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 148: Kingdom Hearts (part one)

    23/01/2019 Duración: 01h12min

    Welcome to Dev Game Club, where this week we start a new series about Kingdom Hearts, the 2002 Disney / Square crossover game that culminates in Kingdom Hearts III this week. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Wonderland! Podcast breakdown: 0:38    Kingdom Hearts 42:01  Break 42:30  Feedback & Singing Review Issues covered: series lore in non-console games, E3 2001, licensing starting to wane, part of the EA business model, working with a license and not making a "play the movie" game, the land grab of licensing, struggling with using licensed titles, schedules not lining up with film, a positive change in licensing, seeing movies in theaters or drive-ins on Disney's re-release schedule, the specialness of seeing one, the lack of home video, seeing cartoons on TV, relationship with the iconic characters, the return of Disney animation in the late 80s/early 90s, bringing in Broadway talent to score the new

  • DGC Ep 147: Pokémon Let's Go Bonus!

    16/01/2019 Duración: 01h28min

    Welcome to Dev Game Club, where this week we extend our time with Pokémon by turning to recent Nintendo release Pokémon Let's Go and tons of Pokémon-related feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First bit of Pokemon Let's Go Podcast breakdown: 0:41      Let's Go 37:02    Break 37:23    Feedback Issues covered: Blue showing up, playing with the Pokémon Ball controller and it making noises, playing handheld vs throwing the PokéBall, whether or not we'd have played this one, playing bonus 3DS games, the feel of a remake, the translation to 3D, positivity of the combat, lightheartedness of Nintendo vs games made in the West, the twenty-year gap of features between what we've played, more connection to the Pokémon, how well the characters come through, representing organic shapes in blocky pixel art, paying homage to the pixel versions, being able to see more of the Pokémon stats directly, improving stats with candy

  • DGC Ep 146: Pokémon Red/Blue (part four)

    09/01/2019 Duración: 01h17min

    Welcome to Dev Game Club, where this week we finish our series on 1996 Game Boy classic Pokémon Red/Blue. We talk about the tension of the final battles and then of course chat about our lessons and takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the Game! Podcast breakdown: 1:15 Pokémon discussion 50:04 Break 50:35 Takeaways and Feedback Issues covered: renaming your rival and Professor Oak chiding him, being less precious about what things are named and such, separating out boxes and pure memory limits, the punk rival, coming full circle, naming your Pokémon, finding the legendaries, our final six, Brett's end-game, whether or not you can buy the elixirs, Tim's Frankensteined Pokémon team, how Brett leveled his top Pokémon, Tim coming down to running out of PP and items to take on the Elite Four, save states in the middle of the Elite Four battles, charging your adrenaline, four color palette,

  • DGC Ep 145: Pokémon Red/Blue (part three)

    02/01/2019 Duración: 01h23min

    Welcome to Dev Game Club, where this week we return to our series on 1996 Game Boy classic Pokémon Red/Blue. We talk about how widely our strategy is varying both in terms of team make-up and approach as well as marvelling over how well the game supports both, and Brett geeks out over how the hardware of the Game Boy (and in particular the Memory Bank Controller) influenced the design of its games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to having 7 badges! Podcast breakdown: 0:36 Pokémon discussion 59:17 Break 59:50 Feedback Issues covered: Happy New Year, real Pokémon name or not?, our current team mixes, dominating in combat, allowing for widely different approaches, misunderstanding the depth of the game, cultural signifiers of the game, experimenting and sense of discover with Pokémon, more RPG than anticipated, the world opening up, more than just a collection landscape, fearing the end of the game, "Gotta Catch '

  • DGC Ep 144: At Year's End

    29/12/2018 Duración: 01h18min

    Show notes are simple this year -- we talk over the games and interviews of the year and reminisce. Happy Holidays to all, and to all a Happy New Year. We'll see you in 2019 with our continuing series on Pokémon Red & Blue. -Brett and Tim  

  • DGC Ep 143: Pokémon Red/Blue (part two)

