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Hello friends. This is something I wanted to explain a bit to someone some place, even if it was just wide open and on a forum. I got this notion last night and it was legitimately keeping me up because I started thinking about logistics and possibilities with it. Nothing is final, but I wanted to run it by anyone willing to listen to see what they think about it.

Concept:

In short, this documentary would be about the accomplishments of three primary programmers in the early days of gaming history which goes back to the mainframe era.

First would be Silas Warner of Muse Software, who created games such as Robot War, Castle Wolfenstein, and even programmed the unreleased Super Mario Wacky Worlds. Mr. Warner is unfortunately deceased, but while looking into gaming history (more below) I kept coming across his name and was astounded at his accomplishments. His story definitely needs to be told.

Second would be Nasir Gebelli who started as an Apple II programmer, but then moved to Japan and coded the first three Final Fantasy games and Secret of Mana. He came to my attention when Brenda Romero, wife of Doom creator John Romero, mentioned him in an episode of Matt Chat. His work basically built the foundation for Squaresoft as a company. To my knowledge, he is still alive, but the only interview he ever did was years ago for John Romero's Apple II programmer reunion, which you can find on Youtube.

The last one is a bit of a toss up. I feel that a film like this would need three figures to really have a compelling narrative, but I haven't found a figure which fits in the same category as those two pioneers. What I'm running with to start off is Don Daglow, who was one of the original Intellivision programmers. He's far from an unknown name and was one of the founders of the Game Developer's Conference, but I feel like we don't really know much about him, and especially his early mainframe games. His involvement with those mainframes, consoles, and the rise of online gaming would be a good "fall back" of sorts if either of the other two narratives come up short.

How I Came to This Conclusion:

For the past six months or so, I've been writing a chronological history of the video game medium which traces the design and business trends throughout the ages. I've been doing it to answer my own questions of when certain mechanics first emerged and why certain industries succeeded/failed, which I think really gets drowned out from popular histories. It's also meant to be a database that people can access and use if they ever want to find out anything regarding the games, tech, and events that I'll be covering.

I will likely return to this forum in the future to explain the project a bit more, but I just wanted to give an overview of why I'm so interested in these three guys. It was last night, after I had written the sections on both Castle Wolfenstein and RobotWar that I came to realize just how influential, seemingly unknowingly, Silas Warner was. There's only three pictures of him which exist on the internet, and his incredibly legacy will never be told unless someone steps up to the plate and figures out who he even was. Same for Nasir Gebelli, who is a completely unrecognized US/Japan success story years before Argonaut Studios made Star Fox.

Vague Logistics:

I am currently a student and I have good relationships with students in the film department. I would definitely be able to get filmmakers interested and to have access to equipment, but I am rather immobile, all things considered. One of two things could happen: I form relationships with other interested people to get the interview footage (possibly publishing it in Creative Commons under the style of Get Lamp), or I do a Kickstarter/Patreon to be able to fly and get the interviews personally.

Either way the filming would take place, my absolute baseline plan is this:

1. Schedule and do the interviews.
2. Start looking into rights issues regarding the games which will be featured.
3. Dedicate time and hire a visual artist for some limited effects (again, look at Get Lamp for the scope).
4. Spend a dedicated month or so editing the film and getting connections for distribution.
5. Release the film into local film festivals and onto digital sites like GoG (see, it's related!).

The intention is not to establish a huge business with this as the first project, but rather to just capture the people's perspectives before they disappear into the unknowable ether that many other voices have.

By far the biggest problem is going to be in acquiring the rights to showing the games. I don't imagine that either of Nasir's or Silas' early Apple II games are going to be a problem, though Wolfenstein might be stuck in a weird copyright limbo at the moment. However when you're talking about console games, you have to start dealing with higher-ups, which I am far from equipped to do. The biggest hurdle will be Super Mario's Wacky Worlds, because that's an unreleased game using a Nintendo property on the console they want to forget, the Philips CD-i. The story wouldn't necessitate showing it, but it would be nice to be able to.

Possible Interviewees:

Ed Zaron and Jim Black, co-founders of Muse Software.

John and Brenda Romero. They know Nasir Gebelli personally and are huge historical enthusiasts. John would also be able to tell the story of acquiring the Wolfenstein rights. Equally John Carmack or Tom Hall as well.

Bob Bishop, legendary Apple II programmer whose voice software served as the basis for The Voice used in Castle Wolfenstein.

John Daleske, creator of the PLATO mainframe game Empire which was one of the first games that Silas Warner worked on. Equally, Bruce Artwick who was inspired by Warner's later games would be a good figure to talk to.

Tommy Tallarico, co-worker of Warner (basically any other Muse Software employee that I can dig up)

Dr. Kari Ann Owen, Silas' wife at the time of his death.

