market and obviously not a sequel to CM4, and its devs took another four games to make something actually good.)
Football Manager 2005 front cover. This was the *developer's* continuation of the Championship Manager series. Football Manager 2005 back cover Championship Manager 5 front cover. This was the *publisher's* continuation of the Championship Manager series. Championship Manager 5 back cover

@simeon They tend to *feel* productive, but these days we have a whole lot of scientific data to show that productivity rises slightly for the first week or two then drops significantly when people work more than 8 hours a day.

I bet there are a lot of bugs in games made through crunch that could be directly attributed to programmers working under crunch conditions and getting sloppy with their code.

We got some killer dev stories into the 4.5 hour runtime of FPS: First Person Shooter. Most are positive, about influences, design revelations, and fun stories, but we managed to sneak in references to how brutal and crushing the work was too. Here's one quote from the doc that we're sharing around.

You can preorder the film in digital or limited edition blu-ray (including a "big box" version) at https://fpsdoc.com until August 1st.
Cliff Bleszinski quote on the development of Unreal: "I was 16 hours a day, just working. It was sleep, work, sleep, work. Pounding cases of Mountain Dew. I don't know how I didn't get kidney stones."

I have some budget for freelance pitches over on voxelsmash.com - indie / AA reviews and interview-led features are most definitely welcome. Rates for features start at $50.
If you're having trouble getting your pitch accepted, give us a try, why don't you?
Boosts appreciated.

@iainmew One day I'll get around to playing Red Dead, even if I'll probably just wind up dropping out of the story halfway through to spend hours wandering around its world exploring and causing mischief — same way I play GTA. I've always imagined I'll enjoy that stillness and silence you talked about.

For I made SkiFree but you're the yeti

Project Osiris is a remake of the Amiga FPS Alien Breed 3D I made using the GZDoom engine. Check it out!

https://arcturusdeluxe.itch.io/project-osiris

One of the great, unwritten histories of the arcade are those of the component suppliers.

This ad from @gamingalexandria 's latest Play Meter showcases P.S Hurlbut, one of the earliest manufacturers of video game cabinets.

The pieces that make up games have stories of their own.

Anyone interested in and emulation is advised to sign up for the excellent Read Only Memo newsletter.
https://www.readonlymemo.com/

Over at @tedium, I have a take on Threads, Mastodon, internet culture, and UX.

Key point: Learn to live with a grimy internet with slightly janky UX. because odds are it is the internet we actually want.

https://tedium.co/2023/07/08/threads-social-media-brand-safety/

@kevin We hear that a lot; apparently there's no "blu-ray only" option because it's really expensive to manufacture small print runs of BD discs + packaging on these long films, so we offset/hide the cost by throwing in all that swag (which is cheap to manufacture but greatly increases the perceived value).

If you've ever wondered what goes into making a 4.5 hour documentary from 48 interviews (and even if you haven't), David Craddock and I talked openly and in detail about a lot of our processes and struggles on FPS: First Person Shooter (preorders available now) in an excellent interview with WASD & Beyond podcast. https://linktr.ee/Wasdbeyond

You can now preorder the digital and limited-edition physical versions of the 4.5-hour documentary about first-person shooters that I've been working on with fellow author David L. Craddock and a few other people for the past two years. We interviewed 48 people and covered 50 years of gaming history, going right back to 1973's Maze, with an emphasis on the 90s FPS golden age. https://fpsdoc.com

@Moosader Yes indeed. It's a transcription error that I never noticed because I'd not heard of Whataburger before (being Australian). On
a related note, I have a short errata section at the top of the sources list on my book website: https://sharewareheroes.com/sources.html

If you spot anything else let me know and I'll add it to the list.

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