    19/12/2018 Duración: 01h25min

    Welcome to Dev Game Club, where this week we begin a new series on 1996 Game Boy classic Pokémon Red/Blue. We talk quite a bit about the early game, the way it solves age-old RPG problems with random encounters, and of course, our current mix of Pokemon before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Saffron City (in theory) Podcast breakdown: 0:45    Pokemon 55:48  Break 56:14  Feedback Issues covered: Bonnie Ross's induction into the AIAS Hall of Fame, our current Pokémon rotation, a few specific attacks on various Pokémon, some strategy talk, domesticating animals, how the game treats the Pokémon, random encounters and the grind, randomness and the disincentive to explore, the randomness as a loot box sort of mechanic, randomness as strength in collecting, Japanese cultural conservatism, whether or not they were deliberate in their random battle approach, the television show, sweetness and

  • DGC Ep 142: Pokémon Red/Blue (part one)

    12/12/2018 Duración: 01h32min

    Welcome to Dev Game Club, where this week we begin a new series on 1996 Game Boy classic Pokémon Red/Blue. We situate the game in time and spend a fair amount of time discussing the Game Boy itself as a handheld system, before turning to the game itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Pewter City's Gym Leader, Brock Podcast breakdown: 0:40     Pokémon discussion 55:02   Break 55:35   Feedback & Review Issues covered: the series as a whole and its stewardship and popularity, 1996 in games, Tim's start in the industry, our histories with handheld systems, the Game Boy as a movement, the convergence of handheld and console in the Switch, the Game Boy launch, a side business that exploded on them, sales of the Game Boy, iterating on the hardware then and now, mobile gaming, pacing on mobile gaming, naming your hero and adversary and Pokémon, "all boys leave home," dropping you right into the world, lack of q

  • DGC Ep 141: GTA III (part four)

    05/12/2018 Duración: 01h51min

    Welcome to Dev Game Club, where this week we continue our discussion about Grand Theft Auto III. We close out the game by picking a couple favorite moments, talk about some of the difficulty at the end, and of course, do our takeaways before turning to feedback, of which there was much. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! (If you're Brett, anyway) Podcast breakdown: 0:39    GTA III discussion 59:06  Break 59:46  Feedback Issues covered: Tim gets demoralized, timing and bad luck, wall missions, time and patience running out, being indifferent to the player, one's changing taste, getting better at the driving (and falling into the ocean), 'cast being non-conducive to this style of game, being okay with not finishing it, feeling comfortable in some areas of the game, imagining giggling devs, timing missions pushing you to let go of stuff and learn the city well, lower mission density, running off the dr

  • DGC Ep 140: GTA III (part three)

    28/11/2018 Duración: 01h28min

    Welcome to Dev Game Club, where this week we continue our discussion about Grand Theft Auto III. We talk a bit about mission structure, failure states, learning through failure, and a host of other things. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: About a dozen missions into Staunton Podcast breakdown: 0:47    GTA III discussion 55:12  Break 55:45  Feedback Issues covered: homophones, the intermediate position between cartridges and hard drive, saving when you're "done for the night," tension between mission design and world design, building up your arsenal, adding to your mission setup loop, memory cards and the hardship of working with them, choosing your save spots in an open world game, Vita Chambers vs save spots, the weakness of the PC port, "quality of life stuff," the assassination of Salvatore, learning through failure, escalation missions, individual mission stories, sniping on the PC, aim assist for consoles and s

  • DGC Ep 139: GTA III (part two)

    21/11/2018 Duración: 01h34min

    Welcome to Dev Game Club, where this week we continue our discussion about Grand Theft Auto III. We actually spend a little time talking about the counter-argument, that this game extends a middle finger to the moral scolds who wanted to cage video games, and then talk about specifics about its streaming, and talk about the dissonance between its systems and mission design, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through "Last Requests" Podcast breakdown: 0:32   GTA III discussion 57:07 Break 57:41 Feedback & reviews Issues covered: voice actors who don't quite work and those who do, rough combat, dreading combat, avoiding alternate and secondary missions, moral scolds and violent video games, critical and player response to a finger extended at the establishment, punk rock, rap in the 90s in Oakland and LA, skewering American culture, handling your satire around certain topics, madonna/whor

  • DGC Ep 138: GTA III (part one)

