Richard Moss

Richard Moss

Sharing people's stories

Producer of Ludiphilia; historian, journalist, & freelance writer specialised in features. Covers games, play, tech, science, innovation. Email: rich.c.moss at gmail

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The tragedy of FireWire: Collaborative tech torpedoed by corporations

"Show us that it's being adopted in the industry, and we'll put it in.”

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Roam free: A history of open-world gaming | Ars Technica

You know the violence, but there were text-adventures, skiing, space, and ants(!) too.

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Easter eggs evolved: Why gamers spent 3-years-plus studying GTAV’s Mount Chiliad

Just below the peak of Mount Chiliad, a huge mountain in the far north of San Andreas, a mysterious mural sits high atop a cliff face. It looks like a map of the mountain's interior—a network of tunnels that connect five small chambers and three large ones with what appear to be a UFO, an egg, and a jetpack within them. Whether it's actually ...

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Want to see gaming’s past and future? Dive into the “educational” world of PLATO

An educational system helped pioneer sports games, in-game chat, and simultaneous play.

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An OS 9 odyssey: Why these Mac users won't abandon 16-year-old software

Why? Nostalgia, specific software or hardware, creativity through limitation.

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Headshot: A visual history of first-person shooters | Ars Technica

Doom, Halo, Goldeneye, Half-Life, Call of Duty... you may recognize a few of these.

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From SimCity to, well, SimCity: The history of city-building games | Ars Technica

Cities are everywhere. Billions of us live in them, and many of us think we could do a better job than the planners. But for the past 26 years dating back to the original SimCity, we've mostly been proving that idea false.

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Remembering Nuon, the gaming chip that nearly changed the world ...

How DVD players and game consoles nearly combined to rock consumer electronics in the '90s.

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“It felt like robbery”: Tomb Raider and the fall of Core Design | Ars Technica

In their words, devs say how things got too big, too fast—leading to studio shutdown.

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Maniac Tentacle Mindbenders: How ScummVM’s unpaid coders kept adventure gaming alive

ScummVM was born on September 17, 2001, at 5:57pm GMT+1. The program was meant as an interpreter that could play classic LucasArts point-and-click adventure games such as Monkey Island, Sam & Max Hit the Road, and Day of the Tentacle in a virtual machine (VM)...

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From SimCity to Real Girlfriend: 20 years of sim games

In the process of completing his first game, Raid on Bungeling Bay, Will Wright developed a level editor that he found more entertaining than the game itself. Digging deeper into theories of urban planning and architecture, Wright converted the editor into a stand-alone product—arguably more "software toy" than game—that asked players to build and manage a city.

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A truly graphic adventure: the 25-year rise and fall of a beloved genre

Space Quest. Day of the Tentacle. Gabriel Knight. Monkey Island. To gamers of a certain age, the mere names evoke an entire world of gaming, now largely lost.

Graphic adventure games struggle to find success in today's market, but once upon a time they topped sales charts year after year. The genre shot to the top of computer gaming in the latter half of the 1980s, then suffered an equally precipitous fall a decade later...