The Life & Times of Video Games

Richard Moss

An award-nominated documentary and narrative audio series about video games and the video game industry — as they were in the past, and how they came to be the way they are today. History doesn't just vanish into the distance behind us; it casts a very long shadow that affects everything that comes after it, and so with The Life and Times of Video Games journalist and historian Richard Moss draws those through lines to tell fascinating stories about the past that link right back to the present.

  1. 12/22/2022

    PAX Panel: Shareware Downunder

    I was on a panel about shareware games at PAX Australia in October, with Halloween Harry / Alien Carnage co-creator John Passfield, indie developer and bookshop owner Terry Burdak, and ACMI games curator Arieh Offman. This is the full audio from that panel. You can find a PDF of my slides from the panel at this Dropbox link. I've also got John's slides in PowerPoint format (so you can play the videos yourself) and Terry's in another PDF. As for where to find us and the things we talked about: My new book, Shareware Heroes: The renegades who redefined gaming at the dawn of the Internet, has a website hereYou can find out more about John's past work at the Play It Again website and his personal site. Terry's games studio and shop are located in Melbourne's inner north. You can check out their games and buy some things at https://www.paperhousegames.com/If you live in or are ever visiting Melbourne, be sure to visit ACMI and stop by the free Story of the Moving Image exhibition. And you can find us all on social media. I'm @MossRC on Twitter and @mossrc@social.mossrc.me on the Fediverse (Mastodon et al); John is @JohnPassfield on Twitter and @johnpassfield@mastodon.gamedev.place on the Fediverse; Terry is @PaperHouseGames on Twitter and Instagram; and Arieh is @OffmanArieh.Special thanks to Helen Stuckey for conceiving and organising the panel And here's the original panel description: Remembering a time when the shareware demo ruled PC gaming, this panel discusses the impact and legacy of shareware on the local gaming landscape. Featuring author of "Shareware Heroes: The renegades who redefined gaming at the dawn of the Internet" Richard Moss, game designer John Passfield, whose Apogee-published game Halloween Harry / Alien Carnage (1993) topped the charts just before shareware legends id Software made it irrelevant with Doom, and shareware devotee in their youth, indie developer Terry Burdak (Paper House). Panel chaired by Arieh Offman, ACMI's Curator of Videogames for Play it Again: Preserving Australian videogame history of the 1990s project.

    1h 9m
  2. 10/25/2021

    The Tomb Raider grid (remastered)

    To celebrate the 25th birthday of my favourite game franchise, I thought I'd pull out the old Tomb Raider grid episodes from Season 1 and merge them into one. I also put some time into cleaning up the audio, though it'll still sound rough compared to newer episodes — given the lower-fidelity recordings I was using then. Here's the original episode description: Every aspect of the original Core Design Tomb Raider series (and by extension the franchise's success post-Core) comes back to the grid that lies beneath it — the majority of the puzzles; the platforming; the cavernous chambers and ruins and outdoor areas that provide a sense of isolation, of solitude and discovery; and Lara Croft's iconic acrobatic movement style. And yet it never would have happened if not for one pragmatic choice made by a programmer early in the game's development. This is the story of how that came to be, and how it made Tomb Raider…well, Tomb Raider, based on interviews with Heather Stevens (née Gibson) and Gavin Rummery as well as my past work covering Tomb Raider's history as a freelancer. The second part, which was originally a separate release, also includes discussion of the place that such a grid system has — or might have — in game design today.  Thank you to my Patreon supporters for making this episode possible — especially my producer-level backers Carey Clanton, Wade Tregaskis, Seth Robinson, Rob Eberhardt, Simon Moss, Scott Grant, Vivek Mohan, and Joel Webber. To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon.  My first book, The Secret History of Mac Gaming, is getting republished in October 2021 (this month!) by Bitmap Books in an "Expanded Edition", featuring a revised layout and design, more images, additional written content, and new sections including a timeline and icon gallery. Head to Bitmap's product page for more details.  My second book, meanwhile, Shareware Heroes: The renegades who redefined gaming at the dawn of the internet, has just been copyedited and will soon be going through design and typesetting phases. It'll be out around Q2 2022, but you can preorder from Unbound.

