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.

I just realised that the difference between the upper threshold of “compact” and the lower bounds of “big” in smartphone marketing these days is about half an inch in screen size.

@matt_diamond Thank you! The shoelaces were the publisher's idea — it's been a labour of love for them, too.

Between us we've put so many fun Easter eggs and loving touches in there, so I hope it finds a big audience but even if it doesn't I'll at least be able to say I had a blast making it.

Got my author copy of the special “Captain’s Edition” of my new book, A Tale of Two Halves: The History of Football Video Games. Available to buy in October from https://www.bitmapbooks.com/collections/all-books/products/a-tale-of-two-halves-captains-edition

(There's also a cheaper regular edition coming out in October: https://www.bitmapbooks.com/products/a-tale-of-two-halves)
Book cover with a captain’s armband around it A photo of a spread from the book, showing text and screenshots about Sensible World of Soccer. Also visible: shoelace bookmark ribbons. A photo of a section opener spread from the book, this one being for games released in 2007 and 2008 A photo of the section opener for “The Relegation Zone”

@darkcisum Probably I could, but it gets complicated pretty quickly and most sales come from the US and UK (and Australia, since that’s where I live) regardless. I’m not sure it’s worth the trouble right now.

@darkcisum That’s all under the control of my publisher, Unbound – at least for now. I’m not aware of them having any plans or deals for wider distribution, so your options are import a physical copy, buy the ebook (Unbound offer direct purchase if it’s not listed in your preferred ebook store), or use a VPN to get the audiobook.

(Eventually I’ll get full ownership/publishing rights, as I did on Secret History of Mac Gaming, and then it’ll be my call, but that could potentially be years away, depending on sales.)

Let’s unpack why fans are angry this idea keeps coming up in interviews about how Tomb Raider is evolving:

1) 7 out of 11 mainline TR games had a female writer on staff, including the first four. It’s sexist to insinuate men can’t write soft characters, in any case.
2) The classic TR games were made at a time when female empowerment meant “girl power”: strength, resilience, tenacity, self-assurance, all while looking great (see Buffy, Xena, Spice Girls, Dana Scully, etc). Different era, different vibe, but that never gets acknowledged in these interviews.
3) Lara always showed compassion and empathy when she came across someone innocent/hurt (which wasn’t often), and she had a vulnerable side in TR4, so it’s not fair to just blanket statement her as “cold”.
4) Lara may cry and hug and show vulnerability and do other “feminine” things now, but she’s still a mass murderer. Why hasn’t that aspect of her character been revised, too?

That stuff notwithstanding, the full interview makes for an interesting read: https://www.ign.com/articles/tomb-raider-the-legend-of-lara-croft-showrunner-tasha-huo-says-fandom-has-led-the-way
Quote from an IGN interview about the upcoming Tomb Raider anime: 
TH: Yeah, I think it was fun to be able to have one scene where she does an incredible feat of strength or agility or what have you — the Lara thing — and then another scene where she's hugging a friend and is emotional with them. I think that's something we definitely wanted to explore in terms of Lara's womanhood. Because historically she's been written by men, so she has been kind of this cold figure, and I know she's not like that. So that was the exciting part to see sort of behind the veil of how she is in her everyday life.

starting game dev day off with a double dose of inspiration

A copy of Richard Moss’s Shareware Heroes, beside a creamy cup of espresso.

@retrohistories @masukomi That's like the whole purpose of the final chapter of my book Shareware Heroes. It's complicated, but in essence shareware faded away as digital distribution and direct online sales got easier — a slow process that began in the late 1990s, accelerated in the early 2000s, and finished around the time of the iPhone's launch.

And it never really _died_; rather, the term just sort of stopped getting used. Where before we had "shareware software" and "shareware games" we instead had things sold in much the same form as "apps" (with in-app purchases and/or demo/lite versions) and "indie games".

Somewhere along the way the term became irrelevant because it became the default way to sell and distribute software and games.

The interview audio cleanup, mixing/mastering, and automated transcription parts of making TerrorBytes are rather taxing on my ASUS Vivobook laptop. (I actually managed to crash the whole system a few times early on — tried to process too many files simultaneously.)
A screenshot of the Windows performance monitor showing 100% CPU utilisation on a 13th-gen Intel i9, plus 78% of 32 GB memory, 37% integrated GPU, 82% dedicated GPU, and 14.4 Mbps downstream on Wi-Fi. Remarkably, the computer remained highly responsive under this load.

It’s here! @Gmatom sent me this beautiful cross-stitch rendition she made of the Secret History of Mac Gaming cover. Best gift I’ve had in years.
Photo of a framed cross stitch depicting the Secret History of Mac Gaming book cover. It's an illustration of a Macintosh Plus with the game Amazing! on the screen, with a pull down menu open, and the book title and author name underneath.

Been wanting to try this one for years; it’s meant to be one of the funniest adventure games not made by LucasArts, and is based on a TV show called Space Goofs (which I’ve not seen).
Front box cover for Stupid Invaders, an adventure game published by Ubisoft for PC and Dreamcast in 2000 and Mac in 2001.

"Decoder Ring is a keygen for games released by Ambrosia Software. This software was released on 1 October 2023 by Andrew Welch, former president and Chief Thaumaturge of Ambrosia Software.

May your flights through the stars be free of Cap'n Hector's menacing Rapiers and may no one try to kill you with a forklift."

https://macintoshgarden.org/games/decoder-ring

What the actual hell?

Romhacking.net is shutting down :-(

Info as to why on the site.

http://www.romhacking.net

This was the go-to site for all kinds of retro games patches, retranslations, and utilities.

Very sad :-(

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I’m delighted to finally reveal that my next book is A Tale of Two Halves: The History of Football Video Games, a massive exploration and analysis of football games in all their many forms from 1980-2010.

Coming soon from ⁦‪Bitmap Books‬⁩. More info: https://www.bitmapbooks.com/collections/all-books/products/a-tale-of-two-halves
Cover render for A Tale of Two Halves: The History of Football Video Games. The title is styled on a fake football crest on a green jersey.

Game artist Brett Jones, known for his work on GoldenEye and Perfect Dark, has died.

https://www.gamesindustry.biz/goldeneye-and-perfect-dark-artist-brett-jones-has-died

@vga256 I remember I saw you mention that one and thought "ooh, I should look at that when I get my Pocket 386 set up." It seems to have a lot of depth to it.

@vga256 Happy reading! Hope you enjoy it. I've been meaning to get a few blog posts together on the book's website going into complementary materials and highlighting themes that weren't much explored (like there being only a handful of women in shareware or the wide world of shareware gamedev tools).

@hipsterdoofus Milanote. It's a sort of digital whiteboard-ish thing that I find really good for visual and non-linear editing and planning. I use it for the first couple of drafts of all my documentary scripts.

It's a big milestone for my/CREATORVC's TerrorBytes documentary series this month as we transition into post-production, starting with a segment on the development and underrated brilliance of super-hammy FMV horror game Night Trap. Here's a quick snap of my WIP script.
Screenshot of a digital whiteboard being used for the work-in-progress scripting of a documentary segment on Night Trap, showing various colour-coded chunks of text.

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