Doug Carlston, co-founder of Broderbund who encouraged Nasir Gebelli to program on the Nintendo Entertainment System and also worked with Don Daglow.

Hironobu Sakaguichi, creator of the Final Fantasy series who worked closely with Gebelli on many games. Of course, the problem is that I don't speak Japanese so this would require either connections or expense.

Any of the people in this picture or this video. The original Intellivision programs, specifically Eddie Dombower who worked closely with Daglow on World Series Baseball.

Will Wright, whose Sim City was only approved because Don Daglow had made games like it.

Trip Hawkins, who hired on Don Daglow to EA through most of the 80s.

Any other employees at TSR or Stormfront Studios, specifically regarding the creation of AOL's Neverwinter Nights.

What Do you Think?

Too ambitious? Too niche? Interested in helping out? Any and all perspectives would be helpful, and I don't even care if someone steals this idea. I really just want to tell these stories because I'm interested to learn about who they are and why their games mean so much to us.

Thanks for giving this a look! It was a bit of a splurge, but that's the way I tend to operate.
Post edited March 06, 2015 by GoodGuyA
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GoodGuyA: Hello friends. This is something I wanted to explain a bit to someone some place, even if it was just wide open and on a forum. I got this notion last night and it was legitimately keeping me up because I started thinking about logistics and possibilities with it. Nothing is final, but I wanted to run it by anyone willing to listen to see what they think about it.

Concept:

In short, this documentary would be about the accomplishments of three primary programmers in the early days of gaming history which goes back to the mainframe era.

First would be Silas Warner of Muse Software, who created games such as Robot War, Castle Wolfenstein, and even programmed the unreleased Super Mario Wacky Worlds. Mr. Warner is unfortunately deceased, but while looking into gaming history (more below) I kept coming across his name and was astounded at his accomplishments. His story definitely needs to be told.

Second would be Nasir Gebelli who started as an Apple II programmer, but then moved to Japan and coded the first three Final Fantasy games and Secret of Mana. He came to my attention when Brenda Romero, wife of Doom creator John Romero, mentioned him in an episode of Matt Chat. His work basically built the foundation for Squaresoft as a company. To my knowledge, he is still alive, but the only interview he ever did was years ago for John Romero's Apple II programmer reunion, which you can find on Youtube.

The last one is a bit of a toss up. I feel that a film like this would need three figures to really have a compelling narrative, but I haven't found a figure which fits in the same category as those two pioneers. What I'm running with to start off is Don Daglow, who was one of the original Intellivision programmers. He's far from an unknown name and was one of the founders of the Game Developer's Conference, but I feel like we don't really know much about him, and especially his early mainframe games. His involvement with those mainframes, consoles, and the rise of online gaming would be a good "fall back" of sorts if either of the other two narratives come up short.

How I Came to This Conclusion:

For the past six months or so, I've been writing a chronological history of the video game medium which traces the design and business trends throughout the ages. I've been doing it to answer my own questions of when certain mechanics first emerged and why certain industries succeeded/failed, which I think really gets drowned out from popular histories. It's also meant to be a database that people can access and use if they ever want to find out anything regarding the games, tech, and events that I'll be covering.

I will likely return to this forum in the future to explain the project a bit more, but I just wanted to give an overview of why I'm so interested in these three guys. It was last night, after I had written the sections on both Castle Wolfenstein and RobotWar that I came to realize just how influential, seemingly unknowingly, Silas Warner was. There's only three pictures of him which exist on the internet, and his incredibly legacy will never be told unless someone steps up to the plate and figures out who he even was. Same for Nasir Gebelli, who is a completely unrecognized US/Japan success story years before Argonaut Studios made Star Fox.

Vague Logistics:

I am currently a student and I have good relationships with students in the film department. I would definitely be able to get filmmakers interested and to have access to equipment, but I am rather immobile, all things considered. One of two things could happen: I form relationships with other interested people to get the interview footage (possibly publishing it in Creative Commons under the style of Get Lamp), or I do a Kickstarter/Patreon to be able to fly and get the interviews personally.

Either way the filming would take place, my absolute baseline plan is this:

1. Schedule and do the interviews.
2. Start looking into rights issues regarding the games which will be featured.
3. Dedicate time and hire a visual artist for some limited effects (again, look at Get Lamp for the scope).
4. Spend a dedicated month or so editing the film and getting connections for distribution.
5. Release the film into local film festivals and onto digital sites like GoG (see, it's related!).

The intention is not to establish a huge business with this as the first project, but rather to just capture the people's perspectives before they disappear into the unknowable ether that many other voices have.

