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 109: God of War (part one)

    18/04/2018 Duración: 01h14min

    Welcome to Dev Game Club, where we are beginning our series on 2005's God of War. We set the game in its time, an interesting time at the end of a console lifecycle as new machines loomed on the horizon, and then turn to the game itself before hitting feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the desert / through Athens Podcast breakdown: 0:44     Segment 1: God of War 50:35   Break 51:06   Segment 2: Feedback Issues covered: the console lifecycle, PS2 install base, the new console generation, learning the hardware over the lifecycle, exclusives, squeezing the hardware over the series, optimizing instructions, iterating on a franchise, juvenile tone, the influence of the underlying mythology, being edgy or over the top, Greek tragedy and the fatal flaw, opening with a bang, narrative device of setting up how the character got to the big moment, setting up mysteries of character and fate, tension between playe

  • DGC Ep 108: Space Quest (part two)

    11/04/2018 Duración: 01h24min

    Welcome to Dev Game Club, where we complete our discussion of a pair of very early Sierra adventure games with Space Quest 1: The Sarien Encounter. We finally hear Tim's story about getting stuck on a game so long it drove him to drink and also get to our takeaways before hitting feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished SQ1 Podcast breakdown: 0:43   Segment 1: SQ1 35:35 Break 36:08 Segment 2: Takeaways and Feedback Issues covered: music theft, the Do Not Press button and a return to Daventry, talking to the guards, cross promotion, learning to use your seat belt, the influence of the real world, making jokes out of the topical, Tim's inadvertent hint, inventory objects inside other objects, the importance of looking at things at the right time, getting a hint from the parser, the origin of the pizza orgy, killing Orat with a spider droid, random walk mechanics, hating on the skimmer, Brett gives Tim a pro

  • DGC Ep 107: Space Quest (part one)

    04/04/2018 Duración: 01h13min

    Welcome to Dev Game Club, where we continue to discuss a pair of very early Sierra adventure games, now turning to Space Quest 1: The Sarien Encounter. We talk a little bit more about adventure games and general and talk about some specific ways this game differs from King's Quest, including its use of space. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Planet Kerona Podcast breakdown: 0:45   Segment 1: SQ1 37:19 Break 37:43 Segment 2: Feedback Issues covered: humor in adventure games, obvious influences, nostalgia for Tim, playing adventure games as a shared experience, getting stuck, linear vs open structure/points of no return, not getting the cartridge, stealth game play, fearing death and rushing through the game, quick beginning to the game, how you measure play time, designing around player death, embracing shorter game length, frustration points, inability to predict puzzle pain points, prodding the edges out of f

  • DGC Ep 106: King's Quest (part two)

    28/03/2018 Duración: 01h12min

    Welcome to Dev Game Club, where we continue to discuss a pair of very early Sierra adventure games, beginning with 1984's King's Quest: Quest for the Crown. Having finished the game, we discuss the ways in which different puzzles work and what aspects are frustrating and how it might all have gotten that way. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finish King's Quest 1 Issues covered: getting through without hints, remembering puzzles and forgetting stuff, rule-breaking and rocks, leaning into fairy tales, thinking about the game away from it, the better manual, verbs with rare usages or no usages, the Rumplestiltskin puzzle, good for streaming or not, dying from the rock, timing and waiting, the difficulty of the game Deadline, things not appearing on screens, characters that don't appear all the time, not knowing what you're not seeing, the well and figuring out what to do there through dying, dealing with the dragon, s

  • DGC Ep 105: King's Quest (part one)

    21/03/2018 Duración: 01h04min

    Welcome to Dev Game Club, where we are discussing a pair of very early Sierra adventure games, beginning with 1984's King's Quest: Quest for the Crown. We talk a bit about Sierra and its early contributions to games as a whole and the specific form of the adventure game, setting it in context and discussing taste. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: "About half" of King's Quest Issues covered: crossing a drawbridge, being top of the game food chain, the rise and fall and rise of adventure games, establishing a formula early on, being unable to get games, hint lines, IBM funding, sweet development deal, four-color video cards, reusable engines, general-purpose machines vs custom machines, leveraging programming work, local-ish company, building a string of franchises, first developers whose names you know, typing in directions, diving into the manual, how to make an adventure game map, the need to restart, lack of direc

  • DGC Ep 104: Ultima Underworld (part four)

