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.

@Gmatom You finished it! I've been looking forward to seeing this one done, and it does not disappoint. Looks fantastic.

Finished another project, recreating the cover of Richard Moss’ wonderful book, The Secret History of Mac Gaming. Back when he was writing it, I had a fun trip down memory lane talking with him about my years as a Mac game developer, and neat to read stories of all the other game devs. @MossRC

@ernie I'm using that very Asus machine you mentioned right now, after deciding against a MacBook Pro because of the combo of high RAM+storage costs (I need a minimum of 24GB + 1TB), non-repair/upgradability, and a keyboard I don't like.

Really enjoying it — beautiful screen, pretty-good keyboard and touchpad, does everything I throw at it with ease (even intense audio editing tasks), light weight for its size, etc. And way cheaper than an Apple laptop with comparable specs.

Here's me on the podcast When Does It Get Fun? having a long and in-depth conversation about FPS games, some of the challenges of making FPSDOC, and, rather surprisingly, the appeal of sports games — particularly my love for Pro Evolution Soccer, why people play MyCareer/Be A Pro modes, and why I don't like how present-day FIFA/EA Sports FC plays.
https://open.spotify.com/episode/47JnPiqbtCdj57HnWDNJ1n?si=3643adc98e59441f&nd=1

@vga256 Very much so, between packaging design, manufacturing, and shipping costs, and also factoring in retail margins. The percentage of sales price that converts to actual revenue has massively increased since the era of big box games.

Also in that draft budget, in a show of how much the internet has changed things since then, they have a dispensation of $300 per month for long-distance phone calls to Bruce Shelley, who lived interstate and was to be a remote contributor to the game's design.

Around late 1994, before Ensemble started making what would become Age of Empires, they were weighing up two different game ideas. One was a strategy inspired by Civilization, SimCity, and Warcraft; the other was a 3D arcade-style tank game. (The latter also had a working prototype.)

As part of their discussions and planning, lead designer Rick Goodman, who had a background in accounting, drafted up a budget costing based on six different sales scenarios — three for each game. These were realistic numbers, but it's interesting to see them in light of the fact that AoE would actually sell a million-plus copies in its *first year alone*.
Snippet of a budget document from Rick Goodman, then of Ensemble Corp, for a side project game. It has low, medium, and high sales projects and corresponding revenues for a strategy game (30,000, 50,000, 80,000, at a revenue of $240-800k) and an arcade game (25,000, 35,000, 50,000, at a revenue of $150-400k).

So in like 10 minutes, my pal Zophar of Zophar’s Domain (@TheRealZophar) has a video going up about the early online video series he worked on in the days of RealPlayer. It was about , because of course it was!

I helped script it. I worked on ZD back in the day, 1998 or so. So consider it a professional relationship, continued.

Watch here: https://www.youtube.com/watch?v=WgZfFdPUeAQ

Innocently looking through my music collection, I come to 90s Seattle band The Presidents of the United States of America. Now all I can think and hear is "WATCH HIM JUMP!" And now it's your turn: https://www.youtube.com/watch?v=I6c7Fd7D6T8

@metalsnake It's usually referred to as a complete musical phrase like a chorus or hook. I have that happen sometimes too, but I also get these shorter bits that are only a fragment of a phrase — like the example I gave is part of a three-line phrase, but I get obsessed with just the one line.

But maybe it is the same thing and I'm splitting hairs by defining them separately. *shrugs*

I see people sometimes talk about "earworms" — songs with melodies that get stuck in their head for hours or days — but does anyone else have the same thing happen with individual lines from a song?

Like one I have right now is "I'll be your dead bird, you be my bloodhound." Just that one line, whole hog, down to the singer's exact tone and backing instrumentation — but *only* that line — repeating over and over in my head.

Bonus This Week in Business because Microsoft's crackdown on unlicensed Xbox peripherals looks like it will hurt a bunch of people who use accessibility devices to play games.

https://www.gamesindustry.biz/microsoft-has-control-issues-this-week-in-business

BAD
March 4, 1951

Given the climate horrors that keep happening all around us, Elizabeth Kolbert (@elizkolbert) wonders how we can allow Business As Usual to continue...
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Before Hurricane Otis slammed into Acapulco, it passed over a stretch of the eastern Pacific where the water temperature was nearly ninety degrees. Hurricanes draw their energy from the warmth of surface waters, so this astonishing heat acted, in effect, as a propellant.

Otis adds yet another entry to the long list of off-the-charts weather-related calamities to have hit the world in 2023. Others include record-breaking heat waves in southern Europe and China, the unprecedented wildfires that ravaged Canada this past summer, and the flooding in Libya in September that caused two dams to collapse, killing more than eleven thousand people.

In the first eight months of the year, the United States alone experienced 23 weather-related disasters that each caused more than a billion dollars in damage; among these were intense rains that flooded places such as Montpelier, Vermont, the devastating wildfires in Maui, and Hurricane Idalia, which made landfall in Florida in late August. All of this devastation prompted the U.N. Secretary-General, António Guterres, last month to warn that “climate breakdown has begun.”

A paper published by an international team of scientists the day before Otis hit put it this way: “Life on planet Earth is under siege. We are now in uncharted territory.”