By far the biggest problem is going to be in acquiring the rights to showing the games. I don't imagine that either of Nasir's or Silas' early Apple II games are going to be a problem, though Wolfenstein might be stuck in a weird copyright limbo at the moment. However when you're talking about console games, you have to start dealing with higher-ups, which I am far from equipped to do. The biggest hurdle will be Super Mario's Wacky Worlds, because that's an unreleased game using a Nintendo property on the console they want to forget, the Philips CD-i. The story wouldn't necessitate showing it, but it would be nice to be able to.

Possible Interviewees:

Ed Zaron and Jim Black, co-founders of Muse Software.

John and Brenda Romero. They know Nasir Gebelli personally and are huge historical enthusiasts. John would also be able to tell the story of acquiring the Wolfenstein rights. Equally John Carmack or Tom Hall as well.

Bob Bishop, legendary Apple II programmer whose voice software served as the basis for The Voice used in Castle Wolfenstein.

John Daleske, creator of the PLATO mainframe game Empire which was one of the first games that Silas Warner worked on. Equally, Bruce Artwick who was inspired by Warner's later games would be a good figure to talk to.

Tommy Tallarico, co-worker of Warner (basically any other Muse Software employee that I can dig up)

Dr. Kari Ann Owen, Silas' wife at the time of his death.

Doug Carlston, co-founder of Broderbund who encouraged Nasir Gebelli to program on the Nintendo Entertainment System and also worked with Don Daglow.

Hironobu Sakaguichi, creator of the Final Fantasy series who worked closely with Gebelli on many games. Of course, the problem is that I don't speak Japanese so this would require either connections or expense.

Any of the people in this picture or this video. The original Intellivision programs, specifically Eddie Dombower who worked closely with Daglow on World Series Baseball.

Will Wright, whose Sim City was only approved because Don Daglow had made games like it.

Trip Hawkins, who hired on Don Daglow to EA through most of the 80s.

Any other employees at TSR or Stormfront Studios, specifically regarding the creation of AOL's Neverwinter Nights.

What Do you Think?

Too ambitious? Too niche? Interested in helping out? Any and all perspectives would be helpful, and I don't even care if someone steals this idea. I really just want to tell these stories because I'm interested to learn about who they are and why their games mean so much to us.

Thanks for giving this a look! It was a bit of a splurge, but that's the way I tend to operate.
that woudl boen realyh hgottd you sholw d also thisngk about making a docudramedyment abut some soth the gameirs on god so we could nsoe who are the best and most enthusiastic games onthe interht thoday.i shokwerow a gouy who lpays alsmost contuusjly we coud have competetions tofr rot for thest e people at leaat t hen thegy woudl get some moeny tfor their goameing/
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pisswank: that woudl boen realyh hgottd you sholw d also thisngk about making a docudramedyment abut some soth the gameirs on god so we could nsoe who are the best and most enthusiastic games onthe interht thoday.i shokwerow a gouy who lpays alsmost contuusjly we coud have competetions tofr rot for thest e people at leaat t hen thegy woudl get some moeny tfor their goameing/
Ummm... If I understood this right, you'd like there to be a documentary on e-sports gamers? There are some of those which follow communities, but my intent is more to tell the story of developers and the games they made.
Sure, it's a niche market, but you've obviously put a lot of thought into it. If you can keep your overhead down, go for it and good luck.
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Cbob60: If you can keep your overhead down, go for it and good luck.
Thanks. That's the general idea with it, to try and interview people who have many different relations to the subjects. I imagine there's a least one person who worked with all three of these guys at some point, and that would be an interesting story to uncover. Some of the early computer industry crossover is really remarkable.
If you can draw the link between game development and technological development, that would be quite interesting.
The problem with gaming documentaries is that they have all been done before. Anyone and everyone thinks they have something more to add, but in actuality has probably been covered already. Not compounding the fact that most VG one's are incredibly one sided (GOG offers one that goes against the rule, it was professionally done though), you run the challenge of making it interesting too.

Personally, think your idea will work, but not in its original tense. "Gamers" probably won't be interested since it doesn't have an 'advocate' theme. Advertising it towards software developers will though, since they are the ones who going to be more familiar with the concept.
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Vindicarrion: The problem with gaming documentaries is that they have all been done before. Anyone and everyone thinks they have something more to add, but in actuality has probably been covered already.
Not really, there's a lot that could be added. I'd want to see an interview with some of the game designers who made entire genres, like rouge-likes, tower defense, etc; Or interfaces like why/how they designed SDL (yeah technical but it would still be cool).

Or perhaps talk over the lifetime of a game's creation (has to be an interesting one), how it started, hurdles they had, why they chose the route they took, it's evolution. I also wouldn't mind hearing of in early days what programming tricks they used, how they approached 3D and what features they added/left out to make it work, what hardware they supported, etc.