    1h 1m
  3. 10/03/2021

    MobyGames, the IMDB of Video Games

    There was no encyclopaedia nor fleshed-out database of video games in 1999. There were barely even any reliable or comprehensive lists of video games. Not until Jim Leonard decided he needed to build one. He called it MobyGames, and 22 years later it's the de facto source for credits, screenshots, and other general information about video games. It is the "IMDB of video games". This is its story. My thanks to the people who contributed to this story: Jim Leonard blogs at Oldskooler Ramblings and tweets @MobyGamer.John Szczepaniak's Untold History of Japanese Game Developers trilogy is on Amazon. There's also re-edited, prettified version called Japansoft available from Read-Only Memory.Clint Basinger runs the excellent Lazy Game Reviews YouTube channel, where he explores and discusses retro games and technology.Matej Jan blogs about pixel art and retro games at Retronator. He's also developing Pixel Art Academy, an adventure game for learning how to draw.These days John Romero is COO at Romero Games, a triple-A game studio he co-founded with his wife (and company CEO) Brenda. Their most recent title is Empire of Sin.Tomer Gabel is now a software architect and consultant. You can find out more about him and his work via his LinkedIn and Twitter profiles. Thank you to my Patreon supporters for making this episode possible — especially my producer-level backers Carey Clanton, Wade Tregaskis, Seth Robinson, Rob Eberhardt, Simon Moss, Scott Grant, Vivek Mohan, and Joel Webber. To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. (I also accept commissions and the like over email, if you're after something specific or just don't want to deal through those platforms.) My first book, The Secret History of Mac Gaming, is getting republished in October 2021 (this month!) by Bitmap Books in an "Expanded Edition", featuring a revised layout and design, more images, additional written content, and new sections including a timeline and icon gallery. Head to Bitmap's product page for more details.  My second book, meanwhile, Shareware Heroes: The renegades who redefined gaming at the dawn of the internet, has just been copyedited and will soon be going through design and typesetting phases. It'll be out around Q2 2022, but you can...

    56 min
  4. 08/05/2021

    Interview: Kate Willaert

    I speak to games historian and graphic designer Kate Willaert about her research and current projects, as well as her efforts to turn this work into a job. We also voice our complaints about Google's Usenet archives, discuss the horrible world of YouTube publishing, the struggles of getting your work seen/read/heard as a content creator today, the value of a good hook for getting people interested in history, how to structure a historical narrative, our font choices for writing draft scripts, and much, much more. Interview conducted 1 May 2021 Links: Kate has talked lots about her Carmen Sandiego research, both on Twitter and her blog. Here's one example.Tetris: The Games People Play, a graphic novel about the history of TetrisThe intro to Kate's (eventually) 50-part video series on playable female protagonistsMobyGames tag for female protagonists (excludes games with multiple playable characters)Hardcore Gaming 101 feature on 1980s video game heroinesThe rules governing her 50-part playable female protagonists series are laid out in the intro video and this articleAtari Compendium's collection of scanned magazinesThe Internet Archive's Magazine RackThe Usenet archives on Google Groups are now mixed in with the other groups and not easily browsable, but search still worksThe UTZOO-Wiseman archives on archive.org are a great resource for Usenet postsAmerican Radio Historynewspapers.comnewspaperarchive.comKate's Moonlander articleKate's YouTube channelI didn't go into specifics on the many significant games made in 1973, so here are several off the top of my head:Maze, arguably the first first-person shooterSpasim, one of the earliest 3D gamesAirfight/Airace, the first computer flight combat sim (covered on this show in ep2)MoonlanderEmpire (the PLATO one)David Ahl's 101 BASIC Computer Games...

