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.

@smallsco
@jmechner Nice! I hope you enjoy them both. I can't speak for my own book, other than that I found it fascinating to research and write, but Jordan's journals make for an insightful and inspiring read.

@tkn
@CodingItWrong That wiki page covers most of the detail, but to offer a more pithy explanation: it's all semantics, as all 3D games are ultimately rendered as a 2D image, but when people say "real" or "true" 3D they usually mean polygonal 3D, where the maps and all objects are stored and manipulated as 3D coordinates -- including the player, enemies, and camera.

Doom looks 3D thanks to its use of billboarding (for sprites) plus ray casting and binary space partitioning (for walls and floors), but you could render it as a top-down maze and it's mechanically the same game. Marathon uses shearing (sliding and scaling on the y axis) to create an optical illusion that you're looking up and down but is also using tricks to present 2D geometry and logic as though it's 3D.

I didn't check out Aerofoil when I first read about it in @MossRC's book, but now I wish I had. It's an attempt to preserve Glider PRO as unchanged as possible on modern systems. And it's free! If you like old Mac games definitely check it out, even if you also have Glider PRO running on original hardware. https://galeforcegames.itch.io/aerofoil

Video: The origin of Mario like you've never heard it before. Even if you think you know the Donkey Kong story, you don't.

Please share this wherever you can think to, and consider supporting my research on Patreon.

https://www.acriticalhit.com/hidden-influences-mario-how-popeye-game-became-donkey-kong/

Staying at a hotel tonight with liquid hand soap dispensers that you squeeze rather than push, pull, or put your hand under to operate. It's such a lovely tactile experience that I'm surprised I've never encountered it elsewhere.
cylinder-shaped liquid hand soap dispenser with sign above saying "squeeze to disperse".

@allenu Thanks! It was a surreal experience, between the beautiful landscape and creepy cows. I also have these two other shots as we were approaching them. Most of the cows just stood completely motionless, watching us.
Three cows on a hillside, one staring straight at the camera. Many cows on a hillside, two standing on the road ahead.

Stumbled across this old photo of mine and it made me laugh. I remember they stood like this for about two minutes before stepping out of the way and letting us past.
Four cows stare directly at the camera, which is pointing through the front windshield of a car. Two are standing on a dirt road, blocking the car, while the other two (and various others) stand nearby in the undulating, flower-and-grass-covered field.

@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

»