- published: 23 Apr 2011
- views: 617
Steven Eric Meretzky (born May 1, 1957) is an American computer game developer, with dozens of titles to his credit. He has been involved in almost every aspect of game development, from design to production to quality assurance and box design. He is best known for creating some of the famous Infocom games in the early 1980s, including collaborating with celebrated author Douglas Adams on the interactive fiction version of The Hitchhiker's Guide to the Galaxy, one of the few games to be certified "platinum" by the Software Publishing Association. Later, he created the Spellcasting trilogy, the flagship adventure series of Legend Entertainment.
His keen wit, prose and coding skill made him one of only two interactive fiction writers (along with Dave Lebling) admitted to the Science Fiction Writers of America, and in September 1999, PC Gamer magazine named Meretzky as one of their twenty-five "Game Gods"; those who have made an indelible mark on the history of computer gaming.
Get Lamp is a two-disc documentary about interactive fiction (a genre that includes text adventures) filmed by computer historian Jason Scott of textfiles.com. Scott conducted the interviews between February 2006 and February 2008, and the documentary was released in July 2010.
The documentary and its hours of episodes and bonus footage contain material from roughly 80 interviews of interactive fiction developers, designers, and players. Included in the bonus footage is a nearly 50-minute documentary about Infocom, the best-known commercial publisher of interactive fiction. The DVD release included photographs, essays, and a collectible coin.
Get Lamp is licensed under the Creative Commons-Attribution-Sharealike-Noncommercial license.
Raw interview footage is hosted at the Internet Archive.
The name "Get Lamp" comes from the first inventory pickup in arguably the first-ever adventure game, Will Crowther's Colossal Cave Adventure, more commonly known as simply Adventure. The lamp appears as a kind of Easter Egg in every interview. The film starts off with a tour of part of the real-life Mammoth Cave system in Kentucky that Adventure was based on. The soundtrack includes Creative Commons-licensed work from Zoe Blade (who got her start writing Amiga .MOD files) and Tony Longworth.
Stephen or Steven /ˈstiːvən/ is a masculine first name, derived from the Greek name Στέφανος (Stéfanos), in turn from the Greek word "στέφανος", meaning "wreath, crown, honour, reward", literally "that which surrounds or encompasses". In ancient Greece, a wreath was given to the winner of a contest (from which the crown, symbol of rulers derived). The use of the noun was first recorded in Homer's Iliad. The name is significant to Christians: according to the Book of Acts in the New Testament, Saint Stephen was a deacon who was stoned to death and is regarded as the first Christian martyr. The name has many variants, which include Stephan, Stevan, Stefan and Stevon.
In Middle English, the name Stephen or Stephan was pronounced as a bi-syllabic word — Step-hen or Step-han — much like a Scandinavian surname. Steve was pronounced as it is in Modern English. This etymological usage began a decline in the mid-19th century.
Steve is the common short form, while various diminutives such as Stevie and Ste are also used. Many family names are derived from Stephen: the most common are Stephens/Stevens and Stephenson/Stevenson (others include Stephen, Stephan, Staphan, Stefan, Stevin and Stever).
Jason Scott Sadofsky (born September 13, 1970), more commonly known as Jason Scott, is an American archivist, historian of technology, and filmmaker. Scott has been known by the online pseudonyms "Sketch," "SketchCow" and "The Slipped Disk."
He is the creator, owner and maintainer of textfiles.com, a web site which archives files from historic bulletin board systems. He is the creator of a 2005 documentary film about BBSes, BBS: The Documentary, and a 2010 documentary film about interactive fiction, GET LAMP.
Scott lives in Hopewell Junction, New York with his cat Sockington. He works for Internet Archive and has given numerous presentations at technology related conferences on the topics of digital history, software, and website preservation.
Jason Scott graduated from Horace Greeley High School in Chappaqua, New York and served on the staff of the school newspaper under the title "Humor Staff". While in high school he produced the humor magazine Esnesnon ("nonsense" backwards). He later graduated from Emerson College in 1992 with a film degree. While at Emerson, he worked for the school humor magazine, school newspaper, WERS 88.9 FM radio, and served as art director on several dramatic plays.
Game design is the art of applying design and aesthetics to create a game to facilitate interaction between players for entertainment or for medical, educational, or experimental purposes. Game design can be applied both to games and, increasingly, to other interactions, particularly virtual ones (see gamification).