    14/11/2018 Duración: 01h26min

    Welcome to Dev Game Club, where this week we are beginning a new series about Grand Theft Auto III. As always, we spend the first episode situating the title in its release time frame and talk a bit about the history of the studio and creators associated with it before turning to the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through "The Fuzz Ball" Podcast breakdown: 0:37 GTA III discussion 58:48 Break 59:16 Feedback Issues covered: perspectives from Lulu about production, games of 2001, bringing the mafia back into popular entertainment, grabbing the zeitgeist, how to deal with the anti-hero, commercial plays with the gritty follow-up, freshening up a franchise by going dark, not being sold on playing this game, mature with a capital M, still being under the shadow, starting and abandoning GTA IV and skipping GTA V altogether, DMA Design founders, programming-centric company, the top-down camera view, introduct

  • DGC Ep 137: Interview with Lulu LaMer

    07/11/2018 Duración: 01h17min

    Welcome to Dev Game Club, where we in this episode we are lucky enough to enjoy an interview with Lulu LaMer, who started out her career at Looking Glass as QA on Thief, and went on to be a producer, including on some of the Tomb Raider games at Crystal Dynamics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:00:39 Interview 1:10:24 Break 1:10:48 Next time Issues covered: a quick list of the uses of a degree in French, quitting your job and bleaching your hair and tossing your business casual, early introduction to games, getting away from games and coming back, QA as an engineering discipline and player advocacy, buying into the development philosophy, becoming QA, level designer differences and tester differences, pairing designers and testers, moving to full play-throughs with specific builds, being a sympathetic tester/regulatory capture, naming a play style for forum users, too much intimacy with forum users, influencing

  • DGC Ep 136: Interview with Randy Smith and Greg LoPiccolo

    31/10/2018 Duración: 01h07min

    Welcome to Dev Game Club, where we in this episode we are lucky enough to enjoy an interview with Greg LoPiccolo, project lead on Thief, and Randy Smith, who was a level designer on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40       Interview 1:00:08  Break 1:00:50  Feedback Issues covered: World Series, how Randy got his start, psychology and programming as substrate for game design, "Suck it down" and toxic masculinity, cold-calling, the attraction of LG games, how Greg got in, the origins of Thief, competition, seeking limited but rich interaction, being weak, controlling the world from observation, AI with sense perceptions, the success of Thief, working counter to the prevailing winds, writing documentation to think about the space, commodities of space: loud/quiet and light/dark, tools support or lack thereof for those spaces, carving shapes, spaces that are hard to read, the level Escape, experimentatio

  • DGC Ep 135: Thief (part four)

    24/10/2018 Duración: 01h35min

    Welcome to Dev Game Club, where we in this episode we conclude our discussion of 1998's Thief: The Dark Project. We talk a bit about equipment and gadgets, the story and enemy shifts that happen late in the game, the commitment maybe to story over what was working, and as always, our takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the end! Podcast breakdown: 0:45 Segment 1: Thief discussion 54:53 Break 55:20 Segment 2: Thief takeaways, Brett's Book Minute, and Feedback Issues covered: good ending dialog, using the whole toolkit, kiting enemies to a trap, firing off gadgets immediately on acquisition, gas and fire arrows, having trouble on Escape, leaning away from the core fantasy, being a little too story-forward, other directions that might have worked, an easier last level, having to experiment to take down enemies, making good extensions to the enemy mix vs bad, finding an in-game way to give y

  • DGC Ep 134: Thief (part three)

    18/10/2018 Duración: 53min

    Welcome to Dev Game Club, where we are in the midst of series discussing 1998's Thief: The Dark Project. We talk about map trade-offs, enemy diversity and choices, the levels we played, music and objectives, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Undercover Issues covered: "disco is my life," longer Thief: Gold levels, DLC before DLC existed, technical issues and level design, experimenting with what direction to take next, being unable to connect the dots, making assumptions about what the sim is saying, satisfying objectives unsatisfactorily, feeling like you'll be able to pick up the collectibles later, making the optional mandatory, intrinsic reward of economy and core fantasy, scaling difficulty being different in modern designs, unnecessary tension, changing up strategies due to the mission preparation screen, identity and tone in the music and audio design, impact of horror film genre on sou

