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    <title>Dead Internet Almanac</title>
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    <description>Old games, dead platforms, forgotten memes, vanished websites, and the strange little artifacts that somehow survived.</description>
    <copyright>Dead Internet Almanac</copyright>
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    <podcast:locked>yes</podcast:locked>
    <language>en</language>
    <pubDate>Thu, 21 May 2026 11:00:12 +0200</pubDate>
    <lastBuildDate>Thu, 21 May 2026 11:04:39 +0200</lastBuildDate>
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      <title>Dead Internet Almanac</title>
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    <itunes:type>episodic</itunes:type>
    <itunes:author>DIA</itunes:author>
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    <itunes:summary>Old games, dead platforms, forgotten memes, vanished websites, and the strange little artifacts that somehow survived.</itunes:summary>
    <itunes:subtitle>Old games, dead platforms, forgotten memes, vanished websites, and the strange little artifacts that somehow survived..</itunes:subtitle>
    <itunes:keywords>history,almanac,technology,dead,internet,past,event,forgotten,document,computers,internet</itunes:keywords>
    <itunes:owner>
      <itunes:name>DIA</itunes:name>
    </itunes:owner>
    <itunes:complete>No</itunes:complete>
    <itunes:explicit>No</itunes:explicit>
    <item>
      <title>The Day Bethesda Pulled the Plug on Its Own Launcher</title>
      <itunes:title>The Day Bethesda Pulled the Plug on Its Own Launcher</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
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      <link>https://share.transistor.fm/s/7df679f8</link>
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        <![CDATA[In the mid-2010s, major video game publishers decided they were tired of handing Steam a thirty percent cut of their sales. The result was a deeply fractured era of PC gaming where every company built its own walled garden, and the Bethesda Launcher quickly became the most notorious of the bunch. Launched in 2016, it leveraged massive franchises like Fallout and Doom to force players onto a slow, buggy, and bare-bones client that gamers actively despised. It was a classic case of corporate ambition ignoring user experience, forcing fans to juggle yet another mandatory login and background process just to access the titles they had already bought.

The standalone storefront managed to survive for six years, sustained purely by the sheer weight of Bethesda's massive gaming catalog. But the business logic keeping the lights on evaporated overnight in 2021 when Microsoft acquired Bethesda's parent company for seven and a half billion dollars. With the Xbox app and Game Pass already established in the PC ecosystem, maintaining a universally disliked competing launcher under the same corporate umbrella made zero financial sense. By May 2022, the Bethesda Launcher unceremoniously shut its doors without a eulogy, allowing players to finally migrate their libraries to Steam and quietly burying one of the most frustrating experiments of the PC launcher wars.

Read the original article: https://medium.com/@dia_91230/the-day-bethesda-pulled-the-plug-on-its-own-launcher-31ecd04a2c1f

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac]]>
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      <content:encoded>
        <![CDATA[In the mid-2010s, major video game publishers decided they were tired of handing Steam a thirty percent cut of their sales. The result was a deeply fractured era of PC gaming where every company built its own walled garden, and the Bethesda Launcher quickly became the most notorious of the bunch. Launched in 2016, it leveraged massive franchises like Fallout and Doom to force players onto a slow, buggy, and bare-bones client that gamers actively despised. It was a classic case of corporate ambition ignoring user experience, forcing fans to juggle yet another mandatory login and background process just to access the titles they had already bought.

The standalone storefront managed to survive for six years, sustained purely by the sheer weight of Bethesda's massive gaming catalog. But the business logic keeping the lights on evaporated overnight in 2021 when Microsoft acquired Bethesda's parent company for seven and a half billion dollars. With the Xbox app and Game Pass already established in the PC ecosystem, maintaining a universally disliked competing launcher under the same corporate umbrella made zero financial sense. By May 2022, the Bethesda Launcher unceremoniously shut its doors without a eulogy, allowing players to finally migrate their libraries to Steam and quietly burying one of the most frustrating experiments of the PC launcher wars.

