Dev Game Club

Informações:

Sinopsis

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.

Episodios

  • DGC Ep 368: Alan Wake (part three)

    08/11/2023 Duración: 01h13min

    Welcome to Dev Game Club, where this week we continue our series on Alan Wake. We dive into the ocean that is the story and talk about the game's themes and how they layer, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the main game! Issues covered: not thinking through the tanning bed, the underwritten FBI agent, the effectiveness of the woods, changing pace with the town, The Well-Lit Room, connecting to Control, discovering it's Baba Yaga, enjoying the band shell, challenges in balancing the end of games, the centrality of the lake vs the open world, open world challenges for horror games, enjoying the meta, foreshadowing, wanting just the story, layering the themes, primal themes, Mr Scratch in the sequels, replayability, player personae mismatches, wanting an easier story mode, finding their way, the benefit of returning to something later, having longer and maybe too many cutscenes, camera choi

  • DGC Ep 367: Alan Wake (part two)

    01/11/2023 Duración: 01h20min

    Welcome to Dev Game Club, where this week we continue our series on Alan Wake, which we're playing via a remaster. We talk especially about the combat, amongst other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Ch 3 or 4 Issues covered: Night Springs episode, word salad, feeling the need to have it wrapped up, PNW locations, not quite hitting right, representing the setting, Remedy touchpoints, primal fears, collectibles and types, the three Cs, the cohesion of the lights, making you feel like a putz, pulling the camera away, lack of situational awareness, a difficulty diversion, wanting to almost die, inanimate objects, finding the right tension, spawned Taken?, weapon progressions, getting a better flashlight, the excellence of the 5.1 mix, annoying difficulty bugs, the RROD, what do you do when source material conflicts with good game principles, adaptation, where are all the women?, lack of promotion, game cho

  • DGC Ep 366: Alan Wake (part one)

    18/10/2023 Duración: 01h07min

    Welcome to Dev Game Club, where this week we begin our annual spooky series in a little place called Bright Falls, with Remedy's 2010 horror adventure Alan Wake. We place the game in its time a bit (not that long ago) and talk about how that first episode presents itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Episode 1 Issues covered: reviewing our spooky season, feeling like a 2010 game, the Alan Wake DLC for Control, hard to compare with other developers, doubling down on a hook, connecting their games together, featuring the preoccupations of one writer, reviewing 2010, an open world game, systemic survival games, thinking about some open horror games, empowerment and lack of dread, being close to a visual narrative, stitching together narrative, simple combat, graphic novel treatments and tv treatments, iterating on what they do well, bullet time, theming around narrative, making you a little unsettled, thin interact

  • DGC Ep 365: Arkham Asylum Bonus Interview with Karl Stewart!

    11/10/2023 Duración: 01h16min

    Welcome to Dev Game Club, where this week we add an interview to our series on Batman: Arkham Asylum. Karl Stewart, Director of Marketing for Eidos at the time joins us to talk about the importance of the role and how it contributes to a product's success. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:54 Interview 1:03:18 Break 1:03:51 Outro Issues covered: a full year, the early history of Karl, drawing anatomy, getting the fundamentals of brand and retail, listening to the team and developing the language and brand, breaking the assembly line, blurring the line between team and publisher, differentiating different types of creative director, developing trust, the usual separation of the two, how the marketing tells a story, translation without the input of creators, avoiding games that were moved too quickly, bringing confidence to the team, showing the publisher what they've got, creating a bond with the studio, publisher

  • DGC Ep 364: Batman: Arkham Asylum (part four)

    04/10/2023 Duración: 01h20min

    Welcome to Dev Game Club, where this week we complete our series on Batman: Arkham Asylum, the breakout hit for Rocksteady. We talk about the final villains of the game and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: quotes, getting back to the Scarecrow, a digression to other games in the series and how they treat the Joker relationship, Batman v Superman, the usefulness of constraints, a solid boss area for Croc, good audio/haunted house, turning on a dime, getting Batman and his preparedness, horror elements, taking place in one night, the plant boss, the everpresent boss, the weirdness of the party, the 'roided out models, managing the goons and using the batclaw, maximum Batman, a tighter City, fawning over the suit, saying yes to too many things, becoming the one game, where do you take the Batman/superhero, Batman!, having some distance between the player an

