They Create Worlds

  • Autor: Vários
  • Narrador: Vários
  • Editor: Podcast
  • Duración: 342:22:49
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Sinopsis

Two guys discuss various topics in video game history as a tie in to a forthcoming book series. New episodes every 1st and 15th of each month!

Episodios

  • Nintendo: Playing with Mii & Wii

    15/08/2025 Duración: 01h51min

    TCW Podcast Episode 240 - Nintendo: Playing with Mii & Wii   From DS touch-and-stylus play to living-room motion, we trace Nintendo's road to Wii. Nintendogs and Brain Age broadened the audience to parents and grandparents. After cold receptions at Microsoft and Sony, inventor Tom Quinn's Gyration motion tech found a home at Nintendo, and internal prototypes were so fun they became Wii Sports, Wii Play, and Wii Fit. The reveal timeline runs from Reggie Fils-Aime's 2004 E3 DS debut and "Revolution" tease, to a controller-free console showing at E3 2005, to the surprise Wii Remote reveal during Iwata's Tokyo Game Show keynote, and the full unveiling at E3 2006. Built on refined GameCube internals, the Wii favored low cost, low noise, and always-on convenience, with Miis inspired by Japanese wooden dolls (Kokeshi) and a channel interface modeled on a TV wall to invite quick, family-friendly play.   Iwata Asks: https://iwataasks.nintendo.com/ Nintendogs (DS): https://www.youtube.com/watch?v=hb5j2v10eYs Ninten

  • Nintendo: Wii Were Struggling

    01/08/2025 Duración: 01h26min

    TCW Podcast Episode 239 - Nintendo: Wii Were Struggling   Nintendo’s struggle for cultural relevance in the lead-up to the Wii was marked by the N64’s poor fit for Japanese homes and the GameCube’s failure to outsell even the fledgling Xbox globally. Internally, a power struggle unfolded as Hiroshi Yamauchi prepared to retire. Former Sharp executive Atsushi Asada was brought in and became Executive Vice President and later Chairman of the Board. Satoru Iwata, whom Yamauchi saw great potential in, was appointed president of HAL Laboratory as part of a Yamauchi-backed bailout and ultimately succeeded Yamauchi as president of Nintendo. Minoru Arakawa was passed over, removed from the board, and after his retirement, replaced at Nintendo of America by Tatsumi Kimishima, who was later placed on the board himself, giving credence to the idea that Arakawa was pushed aside in favor of Iwata. We explore how, despite not facing financial collapse, Nintendo risked losing its creative identity after two struggling consol

  • Quake

    15/07/2025 Duración: 01h21min

    TCW Podcast Episode 238 - Quake   We dive into the development of Quake, the ambitious and turbulent follow-up to Doom from ID Software. John Carmack set out to build a groundbreaking engine featuring full 3D rendering, dynamic lighting, and client-server multiplayer. This pushed the technical boundaries in a pre-GPU world. To achieve this, he brought in legendary programmer Michael Abrash from Microsoft, selling him on the vision of Quake as a step toward the metaverse as imagined in Snow Crash. Meanwhile, John Romero envisioned Quake as a fantasy RPG inspired by a character from his D&D campaign, but lack of direction and his growing obsession with Deathmatch led to team frustration and eventual fallout. The result was a game that redefined first-person shooters and laid the groundwork for decades of engine development. It also marked the end of an era at ID with the ouster of John Romero.   TCW 030 - DOOM!: https://podcast.theycreateworlds.com/e/doom-1479057917/ TCW 197 - The ID of Game Development: ht

  • Jordan Mechner and Price of  Persia

    01/07/2025 Duración: 01h21min

    TCW Podcast Episode 237 - Jordan Mechner and Price of  Persia   We continue our look at Jordan Mechner with the development of Prince of Persia. Its cinematic inspirations include Castles of Dr. Creep, the opening of Raiders of the Lost Ark, and the 1938 Robin Hood. To animate the prince, Mechner filmed his brother performing stunts, then manually painted key frames, painting his brother white and the background black to make the footage compatible with a limited digitizer. Memory constraints forced creative solutions, like XORing the prince and bit shifting him to create Shadow Man. A promising film project delayed the game’s release, but Prince of Persia launched on the Apple II with groundbreaking animation. A strong Macintosh port and renewed interest following Disney’s Aladdin helped turn the game into a hit across the early 1990s.   The Making of Prince of Persia: https://www.jordanmechner.com/en/books/journals/ TCW 172 - The Computer Price Wars Part 1: https://podcast.theycreateworlds.com/e/the-compute

