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.

@hypertalking Excellent! Thank you. I wanted it to be a much speedier and lighter read than Secret History of Mac Gaming but to still retain depth and detail wherever needed, which was a fun challenge in the writing process.

@MossRC

I imagine you already have her but Jennifer Diane Reitz! Boppin' holds a very special place in my heart. She rocks.

https://en.m.wikipedia.org/wiki/Jennifer_Diane_Reitz

tl;dr - share your fav women/non-binary or non-US/UK/Aus shareware game devs from the 1980s/90s so I can highlight them in a blog post

I sometimes see critiques of my Shareware Heroes book complain that it didn't cover enough not-men or feature enough games from beyond the US, which is fair enough but there's a reason for that. It was skewed towards men and US games because that's the reality — the shareware market was overwhelmingly US-dominated and male-dominated in both revenue and development, and Shareware Heroes focused on illustrating the stories that drove the software distribution and business revolution that shareware games ushered in (and the ones that tried but failed).

But I spent weeks searching for ways to integrate more non-US and non-male (and non-white and non-cis) stories into the book and did so wherever I felt I could get it to work within the core narrative flow of said biz/distribution revolution (eg the stories behind *Oxyd* and *Grandad* and *Caper in the Castro*, stories involving various UK/Aus devs, mentions in nearly every chapter of works involving women/non-binary people, a chapter on the UK/EU licenceware scene, the story behind a key UK-based shareware distributor, etc). I tried to find out more about shareware in Japan, too, but got trapped behind a language barrier.

I believe the book is representative of the shareware scene, at least in a big-picture kind of way, *BUT* there are loads of things I missed due to space/narrative constraints or ignorance (or, in a couple of instances, not wanting to be too Apogee and Epic-heavy), so what I'd like to do is publish some blog posts at https://sharewareheroes.com that highlight/celebrate some of those people and things missed. So if there's a shareware game creator you'd like to celebrate or recognise from the 1980s or 90s who is a) not cis-male or b) a cis-male who's not American or British or Australian, regardless of whether I featured them in the book, tell me here. It doesn't matter if they were "notable" or popular or influential or not. I'll boost your reply and add them to one of these blog posts.

i put together a long hopefully helpful curation of alternative game engines. there are so many, some deserve a lot more attention, all with their own strengths and benefits.
"The Generous Space of Alternative Game Engines (A Curation)"
http://www.nathalielawhead.com/candybox/the-generous-space-of-alternative-game-engines-a-curation
keep fighting the good fight!
(re-posts appreciated 😊🙏💕✨)
~

Volition was bought by THQ in 2000, bought by Koch Media in 2013 after THQ went bankrupt, then Koch was acquired by the company wearing the THQ skin suit (THQ Nordic, later renamed Embracer) in 2018.

It's shutting down now, but 23 years is an awful long time for a studio to live without controlling its own destiny and in spite of rotating corporate masters often with middling means/competence.

@flargh I woke up to the news an hour ago and was horrified to see them shut down so suddenly. I've been sitting on an in-depth making of interview with Matt and Mike about Descent for ages (I was planning on using it as the foundation of a book or longread article, but neither got off the ground); I really should get that published somewhere.

@CodingItWrong @MossRC If you’re loading up a new Mac OS 9 system with games, you should take a look at the project I’ve been working on for the past couple of months… https://classicmacdemos.com/

Lots of games (and more to come) in ready-to-play form :)

@CodingItWrong I do! Not as much as I'd like, for time reasons, but I keep a couple of old G3/G4 Mac laptops around for gaming on. If you're after suggestions of games to play, I'd be happy to oblige — just let me know what kinds of stuff you enjoy the most. I covered most of the great ones in the book, but there are loads of hidden gems.

This is a great read on all the intricate development work and behind-the-scenes manoeuvring that went into making the groundbreaking Barbie Fasion Designer software/game a million-plus seller in the male-focused 90s computer and games market. https://www.polygon.com/23776996/barbie-fashion-designer-retro-game-untold-story-history

@1Bit I love how different they all are.

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.

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