This one's a doozy - welcome to the crazy world of personal computers in the 1970s. This story has it all - bad managers, overworked engineers, mandatory "training" based on crazy cult-like seminars... and it ends with the most bizarre implosion in the history of tax evasion.
Plus, some computer history! The IMSAI was the world's first personal computer clone, a 100% compatible copy of the MITS Altair 8800. It set the stage for other companies to clone the IBM PC later on, which changed the world forever.
Plus plus plus, the first appearance of Gary Kildall and CP/M! But definitely not the last.
Enjoy!
Views: 676
This article was deeply personal to me, because my life overlapped with so much of it.
It starts out with the earliest networked computers (PLATO, and the Arpanet) and goes through BBSes, Usenet, web-based forums, and social media. It's a wild ride.
Check it out!
https://arstechnica.com/gadgets/2024/04/first-post-a-history-of-online-public-messaging
Views: 1394
It's an exciting beginning for me, the culmination of a dream I've had for a long time, to chronicle the entire history of personal computing.
Enjoy and don't forget to like the video and subscribe to the channel!
Views: 2206
If this works, you should be seeing a new blog post!
I migrated all my websites from AWS to Linode. It's a lot cheaper, and I really like the simplicity of Linode server management.
Onwards to new things!
EDIT: Just checking image uploading! Still works!
Views: 4382
In a previous article I posted my thoughts on Facebook's sad attempt at a Metaverse, and how it was already failing shortly after launch.
Some time has passed, and I have an update, courtesy of journalist Paul Murray: https://nymag.com/intelligencer/article/mark-zuckerberg-metaverse-meta-horizon-worlds.html
"After a certain number of hours in Zuckerberg’s personal universe, you find yourself asking questions like “Does he think this is good?” Looking through my notes, I keep coming across words like diminished, depleted, wan, bleak. The beta-ness of it all is mystifying. If I were Zuckerberg and I’d spent $36 billion building a metaverse, I’d make sure when I launched it there was something to do. Why would he go to all the trouble of building a virtual world, then leave it to the users to make their own fun, as if they were at a holiday camp in the ’80s?"
...
"I can’t stress how unlike a party house the Party House is. It’s not just the amateurish, low-tech design; it’s not just the sparse attendance and desultory interactions. It’s the total absence of mood. It reminds me of when I’d try to get together with friends over Zoom during lockdown — everyone’s face appearing in a box in the grid like contestants in some bleak, prizeless game show, the total absence of physicality making us feel more distant from one another than ever."
Bleak, deserted, lonely. I'm glad Paul spent some time in Facebook's Metaverse so that I don't have to.
Views: 5363
A second article in less than a week! This one's about the revolutionary yet forgotten computer from Apple, the Lisa, which was announced today, forty years ago.
https://arstechnica.com/gadgets/2023/01/revisiting-apples-ill-fated-lisa-computer-40-years-on
With this second article, I had the strange feeling of being bumped off the front page of Ars Technica by... myself. My editor called it "Reimer week". It's been fun!
Views: 2688
The third and final article in my History of the ARM chip series is now live on Ars Technica!
Read it here: https://arstechnica.com/gadgets/2023/01/a-history-of-arm-part-3-coming-full-circle/
This article focuses on how ARM changed the world, from the iPhone to the Game Boy Advance to smartphones and Apple's new computers based on the M1 chips. It ends with a look at how ARM managed to succeed when so many other technology companies failed.
I hope you enjoy it! Please share it with your friends!
Views: 5321
This morning I was happy to find that Part 2 of my History of ARM article is now live on Ars Technica. You can read it here:
https://arstechnica.com/gadgets/2022/11/a-history-of-arm-part-2-everything-starts-to-come-together
The first part was mostly a technical story of talented engineers who created something amazing. The second part is the story of how the ARM company was able to bring this technology to the world. It's a reminder that it takes both technical prowess and a focused business approach in order to succeed.
Part Three is coming next month!
Views: 5020
The original game, running on my Heathkit H-89
A while back, I wrote about the most obscure video game ever made, called Balablox, which I wrote when I was 15 years old in 1987. At the end of the article, I teased the possibility of a modern rewrite.
I’ve been working on that project, on and off, for about half a year now. My goal is to get it finished this year, for the 35th anniversary of the game. It’s been a ton of fun. To celebrate, I decided to write a series of articles about how I made the game, and what I’ve learned through the experience.
Everyone agrees that developing games is hard, but why is that? Don’t we have much better tools and languages now than we did back then? How hard could it be to make a simple game in 2022? Read on to find out!
Views: 2950
Sorry, Mark, nobody wants to join you here.