Read the original article: https://medium.com/@dia_91230/the-day-bethesda-pulled-the-plug-on-its-own-launcher-31ecd04a2c1f

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac]]>
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      <pubDate>Thu, 21 May 2026 11:00:00 +0200</pubDate>
      <author>DIA</author>
      <enclosure url="https://media.transistor.fm/7df679f8/f47c080e.mp3" length="4992566" type="audio/mpeg"/>
      <itunes:author>DIA</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/5bP_xEznQ3eOpcYcZsEbXVaOx6Vhm3WSyJoiMyw_8e8/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9jYjNm/MjRiYmNlOTNlN2Vi/YmMwM2IyMjdkNTU3/MTUyOC5qcGc.jpg"/>
      <itunes:duration>313</itunes:duration>
      <itunes:summary>In the mid-2010s, major video game publishers decided they were tired of handing Steam a thirty percent cut of their sales. The result was a deeply fractured era of PC gaming where every company built its own walled garden, and the Bethesda Launcher quickly became the most notorious of the bunch. Launched in 2016, it leveraged massive franchises like Fallout and Doom to force players onto a slow, buggy, and bare-bones client that gamers actively despised. It was a classic case of corporate ambition ignoring user experience, forcing fans to juggle yet another mandatory login and background process just to access the titles they had already bought.

The standalone storefront managed to survive for six years, sustained purely by the sheer weight of Bethesda's massive gaming catalog. But the business logic keeping the lights on evaporated overnight in 2021 when Microsoft acquired Bethesda's parent company for seven and a half billion dollars. With the Xbox app and Game Pass already established in the PC ecosystem, maintaining a universally disliked competing launcher under the same corporate umbrella made zero financial sense. By May 2022, the Bethesda Launcher unceremoniously shut its doors without a eulogy, allowing players to finally migrate their libraries to Steam and quietly burying one of the most frustrating experiments of the PC launcher wars.

Read the original article: https://medium.com/@dia_91230/the-day-bethesda-pulled-the-plug-on-its-own-launcher-31ecd04a2c1f

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac</itunes:summary>
      <itunes:subtitle>In the mid-2010s, major video game publishers decided they were tired of handing Steam a thirty percent cut of their sales. The result was a deeply fractured era of PC gaming where every company built its own walled garden, and the Bethesda Launcher quick</itunes:subtitle>
      <itunes:keywords>history,almanac,technology,dead,internet,past,event,forgotten,document,computers,internet</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/7df679f8/transcript.txt" type="text/plain"/>
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    <item>
      <title>When Every Major Newspaper Tried to Own the Internet</title>
      <itunes:title>When Every Major Newspaper Tried to Own the Internet</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
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      <link>https://share.transistor.fm/s/74205bea</link>
      <description>
        <![CDATA[<p>In the spring of 1995, as the dot-com boom was just beginning to spark, America's most powerful newspaper publishers made a bold, desperate play to own the digital future. Nine companies representing nearly two hundred daily papers joined forces to build the New Century Network—a unified online empire designed to monopolize internet news and protect their highly profitable classified ads before tech upstarts could disrupt them. It was a perfectly rational strategy backed by massive resources, established journalism brands, and a captive audience. But while the newspaper executives were busy forming committees, hiring consultants, and arguing over revenue sharing, the open internet was moving at lightspeed. Over the next three years, independent developers, early bloggers, and agile startups like Craigslist began methodically dismantling the traditional news business model. By the time the New Century Network quietly shut down in 1998 without ever launching a single product to the public, the digital revolution had already left them behind, proving that all the money and influence in the world couldn't compete with the raw speed of the early web. Read the original article: https://medium.com/p/9327a74d0773 Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac</p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In the spring of 1995, as the dot-com boom was just beginning to spark, America's most powerful newspaper publishers made a bold, desperate play to own the digital future. Nine companies representing nearly two hundred daily papers joined forces to build the New Century Network—a unified online empire designed to monopolize internet news and protect their highly profitable classified ads before tech upstarts could disrupt them. It was a perfectly rational strategy backed by massive resources, established journalism brands, and a captive audience. But while the newspaper executives were busy forming committees, hiring consultants, and arguing over revenue sharing, the open internet was moving at lightspeed. Over the next three years, independent developers, early bloggers, and agile startups like Craigslist began methodically dismantling the traditional news business model. By the time the New Century Network quietly shut down in 1998 without ever launching a single product to the public, the digital revolution had already left them behind, proving that all the money and influence in the world couldn't compete with the raw speed of the early web. Read the original article: https://medium.com/p/9327a74d0773 Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac</p>]]>
      </content:encoded>
      <pubDate>Wed, 20 May 2026 11:00:00 +0200</pubDate>
      <author>DIA</author>
      <enclosure url="https://media.transistor.fm/74205bea/521b38e6.mp3" length="4322995" type="audio/mpeg"/>
      <itunes:author>DIA</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/JRguS4_kDlCW6fL1dM1fFfBGg0SgpIfbZbaDuVgzrE8/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9hNTE3/ZjFhMTg4OTBlOWY2/M2VmYmNhNDc3ZTcy/YjNjZi5wbmc.jpg"/>
      <itunes:duration>271</itunes:duration>
      <itunes:summary>In the spring of 1995, as the dot-com boom was just beginning to spark, America's most powerful newspaper publishers made a bold, desperate play to own the digital future. Nine companies representing nearly two hundred daily papers joined forces to build the New Century Network—a unified online empire designed to monopolize internet news and protect their highly profitable classified ads before tech upstarts could disrupt them. It was a perfectly rational strategy backed by massive resources, established journalism brands, and a captive audience.