  • Jordan Mechner and Karateka

    15/06/2025 Duración: 01h23min

    TCW Podcast Episode 236 - Jordan Mechner and Karateka   This episode explores the early life of Jordan Mechner and the making of Karateka. We cover his Jewish family’s escape from Nazi Europe, his years at Yale, and his struggle to choose between careers in film, art, and game design. Drawing on lessons from arcade games, Mechner formed core design principles that shaped his approach. He also worked closely with his father, Francis Mechner—best known for composing the game's music—who served as a creative sounding board, contributed gameplay ideas, and performed movements used in the game's rotoscoped animations.   Francis Mechner: https://en.wikipedia.org/wiki/Francis_Mechner Replay - Memoir of an Uprooted Family: https://www.jordanmechner.com/en/books/replay/ Jordan Mechner: https://en.wikipedia.org/wiki/Jordan_Mechner Jordan Mechner Website: https://www.jordanmechner.com/ TCW 071 - A Story of Brøderbund! :https://podcast.theycreateworlds.com/e/a-story-of%C2%A0br%C3%B8derbund/ TCW 072 - The MYSTeries of Brø

  • Coin-op Legends of Japan

    01/06/2025 Duración: 01h21min

    TCW Podcast Episode 235- Coin-op Legends of Japan   Long before they entered the world of video games, a generation of Japanese entrepreneurs built their fortunes in the coin-operated amusement business. In this episode, we trace the early lives and business ventures of five pioneering founders who helped lay the groundwork for companies like Tehkan (later Tecmo), Sammy, and IPM (later IREM). These are personal stories rarely told in English — tales of hustle, reinvention, and the road from postwar struggle to arcade success.   TCW 052 - The Many Faces of Konami: https://podcast.theycreateworlds.com/e/the-many-faces-of-konami/ TCW 153 - Nintendo Playing With Cards: https://podcast.theycreateworlds.com/e/nintendo-playing-with-cards/ TCW 154 - Nintendo Playing with Controversy: https://podcast.theycreateworlds.com/e/nintendo-playing-with-controversy/ TCW 155 - Nintendo Playing With Toys: https://podcast.theycreateworlds.com/e/nintendo-playing-with-toys/ TCW  008 - Birth of the Japanese Game Center: https://podc

  • Yu Suzuki

    15/05/2025 Duración: 01h32min

    TCW Podcast Episode 234 - Yu Suzuki   Often called SEGA’s Shigeru Miyamoto, Yu Suzuki redefined arcade gaming through innovation and ambition. He pioneered immersive cabinets like Hang-On's rideable motorcycle and After Burner’s flight sim, and used sprite scaling to simulate 3D in hits like Space Harrier and OutRun. His work culminated in the R360 G-LOC—a gyroscopic cabinet offering full 360° motion. Suzuki later led SEGA into 3D with Virtua Racing and Virtua Fighter, and pushed console design forward with Shenmue. Though he didn’t invent Quick Time Events, he coined the term—and created a living, interactive world filled with dynamic conversations, a fully explorable city, and unprecedented detail for 1999. His vision helped shape what players now expect from immersive game worlds.   Champion Boxing (SC 1000): https://www.youtube.com/watch?v=FkDpaSXTGwE Hang On (Arcade): https://www.youtube.com/watch?v=TopLKeDqYhw Hang On (Bike Cabinet): https://www.youtube.com/watch?v=5KV6gWzBnJw Space Harrier (Arcade): ht

