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Category Archives: Modern Times

1988 Ebook Now Available

The tenth and latest of the ebooks compiling my articles for this site is now freely available from the ebook download page, thanks as always to the beneficence of Richard Lindner. Please note that the division of the ebooks into historical years is necessarily only very rough, with many articles and themes crisscrossing backward and forward through time. So, if your favorite game from 1988 hasn’t yet appeared, don’t entirely despair.

That said… enjoy!

If you recently discovered this site, perhaps via one of the recent articles that blew up a bit in places like Hacker News and Twitter, and you’ve since become a regular reader, I’d firstly like to welcome you to this little journey I and some of my most longtime readers have been on for over five years now. (But don’t worry about having missed out on too much; we’re just getting started.) Secondly — you knew it couldn’t be that easy, right? — please do think about clicking one of the buttons over to the right to add your support via Patreon or PayPal. I can’t continue to do this work — and hopefully find ways to do it even better — without people just like you.

A recent survey that Patreon did with my backers revealed that you’d most like to know more about what’s coming up in the near future on the blog. I have indeed not done a great job with that, partly because I know there are some of you who like to be completely surprised by each new article. So, if you’re in that group, please take this as a spoiler warning and don’t read the next paragraph.

Our next big theme will be the advent of the so-called “god game” and the two designers who are still regarded today as perhaps the genre’s most dedicated practitioners. Interspersed between the two will be a long-delayed history of British computing after everything went sideways for Acorn and Sinclair in the mid-1980s. Then we’ll be following Infocom to the bitter end, finishing their story at last — but I’m personally more excited about digging into the pre-IF Renaissance American amateur scene that was springing up on the online services at the same time that Infocom was dying. The AGT era of text adventuring is little studied and little understood today, and I’m hugely looking forward to trying to correct that; there’s gold in them there hills. After that, we’ll be chronicling the history of the Macintosh after Steve Jobs left Apple. In the late 1980s, the Mac brought us a whole series of hugely important innovations, including HyperCard, Storyspace, and the first consumer-grade CD-ROMs, all of which we’ll be covering. But never fear, we’ll give equal time to the IBM clones as well — with the PS/2, OS/2, VGA graphics, and the first sound cards, there’s plenty to talk about there. We’ll stop in again at Sierra, always a bellwether for the PC-gaming industry as a whole; while there, I’ll get to write about a Sierra adventure game I actually like. (Doesn’t happen often enough, I know.) Throw in another visit with Cinemaware, who began doing some fascinating experiments of their own with CD-ROM during this period, and that about sums about the next few months. It should be a fun ride.

Thanks so much to all of you who help me to do this important work, whether through public comments, private help with my writing and research, or financial support. You all are, to use the single most overused word in the English language appropriately for once, awesome.

 

1987 Ebook Now Available

As the title says… enjoy!

 

Rochester Ho!

No new article this week, I’m afraid. I’ve been planning for some time to take a bye week in January, but had thought it would be next week rather than this one. The next article will, however, be a bit of a technical one, and it seemed wise to give it a round or two of peer reviewing before I published. So, that one will be coming out next Friday instead of this one.

But I should tell you why I planned a bye week in the first place because it’s quite exciting (for me, anyway). I’ll be spending next week at the Strong Museum of Play in Rochester, New York. They’ve assembled an impressive archive of internal papers and other documents there from quite a number of prominent players in the games industry of the 1980s and 1990s: SSI, Sierra, Brøderbund, just to name a few that most interest me. If all goes as I expect, what I collect next week will inform my writings here for months or even years to come. A trip like this wouldn’t be practical without your support through Patreon and PayPal, so thanks so much for that!

Be seeing you!

 

A Little Christmas Gift

This being the time of year for such things, I have a little surprise that I hope some of you might really enjoy.

I get asked on a fairly regular basis whether this blog will ever become a book — or, more likely, a series of books. While I do have aspirations in that direction, producing even one proper book is a big task that’s hard to turn to now when I’m so focused on this chronological journey we’re on. In the meantime, I can now at least offer you a series of ebooks that simply compile my older articles. Their existence is entirely down to the efforts of reader Richard Lindner, who developed all of the tools to automatically convert the blog’s articles.