But while the newspaper executives were busy forming committees, hiring consultants, and arguing over revenue sharing, the open internet was moving at lightspeed. Over the next three years, independent developers, early bloggers, and agile startups like Craigslist began methodically dismantling the traditional news business model. By the time the New Century Network quietly shut down in 1998 without ever launching a single product to the public, the digital revolution had already left them behind, proving that all the money and influence in the world couldn't compete with the raw speed of the early web.

Read the original article: https://medium.com/p/9327a74d0773

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac</itunes:summary>
      <itunes:subtitle>In the spring of 1995, as the dot-com boom was just beginning to spark, America's most powerful newspaper publishers made a bold, desperate play to own the digital future. Nine companies representing nearly two hundred daily papers joined forces to build </itunes:subtitle>
      <itunes:keywords>history,almanac,technology,dead,internet,past,event,forgotten,document,computers,internet</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/74205bea/transcript.txt" type="text/plain"/>
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    <item>
      <title>Unplugged: When 77 Million PlayStation Accounts Went Dark</title>
      <itunes:title>Unplugged: When 77 Million PlayStation Accounts Went Dark</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">8ab7fe60-5511-42ed-afa7-0ee5a77509d9</guid>
      <link>https://share.transistor.fm/s/84b4638b</link>
      <description>
        <![CDATA[In April 2011, millions of PlayStation 3 and PSP owners suddenly found their consoles disconnected from the digital world, kicking off the longest major platform outage in gaming history. For twenty-three days, the PlayStation Network went completely dark following a massive data breach that compromised the personal information of roughly seventy-seven million accounts. As players stared at endless maintenance messages and highly anticipated multiplayer games launched into an eerie void, the unprecedented blackout revealed exactly how dependent the console ecosystem had already become on an invisible and fragile digital infrastructure.

Behind the scenes, the shutdown forced Sony to face congressional inquiries and a barrage of lawsuits after it was revealed that user passwords had been left unencrypted, shifting the public narrative from a victimized company to a negligent custodian. When the servers finally flickered back to life in mid-May, Sony attempted to smooth over the massive loss of trust with a "Welcome Back" program, handing out free digital titles to a frustrated player base. It was a bizarre cultural moment and a harsh wake-up call about data security, marking the exact moment a generation of gamers realized that buying a digital game didn't mean owning the network required to play it.