    14/03/2018 Duración: 01h34min

    Welcome to Dev Game Club, where we are discussing 1992's immersive sim classic Ultima Underworld. We talk about how the game comes together at the end and the interconnectedness of it all before we turn to our pillars and takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Podcast breakdown: 0:42 Segment 1: finishing the game 44:23 Break 44:59 Segment 2: Takeways and feedback Issues covered: serviceable weapons, Tim realizes he never beat the game before, reuniting pieces of key, going in between levels, breaking down a door, getting a little help from your friends, cup talisman, the taper being a different piece of art, the writ of Lorne, killing all the trolls, Tim finds nine talismans, the crux ansata, Tom and Judy quest, themes of loss throughout the game, the lost world of Cabirus, thematic storytelling here vs larger open worlds, usability issues and keeping track, missing clues and having to scour

  • DGC Ep 103: Ultima Underworld (part three)

    07/03/2018 Duración: 01h06min

    Welcome to Dev Game Club, where we are discussing 1992's immersive sim classic Ultima Underworld. We take a deeper dive into the leveling system and the magic system and talk about the intersection of RPGs and immersive sims and the various analog elements of this game in particular. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Levels 4-6 Issues covered: rotworm stew, taking notes and having too much to sort through, keeping track using the map, space for a legend, cartography, how the leveling system works vs other games, strengths and weakness of a leveling system, ceding control of the player experience to the RNG, rewarding the finding of mantras and pushing you to search for them, awarding of XP, pushing you to other skills via randomness, sticking with the Sword of Justice because it doesn't break, the intersection of two very difficult genres in terms of balancing, encouraging you to fully explore the map, finding an ang

  • DGC Ep 102: Ultima Underworld (part two)

    28/02/2018 Duración: 01h11min

    Welcome to Dev Game Club, where we are discussing 1992's immersive sim classic Ultima Underworld. We discuss the specifics of levels two and three a bit, but also tackle inventory, encumbrance, taking notes on paper, and the delightful map and how those have changed over the years. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Levels 2 and 3 Podcast breakdown: 0:43    UU Discussion 48:46  Break 49:12  Feedback Issues covered: Brett learns some Lizardman, chatting with goblins and the many civilizations, relationships between factions, killing a she-spider, being fully engaged, the mystery of Sir Cabirus, Tim falls down a hole, leveling up quickly, Brett loses some chain mail, taking paper notes as you play, making lists of details like clues and mantras, physical keys vs logical keys and design trade-offs, imagining player stories, keeping track of key rules, attributing influences to this game vs prior games, annotating the map

  • DGC Ep 101: Ultima Underworld (part one)

    21/02/2018 Duración: 01h25min

    Welcome to Dev Game Club, where we are beginning a new series on 1992's immersive sim classic Ultima Underworld. As usual, we situate the game in time a bit and in the Ultima series as a whole, before delving into the first few hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Level 1 Podcast breakdown: 0:40    Underworld 54:54  Break 55:22  Feedback Issues covered: Brett gets hooked, first person game and a lot of clicking, getting over the initial hump, taking a long time to finish a game, 72-hour game benders, epilepsy and flashing, firsts of their kind year, seeing the walls of the design, branching out with the Ultima series, Ultima Worlds of Adventure, adding simulation to the point of view, not being alone in the first-person space, vector wireframe rendering in the first Ultima dungeons, feeling the presence of the developer, exploration of controls, limited verbs in FPSes, free look, overdesigned mouse in

  • DGC Ep 100: Metal Gear Solid (part four)

    14/02/2018 Duración: 01h33min

    Welcome to Dev Game Club, where we are are just finishing our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about the end of the game and some narrative choices there that we like and then discuss our pillars for the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To the end! Podcast breakdown: 0:41 End of MGS 1:00:48 Break 1:01:22 Pillars and feedback Issues covered: 100 episodes, Tim moving out, extravagant endings in the series, intercutting action scenes, turning codecs into cutscenes later, economic storytelling through codecs and audio diaries, conversational audio diaries, utilizing VO in interesting ways, Brett's new keyboard, the interesting dynamics of the Vulcan Raven battle, cat and mouse, Brett forgets the word "claymore," multiple ways of defeating Raven, using the AI's rules against them, boss/level design/camera synergy, Brett skips a cutscene and has to redo the battle, backtracking and