For decades, those scientists noted, researchers have warned that the buildup of CO2 in the atmosphere would produce a future filled with extreme events. Now that future is here. “As scientists, we are increasingly being asked to tell the public the truth about the crises we face in simple and direct terms,” the team wrote in the journal BioScience. “The truth is that we are shocked by the ferocity of the extreme weather events in 2023.”

One might expect — or at least hope — that, as the damage from climate change mounts, the will to limit the damage will also increase. In the words of the Secretary-General, “Surging temperatures demand a surge in action.” But it’s hard to find much evidence of such a surge. Instead, most of the news about climate action in recent months has been about inaction.

In March, the Biden Administration approved the Willow project, an enormous new oil-drilling venture in Alaska. Last month, the British government gave the go-ahead to develop Rosebank, the largest untapped oil-and-gas field in the North Sea. Rosebank is expected to produce some three hundred million barrels of oil during the course of its lifetime; Willow, twice that amount.

Such developments are clearly incompatible with stabilizing the climate. As Fatih Birol, the executive director of the International Energy Agency, explained to the Guardian, “If governments are serious about the climate crisis, there can be no new investments in oil, gas, and coal from now — from this year.” Birol made these remarks in 2021.

Meanwhile, as Acapulco remained cut off, congressional Republicans elected Mike Johnson to become the next Speaker of the House. The Hill has characterized Johnson as “a longtime ally of the oil industry” who will be “perhaps the most vocal skeptic of the scientific consensus on climate change ever to hold the speakership.”

At this late date, the world simply cannot go on building new fossil-fuel infrastructure and electing climate deniers to high office. As the BioScience paper put it, “Unfortunately, time is up.”

And yet we go on.
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FULL ESSAY -- https://www.newyorker.com/news/daily-comment/hurricane-otis-and-the-world-we-live-in-now

Nine years ago today, I got this concept design from Darren Wall for the Secret History of Mac Gaming chapter openers. The graphic was later replaced by bespoke 1-bit pixel art by JJ Signal.
Concept design mockup for The Secret History of Mac Gaming chapter opener page spread, showing a full-page blue-tinged monochrome abstract artwork alongside a blue page with white text at the top reading "VII. INTO A CASTLE DARKLY". The page edges are blue and the inside cover is yellow.

I'm likely to be in Sweden and Denmark for a few weeks in May next year. Anyone have suggestions for things to do/see (ideally that are toddler-friendly)?

Current plan involves a trip to the LEGO House and LEGOLand and various museums, parks, gardens, castles, etc, based on a bit of web and Lonely Planet research, but we'd love to know if there's any great stuff that you won't find in a tourist guidebook.

Jennell Jaquays is one of the most influential dungeons designers for D&D and fantasy RPGs since the 70s and 80s, and a really great person. She's been hospitalized with major health issues and heavy medical bills, and her wife Rebecca Heineman has set up a gofundme

https://www.gofundme.com/f/jennell-jaquays-has-a-long-road-back

If you missed me talking about shareware and FPSDOC on the Apogee stream a couple of days ago, you can catch the replay at about the 27-minute mark on https://www.twitch.tv/videos/1959273694

I think they said to me it'll get put on YouTube at some stage, too, but no sign of it there yet.

@vga256 I wish I still had my Spelunx box. So many wonderful memories connected to that game. It's one of the titles that I revisit every couple of years.

really excited that this treasure came in today

while most people remember Myst, fewer remember cyan's earlier first-person hypercard adventures like The Manhole, Spelunx and Cosmic Osmo.

spelunx has a unique and wonderful art style - robyn's 1-bit black/white paintings are crisp, imaginative, and delightful. but what surprises me the most is that *colour* sprites are mixed in at specific places. i do not know of other games that feature both colour and b+w support simultaneously during gameplay. (fwiw, if your macintosh was 1-bit, it would show 1-bit art in its place)

this is the launch edition of the game, ca. 1991. two years later, after the success of Myst, would re-release Spelunx with repainted 256 colour art. robyn himself isn't a fan of the repainted art, and i can understand why. the originals are incredible examples of what macpaint and hypercard are capable of together.

i especially like that the game includes a Hypercard 2.1 diskette, because there were no guarantees that macintosh owners would have a copy of their own.

attached is the receipt I found in the game. it appears the Colbert family of Fayetteville, Georgia bought this for their kids a few days after christmas '92 - one can imagine santa brought the family a new mac for christmas a few days earlier :)

if you're interested in cyan's untold history, i highly recommend @MossRC's wonderful interview with robyn miller on the b+w adventure series:

https://www.youtube.com/watch?v=-kX5E7yOHJg

A boxed copy of Spelunx and the Caves of Mr. Seudo, along with its five floppy disks. An invoice for Midnight Rescue and Spelunx for the Apple Macintosh.

The invoice is dated December 28, 1992. The games are priced at $39.95 each, plus tax. It was purchased at AIS Computers in Fayetteville, Georgia. A black and white illustration of a bird, with a colour "x-ray" image overtop. As the user moves the x-ray box, it reveals a colour skeleton of the animal beneath.

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