Writer, journalist, and storyteller who explores the future — and the past — of innovation, video games, and technology. (Also covers play and science + makes podcasts.) Email: richard at fastmail.com
Save the (Release) Date
Video game release dates seem at times like a black art. We hear dates like “Q1 2021” or “October 25th” bandied around and try to guess what they mean for a game’s development. Does a delay spell trouble behind the scenes? Is there some weird logic behind a launch that goes up against a hotly anticipated competitor?
And why do games keep coming out—often just before Christmas, or around February and March—broken and unfinished, their players forced to download a massive day-one patch just to ...
18 - Hogs of War
Far from a mere "Worms in 3D", Hogs of War was its own breed of madness. Hear the story of how it evolved from a concept of "Command and Conquer with pigs", what made it such a well-designed satire, and how this underrated PlayStation game saw the funny side of serious global conflict.
What happened when Sega courted female players in the mid-’90s
How a group of Sega executives helped make video games more inclusive
How Nintendo introduced the Game Boy, Tetris, and Pokémon to the West
Nintendo couldn’t do much wrong, come 1989. Four years in on the company’s first console, the NES, it had racked up around 28 million system sales worldwide and almost single-handedly revived the failing American video game market. And the previous year Nintendo had expanded its business with a hit magazine, Nintendo Power. But the NES was getting old, and Nintendo wasn’t ready to introduce its successor.
To preserve momentum, Nintendo needed another thing — a new device that…
Keynote - Tales From The Golden Age of Mac Gaming (/dev/world 2018)
Presented by: Richard Moss
Macs were at various points in the 1980s and 90s a great bastion of innovation and creativity in game design, a place where genres were born and thinking differently was a doctrine — not a tagline. Journalist and historian Richard Moss will share the biggest lessons, insights, and tales of developer wizardry from the era that he found while writing his book The Secret History of Mac Gaming.
15 - The Boss Button
Before computers had proper multitasking support and quick shortcuts for changing apps, playing games when you're not supposed to be could be super risky. But if there's one thing that's been a constant in technology, it's that wherever there are computers, there are also games. And for a while, in the 1980s and 90s, many game developers actually put in a special key command that would bring up a fake productivity screen. This is the story of the rise and fall of the boss button.
The future of AI-generated characters
AI-generated and AI-driven characters may still be in their infancy, with years of development yet ahead before they reach maturity, but already they are making a mark on our lives, and their use is rapidly rising.
They help us get around town, run our smart homes, file our appointments, chat with us on website support systems and social networks, and more. And within the field itself, developers are excited at the potential for these characters to come to life in augmented, mixed, and virtua...
14 - Lode Runner
The story of how a terrible description of the Donkey Kong arcade game led to the creation of Lode Runner, one of the greatest games of all time and one of the earliest games with a built-in level editor.
Surviving The Discoverability Crisis: Developers Can't Wait For Others To Promote Them
One of the most important things that Nick Suttner needs every game developer (indies especially) to understand is that it's people — not companies but rather individual champions in different parts of the industry — that make games succeed.
A former journalist, as well as a Sony alum and erstwhile Oculus developer relations rep, now an independent writer and consultant, Suttner made this his key takeaway at a talk he gave at Game Connect Asia Pacific in October last year, and he emphasized i...
Game Developers Must Treat Sensitive Issues Ethically And Responsibly
The cultural tides are rising, One More Story Games CEO and founder Jean Leggett and indie developer/Infinity Plus Two communications manager Gabriella Lowgren said in a talk attended by GameDaily at Game Connect Asia Pacific (GCAP) about dealing with mature and traumatic content in games.
We now have biographical games, like Depression Quest and That Dragon, Cancer, that tell personal stories, and efforts like Spec Ops: The Line — which explores the horrors of war — along with the burgeoning...
Kate Edwards: Passion Must Stop Being Used As Code Word For Exploitation
Kate Edwards wants everyone to become an advocate. The former IGDA executive director previously took up the mantle for advocacy in a fiery keynote address at Game Connect Asia Pacific (GCAP) last year. A year in, Edwards has shown no signs of slowing down in her efforts to inspire all game creators to make change happen.
GameDaily caught up with her during Melbourne International Games Week to get her take on how the industry is progressing on a wide range of issues — diversity, crunch, work...
How bad crediting hurts the game industry and muddles history
You'd think that game credits would be simple.
It's just a list of names and roles, after all. How hard can that be to get right?
But credits are rarely simple, because neither is game development. And yet credits are an invaluable, underappreciated aspect of game making.
They're our best — and often only — record of the human labor that goes into game development, serving not only as a reminder that games are made by people — sometimes lots of them — but also as a tool for developers to adva...
Assassin’s Creed: An oral history
Ahead of the 11th main entry in the series, Assassin’s Creed Odyssey, releasing this week, we tracked down nine people who worked on the original game and talked to them about how it all began. What follows, in their own words, is a story about discovering a concept with near-infinite potential and then struggling to realize even a fraction of it.
Skipping Steam: Why Jason Rohrer independently distributes One Hour, One Life
Conventional wisdom may dictate that indie game devs should put all their PC games on Steam, but Jason Rohrer's never been one to simply follow the crowd.
The veteran indie is known for doing things differently, whether he's making a game about burglary and home defense in which the perpetrators are often simultaneously the victims (The Castle Doctrine), exploring life and morality in a five-minute journey through a side-scrolling 2D maze (Passage), or burying a game in the desert in the hope...
How Exapunks dev Zachtronics finds the fun in hacking
When Zach Barth was in eighth or ninth grade, he gave himself a hacker handle.
He had no idea how to actually be a hacker, but he'd seen the movie Hackers and he aspired to be like the people he saw there. With a cool hacker handle like "thekrispykremlin" — a name he plucked out of nowhere — he could at least pretend.
Nearly two decades later, he doesn't need hacker handles to pretend. He has games to do that. His studio Zachtronics makes games about optimizing systems, programming, and now, ...