Game design creates goals, rules, and challenges to define a sport, tabletop game, casino game, video game, role-playing game, or simulation that produces desirable interactions among its participants and, possibly, spectators.
Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations). Games have historically inspired seminal research in the fields of probability, artificial intelligence, economics, and optimization theory. Applying game design to itself is a current research topic in metadesign.
Sports (see history of sports), gambling, and board games are known, respectively, to have existed for at least ten thousand, six thousand, and five thousand years.
Interactive Entertainment CD-ROM magazine (IE) conducted a video interview with Steve Meretzky during his Boffo Games years; presented on the CD as a series of short answering videos to clickable questions, this video reassembles them in a linear fashion. The original video was roughly 240 pixels across, hence the quality of the recording. Interactive Entertainment
Speech by Steve Meretzky at Boston Postmortem (www.bostonpostmortem.org). Title of talk: The Most Perfect Video Game. videographer: Jason Scott Speaker: Steve Meretzky
“Rock, Paper, Darwin” Steve Meretzky, VP of Creative of GSN Games 0:00 to 4:07 - Announcements 4:08 to 7:35 - Les Nelken introduction 7:36 to 33:22 - Steve Meretzky - "Rock, Paper, Darwin" 33:33 to END - Questions & Answers Talk description: The game industry has a habit of devouring its inhabitants, chewing them up, grinding them to a fine powder, and spitting them out into the gutter. If you’re lucky. 35-year industry veteran Steve Meretzky talks about how to survive in the ever-changing world of game development: being agile, being open to change, and being willing to constantly reinvent yourself. That, plus choosing the company with the most free food. About the speaker: As Vice President, Creative at GSN Games, Steve leads game design for the social casino division. Steve joine...
In this special edition of The Game Informer Show, Ben Hanson interviews Gary Whitta, Double Fine's Tim Schafer, Emma Westecott, Robbie Stamp, and Infocom's Steve Meretzky about sci-fi comedy writer Douglas Adams and his work in the game industry. To jump to a particular point in the discussion, check out the time stamps below... 0:01 - Intro 4:45 - Infocom's Steve Meretzky and designing Hitchhiker's Guide to the Galaxy 23:00 - Creating Bureaucracy 31:17 - Founding Digital Village and creating Starship Titanic 56:50 - The lost Hitchhiker's Guide to the Galaxy console game 58:13 - Conclusion Subscribe to Game Informer's podcast here - http://www.gameinformer.com/b/news/archive/2016/02/22/subscribe-to-the-game-informer-show-on-itunes.aspx
We wanted to give you an insight into the exciting world of social games so we talked to Steve Meretzky , VP for Game Design at Playdom, at the GDC. He explained the current trends, as well as the niches which still give small developer teams a chance to succeed despite the constant changes of the market. It got very interesting when Steve gave us his personal opinion on the future of social games and revealed what is missing in current games and what they need to become even better.
The social games market is still one of the newest and hottest areas of game development, but the market is maturing rapidly. As social games enter an era of less frantic change, what are the latest trends? What's hot and what's not? What should you expect to see in the coming year? Join two of social gaming's grizzled veterans, Dave Rohrl (Creative Director at Playdom) and Steve Meretzky (VP of Game Design at Playdom) as they identify the leading trends in the industry, selecting examples of social games from the past year (both high profile and hidden gems) to illustrate those trends. For slides visit: http://casualconnect.org/lectures/community-social/2011-social-games-year-in-review-steve-meretzky-david-rohrl
We wanted to give you an insight into the exciting world of social games so we talked to Steve Meretzky , VP for Game Design at Playdom, at the GDC. He explained the current trends, as well as the niches which still give small developer teams a chance to succeed despite the constant changes of the market. It got very interesting when Steve gave us his personal opinion on the future of social games and revealed what is missing in current games and what they need to become even better.
The social games market is maturing, but still undergoing large and fascinating upheavals. Over the past year, we've seen the rise of new competitors in the space, the demise of a few others, the meteoric growth of new genres of games, and declines in some older genres. What's hot and what's not? What should you expect to see in the coming year? Join two of social gaming's grizzled veterans, Dave Rohrl (VP of Game Production at Goko) and Steve Meretzky (VP of Game Design at Playdom) as they dive deeply into the most notable social games from the past year (both high profile and hidden gems), the lessons these games teach us, and the trends that they portend. Delivered at Casual Connect Seattle, July 2012. Download Slides: http://casualconnect.org/lectures/design/2012-social-games-year-in...
