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.

Back from framing, my recreation of the original Mac Finder about box.

Found this — The 10 Rules of Writing for Television — while going through some papers. This is mainly about TV news, but also relevant to current affairs and docos. Writing for radio/podcast is similar, too, but that requires lots of describing things that can't be heard.
Handout - The 10 rules of writing for TV 1. Use the present tense. 2. Write the way you talk. Read what you write out loud. If you think you would never speak like that, don't use that sentence. 3. Keep your sentences short and simple and stick, as often as possible, to S-V-O structure (subject-verb-object). 4. Limit a sentence to one idea. 5. Use active voice and action verbs to activate your script. "A dog bit him" is much more direct than "He was bitten by a dog." 6. Attribution goes at the beginning of a sentence ("The government says" or "According to police sources, the man...") 7. Avoid starting a sentence with a quote, a question or names of unknown and ordinary people. 8. Start strong. Whether it is a powerful image or a powerful sentence, you have to try and grab your viewer's attention right from the start. 9. Avoid using adjectives and adverbs. By using adjectives such as "tragic," "amazing" etc, is like trying to tell your viewer how to feel about something. Feelings should be conveyed through your story and the way you approach it. 10. On TV you can see what is happening, so try not to describe the picture but rather write slightly off of it. For example, you have the shot of a demonstration, with thousands of students marching in the streets of Kabul, holding banners and chanting slogans against the goverment. DON'T write "Thousands of young people took to the streets of Kabul holding banners and chanting slogans against the goverment ..." since we can see that. "Afghan youth vented out their anger towards their government in a big demonstration..." sounds a lot better.

When we got the Duplo blocks a few months ago, toddler was building vertical towers and horizontal lines of like pieces. Now she's crafting these elaborate low-rise townships. Amazing to see her mind expanding.
A Lego Duplo town made from a variety of different piece types, with four Duplo people laying down on a bench/bed near one edge.

@decryption Ooh damn, I'd hope they would last longer. Praying none of my Blu-Rays have died yet. I've got a few that would be nigh-impossible to replace.

@MichaelKlamerus Commercial pressings bought from a store. The only home-burned music CD I have was fine. I already know of two DVDs in my collection that are busted (both from a Sliders box set); hoping they're the only ones.

@MichaelKlamerus What surprised me is that the three unreadable CDs were all bought new about 5-10 years ago. Everything older still works, except for one that's got a bad scratch. Made me nervous about my DVD collection and old games discs, and curious about my cassettes (especially the ones with recordings I made off the radio).

I've been re-ripping all of my music CDs this month to lossless format for use with my hi-res audio player. About 200 albums and compilations, maybe 230 or so discs in total, the oldest bought about 1998 and the newest last year. Three are unreadable with no visible scratches, meaning likely bit rot, which is a good reminder to backup anything you have stored on CD/DVD/floppy as soon as possible.

I'll be on the Apogee Weekly Stream this week talking about shareware games and other stuff. It's at 1:30PM ET / 10:30AM PT Tuesday in US timezones, which is a nasty 4:30AM Wednesday here in Australia (thankfully we're pre-recording the interview the night before).
https://www.twitch.tv/apogee_entertainment

I go through this same thought process (and hopeful web search) about the demise of small phones every few months but still can't bring myself to give up on my requirement of a smartphone I can use one-handed.

So I make do with a Unihertz Titan Pocket and its deeply-compromised experience (excellent keyboard and nifty programmable buttons notwithstanding), desperately hoping that either they'll eventually make a small phone with at least mid-range specs or some other company will do the same.

https://www.theverge.com/23913658/best-small-phone-dead-iphone-mini-z-flip-pixel-8

Prefabricated
January 2, 1900

Today is a huge day for Apple II software preservation. With the help of Antoine Vignau and @txgx42, we have managed to recover, make playable, and archive renowned game designer Dani Bunten's first game, Wheeler Dealers. Released in 1978/79 and published by Speakeasy Software, a small Canadian developer, Wheeler Dealers is a multi-player stock market simulation that only sold ~50 copies. It is the first (known) computer game to have been sold in a box. The game was considered lost until now.

A few of us at CREATORVC are looking at doing an episodic documentary series on horror games (and if it goes ahead then I'll be writer/director). It'll be called TerrorBytes.

If you're interested, please look at our synopsis and fill out our survey — both available via the link below — to help us validate the concept and refine its creative direction.

https://www.creatorvc.com/terrorbytes

If the letters "m199h" mean anything to you, you should read this:

https://crpgaddict.blogspot.com/2023/10/m199h-new-findings-both-solve-and.html

@damianogerli Is that The Colonists (which I own but haven't played) or a different one? I've seen a bunch of others showing up on Steam and GOG since COVID started.

Every time I play it, I'm struck by how beautifully The Settlers II balances its chill vibes and charming world with a complex-yet-intuitive economic simulation. I wrote about it at length in a retrospective for Eurogamer nearly 10 years ago. https://www.eurogamer.net/the-serene-interconnected-world-of-the-brilliant-the-settlers-2

Celebrating my completion of a big book project that's been my main focus all year by trying out a fan update to one of my favourite games, The Settlers II. Looks amazing on my high DPI laptop display.
Old computer strategy-simulation game The Settlers II rendered in stunning high resolution via the Return to the Roots fan project. Also, an observation window to watch a cute duck swim around near the shore.

@TheMartianLife @atomicpoet Thank you! I had a great time putting that talk together (and checking out the other sessions at Devworld while I was there).

@atomicpoet if you feel like reminiscing about this era, you should check out this book by @MossRC 💾

We cold-emailed Richard to speak at our Apple-focused conference about his first book “The Secret History of Mac Gaming” that was a total banger, and he was such a great storyteller. It’s no surprise this one’s great too.

Hand holding a book. Book is titled “Shareware Heroes: The Renegades who Redefined Gaming at the Dawn of the Internet” by Richard Moss. hardcover art shows four hands each holding a side of a floppy disk, upon which the title is written.

This interview has some fantastic advice from John Romero on why it’s important to make lots of small games before you do a big one, and how to scope for a small game. #gamedev https://howtomarketagame.com/2023/09/25/john-romero-on-his-book-doom-guy-and-developing-games-at-a-small-scale/

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