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.

@SpindleyQ I was hoping/waiting for someone to mention Pickle Wars. I came very close to approaching Karen for an interview late in the project but couldn't think of how it'd integrate into the narrative if she agreed.

@MossRC Karen Chun of Redwood Games! Solo dev behind classics like Word Rescue and Pickle Wars, who was also apparently very active giving advice and helping out on the early internet and Compuserve gamedev community. Really wanted to get her for an interview her for http://fringe.games/ a few years back but it didn't work out at the time.

@damianogerli I love the irony that it's a "multimedia upgrade" for KQ6.

@suprjami There certainly weren't many women in shareware (though hopefully I can find some with this callout), but thanks for the tips on a couple of ladies in PC gamedev at the time who I hadn't heard of before. I've been meaning to try Bloodnet and Bureau 13 for years; I love a bit of top-notch world building.

@MossRC related/unrelated - I just finished the book and found it a really good read. Felt like a great ride through it all, delving into detail just where it was needed to illustrate what was happening at the time. I found it a good balance between the broad brush strokes whilst telling loads of stories I never knew. Thanks! :-)

@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

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