  • DGC Ep 133: Bonus Interview with SotTR Lead Writer Jill Murray

    10/10/2018 Duración: 58min

    Welcome to Dev Game Club, where we look back to Shadows of the Tomb Raider for a special bonus episode featuring Lead Writer Jill Murray. We talk about how the writing gets done -- spoilers, there's a lot more planning than writing -- as well as all sorts of topics that grow from that. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: lacking access to technology, Jill's early career in visual arts/music/theater, staging a big musical, web development and a mismatch of needs, being non-distracted by the Internet, realizing that someone is writing these things, getting in, having to generate a lot of AC in a short time, the roles of writers, the meaning of a lead writer, leading a team vs being a principal writer, focusing on character and voice, writers holding multiple roles, writers working alongside one another vs a writers room, working with designers vs writers, splitting content responsibilities up, sharing a few systems, accom

  • DGC Ep 132: Thief (part two)

    03/10/2018 Duración: 01h29min

    Welcome to Dev Game Club, where we are in the midst of our series about 1998's Thief; we talk about the story development of the world, some small mechanical bits, and then dig into the level design of the four levels we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through "The Sword" Issues covered: getting shot with an arrow, starting with the day in the life of a thief, establishing a baseline of a life, introducing the Hammerites and other groups, verses from religious texts, things are getting weird, weaving in "The Dark Project," upsetting the balance, the trope of stumbling into something larger, significance of what you're stealing, interludes vs cutscenes, preferring the mundane to the strange in this game, player expectations of story, surprising the audience, industrial/steampunk setting mixing with magic, wanting more from the city, leaning into weird backstory but drifting away, not needing the bizarre fram

  • DGC Ep 131: Thief (part one)

    26/09/2018 Duración: 01h26min

    Welcome to Dev Game Club, where we now begin our series about 1998's Thief; as usual, we start by setting the game in its time before diving into a few of its systems and technology requirements. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Cragscleft Prison Podcast breakdown: 0:41 Thief 53:13 Break 53:45 Feedback Issues covered: reflecting on 1998, first-person shooter games of the time, having different first-person goals, differing pacing, original design goals, high enemy lethality and comparative weakness of the protagonist, methodical style of play, punishing the player for an action approach, getting sucked into the demo, niche and sales, sticking to a core fantasy vs going to a more action-oriented design, an aesthetic that spreads to other places, going in a different direction with tone, establishing a different fantasy setting, painterly cutscenes, functional lore, quality of the voice acting, the light meter

  • DGC Ep 130: Shadow of the Tomb Raider Bonus

    19/09/2018 Duración: 01h14min

    Hello, and welcome to a special bonus episode of Dev Game Club, where we talk about the most recent Tomb Raider release, Shadow of the Tomb Raider, talking a little bit about where the reboots came from and the thinking that went into them as well as some of the structural differences between the two. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Some of the first few hours Podcast breakdown: 0:45 Shadow of the Tomb Raider 42:18 Break 42:50 Feedback Issues covered: considering the original reboot, discussing the Crystal Dynamics era generally, updating for the modern era, avoiding predictability, exploring character rather than superheroics, reconsidering the world structure, adding side activities for the player, tonal shift, survival action rather than survival horror, not seeing how the character will turn into the original Lara Croft, voice acting, changing set pieces, paying off on minimal player interaction with bigger set

  • DGC Ep 129: Tomb Raider (part four)

    12/09/2018 Duración: 01h57min

    Welcome to Dev Game Club, where we celebrate the triumphant return of co-host Tim Longo with... a discussion of the rest of 1996's Tomb Raider. We once again discuss the levels themselves, but also discuss traps, puzzles, and the use of voice to characterize action adventure avatars in more recent games, before turning to takeaways and your questions and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the game (Egypt and Atlantis) Podcast breakdown: 0:40       Segment 1: Levels and other discussion 1:04:40  Break 1:05:12  Segment 2: Takeaways and feedback Issues covered: cumbersome controls, traversal-based exploration vs skill-based exploration, traps as playing against expectations in traversal, varying threats with traps, lower stress approach than combat, puzzles, block moving, levels as puzzles, evolving the puzzles and mechanics over multiple games, feature iteration over a series, voice acting in cutscen

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