Despite his talents, the ebooks are inevitably a little rough around the edges. In particular, multimedia elements — pictures, screenshots, movies, audio — may display imperfectly or not at all on many e-readers. Nevertheless, I hope some of you will find them handy for reading in bed or taking to the beach without bullies kicking sand in your laptop. Richard and I couldn’t quite decide whether to include readers comments or not — they’re a huge and hugely appreciated part of the online experience, but arguably ruin the flow of the ebook versions — so we decided to let you decide, by offering versions both with and without them. You can also choose between Kindle and epub versions, whichever suits your device or software. More ebooks will be appearing as I finish writing about each historical year. I just have a few articles to go to finish up 1987, so you can expect that volume to be joining the others quite soon.

Thanks for being such amazing readers! Your support means the world to me. If you are a regular reader who’s made this blog a part of your weekly routine and you haven’t yet pitched in, please do think about starting the new year with a Patreon pledge or a one-time PayPal donation — assuming, of course, that your personal circumstances permit. For the price of a good cup of coffee each month you can support this ongoing serious, nuanced examination of the history of gaming, and contribute to my own slow crawl toward earning a living wage from what’s long since become as time-consuming as any other full-time job.

To the 160 of you (as of this writing) who have signed up through Patreon and the many others who have donated through PayPal:an extra special thank you! It warms my writerly heart to know that so many of you like what I do enough to voluntarily pay for it. I’ll continue to strive to be worthy of your support.

I wish you all a great Christmas or winter holiday of your choice, and a happy New Year to boot. And I’ll see you all again in a couple of days, with a proper article this time.

 

Two Books on Gaming History

I’d like to tell you quickly today about two books that have recently crossed my desk, both of which do gaming history the way it ought to be done.

Dungeon Hacks

The first is David L. Craddock’s Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games. It’s a collection of “making of” articles not all that different from many that I write here, except that they deal with a genre that I sadly don’t know all that much about. Perhaps the best compliment I can give the book is that, despite very limited personal experience with the games Craddock writes about that’s confined largely to a bit of dabbling here and there in NetHack, I found it interesting enough to stay up late to read it. Craddock is that good a storyteller, one who knows how to keep the anecdotes under control in order to keep the narrative flowing. I’m not entirely sure that he really makes the argument promised in his subtitle; this is a nuts-and-bolts book that focuses on personalities and the processes of making the games in question, and doesn’t spend the time on their greater impact that a phrase like “changed the course of video games” would imply. Especially if you’re a fan of the genre, however, I’m sure you’ll find it a very worthwhile read. I also recommend Craddock’s earlier history of Blizzard Entertainment, Stay Awhile and Listen, which has already proved a valuable source for one or two of my own articles.

Science Fiction Video Games

The other book is of a much broader scope. Neal Tringham’s aptly titled Science Fiction Video Games is an attempt to catalog and set in context all significant science-fiction videogames ever. Apart from some interesting if brief chapter introductions, the bulk of the book consists of capsule summaries of games grouped by genres: “Adventures,” “Computer Role-Playing Games,” etc. One might well argue that we have MobyGames already for that sort of thing, but Tringham’s project is redeemed by the even-handed nature of his summaries, summaries that cover not only the broad details of plot and mechanics but also the critical consensus on the games’ merits.  Each is a model of thoughtful concision that… well, let’s just say that many MobyGames reviewers could learn a thing or two from Tringham. I’m already finding it to be a valuable volume for my reference shelf. I just wish it covered all games instead of only those that are at least vaguely science fictional. I would change just two other things: a) organize the summaries chronologically rather than alphabetically to give a better sense of how each genre developed (there’s already an excellent index for looking up titles); and b) make it a hell of a lot cheaper.

Both of these books are professionally edited, carefully written, and well laid-out. I didn’t want to throw either of them against the wall ten minutes after starting to read. That may sound like damning with faint praise, but there are actually very few other books from self-publishers and small presses about which I can say the same thing. I hope we’ll soon see many more of similar quality, from these authors and the many others for whom they’ll hopefully serve as an example. Videogames are fun, but they’re also worth taking seriously.

(Full disclosure: I was gifted free copies of both books by their authors. I also gave Craddock some editorial feedback when his book was undergoing its final round of polishing.)