  • Baldur's Gate

    01/05/2025 Duración: 01h17min

    TCW Podcast Episode 233 - Baldur's Gate   When three doctors, a prolific dungeon master, a database programmer, and a writer come together to make video games, you get Baldur’s Gate! Often credited with saving the Western RPG, Baldur’s Gate became a phenomenal hit, taking full advantage of Microsoft’s new DirectX API and Windows 95. With this technology, the team created massive, beautiful maps for players to explore. They began shopping their new Infinity Engine around—drawing attention from top figures at Virgin Interactive—but ultimately secured a deal with Interplay, after an initial rejection. This partnership allowed them to shift from an original pantheon-based RPG to using the Dungeons & Dragons license that Interplay had acquired from TSR. They focused on the Sword Coast and the city of Baldur’s Gate—an underdeveloped region of the Forgotten Realms that stayed true to the classic swords-and-sorcery motif. The result was a game that captured the spirit of D&D while delivering the fast-paced ac

  • All the Other Home Pongs

    15/04/2025 Duración: 01h28min

    TCW Podcast Episode 232 - All the Other Home Pongs   The home Pong market of the mid-1970s extended far beyond the big three—Atari, Coleco, and Magnavox. Numerous smaller companies entered the scene, not only in the United States but also across Europe and other parts of the world. As the home gaming industry rapidly evolved, many manufacturers introduced unique systems powered by integrated circuits. The market truly took off with the advent of “Pong-on-a-Chip” technology, which made it possible for virtually anyone to build a Pong console. Combined with affordable manufacturing in the Far East, this innovation drove costs down and helped the market reach new heights.   Rocko's Modern Life - Dracula: https://www.youtube.com/watch?v=3ycpsJOtxx8 TCW 105 - The Big Voice of Magnavox: https://podcast.theycreateworlds.com/e/the-big-voice-of-magnavox/ TCW 106 - The Small Voice of Magnavox: https://podcast.theycreateworlds.com/e/the-small-voice-of-magnavox/ TCW 027 - The Magnavox Patent Lawsuits: https://podcast.the

  • Street Fighter 2

    01/04/2025 Duración: 01h28min

    TCW Podcast Episode 231- Street Fighter 2   Street Fighter 2 is often credited with reviving the arcade scene in the early 1990s. While it successfully brought back the must-have arcade game mentality, it couldn’t stop the overall decline of arcades. The original Street Fighter was influenced by many sources, including Bruce Lee’s Game of Death, anime like Fist of the North Star, and Space Battleship Yamato. With the rise of beat 'em ups following Double Dragon, Capcom released Street Fighter 89, later renamed Final Fight. Taking lessons from Final Fight, Street Fighter 2 introduced an expanded roster, streamlined special moves, combos, and more. Its popularity led to the release of two enhanced versions: Championship Edition and Turbo. Come explore the history and influences of this legendary game!   TCW 041 - Beating Them All Up: https://podcast.theycreateworlds.com/e/beating-them-all-up/ Tower of Death Fight Scenes: https://www.youtube.com/watch?v=ZWMW1drldWc Kung Fu Master: https://www.youtube.com/watch?v

  • Crafting the World of WarCraft

    15/03/2025 Duración: 01h27min

    TCW Podcast Episode 230 - Crafting the World of WarCraft   World of Warcraft has stood the test of time for twenty years, and now we can explore the fascinating history behind its creation. The developers drew inspiration from MMOs like Ultima Online, EverQuest, Anarchy Online, Dark Age of Camelot, and more, incorporating what they loved while tackling unique challenges. From art style and storytelling to quest design, factions, and PvP, every aspect of the game presented obstacles to overcome. Despite launching with several rushed elements, WoW captivated a gaming audience eager for an accessible MMO—and went on to set records for years to come   TCW 054 - Blizzard: Vikings and WarCraft: https://podcast.theycreateworlds.com/e/blizzard-vikings-and-warcraft/ TCW 055 - Blizzard: Hellfire and The World… of WarCraft: https://podcast.theycreateworlds.com/e/blizzard-hellfire-and-the-world%E2%80%A6-of-warcraft/ How to play Necromunda: https://www.youtube.com/watch?v=kqAxPXd5y8g Place Nice: The Rise, Fall, and Future