Read the original article: https://medium.com/@dia_91230/unplugged-when-77-million-playstation-accounts-went-dark-eda8e579200a?source=rss-0a927ffc4412------2

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac]]>
      </description>
      <content:encoded>
        <![CDATA[In April 2011, millions of PlayStation 3 and PSP owners suddenly found their consoles disconnected from the digital world, kicking off the longest major platform outage in gaming history. For twenty-three days, the PlayStation Network went completely dark following a massive data breach that compromised the personal information of roughly seventy-seven million accounts. As players stared at endless maintenance messages and highly anticipated multiplayer games launched into an eerie void, the unprecedented blackout revealed exactly how dependent the console ecosystem had already become on an invisible and fragile digital infrastructure.

Behind the scenes, the shutdown forced Sony to face congressional inquiries and a barrage of lawsuits after it was revealed that user passwords had been left unencrypted, shifting the public narrative from a victimized company to a negligent custodian. When the servers finally flickered back to life in mid-May, Sony attempted to smooth over the massive loss of trust with a "Welcome Back" program, handing out free digital titles to a frustrated player base. It was a bizarre cultural moment and a harsh wake-up call about data security, marking the exact moment a generation of gamers realized that buying a digital game didn't mean owning the network required to play it.

Read the original article: https://medium.com/@dia_91230/unplugged-when-77-million-playstation-accounts-went-dark-eda8e579200a?source=rss-0a927ffc4412------2

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac]]>
      </content:encoded>
      <pubDate>Tue, 19 May 2026 11:00:00 +0200</pubDate>
      <author>DIA</author>
      <enclosure url="https://media.transistor.fm/84b4638b/d3814575.mp3" length="3051146" type="audio/mpeg"/>
      <itunes:author>DIA</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/mLB7QSXUQ3s7FmYWGYnb_A-KdXHGd5BwSF967vtDRVs/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9jMmQx/YjA4Yzg3MjIzZDJi/NmNhNzBmOTZkNmI1/ZTRmZS5qcGc.jpg"/>
      <itunes:duration>191</itunes:duration>
      <itunes:summary>In April 2011, millions of PlayStation 3 and PSP owners suddenly found their consoles disconnected from the digital world, kicking off the longest major platform outage in gaming history. For twenty-three days, the PlayStation Network went completely dark following a massive data breach that compromised the personal information of roughly seventy-seven million accounts. As players stared at endless maintenance messages and highly anticipated multiplayer games launched into an eerie void, the unprecedented blackout revealed exactly how dependent the console ecosystem had already become on an invisible and fragile digital infrastructure.

Behind the scenes, the shutdown forced Sony to face congressional inquiries and a barrage of lawsuits after it was revealed that user passwords had been left unencrypted, shifting the public narrative from a victimized company to a negligent custodian. When the servers finally flickered back to life in mid-May, Sony attempted to smooth over the massive loss of trust with a "Welcome Back" program, handing out free digital titles to a frustrated player base. It was a bizarre cultural moment and a harsh wake-up call about data security, marking the exact moment a generation of gamers realized that buying a digital game didn't mean owning the network required to play it.

Read the original article: https://medium.com/@dia_91230/unplugged-when-77-million-playstation-accounts-went-dark-eda8e579200a?source=rss-0a927ffc4412------2

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac</itunes:summary>
      <itunes:subtitle>In April 2011, millions of PlayStation 3 and PSP owners suddenly found their consoles disconnected from the digital world, kicking off the longest major platform outage in gaming history. For twenty-three days, the PlayStation Network went completely dark</itunes:subtitle>
      <itunes:keywords>history,almanac,technology,dead,internet,past,event,forgotten,document,computers,internet</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/84b4638b/transcript.txt" type="text/plain"/>
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    <item>
      <title>The Social Network That Invented Everything — and Vanished</title>
      <itunes:title>The Social Network That Invented Everything — and Vanished</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">300b5cac-297d-4c71-bd17-82426b4cd97b</guid>
      <link>https://share.transistor.fm/s/fc911940</link>
      <description>
        <![CDATA[Before Facebook, Myspace, or even the idea of a “social feed,” a New York attorney named Andrew Weinreich built SixDegrees: a website where people could create profiles, list their friends, and message one another. Inspired by Stanley Milgram’s small-world theory, Weinreich saw the internet not as a library, but as a map of human relationships — a way to make the invisible paths between people visible on screen.

