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The Life & Times of Video Games

Richard Moss

The Life & Times of Video Games

Claimed
A Video Games podcast featuring Richard Moss
 4 people rated this podcast
The Life & Times of Video Games

Richard Moss

The Life & Times of Video Games

Claimed
Episodes
The Life & Times of Video Games

Richard Moss

The Life & Times of Video Games

Claimed
A Video Games podcast featuring Richard Moss
 4 people rated this podcast
Rate Podcast

Best Episodes of The Life & Times of Video Games

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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
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 rui
I was on a panel about shareware games at PAX Australia in October, with Halloween Harry / Alien Carnage co-creator John Passfield, indie developer and bookshop owner Terry Burdak, and ACMI games curator Arieh Offman. This is the full audio fro
I'm still a ways off of finishing the next full episode, but here's something to fill the void in the meantime.When I spoke to Home of the Underdogs founder Sarinee Achavanuntakul, we had a long segue into the broken world of copyright and its
To wrap up the year I wanted to revisit one of my old favourites: a story I made for my other (currently-inactive) podcast about one of the strangest and most thought-provoking programs ever created. This is the story of If Monks Had Macs.Orig
To wrap up the year I wanted to revisit one of my old favourites: a story I made for my other (currently-inactive) podcast about one of the strangest and most thought-provoking programs ever created. This is the story of If Monks Had Macs.Origi
To celebrate the 25th birthday of my favourite game franchise, I thought I'd pull out the old Tomb Raider grid episodes from Season 1 and merge them into one. I also put some time into cleaning up the audio, though it'll still sound rough compa
To celebrate the 25th birthday of my favourite game franchise, I thought I'd pull out the old Tomb Raider grid episodes from Season 1 and merge them into one. I also put some time into cleaning up the audio, though it'll still sound rough compa
There was no encyclopaedia nor fleshed-out database of video games in 1999. There were barely even any reliable or comprehensive lists of video games. Not until Jim Leonard decided he needed to build one.He called it MobyGames, and 22 years la
There was no encyclopaedia nor fleshed-out database of video games in 1999. There were barely even any reliable or comprehensive lists of video games. Not until Jim Leonard decided he needed to build one.He called it MobyGames, and 22 years lat
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.We also voice our complaints about Google's Usenet archives, discuss the horrible world
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.We also voice our complaints about Google's Usenet archives, discuss the horrible world o
How a game designed in a week helped to change everything — for the company that made it, for a local industry in turmoil, and for a global industry in transition. Features interviews with Defiant Development co-founder Morgan Jaffit and Firem
How a game designed in a week helped to change everything — for the company that made it, for a local industry in turmoil, and for a global industry in transition. Features interviews with Defiant Development co-founder Morgan Jaffit and Firemi
The Strong Museum of Play's digital games curator Andrew Borman describes his deep passion for uncovering and preserving cancelled, unreleased, and prototype games. This is so much more than a vocation for him, and here you get to hear all the
The Strong Museum of Play's digital games curator Andrew Borman describes his deep passion for uncovering and preserving cancelled, unreleased, and prototype games. This is so much more than a vocation for him, and here you get to hear all the
When I interviewed the legendary game designer and GDC founder Chris Crawford for episode 30, on his famous Dragon Speech, I asked him if he'd have pursued this dragon had he known he'd still be chasing it three decades later. He admitted that
When I interviewed the legendary game designer and GDC founder Chris Crawford for episode 30, on his famous Dragon Speech, I asked him if he'd have pursued this dragon had he known he'd still be chasing it three decades later. He admitted that
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.With help from The Video Game History Foundation's Frank Cifaldi, The Strong Museum
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.With help from The Video Game History Foundation's Frank Cifaldi, The Strong Museum
If you've listened to episode 30 of the show, even if you weren't previously aware of his work, you'll know what a brilliant orator Chris Crawford is. The Dragon Speech, that famous moment where he charged out of the games industry — by literal
If you've listened to episode 30 of the show, even if you weren't previously aware of his work, you'll know what a brilliant orator Chris Crawford is. The Dragon Speech, that famous moment where he charged out of the games industry — by literal
Given the hellish year we've had in 2020, I thought it'd be fun to close the year with a touch of levity...in the form of my cat, interrupting me, and just generally wanting to be podcast famous. Happy holidays. May your 2021 be blessed with jo
I speak to Bitmap Books founder/publisher/owner/designer Sam Dyer about the hows and whys of publishing visually-led, high-quality books about games history, including why he loves to publish them and why they are so much more than just "pictur
It was "the greatest speech he ever gave in his life", and it marked a turning point in his pursuit of his dream, but it had the note of a eulogy. This is the story of how — and why — the legendary designer Chris Crawford left the games industr
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