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 … read more
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. …
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 …
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 …
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 …
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 …
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, …
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 …
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 …
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 …
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 …
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 …
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, …
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 …
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. …
Utopia and Intellivision World Series Baseball designer Don Daglow, one of the original five game programmers in Mattel's Intellivision group, describes his years spent at the company dodging forklifts, dumpster diving, …
When Don Daglow pitched management at Mattel on an Intellivision game about trying to build a perfect society, he thought he was just creating a "line filler" in their product calendar. Instead he made one of the most …
This is a sponsored post, but don't let that turn you off. I made a point of doing the interview as I would any other — and Richard …
On the rise and, um...fade out(?) of Chris Sawyer, the genius creator of bestselling, critically-acclaimed simulation games Transport Tycoon and …
Former Links, PGA Championship Golf, and Tiger Woods PGA Tour lead Vance Cook explains how and why his team(s) created new ways to swing a virtual …
In 1990, in a bid to move ahead of their rivals, Access Software reinvented virtual golf. Their game Links set the template for golf games over the …
An 87-second promo trailer for The Life & Times of Video Games, encapsulating the essence of its form, style, and content over three …
I go inside Australia's only permanent video game console museum and find that what makes it special is more than just the size of its collection — …
I speak to Kelsey Lewin, a video game historian and collector, retro games store owner, and self-proclaimed Wonderswan enthusiast, about the …
Glenn Brensinger, former sysop of Software Creations, talks about how his then-boss Dan Linton's "Home of the Authors" Software Creations …
The man behind The CRPG Addict, a blog dedicated to playing through the entire history of computer role-playing games in roughly-chronological order, …
It began as an impromptu April Fools' Day gag, but Pimps at Sea was the joke that kept on giving. This is the story of how a chance …
I speak to librarian, games critic, and blogger Phil Salvador about his website The Obscuritory and his research and writing on games unplayed and unknown. In a far-reaching interview, conducted in late February, 2020 …
Nintendo Power founding editor and former Nintendo of America marketing executive Gail Tilden remembers her beginnings at the company — before the NES, before Nintendo Power, and even before desktop publishing.
…
How 2006 PS2 hit Bully (aka Canis Canem Edit) showed an alternate future for Rockstar and the open-world genre, with its …
I speak to the creator of Shmuplations.com, a large repository of translated interviews with Japanese game developers, about his approach to doing the translations, his insights on the Japanese games industry, and the …
In war, no information is complete. No intelligence absolute. No view of the enemy unobstructed. There’s no such thing as perfect knowledge. …
Here's some great game design wisdom from one of the legends of the business.
This interview excerpt is plucked from my set of Age of Empires …
The sound designers from Age of Empires I and II, brothers Chris and Stephen Rippy, tell the story behind the iconic "wololo" priest chant — …
While I'm away on my honeymoon, here's my complete talk from PAX Australia 2019, on the rise and fall of legendary shareware publisher Ambrosia Software — the most underrated of the '90s indie publishing giants.
You can …
It’s strange to think of a time before jumping was a standard video game action, to be expected whenever and wherever you have control over …
How a quest to put sound in a couple of games in the mid-1980s led to a revolution in computer game audio design and production.
***
These …
I interview Gamegeschiedenis van Nederland 1978-2018 (Games History of the Netherlands) author Tom Lenting about his book and the history of the Dutch games industry.
This is the first in a new series of …
On the rise and fall of the Premier Manager series of soccer management games — a former PC gaming juggernaut that lost its way amidst a shuffle of developers and publishers — and the part it played in the …
When the United States Senate held congressional hearings on video game violence in 1993 and '94, Sega CEO Tom Kalinske went to bat in …
Far from a mere "Worms in 3D", Hogs of War was its own breed of madness. Hear the story of how it evolved from a concept of "Command and …
How Nintendo and its mascot created a genre, and a combat-racing franchise heavyweight, and in the process gave us a masterclass in game balance, with the best-selling 1992 Super Nintendo game Super Mario Kart.
…
Sega Rally Championship changed everything for the racing genre, and the 1995 off-road arcade hit was an incredible game too. This is the story of its development, critical reception, and long-term legacy.
If …
For the 35th anniversary of Tetris' original Russian version, I pulled out this clip from my interview with Henk Rogers — co-founder of The …
Before computers had proper multitasking support and quick shortcuts for changing apps, playing games when you're not supposed to be could …
The story of how a terrible description of the Donkey Kong arcade game led to the creation of Lode Runner, one of the greatest games of all time and one of the earliest games with a built-in level editor.
Lode …
Legendary puzzle designer Scott Kim discusses the process and principles of puzzle-making for games. This is excerpted from an interview I conducted while researching my book The Secret History of Mac …
For any of you who aren't aware, last week was the 35th anniversary of the release of the original Mac. I published a Medium article to celebrate the milestone, and here now you can listen to an audio …
On the 90s girl games movement, and its assault on the status quo of the video game market, featuring Girl Games Inc founder and former …
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. …
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 …
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 …
Frustrated by the unjustified furore that surrounded his tame interactive movie game, designer Rob Fulop turned to Santa for help. And with …
On the late Mike Singleton and the importance of Midwinter and The Lords of Midnight, his two great works. After switching from high school …
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 …
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 …
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 …
The story of a cancelled X-Men TV controller game, as told by former LucasArts illustrator Mark Ferrari, who is a world-renowned …
A story from the dawn of 3D sports games, and the forgotten link between the 16-bit isometric and 32-bit 3D EA Sports games — this is how FIFA 3DO …
How a marketing guy at shareware game publisher Ambrosia Software ended up eating bugs in front of hundreds of people at Macworld New York 2000.
If …
Illustrator Mark Ferrari's artwork was so good it forced Lucasfilm Games to develop new graphics programming techniques so they could fit it on a …
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 …
The story of the one of the earliest flight simulator games, Airfight, a favourite among the PLATO community back in 1973, based on an interview with …
[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 …
In the early days of the iPhone App Store, game developers found themselves locked in a race to a $0.99 price point that none of them wanted to become standard. This is the story of how that happened, and how it …
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