







In the spring of 1996, Brian Reynolds and Jeff Briggs took a long, hard look around them and decided that they’d rather be somewhere else.
» Riven The Digital Antiquarian
Sometimes success smacks you right in the face. More often, it sneaks up on you from behind.
» The CRPG Renaissance, Part 4: …Long Live Dungeons & Dragons! The Digital Antiquarian
In December of 1997, Interplay Entertainment released Descent to Undermountain, the latest licensed Dungeons & Dragons computer game. It’s remembered today, to whatever extent it’s remembered at all, as one of the more infamous turkeys of an era with more than its share of over-hyped and half-baked creations, a fiasco almost on par with Battlecruiser 3000AD or Daikatana. The game was predicated on the dodgy premise that Dungeons & Dragons would make a good fit with the engine from Descent, Interplay’s last world-beating hit — and also a hit that was, rather distressingly for Brian Fargo and his colleagues, more than two years in the past by this point.
» Master of Orion The Digital Antiquarian
Given the shadow which the original Master of Orion still casts over the gaming landscape of today, one might be forgiven for assuming, as many younger gamers doubtless do, that it was the very first conquer-the-galaxy grand-strategy game ever made. The reality, however, is quite different. For all that its position of influence is hardly misbegotten for other very good reasons, it was already the heir to a long tradition of such games at the time of its release in 1993. In fact, the tradition dates back to well before computer games as we know them today even existed.
» The Last Adventures of Legend The Digital Antiquarian
The early days were the best. We had successes, we had fun, and we had a good business model. As the industry changed, everything became more complicated and harder.
Pluralistic: The Reverse-Centaur’s Guide to Criticizing AI (05 Dec 2025) – Pluralistic: Daily links from Cory Doctorow
Last night, I gave a speech for the University of Washington's "Neuroscience, AI and Society" lecture series, through the university's Computational Neuroscience Center. It was called "The Reverse Centaur’s Guide to Criticizing AI," and it's based on the manuscript for my next book, "The Reverse Centaur’s Guide to Life After AI," which will be out from Farrar, Straus and Giroux next June:
Pluralistic: Reverse centaurs are the answer to the AI paradox (11 Sep 2025) – Pluralistic: Daily links from Cory Doctorow
My latest Locus column is "Reverse Centaurs," and it sets out to unravel a paradox: how is it that some AI's users describe their experience as a hellish ordeal, while others delight in the ways that AI is changing their lives for the better?
Pluralistic: Kickstarting “The Reverse Centaur’s Guide to Life After AI” (14 May 2026) – Pluralistic: Daily links from Cory Doctorow
My next book, The Reverse Centaur's Guide to Life After AI, will be out in about a month – and (once again) Amazon's monopoly audiobook platform refuses to carry it, and so (once again) I'm pre-selling the audio, ebook and print edition in a Kickstarter campaign that proves that DRM-free isn't just the right way to reach an audience, it's also the best way to reach them:
» Choose Your Own Adventure The Digital Antiquarian
The first and most iconic of all the Choose Your Own Adventure books involved spelunking, just as did the first and most iconic of all computer-based adventure games.
How to burst the AI bubble: Strike at its roots
Sci-fi author/tech journalist Cory Doctorow on his new book, The Reverse Centaur's Guide to Life After AI.

GOES-East - Latest Full Disk Images - NOAA / NESDIS / STAR
Near real-time publication of GOES-East and GOES-West images from NOAA/NESDIS/STAR

» Half-Life The Digital Antiquarian
Around twenty years ago, people would have laughed if you told them that videogames would end up at the Smithsonian, but the Half-Life team really did want to make games that were more than just throwaway toys. The rule against cinematics — which made our jobs much harder and also ended up leaving a lot of my favorite work out of the game — was a kind of ideological stake in the ground: we really did want the game and the story to be the same thing. It was far from flawless, but it was really trying to push the boundaries of a young medium.
» The Journeyman Project The Digital Antiquarian
I find that it’s oddly difficult for me to tell the story of Presto Studios, the maker of the Journeyman Project series of cult-classic adventure games, without drawing a lot of parallels and comparisons to Cyan, Inc., the maker of the multi-million-selling mega-hit Myst. This is not only because Presto won the lottery after making their last Journeyman Project game, when Cyan awarded them a contract to make a single-player Myst III while they themselves pursued an online multi-player adventure game that was to be called Uru. It’s also down to other similarities, the same ones that must have made that choice of Presto as a Myst custodian seem like such an obvious one to Cyan.
Permacomputing 101
» Homeworld The Digital Antiquarian
The first-person shooter and the real-time-strategy game, those two genres that had come to absolutely dominate mainstream computer gaming by the end of the 1990s, were surprisingly different in their core technologies. The FPS was all about 3D graphics, as aided and abetted by the new breed of hardware-accelerated 3D cards that seemed to be getting more powerful — and also more expensive — almost by the month. A generation of young men whose fathers might have spent their time tinkering with hot rods in the garage could be found in their studies and bedrooms, trying to outdo their peers by squeezing a little bit more speed and fidelity out of their “rigs”; in this latest era of hot-rodding, frame rate and resolution were the metrics rather than quarter-mile times and dynamometer results.
» Homeworld The Digital Antiquarian
The first-person shooter and the real-time-strategy game, those two genres that had come to absolutely dominate mainstream computer gaming by the end of the 1990s, were surprisingly different in their core technologies. The FPS was all about 3D graphics, as aided and abetted by the new breed of hardware-accelerated 3D cards that seemed to be getting more powerful — and also more expensive — almost by the month. A generation of young men whose fathers might have spent their time tinkering with hot rods in the garage could be found in their studies and bedrooms, trying to outdo their peers by squeezing a little bit more speed and fidelity out of their “rigs”; in this latest era of hot-rodding, frame rate and resolution were the metrics rather than quarter-mile times and dynamometer results.
» A Need for Speed The Digital Antiquarian
Your humble author in 2009, with his last even vaguely cool car, a 2000 Volkswagen GTI. I sold the GTI and left the United States that same summer. I wouldn’t own another car for ten years.