The Life & Times of Video Games

An award-nominated documentary and narrative audio series about video games and the video game industry — as they were in the past, and how they came to be the way they are today. History doesn't just vanish into the distance behind us; it casts a very long shadow that affects everything that comes after it, and so with The Life and Times of Video Games journalist and historian Richard Moss draws those through lines to tell fascinating stories about the past that link right back to the present.

https://lifeandtimes.games

Eine durchschnittliche Folge dieses Podcasts dauert 31m. Bisher sind 64 Folge(n) erschienen. Dieser Podcast erscheint alle 3 Wochen.

Gesamtlänge aller Episoden: 1 day 13 hours 12 minutes

subscribe
share






recommended podcasts


  • 1
  • 2
  • 1
  • 2

[Extended Interview] Jon Jordan on the evolution of iOS gaming and the App Store


[re-uploaded as mono] An extended interview with Pocket Gamer co-founder Jon Jordan, who these days writes mostly about the business of mobile games at Pocket Gamer's sister site PocketGamer.biz. These full interview postings will normally be for Patreon backers only, but since I've only just launched the show I thought it'd be good to give you a taste of what you'll be getting when you make a monthly pledge of $3 or more...


share








 September 10, 2017  55m
 
 

[Soundbite] Steve Capps on online social gaming and Bill Gates playing Bridge


Steve Capps, one of the creators of the Macintosh and a Microsoft executive in the 1990s, tells a story from his days of working alongside Bill Gates. Unused material from an interview conducted while researching my upcoming book, The Secret History of Mac Gaming, which is publishing in 2018 (during northern hemisphere Spring/southern hemisphere Autumn). More info about the book at unbound.com/books/macgaming...


share








 September 21, 2017  4m
 
 

[Soundbite] Mark Ferrari on gatekeepers and a cancelled X-Men game


The story of a cancelled X-Men TV controller game, as told by former LucasArts illustrator Mark Ferrari, who is a world-renowned and innovative pixel artist responsible for popularising multiple graphical techniques — including dithering, colour cycling, and palette shifting. And an inside look at the downside of having marketing-focused gatekeepers in charge of what products hit store shelves. Music by Kai Engel, Lee Rosevere, and Evan Schaeffer...


share








 November 3, 2017  11m
 
 

ROM Hack


At the dawn of emulation and the World Wide Web, a group of fans discovered the Nintendo and Super Nintendo games that never made it over from Japan. One of them decided to hack into a few of these and translate them, unofficially, with help from some friends -- starting with Final Fantasy II for the NES...


share








 November 11, 2017  37m
 
 

The Tomb Raider grid (part 1)


Every aspect of the original Core Design Tomb Raider series (and by extension the franchise's success post-Core) comes back to the grid that lies beneath it — the majority of the puzzles; the platforming; the cavernous chambers and ruins and outdoor areas that provide a sense of isolation, of solitude and discovery; and Lara Croft's iconic acrobatic movement style.  And yet it never would have happened if not for one pragmatic choice made by a programmer early in the game's development...


share








 December 23, 2017  31m
 
 

The Tomb Raider grid (part 2)


Continuing the story from Part 1, this is how the original Tomb Raider's grid-based engine/level editor impacted on the series, on Lara Croft's rise to fame, and on the shifting sands of blockbuster game development. This episode also discusses the place that such a grid system has — or might have — in game design today. Featuring input from former Core Design artists and level designers Heather Stevens and Andy Sandham as well as programmer Gavin Rummery...


share








 February 18, 2018  37m
 
 

Midwinter


On the late Mike Singleton and the importance of Midwinter and The Lords of Midnight, his two great works. After switching from high school English teaching to professional game development in the 1980s, Mike quickly rose to the top of the industry. His games pushed the limits of what was possible, and he routinely crafted worlds that were way ahead of their time. Here, based on archival research and old magazine interviews, I present part of his incredible story...


share








 March 27, 2018  29m
 
 

Bomberman


On June 11th, 2018, character designer and artist Shoji Mizuno passed away. He was a key figure back in the 1990s at the now-defunct Hudson Soft, a renowned Japanese games publisher — having directed art or design, or sometimes both, on more than a dozen games in the popular Bomberman franchise as well as providing original character designs for the Beyblade anime series...


share








 July 19, 2018  20m
 
 

Soundbite: Spotting "the magic" (Jon Kimmich, ex-Microsoft Games)


I've been having some trouble finishing the script for episode 12, on Microsoft's pre-Xbox games efforts, so while you wait I thought I'd release some bonus material. First up, here's a new soundbite. This is from my interview with Jon Kimmich, who worked as a "product planner" and "program manager" in Microsoft's games group in the late 1990s and then in Microsoft Game Studios until 2004...


share








 August 31, 2018  5m
 
 

Microsoft Games


Before something like the Xbox could ever hope to exist, Microsoft first needed to learn how to be a successful games publisher on the PC. This is the story — or part of it — of how Microsoft got games, featuring input from four key Microsoft Game Studios people — Ed Fries, Stuart Moulder, Ed Ventura, Jon Kimmich — and Age of Empires co-creator Rick Goodman. Support comes from my Patreon and PayPal backers, with special credit going to Wade Tregaskis, Simon Moss, and Vivek Mohan...


share








 October 31, 2018  35m
 
 
  • 1
  • 2
  • 1
  • 2