







Some passions are lifelong, but many others fade away over the course of a life, to be replaced by others. Not long after Jon Van Caneghem, the founder of New World Computing, sold his company to 3DO, it started to become obvious to everyone who worked for him that the torch he carried for computer games no longer burned as brightly as it once had. A younger version of Van Caneghem had spent almost three years designing and programming Might and Magic I, the CRPG that introduced New World to our world, virtually all by himself. Now, he was coming into the office just two or three times a week, leaving even on most of the days when he did make an appearance by shortly after lunchtime. His all-dominating current passion, it was becoming clear, was racing sports cars on tracks all over California and beyond. His colleagues sensed that, in his mind, he had already created his magnum-opus CRPG with Might and Magic IV and V, two big games that could be combined into one to form The World of Xeen, an absolutely massive one. Meanwhile he had poured all of his best strategy ideas into The King’s Bounty and Heroes of Might and Magic. He was ready to take two steps back from the day-to-day at New World, to become a part-time designator emeritus and spend the rest of his time driving his cars.
» The CRPG Renaissance, Part 2: Might and Magic VI The Digital Antiquarian
From the 1980s until well into the 1990s, the CRPG genre was typically dumped into the same broad bucket as the adventure game by the gaming press. Indeed, as late as the turn of the millennium, Computer Gaming World magazine had an “Adventure/RPG” department, complete with regular columnists whose beat encompassed both genres. Looking back, this lack of distinction might strike us as odd: CRPGs, which are to a greater or lesser extent simulations of an imaginary world with a considerable degree of emergent behavior, are far more procedurally intensive than traditional adventure games and provide a very different experience.
GameSpot's SIMply Divine: The Story of Maxis Software
GameSpot action adventure driving puzzle role-playing simulation sports strategy hardware
» The Goldilocks Principle in Fantasy Strategy The Digital Antiquarian
Although I’ve played way too many games for way too many hours over the way too many years I’ve been writing these histories, it’s safe to say that I haven’t spent more time with any one game than Heroes of Might and Magic II. Partly this was down to circumstance. Heroes II showed up on the syllabus just as I was embarking on one of my periodic digressions, a long series about international communications networks and how they culminated in the World Wide Web. Without the need to write in detail about a new game every fortnight, I was freer than I usually am just to play whatever I felt like playing. And what I felt like playing at that time was Heroes II. I beat every single Heroes II scenario in my Heroes of Might and Magic Millennium Edition set, some alone, some in multiplayer mode with my wife Dorte, who became almost as obsessed as I was. I must confess that my usual rule of no more than two hours of gaming per day was strained at times, shattered completely at others. But we were still in the midst of the pandemic then and there wasn’t much else for me to do with my free time, so I figured it was okay to set self-discipline aside for a while. Maybe it was even good experiential research, in that it re-familiarized me with that strange hungover feeling you get when you’ve spent hours and hours peering into an imaginary world behind your monitor screen — like butter that’s been scraped over too much bread, to steal a phrase from Tolkien. (For what it’s worth, I’ve found that the best cure for this condition is the same as that for a conventional hangover: a long walk in nature.)
The Art Of Marathon
A look at some of the work that went into one of the coolest-looking video games in recent memory

» How Jordan Mechner Made a Different Sort of Interactive Movie (or, The Virtues of Restraint) The Digital Antiquarian
One can learn much about the state of computer gaming in any given period by looking to the metaphors its practitioners are embracing. In the early 1980s, when interfaces were entirely textual and graphics crude or nonexistent, text adventures like those of Infocom were heralded as the vanguard of a new interactive literature destined to augment or entirely supersede non-interactive books. That idea peaked with the mid-decade bookware boom, when just about every entertainment-software publisher (and a few traditional book publishers) were rushing to sign established authors and books to interactive projects. It then proceeded to collapse just as quickly under the weight of its own self-importance when the games proved less compelling and the public less interested than anticipated.
» How Jordan Mechner Made a Different Sort of Interactive Movie (or, The Virtues of Restraint) The Digital Antiquarian
One can learn much about the state of computer gaming in any given period by looking to the metaphors its practitioners are embracing. In the early 1980s, when interfaces were entirely textual and graphics crude or nonexistent, text adventures like those of Infocom were heralded as the vanguard of a new interactive literature destined to augment or entirely supersede non-interactive books. That idea peaked with the mid-decade bookware boom, when just about every entertainment-software publisher (and a few traditional book publishers) were rushing to sign established authors and books to interactive projects. It then proceeded to collapse just as quickly under the weight of its own self-importance when the games proved less compelling and the public less interested than anticipated.
» 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.
The Rise and Fall of the Lone Game Developer – Holy Ghost Stories
In the early 80s, all it took to make a game was a computer, some graph paper, and a lot of determination.
How ‘Baldur’s Gate’ Saved the Computer RPG
The genre-stretching game broke new narrative, technical, and gameplay ground and established the identity of one of the past two decades’ most storied video game studios

