Alex Smith, and Jeffrey Daum

They Create Worlds

History EN ↓ 268 Folgen

The games we love reveal something true about who we are, and about the world that made them. They Create Worlds is a podcast about the people, technology, and forces that built the video game industry. Through video game history, the show looks at how culture, business, and technology shaped what we play, tracing the choices and circumstances that led to the games so many people around the world enjoy. Each episode digs into where games came from, who made them, and why they were made the way they were. Business decisions, technological shifts, and creative choices all shaped what ended up on...

Besuch unbedingt die Website des Podcasts und unterstütze die Macher: www.theycreateworlds.com

Autor

Alex Smith, and Jeffrey Daum

Kategorie

History

Podcast-Website

www.theycreateworlds.com

Neueste Folge

15. Okt 2026

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Dragon Quest Part 2 15.10.2026

TCW Podcast Episode 268 - Dragon Quest Part 2   Yuji Horii continued developing adventure games after The Portopia Serial Murder Case, but his growing interest in Ultima and Wizardry led him to incorporate role-playing elements into his work. Karuizawa Yūkai Annai combined adventure-game investigation with Ultima style overworld exploration and a climactic fighting sequence that included leveling,...

Dragon Quest Part 1 01.10.2026

TCW Podcast Episode 267 - Dragon Quest Part 1   Kazuhiko Torishima is not well known outside Japan, especially in relation to video games, but the Weekly Shōnen Jump editor was instrumental in bringing together many of the people behind Dragon Quest. He encouraged Akira Toriyama early in his career, helping him develop the work that led to his first major hit, Dr. Slump. Torishima’s friendship wit...

The 10 Best Selling Atari Games 15.09.2026

TCW Podcast Episode 266 - The 10 Best Selling Atari Games   An internal Atari document visible in the background of the documentary Once Upon Atari provides a rare look at the company’s best-selling VCS games during the years leading up to, and just after, the video game crash. The Atari VCS was designed around just two player graphics, two missile graphics, and a ball, yet its most successful gam...

Hasbro Interactive 01.09.2026

TCW Podcast Episode 265 - Hasbro Interactive   Hasbro began as a family business selling textile remnants and pencil boxes before expanding into school supplies, children’s art products, and toys. Innovations such as Mr. Potato Head established the company as a toy maker, while G.I. Joe became a major success before the Vietnam War damaged its popularity and left Hasbro in a precarious position. T...

Knights of the Old Republic 15.08.2026

TCW Podcast Episode 264 - Knights of the Old Republic Knights of the Old Republic did not simply bring Star Wars to the role-playing game format. It was BioWare’s effort to build a cinematic RPG in a part of the galaxy far enough from the films to tell a new story, while drawing on decades of Expanded Universe worldbuilding, tabletop systems, and the storytelling model popularized by Timothy Zahn’...

Howell Ivy 01.08.2026

TCW Podcast Episode 263 - Howell Ivy   Howell Ivy had a knack for taking familiar arcade ideas and pushing them somewhere new. He discovered video games through Computer Space while serving in the Air Force, and in his off time he built a ball-and-paddle game that led to a position at Ramtek. Clean Sweep gave the ball-and-paddle format a new twist and helped inspire Atari's Breakout. Ramtek Baseba...

Vectrex 15.07.2026

TCW Podcast Episode 262 - Vectrex   The Vectrex came with its own screen, plastic color overlays, and roots in the aerospace industry. GCE brought Smith Engineering in to design and develop digital watch games, then calculator games, before the two companies set their sights on a full home console. That console had to include its own display because home televisions could not support vector graphi...

Starfox 01.07.2026

TCW Podcast Episode 261 - StarFox   Before Star Fox, there was a developer in Britain building copy protection tools, a dinner party that opened the right door, and a Game Boy prototype game that could do something it was never supposed to do. Jez San's Argonaut Software caught Nintendo's attention at CES and was invited to Japan. The meeting led to a two million dollar deal to build a custom chip...

Vivendi Electric Boogaloo 15.06.2026

TCW Podcast Episode 260 - Vivendi Electric Boogaloo   How does a Canadian liquor company end up owning Universal Studios and, eventually, help create Activision Blizzard? Seagram chased diversification as liquor sales softened, tried to take over Conoco, and instead wound up with a 25% stake in DuPont that generated most of its earnings. Edgar Bronfman Jr. sold that stake to buy MCA from Matsushit...

A Cendant to Vivendi 01.06.2026

TCW Podcast Episode 259 - A Cendant to Vivendi   CUC International looked like a company that never missed. Quarter after quarter, just barely beating estimates, right up until the moment Henry Silverman got access to their books and found out why. When a new customer signed up, CUC booked a full year of revenue immediately, even though billing was monthly. If that customer left before the year wa...

The Shenanigans of CUC Software 15.05.2026

TCW Podcast Episode 258 - The Shenanigans of CUC Software   Walter Forbes built CUC International from Comp-U-Card, a phone-in discount shopping club that cut out the middleman with a small markup and annual fee, not unlike a proto-Amazon Prime. As computer networks like CompuServe, Prodigy, and GEnie rose, CUC pivoted online and Forbes set his sights on the games business, joining the Sierra On-L...

Nine Atari Games 01.05.2026

TCW Podcast Episode 257 - Nine Atari Games   The Atari VCS launched with nine games to entice consumers into the new gaming medium, and Combat set the trend of packing multiple "games" into a single cartridge. Featuring a wide array of game modes, Combat holds its own even today and served as the console's official tie-in title. Atari's partnership with Sears, however, rebranded all but one of the...

