The Life & Times of Video Games
By Richard Moss
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.
Latest episode
-
PAX Panel: Shareware Downunder
-
Soundbite: Home of the Underdogs founder Sarinee Achavanuntakul on abandonware vs piracy
The founder of influential old website The Home of the Underdogs discusses the difference between "abandonware" and piracy, and explains why the former needs to exist. -
If Monks Had Macs (Ludiphilia re-release)
It all started with a Macintosh ad: 'You too can be a knowledge worker.' -
The Tomb Raider grid (remastered)
For Tomb Raider's 25th birthday, revisit my story on how the original Tomb Raider was shaped by its grid-based engine and level editor -
33 - MobyGames, the IMDB of Video Games
The story behind the so-called "IMDB of video games", the long-running website dedicated to credits, screenshots, and general information about video games. -
Interview: Kate Willaert (A Critical Hit)
I speak to games historian and graphic designer Kate Willaert about her research and current projects, as well as her efforts to turn this work into a job. -
32 - Flight Control, the simple little iPhone game that helped redefine an industry
It was meant as a fun Christmas project for Rob Murray, but it ended up changing his company's fortunes and leading the way for a new look Australian games industry. -
Interview: Andrew Borman (Strong Museum of Play, PtoPOnline)
Cancelled/unreleased games, working for a games museum, learning from industry missteps -
Soundbite: Chris Crawford on thinking in processes vs facts
The GDC founder and veteran designer explains why we need to learn to think in terms of process rather than objects or facts. -
31 - Ghosts of Games That Never Were
What about the games that never make it to market? Do they have stories worth telling, or lessons worth learning? These are the ghosts of games that never were.