  • US Gold

    01/03/2025 Duración: 01h09min

    TCW Podcast Episode 229 - US Gold   US Gold started as an importer of American games before becoming a dominant force in the British gaming industry. Partnering with Ocean Software, they formed a duopoly that shaped the UK and European gaming markets, bringing top titles to 8-bit computers and later expanding into consoles—US Gold backing SEGA while Ocean focused on Nintendo. When competitors began importing Japanese games, US Gold responded by securing a deal with Capcom to port its arcade hits to home computers. As its parent company, CentreGold, went public, US Gold also acquired Core Design—unknowingly setting the stage for gaming history. Because within Core, something legendary was in development: Tomb Raider. Join us as we dive into the rise of US Gold, its influence on British gaming, and its unexpected connection to one of gaming’s biggest icons.   Compute Magazine Archive: https://archive.org/details/compute-magazine Galactic Chase: https://www.youtube.com/watch?v=cVNM1JH6GNU TCW 136 - Ocean Softwar

  • PopCap Games

    15/02/2025 Duración: 01h39min

    TCW Podcast Episode 228 - PopCap Games   PopCap Games was initially overlooked by the larger gaming industry due to its focus on fun, well-designed, and polished casual games. Their first major hit, Bejeweled, became a consistent source of income, allowing PopCap to invest time in developing new titles. This led to the creation of Peggle, which helped solidify PopCap’s reputation, particularly after developers at Valve became hooked on the game’s deeper skill-based mechanics and puzzles. The success of Bejeweled and Peggle continued with their ports to the iPod and, eventually, the iPad, further expanding PopCap’s popularity. This growth culminated in the release of Plants vs. Zombies, which debuted on PC before being adapted for iOS. The game’s seamless touchscreen integration made it a standout app for the newly launched iPad. As the gaming industry evolved, PopCap struck a deal with EA, which acquired the company, leading to the departure of its founders over the following years.   Attack Retrieve Capture:

  • Donkey Kong

    01/02/2025 Duración: 01h28min

    TCW Podcast Episode 227 - Donkey Kong   Donkey Kong, a game and character that stands as one of the foundational elements of video game history, has a popular narrative with some inaccuracies that need correction. Thanks to the efforts of Kate Willaert and Norman Caruso, we can better understand the influences and origins of Donkey Kong. Nintendo’s use of hardware from another game, Radar Scope, imposed technical limitations that prevented them from securing the desired Popeye license. Donkey Kong drew inspiration from games like Crazy Climber and Space Panic, and its four stages even incorporate elements of the Eastern storytelling structure known as Kishōtenketsu. Join us as we delve into the fascinating origins of Donkey Kong like never before!   Futurama - Quarters! A Million Allowances Worth of Quarters!: https://www.youtube.com/watch?v=kbPWti2CoRg "Critical Kate" Willaert: https://www.acriticalhit.com/ Norman Caruso "The Gaming Historian": https://thegaminghistorian.com/ In The Year 2525 - Zager & E

  • Ray Kassar

    15/01/2025 Duración: 01h27min

    TCW Podcast Episode 226 - Ray Kassar   Ray Kassar rose from humble beginnings to become a talented, savvy, and personable executive. He began his career in the textile industry at Burlington Industries, where he eventually became president of its most profitable division. However, after the unexpected passing of Burlington’s head, Kassar faced ageism and cronyism, which stifled his advancement. Despite climbing the corporate ladder again, he was passed over for a more tenured executive. Leaving Burlington, Kassar founded a company importing Egyptian cotton for the U.S., where he planned to work until retirement. However, Manny Gerard of Warner Communications recruited him to stabilize Atari after its recent acquisition. Kassar’s leadership introduced a robust marketing strategy, reduced manufacturing defects, and turned Atari into a massive profit center. Though his rapid adaptation to the gaming industry sparked some resentment and controversy, Kassar’s impact on Atari was undeniable. His story is one of nua

  • Games by Apollo

    01/01/2025 Duración: 01h29min

    TCW Podcast Episode 225 - Games by Apollo   The great video game crash of the mid-1980s had many factors contributing to it. One such factor was the rise of companies like Games by Apollo, which is sometimes seen as an exemplar of the many businesses that entered the video game industry hoping to make quick money. While some criticisms of Games by Apollo are valid, the company was also much more than that, bringing innovative game ideas to the table. Founded by Patrick Roper, who previously created career videos for students, the company grew rapidly and released games at an unprecedented pace. However, many of its games suffered from short production times, leading to control problems, balance issues, and design flaws. Despite these challenges, Games by Apollo consistently tried to push the envelope, creating games that pushed the VCS to new heights!   Smell BAD (Labyrinth): https://www.youtube.com/watch?v=_q6H4e7Kvvw Fuzzy Bunny's Guide To You Know What (Simpsons): https://www.youtube.com/watch?v=SQn-DwSW-t

