Jam Together—Thinking Inside the Box

  • Reading time:2 mins read

by [redacted]

A medium goes through its phases. Generally it starts off piecemeal, little snippets of ideas that stand alone, each studying the nature of the medium. What’s possible? How do things look? How do people respond? Later the ideas coalesce into short subjects, often delivered through a reservation in some passing medium. Periodicals set aside pages for short stories. Networks set aside airtime for TV episodes.

Later, as the public becomes accustomed to format and language of the medium and as its authors start to understand its implications and potential, the ideas will get more complex and demand more room to develop. That extra room in turn demands new methods and understanding of the changed space and its implications for communicating. Thus we have long-form subjects — your novel and your Sistine Chapel and feature film and television serial.

Although videogames have been around for a few decades, they have spent about half of their active life spinning their wheels. Part of the problem, I think, is in the eagerness about twenty years ago to move on to long-form subjects before anyone really mastered the short form. If we’re to look to any model for a healthy development of what we now know about game design, that model might be the golden era of television.

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The Game-Maker Archive—Part 13: The World Wide Haystack

  • Reading time:2 mins read

by [name redacted]

Over time Recreational Software Designs’ Game-Maker may have become obscure, but in its time it was both progressive and widespread. From a small family business in New Hampshire, the software traveled to Russia, to South America, to Singapore, to Australia. It sometimes seemed that every other game was from a new country. This was before the Web, when consumer software spread through magazine advertisements and shareware spread through bulletin boards, so people had to spend some real effort to seek out the software and trade its games.

Then attention shifted to the Web, and those BBS archives started to gather dust. It’s kind of like moving to a new computer; you transfer the most relevant files, then leave everything else sitting around on your old hard drive. Maybe, months or years down the line, you will remember an old file or application and dig it up again. Mostly, you forget. Somehow, despite its pervasiveness in the BBS scene, Game-Maker never quite made that transition.

And yet because of that pervasiveness, you can find echoes of Game-Maker everywhere if you know how and where to look. The Web contains huge unfiltered archives of content gathered from bulletin boards, dumped either directly from those boards or from late-’90s software bundle CDs. Abandonware and DOS software archives, in languages from Russian to Esperanto, are dotted with Game-Maker games. You just need the right search keys.

Obviously it helps to know a game or publisher name. Failing that, you can recognize the Game-Maker file structure at a glance. Every game consists of an unusually large collection of raw data files — some combination of .PAL, .BBL, .CBL, .MBL, .CHR, .MON, .MAP, .SND, .GAM, .VOC, .CMF, .GIF, and .TXT files, with a handful of others. Furthermore, nearly every Game-Maker game contains a few common files: SNDBLAST.DRV, CONFIG.DAT, CONFIG.BAT, CONFIG.HLP, GMHELP.TXT. A few other files pop up frequently enough: GMTITLE.GIF, GMTITLE.CMF, GMSONG1.CMF.

Not every game you find will be a winner, but if you keep poking around you will find a few weird gems. Like, for instance…

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