My shop www.facebook.com/NACHOROLON
Let us play The Space Bar, a sometimes fun, sometimes incredibly frustrating game that came in just a little late for a brief adventure/puzzle game resurgance and never made a dime. In this video, I note Steve Meretzky's name but have no idea who he is. I'll tell you eventually if you stay tuned.
Trailer for GET LAMP, a documentary about text adventures. Credits: Filmed by Jason Scott. Appearances by: Nick Montfort (machine quote), David Welbourn (imagination quote), Dennis Jerz, David Welbourn, Tom Brucker, C.E. Forman, Scott Adams, Don Woods, Steve Meretzky, Adam Cadre, Bruce Hatcher, and Robb Sherwin. Music by Zoe Blade (first half), Beth Sorrentino (second half).
This is a quick cut of the GET LAMP Panel from PAX East 2010. There were at least three cameras recording the event - this is from the wide-shooting one. (An improved version will come in the future.) Panelists, left to right: Dave Lebling, Don Woods, Brian Moriarty, Andrew Plotkin, Nick Montfort, Steve Meretzky, Jason Scott.
This is a quick cut of the GET LAMP Panel from PAX East 2010. There were at least three cameras recording the event - this is from the wide-shooting one. (An improved version will come in the future.) Panelists, left to right: Dave Lebling, Don Woods, Brian Moriarty, Andrew Plotkin, Nick Montfort, Steve Meretzky, Jason Scott.
This is our video portrait of the Camp Fire community filmed on location at Harmony Park, MN during the Camp Fire 2012 Retreat. http://campfireretreat.com/ http://www.facebook.com/campfireretreat Produced, Filmed and Edited by Roy Two Thousand Additional Filming by Hal Lovemelt Additional Production by Crystal Dawn Davis http://morninglightmedia.org http://www.facebook.com/MorningLightMediaArts Music: Maga Bo - No Balanço da Canoa feat. Rosângela Macedo and Marcelo Yuka (Original + Process Rebel Remix from the albums: Quilombo do Futuro and Quilombo do Futuro Remixed) http://www.magabo.com/ http://comandodigital.com/kolleidosonic/ Performances featuring the Camp Fire 2012 Instructors: Aaron Hall Aaron Prust Aileen Lawlor Alien Jon Everett Allen Sturm Amy Bl...
Trailer for GET LAMP, a documentary about text adventures. Credits: Filmed by Jason Scott. Appearances by: Nick Montfort (machine quote), David Welbourn (imagination quote), Dennis Jerz, David Welbourn, Tom Brucker, C.E. Forman, Scott Adams, Don Woods, Steve Meretzky, Adam Cadre, Bruce Hatcher, and Robb Sherwin. Music by Zoe Blade (first half), Beth Sorrentino (second half).
Steve bids farewell to Post Mortem. April 21, 2009 at the Skellig in Waltham, MA. This is part of the Boston Post Mortem, the monthly meeting of the Boston IGDA chapter, which Steve founded in the '90s! http://bostonpostmortem.org for more info on our organization and our events.
Interactive Entertainment CD-ROM magazine (IE) conducted a video interview with Steve Meretzky during his Boffo Games years; presented on the CD as a series of short answering videos to clickable questions, this video reassembles them in a linear fashion. The original video was roughly 240 pixels across, hence the quality of the recording. Interactive Entertainment
In this special edition of The Game Informer Show, Ben Hanson interviews Gary Whitta, Double Fine's Tim Schafer, Emma Westecott, Robbie Stamp, and Infocom's Steve Meretzky about sci-fi comedy writer Douglas Adams and his work in the game industry. To jump to a particular point in the discussion, check out the time stamps below... 0:01 - Intro 4:45 - Infocom's Steve Meretzky and designing Hitchhiker's Guide to the Galaxy 23:00 - Creating Bureaucracy 31:17 - Founding Digital Village and creating Starship Titanic 56:50 - The lost Hitchhiker's Guide to the Galaxy console game 58:13 - Conclusion Subscribe to Game Informer's podcast here - http://www.gameinformer.com/b/news/archive/2016/02/22/subscribe-to-the-game-informer-show-on-itunes.aspx
We wanted to give you an insight into the exciting world of social games so we talked to Steve Meretzky , VP for Game Design at Playdom, at the GDC. He explained the current trends, as well as the niches which still give small developer teams a chance to succeed despite the constant changes of the market. It got very interesting when Steve gave us his personal opinion on the future of social games and revealed what is missing in current games and what they need to become even better.