  • D&D & Video Games 3E

    15/12/2024 Duración: 01h28min

    TCW Podcast Episode 224 - D&D & Video Games 3E   In our final look at D&D & Video Games, we explore the early PC and mainframe computer scene, as well as the games created by fans of D&D. Various aspects of D&D were incorporated into these games, ranging from puzzles and light combat to full-on dungeon dives to claim treasure from the deepest levels. These games grew in popularity and led to others iterating on the aspects they enjoyed. Games on the PLATO system—such as Pedit5, D&D, and Orthanc—paved the way for reimagining these games on home computers, including the Apple II. This foundation led to the creation of seminal titles like Ultima and Wizardry, which would influence RPGs on PCs for over a decade. D&D has a long history of collaborating with different systems and ideas to create innovative forms of gaming, with the potential to continue transforming video games well into the future.   Livestream 2024 Video: https://www.youtube.com/watch?v=ahP86-2H8lc   Playing at the

  • D&D & Video Games 2E

    01/12/2024 Duración: 01h42min

    TCW Podcast Episode 223 - D&D & Video Games 2E   In the second part of our exploration of Dungeons & Dragons and its connection to video games, we examine the game’s refinement and rise in popularity. D&D was a groundbreaking experience, brought to life through Gary Gygax’s collaboration with others, particularly Dave Arneson, who developed many of its foundational concepts. The game evolved from miniature wargaming focused on medieval combat, with Tolkien-inspired high fantasy elements added later as an afterthought. These fantasy rules closely resembled those of Rules for Middle Earth but weren’t universally embraced, as some players preferred the realism of traditional wargaming, making it challenging to satisfy both audiences. We also delve into the well-known controversy between Gygax and Arneson and the creation of the Blackmoor campaign setting. We explore how TSR released the original box set and then evolved it into AD&D. Additionally, we examine how RPGs began to take off as a wh

  • D&D & Video Games 1E

    15/11/2024 Duración: 01h24min

    TCW Podcast Episode 222 - D&D & Video Games 1E   In the first part of this series, we explore the various influences leading to the creation of Dungeons & Dragons. This episode is an edited version of our livestream, delving into the rise in popularity of war games, board games, and miniatures. Avalon Hill, a major company in this field, published The General magazine, which helped players connect for games. Through opponent-wanted ads resembling today’s unmoderated forums and the discovery of games like Kriegsspiel and Stratego, we witness the evolution of elements that would eventually lead to the early role-playing game (RPG).   Livestream 2024 Video: https://www.youtube.com/watch?v=ahP86-2H8lc   Playing at the World - Jon Peterson (Affiliate Link): https://amzn.to/3YokLZC The Elusive Shift - Jon Peterson (Affiliate Link): https://amzn.to/3C8cHVq Game Wizards - Jon Peterson (Affiliate Link): https://amzn.to/48uCtzi Afrika Korps: https://www.youtube.com/watch?v=uHOtUG4JvlQ SGS Afrika Korps: http

  • North to Hellgate London

    01/11/2024 Duración: 01h30min

    TCW Podcast Episode 221 - North to Hellgate London   In a pseudo part three of our look at Condor and Blizzard North, we explore the troubles the company faced after a year and a half of crunch. David, Max, and Eric were all burned out along with the rest of the staff. David was going through a divorce and had trouble putting his heart into figuring out what the next game would be. Due to lack of leadership and a proper chain of command, many employees felt frustrated switching games over and over. At the same time, the expansion, Lord of Destruction, was completed after a year of development with no crunch. Through a combination of bad corporate structure, not empowering middle management, factionalism, and troubles with Blizzard's corporate owners being bought and sold amid their own scandals, David, Eric, Max, and Bill Roper from Blizzard South went on to form Flagship Studios and work on Hellgate: London. Unfortunately, the game was not well received due to expectations exceeding the financial and technic

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