Cinemaware 15.04.2026

TCW Podcast Episode 256 - Cinemaware   Bob Jacob launched Cinemaware to fuse movies and video games on Amiga, hiring journalist Kellyn Beeck to design Defender of the Crown's medieval themes. Programmer John Cutter led in-house development after massive outside studio delays, tapping coder R.J. Michael for an intense programming marathon to barely hit deadline and make Defender the Amiga's killer...

The Elder Scrolls: Morrowind 01.04.2026

TCW Podcast Episode 255 - The Elder Scrolls: Morrowind   After Arena and Daggerfall's triumphs, Julian LeFay's Battlespire spinoff marked his last hand in the Elder Scrolls universe. Amid conflicts while working on other projects, LeFay left. Ted Peterson had already departed after Daggerfall. This left Bethesda Softworks with none of the original creators for the next Elder Scrolls. Development s...

The Elder Scrolls: Arena & Daggerfall 15.03.2026

TCW Podcast Episode 254 - The Elder Scrolls: Arena & Daggerfall   Bethesda Softworks, founded in 1985 by Christopher Weaver with sports titles like Gridiron and Wayne Gretzky Hockey along with licenses like The Terminator, pivoted to RPGs. Demo scene legend Julian LeFay hired Vijay Lakshman as designer and buffer to management so LeFay could focus on games. Together they birthed The Elder Scro...

Masanobu Endō 01.03.2026

TCW Podcast Episode 253 - Masanobu Endō   Masanobu Endō is one of Japan's most important game designers, yet remains relatively unknown in the West. Starting from an uncertain role at Namco, he first made his mark by turning Dig Dug play notes into an official strategy booklet, then shifted into programming work where he learned from Namco's maze games, including Pac-Man. Assigned as a programmer...

A Guitar Hero 15.02.2026

TCW Podcast Episode 252 - A Guitar Hero   The rise and fall of the Guitar Hero franchise and the rhythm game craze of the mid to late 2000s. Red Octane got its start making Dance Dance Revolution pads, but a partnership with Harmonix Music Systems, a studio building technology that let people interact with music without learning an instrument, led to the creation of Guitar Hero. Major retailers re...

Virgin Games 01.02.2026

TCW Podcast Episode 251 - Virgin Games   As a companion piece to our Mastertronic episode, we look at the rise and fall of Virgin Games. Beginning with Richard Branson’s mail-order record business and the success of Virgin Records, the company expanded into games under executive Nick Alexander, whose interest in the industry led to the creation of a Virgin gaming subsidiary. Early successes includ...

Mastertronic 15.01.2026

TCW Podcast Episode 250 - Mastertronic   From budget software publisher to the gateway for SEGA’s entry into Europe, we look at the rise and fall of Mastertronic. Initially shunned by high street retailers, the company found success supplying discount games to chains like Woolworths while importing and reselling titles from other publishers for the European market. A failed attempt to bring budget...

New World Computing 01.01.2026

TCW Podcast Episode 249 - New World Computing   We look at the rise and fall of New World Computing through the career of Jon Van Caneghem. Coming from the era of the lone programmer as the industry shifted toward larger development houses, Jon built Might and Magic into one of the most influential RPG franchises of its time. We trace the evolution of the series from its early focus on quest drive...

An Act of Control 15.12.2025

TCW Podcast Episode 248 - An Act of Control   We look at Japan’s Act on Control and Improvement of Amusement Business and its impact on the arcade industry in Japan. In the late 1970s and early 1980s, video games became increasingly popular in Japan, drawing public concern over how much time and money players were spending in game centers. With little cultural context for games as entertainment, m...

The History of Commodore Pt 4 01.12.2025

TCW Podcast Episode 247 - The History of Commodore Pt 4 The final chapter of our Commodore series covers the company’s chaotic decline. After early success with the Amiga line, internal conflict grew under President Tom Rattigan, who wanted to focus on the low end with the Amiga 500 while Irving Gould pushed for high end systems like the Amiga 2000. Missed deadlines and a failed boardroom challeng...

The History of Commodore Pt 3 15.11.2025

TCW Podcast Episode 246 - The History of Commodore Pt 3 After Jack Tramiel left Commodore and founded Tramel Technology, the company pressed on with mixed results. Systems like the SX 64, the C900, the Plus/4, the C16, and the C116 failed to gain traction, which led to the development of the C128. It improved on the C64 in many ways, but because so many games relied on C64 quirks, Commodore includ...

The History of Commodore Pt 2 01.11.2025

TCW Podcast Episode 245 - The History of Commodore Pt 2   Commodore’s shift from calculators to computers began with the PET, which found success in Europe as a business machine. After seeing the ZX80 in Britain, Jack Tramiel pushed for an affordable home computer, leading to the VIC-20. Guided by marketing manager Michael S. Tomczyk, Commodore promoted the VIC-20 as “the friendly computer” with W...

The History of Commodore Pt 1 15.10.2025

TCW Podcast Episode 244 - The History of Commodore Pt 1   We kick off our look at Commodore with the story of its founder, Jack Tramiel. A Holocaust survivor who emigrated to the United States, Tramiel began repairing lamps and typewriters before founding a typewriter import business in Toronto. His early success was nearly undone by the Atlantic Acceptance financial scandal, which forced him into...

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