We wanted to give you an insight into the exciting world of social games so we talked to Steve Meretzky , VP for Game Design at Playdom, at the GDC. He explained the current trends, as well as the niches which still give small developer teams a chance to succeed despite the constant changes of the market. It got very interesting when Steve gave us his personal opinion on the future of social games and revealed what is missing in current games and what they need to become even better.
David Shaw attended MIT at the same time that the original Infocom team did. This interview features his anecdotes on the men themselves, and the interesting projects that they were working on, including the prototype for Zork. This is from the interview sessions that were used in the making of the excellent Interactive Fiction documentary, GET LAMP. The filmmaker's comments are at the bottom of this description. Please note that I merely performed some light editing work on this video. Its original form can be found at the archive.org link below. I am not the filmmaker or interviewer of this video. GET LAMP is a documentary filmed by Jason Scott. I obtained permission from Jason Scott to edit these interviews and host them on my channel, I hold no claims to the rights of this material, ...
Speech by Steve Meretzky at Boston Postmortem (www.bostonpostmortem.org). Title of talk: The Most Perfect Video Game. videographer: Jason Scott Speaker: Steve Meretzky
“Rock, Paper, Darwin” Steve Meretzky, VP of Creative of GSN Games 0:00 to 4:07 - Announcements 4:08 to 7:35 - Les Nelken introduction 7:36 to 33:22 - Steve Meretzky - "Rock, Paper, Darwin" 33:33 to END - Questions & Answers Talk description: The game industry has a habit of devouring its inhabitants, chewing them up, grinding them to a fine powder, and spitting them out into the gutter. If you’re lucky. 35-year industry veteran Steve Meretzky talks about how to survive in the ever-changing world of game development: being agile, being open to change, and being willing to constantly reinvent yourself. That, plus choosing the company with the most free food. About the speaker: As Vice President, Creative at GSN Games, Steve leads game design for the social casino division. Steve joine...
The social games market is still one of the newest and hottest areas of game development, but the market is maturing rapidly. As social games enter an era of less frantic change, what are the latest trends? What's hot and what's not? What should you expect to see in the coming year? Join two of social gaming's grizzled veterans, Dave Rohrl (Creative Director at Playdom) and Steve Meretzky (VP of Game Design at Playdom) as they identify the leading trends in the industry, selecting examples of social games from the past year (both high profile and hidden gems) to illustrate those trends. For slides visit: http://casualconnect.org/lectures/community-social/2011-social-games-year-in-review-steve-meretzky-david-rohrl
Google Tech Talk (more below) March 7, 2011 Presented by Jason Scott. ABSTRACT Jason Scott will talk about making the documentary and we'll be screening some portion of the film. http://www.getlamp.com/ In the early years of the microcomputer, a special kind of game was being played. With limited sound, simple graphics, and tiny amounts of computing power, the first games on home computers would hardly raise an eyebrow in the modern era of photorealism and surround sound. In a world of Quake, Half-Life and Halo, it is expected that a successful game must be loud, fast, and full of blazing life-like action. But in the early 1980s, an entire industry rose over the telling of tales, the solving of intricate puzzles and the art of writing. Like living books, these games described fanta...
Interview with Shridhar Joshi: http://gamesauce.org/news/2014/08/06/shridhar-joshi-has-an-unexpected-career-casual-connect-video/ Interview with Larry DeMar: http://gamesauce.org/news/2014/08/06/larry-demar-its-always-been-about-games-casual-connect-video/ Interview with Monty Kerr: http://gamesauce.org/news/2014/08/14/monty-kerr-is-immersed-in-gaming-casual-connect-video/ Delivered at Casual Connect USA, July 2014 Leading slots designers discuss the fundamental differences between designing slots for real-money vs. social casinos, and present their key learnings for operating in an environment with no regulations. Learn how to turn freeloaders into paying players.