  • DGC Ep 099: Metal Gear Solid (part three)

    07/02/2018 Duración: 01h32min

    Welcome to Dev Game Club, where we are in our third episode of our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about a big choice in the game and the things you're not taught, particularly considering how fourth wall breaking it can be, as well as topics like UI choices. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Vulcan Raven (II) Podcast breakdown: 0:41    Metal Gear Solid 58:54  Break 59:26  Feedback Issues covered: Brett's carpal tunnel, Decoy Octopus and the DARPA Chief, animals chosen for code names, keeping Octopus in the game, submitting to the torture, big story splits and Dragon Breaks, tone variety in Eastern action cinema, weird untaught mechanics, negative vs positive reinforcement in teaching, blood tuition (learning through death) vs soft failure, gameplay telegraphing vs realistic environments, the staircase section, contextualizing rather than breaking systemic knowledge, rappelling

  • DGC Ep 098: Metal Gear Solid (part two)

    31/01/2018 Duración: 01h34min

    Welcome to Dev Game Club, where we are midway through our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about frustration, the various bosses, and a bit about one-offs. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the torture scene Podcast breakdown: 0:40      MGS 1:03:10 Break 1:03:45 Feedback Issues covered: the history of "snake style," sources of frustration, Brett's psychological makeup, frustration in boss battles, the point of no return, finding the mine detector, using the cardboard box, getting through the lasers, using first person, smoking to reveal beams, gadget use in espionage movies, suddenly encountering a tank, stealth mechanics and the tank, tropes and cultural appropriation, 80s movies, elevating a bad B movie into a good B movie, committing to your melodrama, geopolitical themes and the military-industrial complex, subtext about game development, difficulty and frustration wi

  • DGC Ep 097: Metal Gear Solid (part one)

    24/01/2018 Duración: 01h18min

    Welcome to Dev Game Club, where we are beginning our new series on 1998's Japanese stealth classic Metal Gear Solid. We first situate the game in its time, including some personal reminiscences of how we first came to the title, before turning to the stealth gameplay, the cutscenes, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Revolver Ocelot Podcast breakdown: 0:48       Segment 1: MGS in time, Beginning of game 1:03:54  Break 1:04:27  Email/Feedback Issues covered: crawling around in ducts, constantly reaching for your phone, previous games in the series, Brett's first year in the industry, good years in games, influences in American film and TV, melodrama and pulp, wholesale commitment to stealth, demo disc for the gaming, preferring systemic games, pre-rendered cutscenes vs in-engine, Carpenter influences (percussion, minimalistic, and synthy), constant camera movement in the cutscenes, choosing

  • DGC Ep 096: Tom Hall Interview

    17/01/2018 Duración: 01h18min

    Welcome to Dev Game Club, where we present our interview with Tom Hall, Project Lead of 2001's quirky Western-built Japanese-style RPG Anachronox. We talk about the team, the labor of love, what got left on the cutting floor, and various other bits and bobs. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:35    Interview segment 55:28  Break 56:00  Mail/outro Issues covered: the game's science fiction underpinnings, JRPGs and adventure games, the surprise of having the adventure game elements, the lore bible and map of the Universe, generating the background information to make characters sound consistent, creating alphabets, the black and white pirate world, PAL-18's digital home world and cel-shading, knowing what happens next, writing and cinematic direction with tools (PLANET), programming the mini-games (APE), in-depth cinematics and facial animation and mitten hands, getting a story in the bathroom (and starting with the

  • DGC Ep 095: Anachronox (part four)

    10/01/2018 Duración: 01h08min

    Welcome to Dev Game Club, where we are having our fourth and final discussion about 2001's quirky Western-built Japanese-style RPG Anachronox. We talk quite a bit about the specifics of the end of the game, with a diversion into ION Storm, and then talk about our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through to the end! Podcast breakdown: 0:42 Anachronox! Issues covered: that final battle, splitting up the party, Rho Bowman's adventure on Democratus, Stiletto Anyway's adventure on Democratus, Tim mansplains Star Wars to Brett, we do no work in figuring out the Elementor, Paco's adventure makes a mockery of the military, locks and keys through a million variations, Paco's minigame, party variety, why have unique levels for party members, end of the credits sequence, replayability as an issue in early 2000s games, ION Storm history, splitting off to be a rebel developer, how did this get made, game development r