    1h 34m
  5. 05/19/2021

    Flight Control, the simple little iPhone game that helped redefine an industry

    How a game designed in a week helped to change everything — for the company that made it, for a local industry in turmoil, and for a global industry in transition.  Features interviews with Defiant Development co-founder Morgan Jaffit and Firemint founder / Flight Control creator Rob Murray, along with a clip of former Touch Arcade editor Eli Hodapp. LINKS You can't get Flight Control on iOS or Android anymore, but the HD Mac and Windows port is still available on Steam — if your computer is old enough to run it.The clip of Eli Hodapp speaking on The Touch Arcade Show is from episode 222, published in September 2015 — shortly after Flight Control (along with many other EA-owned games) was delisted from the App StoreFor more from me on the early mobile games business, be sure to check out episode 1 - Race to the bottom as well as the extended interview I posted with Pocket Gamer co-founder Jon Jordan after that episode came out. I also briefly touched on early iPhone hit Trism in episode 6 - ROM Hack — which featured Trism creator Steve Demeter talking about his stint in the ROM hacking and translations community. If you're curious what these guys are up to nowadays, you'll find Eli at GameClub carving out deals to pull more old iOS and Android games out of purgatory and into their subscription catalogue. Rob is a stay-at-home dad, years deep in a bigger-than-he'd-expected project to design his family's new house. And Morgan is also enjoying the home life after winding down Defiant in 2019, happy that it had served its purpose and was no longer needed. He says he's also writing a script for a new game some ex-Defiant people are building, consulting on various upcoming game projects, and writing short stories (which he describes as a "very nice" change of pace, as he can get a story done in days rather than the years most games he's worked on took to complete). Thank you to my Patreon supporters for making this episode possible — especially my producer-level backers Joel Webber, Vivek Mohan, Seth Robinson, Simon Moss, Carey Clanton, Scott Grant, Wade Tregaskis, and Rob Eberhardt. To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. (I also accept commissions and the like over email, if you're after something specific or just don't want to deal through those platforms.)

    42 min
  6. 04/27/2021

    Interview: Andrew Borman (Strong Museum of Play, PtoPOnline)

    The Strong Museum of Play's digital games curator Andrew Borman describes his deep passion for uncovering and preserving cancelled, unreleased, and prototype games. This is so much more than a vocation for him, and here you get to hear all the stories and insights he shared with me when I interviewed him for the season 4 finale, The Ghosts of Games That Never Were. Highlights include the stories behind cancelled Halo and Elder Scrolls games, an unreleased version of Until Dawn, an early version of Resident Evil 2, and some in-depth discussion about the significance of finding and sharing these stories. We also talk a bit about Andrew's work at The Strong and the amazing power and value of institutional backing in games preservation. Interview conducted January 14th, 2021. Links (many of these go to YouTube): I can't find a surviving archive of Andrew's Resident Evil 1.5 post, but here's a great Eurogamer article about the game and the community quest to preserve itThe Strong Museum of PlayResearch fellowships at The StrongThis page on The Tomb of Ash has info, screenshots, and download links for Core Design's cancelled Tomb Raider 10th Anniversary EditionEpisode 31 of this show also included a segment on said 10th Anniversary EditionTomb Raider's video game hall of fame entryAndrew has multiple videos on the Haggar Xbox demo build for a Halo Mega Bloks game. Here's the most recent one. And here's the first one.A video Andrew made about the Sonic Extreme skateboarding/hoverboarding game that turned into the Sonic Extreme we actually gotElder Scrolls Oblivion cancelled PSP gameAndrew's Star Wars Battlefront 3 unseen PC footage videoAndrew's video on Until Dawn's unreleased PS3 versionVICE Gaming/Waypoint has an excellent Halo 1 oral historyManse was mentioned four times in Ambrosia Software's newsletter before its quiet cancellationHere's the Wikipedia page on Captain ComicAndrew's Stargate SG1: The Alliance hub page from his old website has both articles and videosa...

    58 min
4.9
out of 5
11 Ratings

About

An award-nominated documentary and narrative audio series about video games and the video game industry — as they were in the past, and how they came to be the way they are today. History doesn't just vanish into the distance behind us; it casts a very long shadow that affects everything that comes after it, and so with The Life and Times of Video Games journalist and historian Richard Moss draws those through lines to tell fascinating stories about the past that link right back to the present.

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