RSS

Category Archives: Modern Times

Manhole, Anyone?

As part of my research for an upcoming article, I would really like to beg, borrow, or buy a copy of the 1989 CD-ROM version of The Manhole for the black-and-white Macintosh. Note that this means neither the 1988 floppy-disk release nor the 1994 Masterpiece edition or any other re-release. If you happen to have a line on this rarity, I’d hugely appreciate it if you could contact me and let me know. I’d be equally happy with a digital or physical copy, and am willing to pay for the latter.

Thanks a million, and see you in a few days with my next proper article!

Update: Reader Casey Muratori knows the folks at Cyan, and put me in touch with them. They’re going to send me a copy, so problem solved. My huge thanks go to Cyan and to Casey, who has just provided yet more proof that I have the best readers in the world.

 

One is Enough For SimCity

It’s been a mixed week here in the man cave. On the one hand, last week’s article on SimCity blew up pretty big in social media, attracting lots of positive comments in the process; believe me, a writer can never tire of adjectives like “wonderful,” “fantastic,” and “hugely interesting.” But on the other, I made one of the more embarrassing errors in this blog’s history with the video clip I embedded into the same article; I attributed the speaker in that video to be Will Wright instead of his racing partner Rick Doherty. Then, just to compound the error, I decided to get all cute about it: “Wright shows off some of the RX-7’s gadgetry using the same rapid-fire, jargon-laden diction that journalists and tech-conference attendees would later come to know if not always love.” Ouch. Teach me not to try to be too clever.

But most of all this week, I’ve been struggling with my planned second article about SimCity. Actually, I’ve been struggling with my coverage of the game in general on and off for months now. My original plan was to do a deep dive, to try to draw a lot of connections to the history of urban planning and the lives of cities in general. I never could quite figure out how to do that in an interesting way, however, especially as I spent more time with the simulation itself and had to face how limited it ultimately is. My big plans got pared down to a couple of articles, one more factual and historical, one more critical and philosophical.

And then this week I couldn’t seem to get even the second of those articles to come together. My work kept devolving into a nitpicky poking of holes in the simulation, which isn’t really fair given the constraints under which it was produced. Or it became an extended critique of Will Wright for failing to make the sorts of games I personally most enjoy playing, which is still less fair, especially given that his work on SimCity cracked open the door for so many later games I do unabashedly love.

At some point in all of this, I realized something: that the first article stood alone just fine. It says everything I want and need to say about SimCity‘s history and its importance to gaming. Should there be any doubt, the latter will inevitably be continually reemphasized in future articles, as I write about some of the countless games that bear the stamp of Will Wright’s original innovation — not least many of the games designed by my personal hero Sid Meier. So, I’ve decided largely to leave well enough alone. I’ve tinkered a bit with the first — now only — article to highlight a few points, but rereading it is probably only for the extremely dedicated among you.

I feel very good about the decision, but all of this wheel-spinning does mean that I can’t give you a new article this week, for which my apologies. As the writers among you can doubtless attest, sometimes you don’t really know what you already have until you try to add to it. What can I say? It’s a process.

Next week we’ll be continuing with our previously planned programming, returning to the British scene for a few more articles after our brief sojourn back to the United States for SimCity. I’ve got some very interesting material in the oven — and material which I thankfully know exactly what to do with. So, catch you then.

In the meantime, thanks a million as always for reading and supporting this work!

 

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!