The Art of Code - Dylan Beattie
The Minecraft Generation (Published 2016)
How a clunky Swedish computer game is teaching millions of children to master the digital world.

» Apple, Carmen Sandiego, and the Rise of Edutainment The Digital Antiquarian
If there was any one application that was the favorite amongst early boosters of personal computing, it was education. Indeed, it could sometimes be difficult to find one of those digital utopianists who was willing to prioritize anything else — unsurprisingly, given that so much early PC culture grew out of places like The People’s Computer Company, who made “knowledge is power” their de facto mantra and talked of teaching people about computers and using computers to teach with equal countercultural fervor. Creative Computing, the first monthly magazine dedicated to personal computing, grew out of that idealistic milieu, founded by an educational consultant who filled a big chunk of its pages with plans, schemes, and dreams for computers as tools for democratizing, improving, and just making schooling more fun. A few years later, when Apple started selling the II, they pushed it hard as the learning computer, making deals with the influential likes of the Minnesota Educational Consortium (MECC) of Oregon Trail fame that gave the machine a luster none of its competitors could touch. For much of the adult public, who may have had their first exposure to a PC when they visited a child’s classroom, the Apple II became synonymous with the PC, which was in turn almost synonymous with education in the days before IBM turned it into a business machine. We can still see the effect today: when journalists and advertisers look for an easy story of innovation to which to compare some new gadget, it’s always the Apple II they choose, not the TRS-80 or Commodore PET. And the iconic image of an Apple II in the public’s imagination remains a group of children gathered around it in a classroom.
» Apple, Carmen Sandiego, and the Rise of Edutainment The Digital Antiquarian
If there was any one application that was the favorite amongst early boosters of personal computing, it was education. Indeed, it could sometimes be difficult to find one of those digital utopianists who was willing to prioritize anything else — unsurprisingly, given that so much early PC culture grew out of places like The People’s Computer Company, who made “knowledge is power” their de facto mantra and talked of teaching people about computers and using computers to teach with equal countercultural fervor. Creative Computing, the first monthly magazine dedicated to personal computing, grew out of that idealistic milieu, founded by an educational consultant who filled a big chunk of its pages with plans, schemes, and dreams for computers as tools for democratizing, improving, and just making schooling more fun. A few years later, when Apple started selling the II, they pushed it hard as the learning computer, making deals with the influential likes of the Minnesota Educational Consortium (MECC) of Oregon Trail fame that gave the machine a luster none of its competitors could touch. For much of the adult public, who may have had their first exposure to a PC when they visited a child’s classroom, the Apple II became synonymous with the PC, which was in turn almost synonymous with education in the days before IBM turned it into a business machine. We can still see the effect today: when journalists and advertisers look for an easy story of innovation to which to compare some new gadget, it’s always the Apple II they choose, not the TRS-80 or Commodore PET. And the iconic image of an Apple II in the public’s imagination remains a group of children gathered around it in a classroom.
Resonite
A novel digital universe with infinite possibilities. Whether you resonate with people around the world in a casual conversation, playing games and socializing. Or you riff off each other when creating anything from art to programming complex games, you'll find your place here.
The Git-ification of the World — Tim Morrissey
Why AI conquered software first, and what that tells us about which industries are next.

Harry Potter: Wizards Unite is the next step forward for augmented reality games
Niantic’s Pokémon Go follow-up aims to make life magical
