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At the moment, Scott Miller is an underrated figure in the history of
the PC game industry. His innovative ideas in software publishing rapidly moved
the business of shareware PC games from a dead-end prospect to a lucrative
profession. Along the way, his company sparked multiple revolutions in the field
But you won't hear his name dropped casually as one of PC gaming's
forefathers -- at least, not yet, anyway. In the public's mind, he currently
resides on the fringes of popular acclaim.
In the early 1980s, a new breed of game authors emerged. They
distributed their product for free as "shareware," allowing copies of
the entire game to be duplicated without charge and, in turn, asked for
recompense if the player liked what he played. Unfortunately for those brave
authors, few players ended up sending payment.
Miller saw the fundamental flaw in this system and created the
"Apogee Model," named after his shareware company, which saw games
split into multiple parts. Apogee distributed the first episode of each game
for free, essentially as a demo for the whole product. If the player enjoyed
it, he could purchase further episodes from the company.
The model proved wildly successful, and publishers like Epic MegaGames
(now Epic Games) soon followed in his footsteps -- as detailed in our earlier
interview with Epic founder Tim Sweeney.
Miller achieved this publishing triumph by utilizing almost entirely
digital distribution methods before the internet became mainstream. Once seeded
by Miller, Apogee titles spread like viruses through BBSes and online services
like CompuServe, usually with little more than enthusiastic fans as the vector.
In today's web-driven world, this doesn't seem like much, but it was an
innovation.
Through the model pioneered by Apogee, Miller inadvertently invented
episodic gaming and made the now ubiquitous free-but-limited game demo an
essential tool for marketing any new PC title.
Miller also personally coaxed two young programmers named John Romero
and John Carmack out of Softdisk, a disk magazine publisher, and gave them a
convincing reason -- promises of riches in the shareware industry -- to
consolidate their powers as id Software.
Through Miller's hands-on involvement with id, Apogee found itself the pivot
point of the industry's massive shift to first-person shooters by publishing
1992's Wolfenstein 3-D. Id parted
ways with Apogee soon after, and blossomed into one of the mightiest
independent game development juggernauts of the 1990s via Doom and Quake -- and
distributed its early games the Apogee way.
The Early Years
Where and when were you
born?
Scott Miller: I was born in Florida in 1961. I lived there for 11
years. I moved to Australia for five years and went to high school there, then
came back to the United States in '79, and I've been in the Dallas area ever
since.
What took you to
Australia?
SM: My father, Boyd Miller, worked at NASA when we were in Florida. He
was part of all the Apollo and Gemini shots, and he was an engineer on the
whole program. After the Apollo program closed in '72, he ended up working for
E-Systems and got a job that transferred him to the very center of Australia --
the outback -- to a town called Alice Springs, which at that time had about
11,000 people.
E-Systems and the Australian government shared a joint spy-satellite
tracking base there. A couple other big American corporations were involved as
well. These corporations from America would transfer engineers over to
Australia to be stationed there for two- or three-year tours, and my father
ended up doing a couple of these tours. And of course, where he goes, I go,
when I'm that young.
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Too bad that the 3D hype never ceased :( I really enjoyed Commander Queen, Jazz Jackrabbit, Sonic, Prince of Persia, Mario, Raptor (this one made me develop tendinits when I was 10... I am 21 now and still doing therapy to fix it... But I don't regret, this game is totally awesome), Tyrian, and all sorts of those 2D games...
http://dukenukem.typepad.com/game_matters/
Hopefully he starts updating again soon.
Scott Miller is actually a personal hero of mine... when I was quite young I used to love reading the readme.txt's bundled with Apogee games... reading that Kroz was made in Turbo Pascal made me spend all of my benjamins on a copy of TP3.0 and take up a programming night-class after school. It made me the man I am today!
Great article.
Scott.
In terms of game development, I wonder... how much did the Max Payne franchise suffered in order to make it "Hollywood-material". Perhaps some innovative game ideas were thrown off because of this approach.
By the way, Prey is a hidden jewel. It was my first HD experience (in the 360). The game combines really interesting fps mechanics that, if exploited, could make an outstanding FPS. I'd expected the interview to deepen in the Prey concept and its future.
Nonetheless, Excellent Article!!!