I got up early this morning, so I went back and reread the chapter, and came away with more thoughts on the quality of the chapter. (My previous post is a bit embarrassing, so I'm trying again).
The flow of the chapter is somewhat reminiscent of the book "Hackers: Heroes of the Computer Revolution," which is a classic book. Particularly the way the chapter told of the beginnings of "BudgeCo" and PCS' transition to an EA title was fascinating and informative, and the well-chosen quotes from Bill Budge really gave one the sense of the dawn of an exciting new era in creative gaming possibilities! Rereading that portion chapter, it amazes me that you were able to convey all this in relatively few words, considering the subject!
The photographs and scans were also fascinating. Seeing the original "BudgeCo" PCS cover and the EA cover was really cool, as was the amazing sight of seeing software "baggies."
The chapter then nicely transitions to the modern era, explaining the influence of PCS on modern games, and the difference between construction sets, "Mod making" development tools, and programming languages.
I think the typical reader will come away with a sense of what a groundbreaking program PCS really was. What wasn't explicitly said, but was strongly implied, was that PCS hasn't been topped as a near-perfect game-making tool, even today!
Since the "PCS" chapter appeared on Gamasutra, a well-known site frequented by industry professionals, it might be the catalyst for future "construction set" concepts! It was a great place for such a chapter to be posted!
I got up early this morning, so I went back and reread the chapter, and came away with more thoughts on the quality of the chapter. (My previous post is a bit embarrassing, so I'm trying again).
The flow of the chapter is somewhat reminiscent of the book "Hackers: Heroes of the Computer Revolution," which is a classic book. Particularly the way the chapter told of the beginnings of "BudgeCo" and PCS' transition to an EA title was fascinating and informative, and the well-chosen quotes from Bill Budge really gave one the sense of the dawn of an exciting new era in creative gaming possibilities! Rereading that portion chapter, it amazes me that you were able to convey all this in relatively few words, considering the subject!
The photographs and scans were also fascinating. Seeing the original "BudgeCo" PCS cover and the EA cover was really cool, as was the amazing sight of seeing software "baggies."
The chapter then nicely transitions to the modern era, explaining the influence of PCS on modern games, and the difference between construction sets, "Mod making" development tools, and programming languages.
I think the typical reader will come away with a sense of what a groundbreaking program PCS really was. What wasn't explicitly said, but was strongly implied, was that PCS hasn't been topped as a near-perfect game-making tool, even today!
Since the "PCS" chapter appeared on Gamasutra, a well-known site frequented by industry professionals, it might be the catalyst for future "construction set" concepts! It was a great place for such a chapter to be posted!
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