Reminds me of an interesting interview spoony and angry joe with richard garriott had over the span of several videos, where he pulls out old artwork and explains how he had to draw the images on grid paper and manually calculate the values to enter in (apple 2 artwork).
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rtcvb32: Not really, there's a lot that could be added. I'd want to see an interview with some of the game designers who made entire genres, like rouge-likes, tower defense, etc; Or interfaces like why/how they designed SDL (yeah technical but it would still be cool).

Or perhaps talk over the lifetime of a game's creation (has to be an interesting one), how it started, hurdles they had, why they chose the route they took, it's evolution. I also wouldn't mind hearing of in early days what programming tricks they used, how they approached 3D and what features they added/left out to make it work, what hardware they supported, etc.

Reminds me of an interesting interview spoony and angry joe with richard garriott had over the span of several videos, where he pulls out old artwork and explains how he had to draw the images on grid paper and manually calculate the values to enter in (apple 2 artwork).
Gaming documentaries in the most conventional sense have all been done before; documentaries that go against the conventional have not. Basically, what you are looking for is informative ones that show how things work, not necessarily to generate some sort of controversy. Those are the documentaries I'm interested in as well, but generally are not popular with gaming culture (drama is the name of the game). Hence, why I suggested for the OP to switch their target audience to something more broader instead of restrictive.
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Vindicarrion: Basically, what you are looking for is informative ones that show how things work, not necessarily to generate some sort of controversy. Those are the documentaries I'm interested in as well, but generally are not popular with gaming culture (drama is the name of the game).
Shoving reality TV into the documentaries then? Reminds me of the Polaris game jam that didn't happen...
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Vindicarrion: Basically, what you are looking for is informative ones that show how things work, not necessarily to generate some sort of controversy.
So you're saying the only interesting documentary is one which is political in nature? What the heck is wrong with celebrating art, rather than attempting to tear down the walls? Perhaps I'd understand if you said something more like "It should cause debate and argument", but what I'm getting from this is that you have no interest in people's personal stories unless they can be specifically construed as "standing for something".

Personally I don't think the artist documentary has been overdone. Maybe I'm not the right guy to make the film, I may be a bit laced up and historically inclined to tell a super interesting story, but don't ever underestimate the role of "circumstance" in something like this. The same way that Ken Burns hooked people into the stories of Jazz artists and American soldiers via their backstories, I think the circumstances from which these three men were born would help contextualize the whole thing.

I'm more understanding of the target demographic, but yet again, there's so little to actually compare to here. There are three types of gaming documentaries as I have seen them: Overviews with a narrative thread, the VH1 style (AKA pandering crap), and those which follow personal stories. I'm looking to do the latter. It's a story about people as much as it is their genius. I think that appeals to more than just game developers and enthusiasts, which something like Get Lamp is more in the camp of.

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rtcvb32: Shoving reality TV into the documentaries then? Reminds me of the Polaris game jam that didn't happen...
Sure as hell don't want something like that. Terrible toll on the production company and all people involved.
Post edited March 06, 2015 by GoodGuyA
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rtcvb32: Shoving reality TV into the documentaries then? Reminds me of the Polaris game jam that didn't happen...
Unless they have to be in a Mythbusters format to be considered "interesting" (although I'm sure it will generate an audience). Still don't see where the assumption comes from where something interesting has to be entertaining. For games it is kind of a must since that's the whole point of them - even the educational ones. Films and literature are offered that flexibility to be boring as ever while still be fascinating. The challenge with documentaries is to make your audience interested in your same appeal.

Which is why ones that break that conventional rule involve video games with another format. VG and collectors, VG and crunch time cycles, VG and what keeps them connected, etc.
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Vindicarrion: Still don't see where the assumption comes from where something interesting has to be entertaining.
It's probably that soap operas hook you in wondering where the cliff-hanger goes to which keeps the views up type of thing...

I'm just reminded a while back friends happened to have a discovery channel show on which was basically some rednecks dealing with winter, building wood bridges (And they were quite skilled), getting across a river, etc... And then i saw the stupidest thing and knew it was all fake. An added crap section for 'tension' to keep things interesting and entertaining, a guy with perfect balance suddenly was threatened with possibly falling into the water... It was painfully obvious...

When it's fake, the whole show and concept becomes stupid and redundant...

Like Survivor...
Post edited March 07, 2015 by rtcvb32
What are you actually studying?
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Cbob60: If you can draw the link between game development and technological development, that would be quite interesting.
That will probably come as a result of looking through the various eras. Exploring how consoles and PCs developed concurrently and why mainframes were sort of a pillar of interesting technological developments. The Apple II, Intellivision, and NES will be at the core of it though.

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Robette: What are you actually studying?
In the film, or at school? At school I'm a game design major.