  • DGC Ep 094: Anachronox (part three)

    03/01/2018 Duración: 01h21min

    Welcome to Dev Game Club, where we are having our third discussion about 2001's quirky Western-built Japanese-style RPG Anachronox. We talk quite a bit about the specifics of this section of the game, including the combat elements and leveling, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To the surface of Democratus! Podcast breakdown: 0:43      Anachronox pt III 1:05:15 Break 1:05:47 Feedback Issues covered: resolutions (or lack thereof) and taking stock, flying towards the Hive and having a railgun shooter, abstracting away from player skill in RPGs, hybridization, lack of loot, finding new offensive stuff in the environment, using the Elementor, colored bugs and finding them all over, the Hive Queen, saving Democratus and having it... join your party?, tonal shifting every couple of hours, movie tone management, no shackles, could you do this today?, indie studios doing widely different games, ho

  • DGC Ep 093: At Year's End, Two

    27/12/2017 Duración: 51min

    Welcome to Dev Game Club, where we have a very special, year-end blast where we talk about some top take-aways and interview moments from the past year. And it's been a busy one, with six interviews and ten games discussed. Thanks for joining us this year. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: defeating Darth Vader, the complexity of the world and reflecting that in TIE Fighter, taking a twist on the Chosen One, developing the character of Gordon Freeman and ultimately cutting the cutscenes, having a scene of level designers competing with one another and also with other companies, making single-player content be moment-to-moment excellence, the enemy AI playing against you in X-COM, flying under the radar, adding dynamic difficulty at the last possible moment, Tim loses his X-COM save file, thematic and story integration, holistic design (between control/mechanics/camera/space), less is more, individual effort shining th

  • DGC Ep 092: Anachronox (part two)

    20/12/2017 Duración: 01h17min

    Welcome to Dev Game Club, where we are in the midst of our discussion about 2001's quirky Western-built Japanese-style RPG Anachronox. We talk about the writing and humor, how those may have developed, and also discuss the characters and their characterization, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Votowne Podcast breakdown: 0:45   Segment 1: Anachronox 50:23 Break 50:52 Segment 2: Feedback Issues covered: etymology of sly boots and other forms of boots, the writing style, broad and referential humor, the quest for a size five helmet, comedic space opera, particular interests in the humor, dark humor, lack of boundaries to the writing, Grumpos's Yammer ability, going back and forth with your party on Votowne, having to have Sly in your party, drifting in space conversations, walking a thin line of humor and menace, hinting at Detta before you meet him, is PAL's voice getting in the way?, lip-s

  • DGC Ep 091: Anachronox (part one)

    13/12/2017 Duración: 01h10min

    Welcome to Dev Game Club, where we are beginning our new series on 2001's quirky Western-built Japanese-style RPG Anachronox. We set it in its time, and discuss how we decided to play it and then spend a lot of time on its world-building. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Bricks Podcast breakdown: 0:40    Anachronox in time, Initial discussion 38:36  Break 39:04  Thanks and feedback Issues covered: Games of the Year, how we came to choose Anachronox, 2001 in PC games, mash-ups, lack of character creator, is the character a Chosen One, possible character antecedents, world-building in simple ways and picking up things as you go, avoiding the lore bombs, dialogue trees vs continuing dialogue, progenitor race tropes, technology we don't understand but make use of, more character antecedents, film noir tropes, Boots as sad sack, layout of the introductory area and not getting lost, mix of architectural styles, mo

  • DGC Ep 090: Super Mario 64 (part four)

    06/12/2017 Duración: 01h29min

    Welcome to Dev Game Club, where we are closing our series on 1996 3D platforming sensation Super Mario 64. We start at the end, discuss Koji Kondo's iconic music and finally, our takeaways, before turning to listener feedback. SM64 Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Podcast breakdown: 0:42   Segment 1: Discussion and Pillars 44:35 Break 45:08 Segment 2: Feedback/next time Issues covered: the boss battle, getting better at the game, getting those red stars, finding a backflip shortcut, throwing Bowser and figuring out a pattern for yourself, listening for audio cues, desperation, difficulty of the final Bowser fight, having a one-up nearby, building that Bowser battle around the controller, training you for that final battle, ending games, weird final cake, the last few levels, Tiny Huge Island and finding Wiggler, Tim learns you can choose one or the other image to jump into Tiny Huge Island, secret

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