  • DGC Ep 363: Batman: Arkham Asylum (part three)

    27/09/2023 Duración: 01h01min

    Welcome to Dev Game Club, where this week we continue our series on Batman: Arkham Asylum. We talk about the progression system in the game, the various forms of reward, how well things are integrated, and Tim gets to relive the death of the Waynes. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Near to end (Brett), thru 2nd Scarecrow (Tim) Issues covered: the death taunts, Edward Nigma vs the Riddler, relatively few gadgets, discussing the gadgets and their uses, not knowing what they had yet, using gadgets as a reward, dependencies on rewards and presentation, breaking up health and armor into increments, the weirdness of Batman getting XP, player expression, health and then opening up more options, seeing how you would evolve the formula, crafting environmental scenarios, finding ways to bring in the rogues gallery, rewarding you while gratifying you, spreading out the villainy, giving space to each villain, having too much sp

  • DGC Ep 362: Batman: Arkham Asylum (part two)

    20/09/2023 Duración: 01h14min

    Welcome to Dev Game Club, where this week we continue our series on Rocksteady's breakout hit, Batman: Arkham Asylum. We freeflow our way through a bunch of combat, put on the visor, and even hit a couple of the villains (and I'm not talking about our emails). Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More of the game (Brett to Poison Ivy, Tim to first Scarecrow) Issues covered: Tim's many times dressing up as the Joker, Joker owning the island, having a Batcave on the island, being prepared as Batman, Bioshock vibes, layers of Arkham, layering activities over level areas, seeing things before you can get through them, a Metroidvania for the collectibles, not needing to do challenges for XP, Joker teeth as breadcrumbs to what you should do next, an approachable game for the license, Detective Mode as a little alienating from Batman, seeing how the world is put together, a bit of a cheat for Batman, character vs player focus,

  • DGC Ep 361: Batman: Arkham Asylum (part one)

    13/09/2023 Duración: 01h14min

    Welcome to Dev Game Club, where this week we begin a new series on 2009's Rocksteady breakout, Batman: Arkham Asylum. We set the game in its time, as well as introducing its principals, and talk a bit about one man's fandom. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Roughly up to first Scarecrow encounter Issues covered: introducing the center of the madness, returning to these two, mythology and archetype, the games of 2009, some early Rocksteady history, coming out of the shadows, developing their process, taking on the superhero genre, licensed titles and not overcoming them, replicating game designs to the license, something finally living up to or exceeding expectations, a long digression into superhero cinema, seeing the attention to detail, pre-code comics and other Brett comic history, a small development team, puzzle box, comparing team sizes, a time with fewer new sorts of games, the August window, great voice cast

  • DGC Ep 360: Eye of the Beholder (part five)

    06/09/2023 Duración: 01h52min

    Welcome to Dev Game Club, where this week we complete our series on Eye of the Beholder. We talk more about D&D adaptation, spend some time with a sequel, and get to our takeaways before emptying the mailbag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: which levels count in the sequel, killing lots of beholders, whether you could have killed Xanathar in the original, striation of hit point values, scaling for sense of power, paying off on the quests, finding all the beholders, beholder physiology, having more fun with beholders as designers, bulettes and basilisks, "just keep going," being trained for level navigation, designing towards the player understanding, wanting coordinates, using simple concepts well, modular repeatable and combinable concepts, leaning into the limitations, an onion layer level, "mapping matters," loving drawing maps, sanding off of friction (various ways of telling the player how to get there), be

  • DGC Ep 359: Eye of the Beholder (part four)

    30/08/2023 Duración: 01h07min

    Welcome to Dev Game Club, where this week we continue our series on Eye of the Beholder. We killed Xanathar! We saved Waterdeep! And we talked about simulation vs game vs narrative and various other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: potential NPCs, getting misled by the star, hating the missing buttons, good reveals on secret doors, unmotivated puzzles, brute force, accidentally solving a puzzle, up into a small enclosed space, not finding the Drow, wanting more of a sense of NPC presence, leaning into narrative and game-iness, using game-iness to add drama, simulation elements in D&D, being more naturalistic, spiking a door vs more elaborate narrative elements, having to abstract rest mechanics, having consequences for time advancing, JRPGs and rest mechanics, dying many times to the beholder, getting so much of the map connecting moments, identifying magic items, using