Interactive Entertainment CD-ROM magazine (IE) conducted a video interview with Steve Meretzky during his Boffo Games years; presented on the CD as a series of short answering videos to clickable questions, this video reassembles them in a linear fashion. The original video was roughly 240 pixels across, hence the quality of the recording. Interactive Entertainment
Speech by Steve Meretzky at Boston Postmortem (www.bostonpostmortem.org). Title of talk: The Most Perfect Video Game. videographer: Jason Scott Speaker: Steve Meretzky
“Rock, Paper, Darwin” Steve Meretzky, VP of Creative of GSN Games 0:00 to 4:07 - Announcements 4:08 to 7:35 - Les Nelken introduction 7:36 to 33:22 - Steve Meretzky - "Rock, Paper, Darwin" 33:33 to END - Questions & Answers Talk description: The game industry has a habit of devouring its inhabitants, chewing them up, grinding them to a fine powder, and spitting them out into the gutter. If you’re lucky. 35-year industry veteran Steve Meretzky talks about how to survive in the ever-changing world of game development: being agile, being open to change, and being willing to constantly reinvent yourself. That, plus choosing the company with the most free food. About the speaker: As Vice President, Creative at GSN Games, Steve leads game design for the social casino division. Steve joine...
In this special edition of The Game Informer Show, Ben Hanson interviews Gary Whitta, Double Fine's Tim Schafer, Emma Westecott, Robbie Stamp, and Infocom's Steve Meretzky about sci-fi comedy writer Douglas Adams and his work in the game industry. To jump to a particular point in the discussion, check out the time stamps below... 0:01 - Intro 4:45 - Infocom's Steve Meretzky and designing Hitchhiker's Guide to the Galaxy 23:00 - Creating Bureaucracy 31:17 - Founding Digital Village and creating Starship Titanic 56:50 - The lost Hitchhiker's Guide to the Galaxy console game 58:13 - Conclusion Subscribe to Game Informer's podcast here - http://www.gameinformer.com/b/news/archive/2016/02/22/subscribe-to-the-game-informer-show-on-itunes.aspx
We wanted to give you an insight into the exciting world of social games so we talked to Steve Meretzky , VP for Game Design at Playdom, at the GDC. He explained the current trends, as well as the niches which still give small developer teams a chance to succeed despite the constant changes of the market. It got very interesting when Steve gave us his personal opinion on the future of social games and revealed what is missing in current games and what they need to become even better.
The social games market is still one of the newest and hottest areas of game development, but the market is maturing rapidly. As social games enter an era of less frantic change, what are the latest trends? What's hot and what's not? What should you expect to see in the coming year? Join two of social gaming's grizzled veterans, Dave Rohrl (Creative Director at Playdom) and Steve Meretzky (VP of Game Design at Playdom) as they identify the leading trends in the industry, selecting examples of social games from the past year (both high profile and hidden gems) to illustrate those trends. For slides visit: http://casualconnect.org/lectures/community-social/2011-social-games-year-in-review-steve-meretzky-david-rohrl
We wanted to give you an insight into the exciting world of social games so we talked to Steve Meretzky , VP for Game Design at Playdom, at the GDC. He explained the current trends, as well as the niches which still give small developer teams a chance to succeed despite the constant changes of the market. It got very interesting when Steve gave us his personal opinion on the future of social games and revealed what is missing in current games and what they need to become even better.
The social games market is maturing, but still undergoing large and fascinating upheavals. Over the past year, we've seen the rise of new competitors in the space, the demise of a few others, the meteoric growth of new genres of games, and declines in some older genres. What's hot and what's not? What should you expect to see in the coming year? Join two of social gaming's grizzled veterans, Dave Rohrl (VP of Game Production at Goko) and Steve Meretzky (VP of Game Design at Playdom) as they dive deeply into the most notable social games from the past year (both high profile and hidden gems), the lessons these games teach us, and the trends that they portend. Delivered at Casual Connect Seattle, July 2012. Download Slides: http://casualconnect.org/lectures/design/2012-social-games-year-in...
