I’ve put together a new Resources page to help people find and play obscure games. If you’ve ever wanted to jump in but didn’t know how or where to start, check it out!
Tag Archives: technical
“Who allowed you to do this?” Joe Sparks talks Spaceship Warlock, CD-ROMs, $8000 computers, and the growth of interactive media
Spaceship Warlock co-creator Joe Sparks sat down for an ambling conversation about developing in the CD-ROM era and the creation of a groundbreaking adventure game.
John Hiles, unapologetic, reflects on SimHealth, what games can learn about cognition, and where Will Wright was wrong
John Hiles, head of Maxis Business Simulations and Thinking Tools, shares his perspective on the foundational theories of the simulation genre and responds to criticism of the value of predictive simulation games.
Some thoughts about the new frontiers opened by the risky but extremely promising emulation work recently implemented by the Internet Archive.
QuickTime enabled low-cost videos on computers, paving the way for new uses of multimedia. That said, we should all probably stop using it now.
A recap of Jason Scott’s discussion about the legality of open game archiving at the National Digital Stewardship Residency 2016 Symposium.
An extended summary of an issue of Digital Media, a trade journal that reveals the sweat and blood shed by early adopters of the CD-ROM.
A brief reflection on the Smithsonian’s new exhibit on video games and how their take on the early days of gaming matters to this blog.
Rhizome’s event celebrating the re-release of Theresa Duncan’s CD-ROM games is a pivotal moment in CD-ROM history – both critically and technically. Luckily, I took notes! Read about the importance of Chop Suey, Smarty, and Zero Zero in feminist gaming history, as well as Rhizome’s groundbreaking work on server-side emulation.