The concept was startlingly early. In 1997, most people were still using slow dial-up connections, many homes weren’t online at all, and putting your real name and social circle on a website felt risky, even strange. Yet millions joined. SixDegrees contained the basic DNA of modern social media — profiles, friend lists, messaging, and networks of networks — but arrived before the culture, infrastructure, and business models were ready to sustain it.

Read the original article: https://medium.com/@dia_91230/the-social-network-that-invented-everything-and-vanished-200830d3ad39

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac]]>
      </description>
      <content:encoded>
        <![CDATA[Before Facebook, Myspace, or even the idea of a “social feed,” a New York attorney named Andrew Weinreich built SixDegrees: a website where people could create profiles, list their friends, and message one another. Inspired by Stanley Milgram’s small-world theory, Weinreich saw the internet not as a library, but as a map of human relationships — a way to make the invisible paths between people visible on screen.

The concept was startlingly early. In 1997, most people were still using slow dial-up connections, many homes weren’t online at all, and putting your real name and social circle on a website felt risky, even strange. Yet millions joined. SixDegrees contained the basic DNA of modern social media — profiles, friend lists, messaging, and networks of networks — but arrived before the culture, infrastructure, and business models were ready to sustain it.

Read the original article: https://medium.com/@dia_91230/the-social-network-that-invented-everything-and-vanished-200830d3ad39

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac]]>
      </content:encoded>
      <pubDate>Wed, 13 May 2026 12:00:00 +0200</pubDate>
      <author>DIA</author>
      <enclosure url="https://media.transistor.fm/fc911940/2a9395a4.mp3" length="9434634" type="audio/mpeg"/>
      <itunes:author>DIA</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/A5NEaLWFzeBE253FU5VbBHtwXKw68mmzg0rxacCx3m0/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9mYjQy/YmFkYmNhNjAzMmU3/Nzg0MzMyNTVkODAz/ODIxMS5qcGc.jpg"/>
      <itunes:duration>590</itunes:duration>
      <itunes:summary>Before Facebook, Myspace, or even the idea of a “social feed,” a New York attorney named Andrew Weinreich built SixDegrees: a website where people could create profiles, list their friends, and message one another. Inspired by Stanley Milgram’s small-world theory, Weinreich saw the internet not as a library, but as a map of human relationships — a way to make the invisible paths between people visible on screen.

The concept was startlingly early. In 1997, most people were still using slow dial-up connections, many homes weren’t online at all, and putting your real name and social circle on a website felt risky, even strange. Yet millions joined. SixDegrees contained the basic DNA of modern social media — profiles, friend lists, messaging, and networks of networks — but arrived before the culture, infrastructure, and business models were ready to sustain it.

Read the original article: https://medium.com/@dia_91230/the-social-network-that-invented-everything-and-vanished-200830d3ad39

Subscribe to The Dead Internet Almanac: https://buttondown.com/dead-internet-almanac</itunes:summary>
      <itunes:subtitle>Before Facebook, Myspace, or even the idea of a “social feed,” a New York attorney named Andrew Weinreich built SixDegrees: a website where people could create profiles, list their friends, and message one another. Inspired by Stanley Milgram’s small-worl</itunes:subtitle>
      <itunes:keywords>history,almanac,technology,dead,internet,past,event,forgotten,document,computers,internet</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/fc911940/transcript.txt" type="text/plain"/>
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