My shop www.facebook.com/NACHOROLON
Let us play The Space Bar, a sometimes fun, sometimes incredibly frustrating game that came in just a little late for a brief adventure/puzzle game resurgance and never made a dime. In this video, I note Steve Meretzky's name but have no idea who he is. I'll tell you eventually if you stay tuned.
Trailer for GET LAMP, a documentary about text adventures. Credits: Filmed by Jason Scott. Appearances by: Nick Montfort (machine quote), David Welbourn (imagination quote), Dennis Jerz, David Welbourn, Tom Brucker, C.E. Forman, Scott Adams, Don Woods, Steve Meretzky, Adam Cadre, Bruce Hatcher, and Robb Sherwin. Music by Zoe Blade (first half), Beth Sorrentino (second half).
This is a quick cut of the GET LAMP Panel from PAX East 2010. There were at least three cameras recording the event - this is from the wide-shooting one. (An improved version will come in the future.) Panelists, left to right: Dave Lebling, Don Woods, Brian Moriarty, Andrew Plotkin, Nick Montfort, Steve Meretzky, Jason Scott.
This is a quick cut of the GET LAMP Panel from PAX East 2010. There were at least three cameras recording the event - this is from the wide-shooting one. (An improved version will come in the future.) Panelists, left to right: Dave Lebling, Don Woods, Brian Moriarty, Andrew Plotkin, Nick Montfort, Steve Meretzky, Jason Scott.
This is our video portrait of the Camp Fire community filmed on location at Harmony Park, MN during the Camp Fire 2012 Retreat. http://campfireretreat.com/ http://www.facebook.com/campfireretreat Produced, Filmed and Edited by Roy Two Thousand Additional Filming by Hal Lovemelt Additional Production by Crystal Dawn Davis http://morninglightmedia.org http://www.facebook.com/MorningLightMediaArts Music: Maga Bo - No Balanço da Canoa feat. Rosângela Macedo and Marcelo Yuka (Original + Process Rebel Remix from the albums: Quilombo do Futuro and Quilombo do Futuro Remixed) http://www.magabo.com/ http://comandodigital.com/kolleidosonic/ Performances featuring the Camp Fire 2012 Instructors: Aaron Hall Aaron Prust Aileen Lawlor Alien Jon Everett Allen Sturm Amy Bl...
Trailer for GET LAMP, a documentary about text adventures. Credits: Filmed by Jason Scott. Appearances by: Nick Montfort (machine quote), David Welbourn (imagination quote), Dennis Jerz, David Welbourn, Tom Brucker, C.E. Forman, Scott Adams, Don Woods, Steve Meretzky, Adam Cadre, Bruce Hatcher, and Robb Sherwin. Music by Zoe Blade (first half), Beth Sorrentino (second half).
Steve bids farewell to Post Mortem. April 21, 2009 at the Skellig in Waltham, MA. This is part of the Boston Post Mortem, the monthly meeting of the Boston IGDA chapter, which Steve founded in the '90s! http://bostonpostmortem.org for more info on our organization and our events.
“Rock, Paper, Darwin” Steve Meretzky, VP of Creative of GSN Games 0:00 to 4:07 - Announcements 4:08 to 7:35 - Les Nelken introduction 7:36 to 33:22 - Steve Meretzky - "Rock, Paper, Darwin" 33:33 to END - Questions & Answers Talk description: The game industry has a habit of devouring its inhabitants, chewing them up, grinding them to a fine powder, and spitting them out into the gutter. If you’re lucky. 35-year industry veteran Steve Meretzky talks about how to survive in the ever-changing world of game development: being agile, being open to change, and being willing to constantly reinvent yourself. That, plus choosing the company with the most free food. About the speaker: As Vice President, Creative at GSN Games, Steve leads game design for the social casino division. Steve joine...