In a previous post called Why the Metaverse will never happen, I dissected the idea of the Metaverse as an impossible and ill-defined dream. Basically, the Metaverse has to be universal (like the Internet itself) or it isn’t a Metaverse at all, but just another Second Life clone. But tech companies will never agree to adopt a common framework that they don’t own and can’t fully monetize.
The other, more serious problem with a Metaverse is that nobody can actually define what it is. Mark Zuckerberg, in his ebullient announcement last year, said it would be a world “as detailed and convincing as this one” and that inside, “you’re going to be able to do almost anything you can imagine.”
This last sentence is a huge giveaway that Facebook’s Metaverse will fail. This is the same phrase spoken by dozens of naive and inexperienced wannabe game developers, who go on Kickstarter and announce an amazing new Massively Multiplayer Online (MMO) game where “you’ll be able to do anything.” Every single one of these Kickstarters, even the ones that reach their funding goals, end up failing spectacularly. The latest fiasco, DreamWorld, is a perfect example.
“Doing anything” is another way of saying “I have no idea what this game will be.” Games are fun because of constraints and rules. Take golf, for example. If you could just pick up the ball and drop it directly in the hole, nobody would bother playing it. But when you add the constraint of hitting the ball with a club, and add a scoring system, suddenly it’s interesting.
Not everything has to be a game, of course. Second Life, released in 2003, was the first successful attempt to make a virtual world that had no real objectives, other than building a world and exploring it with other people. But Second Life peaked in 2009 when it hit 88,000 concurrent online users. It’s still around, but these days nobody expects it to become the future of anything.
More recently, Minecraft was a much larger hit, capturing the imaginations of a huge portion of kids and teenagers. But Minecraft is definitely a game — it has very specific rules for breaking down blocks, finding resources, and using these resources to craft different types of blocks. There are even enemies to fight. It knows exactly what it wants to be and it does it very well. Countless Minecraft clones have been attempted, but they have all failed because “Minecraft, but better” isn’t a design document.
Getting back to Facebook’s Metaverse, it’s clear that Zuckerberg is serious about his effort. He’s spent $10 billion and hired 10,000 engineers. Surely, with this massive amount of resources, his company would have delivered something great, right? Right?
Well, as it turns out, what they’ve produced (which they call Horizon Worlds) is ill-defined, boring, buggy, and nobody wants to play it. According to leaked memos, the “aggregate weight of papercuts, stability issues, and bugs is making it too hard for our community to experience the magic of Horizon. Simply put, for an experience to become delightful and retentive, it must first be usable and well crafted.”
This is another giveaway that the folks building Horizon have no idea what they are actually trying to build. If a game is great, people will play it, even with crazy bugs. Skyrim shipped with tons of bugs, but the game was awesome from day one.
Horizon clearly isn't awesome. Second Life, and more recently, VR Chat, gained popularity because they offered a way for people to express unusual sexual desires in a safe place. But Mark Zuckerberg doesn't want any sex in his city. When people started harassing women in Horizon by trying to grope them between the legs, Facebook's answer wasn't to figure out how to deal with harassment. It was to permanently remove everybody's legs.
You can do anything you want. Except have legs, apparently.
Even Facebook employees don’t want to play Horizon. “For many of us, we don’t spend that much time in Horizon and our dogfooding dashboards show this pretty clearly,” another memo read. “Why is that? Why don’t we love the product we’ve built so much that we use it all the time? The simple truth is, if we don’t love it, how can we expect our users to love it?”
How indeed. The truth is simple: if the product was any good, people would play it. When Origin Systems was making the original Wing Commander, the entire company couldn’t stop playing the game. That’s how they knew it was going to be a hit. When Blizzard was building World of Warcraft, the company could barely get any work done because so many employees wanted to play it.
Facebook’s management, on the other hand, has decided that the way to fix their boring game is to force their employees to play it. “Everyone in this organization should make it their mission to fall in love with Horizon Worlds,” a recent memo read. “You can’t do that without using it. Get in there.”
The end result of all this will be a ton of wasted money and a product that may end up getting forced on people in order for senior management to report rosy numbers. But when the dust has settled, no amount of promotion and bundling will get people to keep playing something they don’t want to play.
UPDATE: Since this article was published, Facebook has triumphantly announced that Legs are coming soon. Are you excited? The message went over about as well as could be expected.
Views: 6117
I'm a writer and programmer. I write science fiction stories and novels.
I am the writer for the upcoming documentary series Arcade Dreams.
I also write technology articles for Ars Technica.
I'm the creator of newLISP on Rockets, a web development framework and blog application.