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Richard Moss | @MossRC@social.mossrc.me

Author of *The Secret History of Mac Gaming*, *Shareware Heroes: The renegades who redefined gaming at the dawn of the Internet*, *A Tale of Two Halves: The History of Football Video Games*, and a soon-to-be-published book on the creation of #AgeOfEmpires, plus various other books in progress.

Writer/director on TerrorBytes: The Evolution of Horror Gaming, a critically-acclaimed 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.

@mwichary Something interactive would be super cool, especially if the whole thing really feels alive — like a weird metamorphosing UI/software organism.

@mwichary I'm not aware of any such books existing, but for a few years now I've had in my head an idea to write one — and a growing feeling that it needs to exist. Are you planning a new project?

(If I were to pursue my idea it likely wouldn't be until next year, but I might not bother if you're doing something that overlaps heavily with it.)

The book includes coverage of how Apogee, id Software, and Epic MegaGames changed gaming with their cool games and grassroots marketing as well as how shareware empowered solo devs to make weird games and put them out into the world. Plus shareware "libraries"/catalogues, licenceware, and much more.

I'm calling it a "Revised Edition" as it fixes all known errors from the original release, but I haven't changed much else besides removing Unbound branding. I'd love to do a new (possibly expanded) physical edition, but it's not on the cards anytime soon; in the meantime, if anyone in Australia (or willing to pay for shipping from Australia) wants to buy one of my spare author copies, hardcover or paperback, hit me up.

I'll also be putting out a "Shareware Edition" in the next month or so as a fun experiment — I'll break the book up into a few "episodes" and release one as a free PDF with an old-school shareware notice at the start and an id/Apogee-style registration/full-version-advertisement splash page at the end that links to a "registration" page.

My book Shareware Heroes: The renegades who redefined gaming at the dawn of the internet is available to buy again. Read about the rise of indie game publishing and digital distribution alongside stories of indie devs big and small making their way years before Steam existed. https://payhip.com/b/hbTL5

I still get the giggles every time I see or play the Mad Marty dialogue from Secret of Monkey Island.

@vga256 Good to know, especially as Shareware Heroes was written in Scrivener. I learnt InDesign years ago, but don't want to give Adobe any money if I can avoid it. I've also tried Affinity Publisher a bit (I had planned to do a book repackaging of my podcast, but never finished it); it's decent but time-consuming to set up good templates.

Peter Cartwright, the creator of beloved classic Mac game Escape Velocity: Override, has died. He'd been working for years on a remaster called Cosmic Frontier with help from a fellow called Tom Hancocks, who vows to push through and finish the game in his memory. https://www.kickstarter.com/projects/cosmicfrontier/cosmic-frontier-override/posts/4589101

@slembcke Wonderful! The Secret History of Mac Gaming is still the biggest highlight of my career, even after directing a commercial documentary and publishing a second dream book project. I've been working on again, off again on a second volume for several years now. Hoping to find time to move it forward properly next year (and praying that's not just wishful thinking).

@vga256 Yes, I now own the IP rights to Shareware Heroes. I'm putting the ebook up for sale on my own store as soon as I get around to create the sales page. I've not been able to recover the print design files, however, so if I want to do a proper new edition I'll probably have to design it from scratch.

@adamsdesk Fixed. My colleague forgot to update the link when remapping the domain. Here's a direct link: https://www.scummdoc.com/privacy-policy

@adamsdesk Good catch. I just let my team know. Hopefully someone will get it fixed soon.

(We need to prove there's interest in the project before it goes into crowdfunding and production, so waitlist signups really will make a difference. Plus you'll get to fill out a survey at some point, which I realise may not sound all that enticing but I can promise that all the responses will be read by me.)

Introducing my next documentary project: Passport to Adventure: The SCUMM Story. There'll be more to share in the New Year, including the synopsis I put together with help from several LucasArts fans and adventure genre experts, but for now it'd be great if you could all just read the intro post in the attached images and join the waitlist at https://scummdoc.com if it sounds like something you'd enjoy.

Written and directed by award-winning journalist, historian, and documentary filmmaker Richard Moss (TerrorBytes: The Evolution of Horror Gaming, The Secret History of Mac Gaming, A Tale of Two Halves: The History of Football Video Games), Passport to Adventure will peer behind the troop of three-headed monkeys and into the world's largest ball of twine to discover the inner workings of both the games and the engine that revolutionized a genre and ushered in a golden age of point-and-click adventures. Guided by interviews with key figures from the LucasArts SCUMM era, the film will be a joyful and in-depth retrospective journey through the travails of SCUMM development, the litany of influences and Easter eggs, the magnificent art, and the best (and worst) moments of the entire lineup of games made with the SCUMM engine — including the first three Monkey Islands, Sam & Max Hit the Road, Maniac Mansion, Loom, and many more.  We'll have more to share about our plans for the documentary in early 2026. Follow us on social media and join our waitlist at scummdoc.com to stay up to date.

@vga256 I learnt very early in my career that if you want to survive as a creative professional, you have to be ready to adapt to what the market demands — and quickly. Sometimes there's a way back to getting paid for your passion, sometimes not.

@vga256 They still show flashes of their old form, but I'm not sure it'd be financially viable for Ars now to be like it was in its peak years.

@earthshaking And it's still one of the better rates I've been offered, too. Most of my work for Ars ended up being nearer to 30 cents a word, which made them one of my higher-paying clients. No idea what they pay now, but it's horrifying to think about the steady drop in typical freelance rates in the past 25 years.

Fifteen years ago today, I got my first paid freelance writing assignment. I had responded to a callout for "evergreen" feature pitches at my (then-)favourite website, Ars Technica, and was shocked that they actually wanted me to write something for them.

I worked hard at a draft for a ~2.5k word history of adventure games, then based on the quality and breadth of my writing was asked to make it way longer (for an increased fee) and to add more detail about the actual experience of playing the games.

Here is that article: https://arstechnica.com/gaming/2011/01/history-of-graphic-adventures/
Thu 2/12/2010 10:09 AM Richard 

We're interested in your two ideas about the history of sim games and the history of graphic adventure games. You still up for doing it? We would need a draft of both in hand by December 29, and we're looking for something around 2,500+ words for each, along with plenty of illustrative screenshots. We could offer US$1000 for each (so $2,000 total). 

Let me know if interested in one or both (I know the time is short), and we can talk about how the articles might take shape. 

Nate Anderson Senior Editor, Ars Technica

An amazing conversation with @MossRC - author and Macintosh gaming expert!
youtu.be/3q4Lgoreb74

The Colony - Featured in our book - The Secret History of Mac Gaming: Expanded Edition

Discover the forgotten legacy of video gaming on the Apple Mac. This beautifully designed 480-page book reveals the vital role the Mac played in the growth and advancement of the nascent gaming industry. 

We’re celebrating 40 years of the Mac and have knocked £5.00 off: bitmapbooks.com/collections/al

Here's a fun bit of obscure games history I just stumbled across: the founder of XOR Corporation (NFL Challenge, Basketball Challenge) made repeated (failed) attempts to get the CIA to endorse — and consult on — a counter-intelligence simulation game. https://www.muckrock.com/news/archives/2018/feb/06/cia-nfl-challenge/

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