  • DGC Ep 358: Eye of the Beholder (part three)

    23/08/2023 Duración: 01h13min

    Welcome to Dev Game Club, where this week we continue our series on 1991's Eye of the Beholder. We talk quite a bit about adaptation and the things that are not entirely.... fun... about D&D. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to level 10 or 11 Issues covered: Discord Game Club, finding the dwarves, the injured dwarf, information as a reward, inconsistent locks, messages you can only read if you have a dwarf, using up keys and not knowing when you should use them, communities below ground, "Xanathar: he's kind of a big deal," history in the built environment, the sewer map, "feelies," wishing the computer would do the rules for us... or not?, translation of D&D, the problems of adaptation, diving into the movie, respawning hellhounds and imagining hell, what's a xorn?, puzzle opacity, good puzzles, holdover concepts that stick around, level connectivity, the pleasures of linking up segments of map, removing

  • DGC Ep 357: Eye of the Beholder (part two)

    09/08/2023 Duración: 01h06min

    Welcome to Dev Game Club, where this week we continue our series on 1991's Eye of the Beholder. We talk about using what you've got, contrast it with non grid-based games like Underworld, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Thru level 4 (Tim), level 2 (Brett) Issues covered: Discord Game Club, getting deeper in the levels, paranoia about missing items or XP, being lost in the spinner maze, avoiding the spinners via runes, the compass flipping, leaving a clear landmark, feeling the need for the hint guide, having fewer games, older D&D puzzles, what concepts did designers use and discover level design in the process, fast traveling to the exit, systemic doors, how to give information to the player, distillation, focus, using a button in a different way, levels having multiple heights, logistically making the space work and having a rail, D&D mage lair fun, needing a little more from spatial und

  • Discord Game Club: Episode One

    03/08/2023 Duración: 01h10min

    The first episode of Discord Game Club - The community appreciation cast for DevGameClub. In this episode, Artimage and Mark introduce themselves, touch on their gaming background, as well as how they got into the cast, before diving into some community provided content for discussion. Additional media: Kotaku Article mentioning DevGameClub: https://kotaku.com/an-insightful-look-at-why-old-final-fantasy-games-were-1777807188 Razbuten - The Problem With Mini-Maps: https://youtu.be/nmzYRT7LBQs Egoraptor - Sequelitis - Mega Man Classiv Vs. Mega Man X: https://youtu.be/8FpigqfcvlM DevGameClub Discord

  • DGC Ep 356: Eye of the Beholder (part one)

    26/07/2023 Duración: 01h23min

    Welcome to Dev Game Club, where this week we begin a new series on 1991's Eye of the Beholder, from Westwood Studios and published by Strategic Simulations Inc. We set the game in its time before exploring its primary mechanics and the feel of being in this world. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First level or two Issues covered: knowing who the evil is, tactical top down Gold Box, the opening cutscene, being amazed at how much they get into the Game Boy version of a Metroid game, lots of movie tie-ins, a wide variety of machines, lack of automap, being everything one wanted for a Forgotten Realms nerd, one of the ten games, semi real-time, living inside the depths of Waterdeep, a style of play which continues today, having to rest immediately, gaining information through audio, uncovering the whole map vs racing towards the goal, tournament play, losing is fun, the only way out is through, annotating a later map,

  • DGC Ep 355: Metroid Prime Bonus Interview with Jack Mathews!

    19/07/2023 Duración: 01h16min

    Welcome to Dev Game Club, where this week we add another bonus to our series on Metroid Prime with an interview with Jack Mathews, a technical lead on the title. We cover a lot of ground in this one, folks, which is appropriate for a Metroid game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:10 Interview 1:03:17 Break 1:03:53 Outro Issues covered: scanning for IP addresses, supporting QuakeWorld, bored by anything but coding, the Wild West, the Dallas studio, feeling like a Nintendo series, similarities between the glide renderer and the GameCube hardware, a central technology group, arriving to a bit of a mess, a lot of lost undirected work, taking veteran console first person success and turning MetaForce into it, cancelling titles, unhappy marriages, starting on day one, building data streaming, hardware meant for streaming, pattern AI, dynamically modifying for performance, working on a world editor, "you know, a duck,"

