Frank Cifaldi and Kelsey Lewin, co-directors of the Video Game History Foundation, explain their new project
Tags: history, preservation, interview
Interview with Jonathon Wilson, Hangar 13 Games
Tags: game design, concepts, interview
Right on my birthday, Ars Technica posts a long, detailed history of Flash from its humble beginnings to its relatively recent demise, complete with testimonies from key people. And you know... Steve Jobs may have been a jerk and the bane of good engineering, but in that infamous essay he only echoed the concerns of industry at large. Flash wasn't just proprietary, insecure and a resource hog. It was such a mess that even after key components were open-sourced, and the rest extensively documented, 3rd-party clones just couldn't come close to playing anything but the simplest animations properly. Successful preservation efforts leverage the official player, not open source implementations. No, Flash was terrible engineering even by IT's abysmal standards. And frankly? Its much vaunted ease of use was never apparent to me. Even as an authoring tool, Flash sucked. There, I said it.
Tags: long, technology, history, interview
"Virtual cities, real stakes": from cities in games, to games that can help cities, and how actual urbanists can help.
Tags: game design, interview, philosophy, procedural generation, worldbuilding
An interview with Sophie Wilson, who invented the ARM instruction set.
Tags: hardware, history, interview, long
Tips from Sam Barlow — Her Story
Tags: cool, indie, interview, long, retrospective