In this special edition of The Game Informer Show, Ben Hanson interviews Gary Whitta, Double Fine's Tim Schafer, Emma Westecott, Robbie Stamp, and Infocom's Steve Meretzky about sci-fi comedy writer Douglas Adams and his work in the game industry. To jump to a particular point in the discussion, check out the time stamps below... 0:01 - Intro 4:45 - Infocom's Steve Meretzky and designing Hitchhiker's Guide to the Galaxy 23:00 - Creating Bureaucracy 31:17 - Founding Digital Village and creating Starship Titanic 56:50 - The lost Hitchhiker's Guide to the Galaxy console game 58:13 - Conclusion Subscribe to Game Informer's podcast here - http://www.gameinformer.com/b/news/archive/2016/02/22/subscribe-to-the-game-informer-show-on-itunes.aspx
The social games market is still one of the newest and hottest areas of game development, but the market is maturing rapidly. As social games enter an era of less frantic change, what are the latest trends? What's hot and what's not? What should you expect to see in the coming year? Join two of social gaming's grizzled veterans, Dave Rohrl (Creative Director at Playdom) and Steve Meretzky (VP of Game Design at Playdom) as they identify the leading trends in the industry, selecting examples of social games from the past year (both high profile and hidden gems) to illustrate those trends. For slides visit: http://casualconnect.org/lectures/community-social/2011-social-games-year-in-review-steve-meretzky-david-rohrl
The social games market is maturing, but still undergoing large and fascinating upheavals. Over the past year, we've seen the rise of new competitors in the space, the demise of a few others, the meteoric growth of new genres of games, and declines in some older genres. What's hot and what's not? What should you expect to see in the coming year? Join two of social gaming's grizzled veterans, Dave Rohrl (VP of Game Production at Goko) and Steve Meretzky (VP of Game Design at Playdom) as they dive deeply into the most notable social games from the past year (both high profile and hidden gems), the lessons these games teach us, and the trends that they portend. Delivered at Casual Connect Seattle, July 2012. Download Slides: http://casualconnect.org/lectures/design/2012-social-games-year-in...
Download Slides: http://gamesauce.org/news/2014/08/14/steve-meretzky-his-homecoming-in-games-casual-connect-video/ Delivered at Casual Connect USA, July 2014 Dave Rohrl, Juan Gril and Steve Meretzky -- the game industry's three wisest men, or three wisest guys, depending on who you ask -- continue their long-running and popular annual analysis of the free-to-play (F2P) games space, covering all genres and platforms. Like all previous areas of the games business, such as console gaming during the 1990s, the F2P space is rapidly maturing. With that comes a move from revolutionary change to evolutionary change, and fewer new breakouts at the top of the charts. Change continues, but it means we have to look deeper and more carefully to see what it is ... and what it means. Come learn what th...
The last year has brought tremendous changes to free to play gaming in the mobile, desktop, and browser markets. This perennial favorite Casual Connect session has undergone a few changes as well. Newcomer Juan Gril joins grizzled industry veterans Dave Rohrl and Steve Meretzky as they look at the year's most important design and business trends in free-to-play gaming across all platforms. Thrill as they advance their slides, groan as their jokes fall flat, and leave scratching your head in amazement that you actually got some interesting insight. Delivered at Casual Connect USA, August 2013 Download Slides: https://s3.amazonaws.com/Casual_Connect_USA_2013_Presentations/Year_in_Review_CCUSA_2013.pptx
Let us play The Space Bar, a sometimes fun, sometimes incredibly frustrating game that came in just a little late for a brief adventure/puzzle game resurgance and never made a dime. In this video, I note Steve Meretzky's name but have no idea who he is. I'll tell you eventually if you stay tuned.
Google Tech Talk (more below) March 7, 2011 Presented by Jason Scott. ABSTRACT Jason Scott will talk about making the documentary and we'll be screening some portion of the film. http://www.getlamp.com/ In the early years of the microcomputer, a special kind of game was being played. With limited sound, simple graphics, and tiny amounts of computing power, the first games on home computers would hardly raise an eyebrow in the modern era of photorealism and surround sound. In a world of Quake, Half-Life and Halo, it is expected that a successful game must be loud, fast, and full of blazing life-like action. But in the early 1980s, an entire industry rose over the telling of tales, the solving of intricate puzzles and the art of writing. Like living books, these games described fanta...
Hey folks it's another Infocom LP, this one more of an "Interactive Fiction" than a game, as you spend most of the time freely exploring as opposed to, say, solving puzzles. This game is from Steve Meretzky but is a lot more serious than The Space Bar. Join me as I read lots of backstory on our future world, bearing in mind this is the future as imagined in the 80's and the Soviet Bloc are still around, though in other ways the game is pretty prescient.
I don't realize it until after the video but it turns out you can only use the drill a few times before it runs out of juice and you don't use it on that lock. Guess I'm gonna be playing the game from start off-screen...