The History of Mac Gaming
unbound.co.uk
unbound.co.uk
I remember a while back (in the G3/G4 era), there were a lot of fun and creative games that were either Mac-only or Mac/Windows... once consoles started taking over more serious gaming, and once DirectX started taking a stranglehold on game dev in the early 2000s, it seems the 'blockbuster' or 'hardcore' Mac gaming market really dried up.
I actually devoted way too much time playing (what was dubbed) "Halo PC" and spent a lot of time in the community.
If any of you played at a semi-frequent level, I'd love to connect. We probably have some mutual friends. I know there's one of us (" ") who played at a very competitive high-level who now runs an thriving eCommerce startup!
While I'm dating myself, let me add that we could print for free on the dot matrix printer, but the laser charged against our print quotas.
"The Spirit of Christmas" was an animated short that led to "South Park". Was commissioned by an advertising executive as a holiday gift to industry pals, distributed on video tape. Friend of mine transcoded it to QuickTime MOV format -- a technical challenge at the time -- and once digital, it spread like wildfire.
QuickTime was a Mac-only video format at the time.
Looking back, I think a big part of it was that I didn't want to shell out for yet another box (that only played games) and I sucked at using a gamepad for first person shooters. Still do, actually.
No, Bungie started working on Halo, and announced it at Macworld before the Xbox even existed.
I grew up on Mac gaming, being a cult-of-Mac evangelist, and most of the greats were cross-ported from PC (Blizzard, Maxis, id Software), or it had many gems of its own (Marathon, Bungie, Ambrosia). Once Half-Life came out however in 1998, I had to beg my parents for a gaming-capable PC. There just was no competition at that point.
The Mac has seen a lot more games in recent years, and a big part of that is Valve's presence on the platform with Steam and, after all these years, Half-Life.
I use Linux, Windows, and Mac regularly in my everyday life, and most of the games I play are available on Steam and cross-platform.
back on track, Mac games never entered my reality after the PC came about for many reasons. One was I had ready access to PCs because my parents were in IBM, but mostly because it just wasn't on anyone's local RADAR. Plus by then the PC clones brought pricing to the point that a Mac looked like a luxury.
and finally the games market on the PC was just so rich with great variety with early BBS providing easy access to many free games or the like
ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/wizardry/wizardry_III/Wizardry_iii_SourceCode.zipIt's unfortunate that smaller indie games like that aren't as big a deal anymore.
I don't necessarily think it's a bad thing, but on the other hand it causes games sometimes to lose what they were originally meant to be. Sort of speaking from experience backing a Kickstarter game last year and many people who did are complaining that the game has changed too much since the initial build/kickstarter version.
http://www.macintoshgarden.org/
The Mac Garden is an archive of old Mac games and abandonware. Most run on one of the pre-OSX emulators. Not all games are there, as many commercial games have been taken down, but there is plenty of nostalgia to be had.
Time to dig out an OS7 emulator!
Well, except Slick Willie. That game just doesn't emulate well for some reason. But the other two played perfectly!
I'm glad the ease of use of the early macintosh has made it into every device now. Hopefully the ability to tinker, mod games, and program easily doesn't go away as systems become more sanitized and locked down. The original web browser had an editor built right in.
It's a bit disappointing that gaming on the Mac never really took off like on Windows.
That could work really well, and I'd imagine it could allow even a Macbook Air to handle gaming fairly well.
Their ecosystem in a very strong position for killer cross-device multiplayer games too; for example an MMORPG that one can play on the Mac and then seamlessly continue on their iPad, iPhone or Apple TV via Handoff/Continuity, while getting messages and auction etc. alerts on their Apple Watch. Why hasn't this happened yet?
Apple is willing to bet, I think, that this "mobile devices + TV receiver" is the direction gaming is going generally, too—not right this second, but soon. Other console-makers seem to be on a similar footing. Nintendo looks to be warming up to making mobile titles for iOS, and at the same time, their NX might look a lot like the ATV+iPhone setup (their original intent with the Wii U was that each player have a gamepad with a screen in it—but they just missed the wave of commodity-SoCs that would have enabled that. This time they can!) And the gen after that might very well just drop the idea of a console—their consoles are not selling well, compared to their handhelds—and just create an ATV-like "partner box" for the 3DS++.
(Don't know what Microsoft and Sony will do. Their lunch is getting eaten as third-parties move to Steam. Maybe VR? Either way, their next consoles won't look like "consoles" in the sense they've been up to now, either.)
On one hand, thats probably not a bad idea. Look at the scaling on mobile GPUs vs desktop GPUs and the revenues in both. They are so far behind here, why play catch up, just move to where the puck is going (or make a new place for it to go).
Having said that, I'm not seeing the kind of investment I'd like to see in Mobile & Apple TV based gaming from Apple, but that may be because Apple simply doesn't care or doesn't understand that industry at its core. Guess we get to watch it unfold.