A 1980s Home Computer Family Celebration

Tuesday, November 24th, 2009

A 1980s Home Computer Family Celebration on Technologizer

If you liked the NES Action Set Family, then you’ll probably enjoy my latest Technologizer slideshow. It examines ten early-1980s computer magazine advertisements, all of which focus on a happy family gathered around the ‘ole family PC.

Happy Thanksgiving!

Scott Miller Interview: On Founding Apogee, Shareware Competition, id Software, and More

Friday, August 21st, 2009

Apogee Software Logo

In early June, I conducted a lengthy telephone interview with Scott Miller, founder of Apogee Software (now known as 3D Realms). Today, the interview is up on Gamasutra. This is sort of a companion interview to my earlier talk with Tim Sweeney of Epic Games (another shareware heavyweight), although both stand alone quite well.

Scott Miller\'s HeadApogee is best known for publishing dozens of episodic shareware games, including Kingdom of Kroz, Duke Nukem, the Commander Keen Series, Wolfenstein 3D, and Rise of the Triad. The company later changed its name to 3D Realms and scored a monster hit with Duke Nukem 3D.

Through Apogee, Miller revitalized and dominated the shareware game industry, invented episodic gaming, pioneered the use of the freely distributable game demo, and provided the spark that inspired id Software’s founding.

During the interview, Scott and I went through his early days in programming, the founding of Apogee, the transition from simple shareware to 3D games, his interactions with id Software, his thoughts on shareware game competition in the early 1990s (including Epic MegaGames and Tim Sweeney), and much more. If you’re a fan of BBS or shareware history, you won’t want to miss it.

Giving Shareware the Attention It Deserves

The concept of shareware has for too long been seen as the red-headed stepchild of the computer game industry. It has oft been relegated to the metaphorical back pages and footnotes of the history books — if it shows up at all — and frequently looked down upon by “serious” publishers who never deigned to give away any version of their work for free (until Apogee came along, anyway). I’d like to change that, and I’m hoping that my recent interviews with Miller and Sweeney will lay the foundation for a deeper understanding of shareware’s importance for future generations.

Although it might be a philosophy whose place in the sun has come and gone, shareware has not been an idea without merit or influence. As you’re about to read, the story of Scott Miller, his partner George Broussard, and their company firmly prove otherwise.

The 10 Worst Video Game Systems of All Time

Wednesday, July 15th, 2009

10 Worst Video Game Systems of All Time

Just yesterday, PC World published my slide-filled list of The 10 Worst Video Game Systems of All Time on their site. You might not agree with the list, but that’s almost the point — who agrees with Internet top 10 lists anyway?

I do have to say that I don’t think I could have found any worse video game consoles than those listed. Already, a few commenters at PCWorld.com have noticed that the standard Internet whipping boys (i.e. Virtual Boy, Sega 32X, Atari Jaguar, etc.) aren’t on the list. Well, believe me, those systems are downright wonderful compared to the dreck examined in my article. Instead of going for the “worst popular systems,” I just decided to shoot for straight-out worst, period.

And honestly, the Virtual Boy is not that bad. It has good games, and it’s a great concept (albeit with a few major flaws) — it mostly just failed in the marketplace. The Jaguar has a handful of genuinely good games that are unique to the system, and in my book that disqualifies it from the list. The 32X is a little iffy, but it’s still not as bad as what you’ll see in my piece.

Anyway, I hope you enjoy it, for what it’s worth. I’d love to hear your nominations for the worst video game systems of all time, so comment away.

Tim Sweeney Interview: On ZZT, Shareware, Epic, and More

Monday, May 25th, 2009

Epic Games' Headquarters

You’ve probably heard of Epic Games by now — you know, the company behind Gears of War and the Unreal Engine. We read a lot about those blockbuster products these days, but Epic’s story stretches back much farther than that. For example, did you know that the very same Epic was once one of the world’s foremost shareware game publishers?

In January of this year, I had the immense honor of exploring Epic’s rich history in a sit-down interview with Tim Sweeney, founder and CEO of Epic. Over lunch at a local restaurant, we discussed his early programming years, the genesis of ZZT (Epic’s first game), Jill of the Jungle, Apogee Software, the shareware wars, his thoughts on id Software’s early work, the future of game graphics, and much more.

After some time on the back burner, this long, in-depth interview has finally seen the light of day over at Gamasutra. Shareware fans and general history computer buffs shouldn’t miss it. Heck, I did the interview and I’m reading it again. I hope you enjoy it.