Producer of Ludiphilia; historian, journalist, & freelance writer specialised in features. Covers games, play, tech, science, innovation. Email: rich.c.moss at gmail
"Show us that it's being adopted in the industry, and we'll put it in.”
You know the violence, but there were text-adventures, skiing, space, and ants(!) too.
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 ...
An educational system helped pioneer sports games, in-game chat, and simultaneous play.
Why? Nostalgia, specific software or hardware, creativity through limitation.
Doom, Halo, Goldeneye, Half-Life, Call of Duty... you may recognize a few of these.
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.
How DVD players and game consoles nearly combined to rock consumer electronics in the '90s.
In their words, devs say how things got too big, too fast—leading to studio shutdown.
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)...
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.
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...