  • DGC Ep 354: Metroid Fusion Bonus

    12/07/2023 Duración: 01h36min

    Welcome to Dev Game Club, where this week we add a bonus to our series on Metroid Prime by looking into Metroid Fusion, before turning to the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Almost all of it Issues covered: the space jump boots, connectivity with the GBA, Metroid nostalgia, a hardcore game, GBA architecture, moving goalposts, kinship between Metroid and Legend of Zelda, snacking on Dread, an A bug in a final room, code save states, a limited control set and linear upgrades, having keycards/security access, Samus's lack of agency, changing what you think about the character, enjoying the setting, not knowing where to go, not thinking about space in a particular way, host origin stories, roles we've had, leaving for opportunities, burning out, a book club for games, keeping up with technology, learning languages, not being able to share what we're doing yet, how we keep going, hitting versions of writer's b

  • DGC Ep 353: Metroid Prime (part four)

    05/07/2023 Duración: 01h05min

    Welcome to Dev Game Club, where this week we complete our series on Metroid Prime. We discuss the visor modes, the pleasing arc of the end game, and other topics before we turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: the face of the Metroid Prime core, reflecting the art of Samus in the environment or creatures, seventeen films in five and a half days, vision modes in games, using vision modes for boss fights and other uses, what is that sound you're hearing?, scanning to get the riddles, using this as a blueprint to figure out other things to do, using the Chozo descriptions to find the artifacts, having the sense of empowerment returning to the areas, not needing to move the goalposts, the toppled tower and other setpieces, a game about seeing, scanning the totems as an unlock, the prophecy of the chosen/Chozo one, where these games connect together, Omega Pirate addin

  • DGC Ep 352: Metroid Prime (part three)

    21/06/2023 Duración: 01h13min

    Welcome to Dev Game Club, where this week we continue our series on 2002's Metroid Prime. We talk a bit about some favorite moments, the suit design, the visors, a bit of a grab bag of topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: wondering which creatures were in which games, wondering if the music is your canonical music, crab hands with chords, a non-ergonomic system, using the dog-ears, kibbitzing about controllers, being pulled ahead by inherent mystery, camera direction and half pipes, Tim brings up Artorias again, the moment of fiero, charging up the half-pipe, building up momentum, seeing some things with the thermal visor vs the x-ray visor, testing the player's abilities, serving the purpose of reinforcing play modes, the primordial morph ball, retuning game play for versions, the stress of bosses, relative challenge of bosses in Zelda games vs Metroid, lack of grinding, the variety of progression blockers, the

  • DGC Ep 351: Mailbag Catch-Up

    14/06/2023 Duración: 01h24min

    Welcome to Dev Game Club, where this week we take a short break from our series on Metroid Prime to catch up on the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: GoldenEye, Republic Commando influences, tracking data in games, informing your decisions, figuring out what to do with your data, Arecibo radio telescope, feeling like we're in the game, a favorite multiplayer mode, socially playing GoldenEye, choosing weapons for Dead Space, keeping your enemies closer in Dead Space for tension, what's with all the remakes, why you might do a remake, not enjoying older media, training your new generation of creators, likening GoldenEye 007 to a heist, quicktime events, systemic approaches to spectacle, players knowing they are playing a boring game, feedback through animation, "breaking the game," acceptable frame rates, not feeling the 60Hz, picking a goal and sticking with it, taking a village to fix frame rate, finding the

  • DGC Ep 350: Metroid Prime (part two)

    07/06/2023 Duración: 01h05min

    Welcome to Dev Game Club, where this week we continue our series on Metroid Prime. We discuss the particular alchemy of combining Metroid's formula with the shooter format in a Nintendo vein, with comparisons to other shooter lineages and discuss what it means for level design, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Thardus (in theory) Issues covered: getting a power-up and not thinking the ball shape should work, being boneless, structuring the space as a first-person game, the see-lock-discover-power-revisit-lock loop, opening the map too much, both of us having hives, turning off hints, making notes, not hiding secrets in the same way as the 2D games, making the challenges visible, using the map to find negative space in 2D, scanning when you come into a room, the trauma of working on Nintendo, the capabilities of the GameCube and its media, the game holding up very well, managing the art dire

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