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 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

  • DGC Ep 89: Super Mario 64 (part three)

    29/11/2017 Duración: 01h15min

    Welcome to Dev Game Club, where we are in the midst of our series on 1996 3D platforming sensation Super Mario 64. Tim intros the 'cast for the first time and we discuss both macro and micro design. SM64 Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to 50 stars! Podcast breakdown: 0:44     SM64 Segment 42:02   Break 42:33   Feedback segment Issues covered: likening Brett to a car, increasing difficulty of stars within a hub, Brett getting all the stars for a bunch of worlds and figures out how he got there, red coin challenges, rising frustration but increasing skill, getting access to the second Bowser battle, hub and spoke structure, choices and exploration, building a sense of place by allowing players a bit of choice of which path to follow next, linearity as a review trope, sacrificing narrative for non-linearity, player choice reducing narrative urgency, abstraction of narrative helping with non-linear stories, avoiding

  • DGC Ep 088: Super Mario 64 (part two)

    22/11/2017 Duración: 01h12min

    Welcome to Dev Game Club, where we are in the midst of our series on 1996 3D platforming sensation Super Mario 64. We talk about level design, what permits its density, and then fall into a long chat about Nintendo's innovations in controls. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To the second Key! Podcast breakdown: 0:33   Segment 1: SM64 Talk 43:46 Break 44:14 Segment 2: Feedback Issues covered: whether or not Mario is a plumber, how many stars to get, "not every star is created equal," the different blocks and where you need them, roomier spaces and how level design is overlaid to have multiple goals in a single space, clarity of options but less clarity of use, gating stars based on preceding actions, underestimating the balance and tuning of the designers, progression of difficulty of the stars, best of both worlds, getting later stars by luck and the sense of discovery, quest-like nature of the stars (and did the na

  • DGC Ep 087: Super Mario 64 (part one)

    15/11/2017 Duración: 01h31min

    Welcome to Dev Game Club, where we are just beginning a new series on 1996 3D platforming sensation Super Mario 64. We set the game in its time and then discuss the big up-front issues, particularly the camera and how new elements and mechanics sometimes require fictional underpinnings before turning to other issues, including listener feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the first key! Podcast breakdown: 0:33   Segment 1: SM64 in time and initial thoughts 47:59 Break 48:28 Segment 2: Feedback Issues covered: situating the game in 1996, cover shooters, fully integrating new mechanics, carrying forward 2D mechanics to 3D mechanics, the physics implementation, momentum and friction, 3rd person camera and control, animation control vs player control in 3D vs 2D, dust effects, shadow circle for depth perception (not realism), the hedge maze and following a rabbit to develop the camera, putting control o

  • DGC Ep 086: Silent Hill 2 (part three)

    08/11/2017 Duración: 01h46min

    Welcome to Dev Game Club, where we have made our way to that hotel in Silent Hill 2 and then wended our way homeward. We discuss the climactic events of the game, our theories on who represents what, the multiple endings, and a host of other issues including takeaways and listener feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To the end of the game Podcast breakdown: 0:43       Segment 1: Discussion of final third 1:07:20  Break 1:07:53  Segment 2: Takeaways and Listener Feedback Issues covered: the chainsaw and why I didn't use it, Tim's last bit of the prison (getting stuck in the Purgatory room), the dumb keypad puzzle, Tim admits again that Brett is smarter, puzzle opacity, actually moving the room around, puzzles with thematic elements, the gallows area and the scary audio, Brett's play time and Tim's, finding Maria again, attract mode and Maria scene, Tim wanting more from the Maria moment, Brett's theory of Sile

  • DGC Ep 085: Silent Hill 2 (part two)

    01/11/2017 Duración: 01h31min

    Welcome to Dev Game Club, where we are in the middle of our three-episode series on Silent Hill 2. We spend a lot of time talking about the section in the hospital and the potential meaning or personification of Pyramid Head. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until the Labyrinth Podcast breakdown: 0:34 Single segment this week! Issues covered: Tim's Halloween costume, picking favorite moments, Pyramid Head first interactive encounter, his reputation, character design, ninja/tabi boots, wading right off into the water, following Pyramid Head, water as a theme, the drowned people under the lake, possible subtext, anthology rather than series, New England horror vibe, "something's up with that kid," differences between Maria and Mary, madonna/whore complex, James's reactions, the uncanny valley of character motivations, an "adult game," having different versions of Laura Palmer, influence of David Lynch's films, comp

  • DGC Ep 084: Silent Hill 2 (part one)

    25/10/2017 Duración: 01h28min

    Welcome to Dev Game Club, where we are just beginning a new and shorter series on Silent Hill 2. We set the game in its time period, and dive in quickly to the madness that brings us to that quaint little town, Silent Hill. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the end of the apartments Podcast breakdown: 0:37   Silent Hill 2 51:15 Break 51:45 Feedback Issues covered: revisiting our interview with Julian Gollop, Julian's mum, PlayStation 2 year one, dividing the critical audience with The Room, Konami firing Kojima and turning to other industry, Tim not knowing what the game was, campiness of Resident Evil, walking through the apartments in the dark, the fog and short draw distance, how the game starts, elegant narrative, putting you in the mind of the protagonist, grief, "early walking simulator," immediate tension and danger, psychological thriller and horror elements, the camera -- fixed vs semi-fixed, buil

  • DGC Ep 083: Julian Gollop Interview

    18/10/2017 Duración: 01h19min

    Welcome to this special bonus interview episode of Dev Game Club, where we welcome Julian Gollop into X-COM Base Provolone for a chat. We delve into the genesis of the game, how a publisher saved the game and itself, and many other topics surrounding the development of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:41       Gollop Interview 1:05:20  Break 1:05:50  Next time Issues covered: Julian's ludography, genesis of X-COM, adding isometric rendering, Microprose's demands of the Gollops, interceptions, bolting on a strategic layer atop the tactical model, having more intelligent aliens and reverse engineering, men in black not making it in, intrapublisher competition, tabletop boardgaming and influence, miniature wargaming, simultaneous movement games, division of labor, geoscape rendering, going to the pub with the producer, getting canceled and not knowing about it, being developed under the radar, QA standing

  • DGC Ep 082: X-COM Enemy Unknown Bonus!

    11/10/2017 Duración: 54min

    Welcome to Dev Game Club, where we are quickly going over the beginning of X-COM: Enemy Unknown. Surprisingly, although we both liked it, we preferred the original. Stockholm Syndrome? Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first couple hours Podcast breakdown: 0:39    Discussion of Enemy Unknown 35:53  Break 36:24  Feedback and reviews Issues covered: Firaxis's recent history, preferring the original, investment bias, hitting a stride in the original, usability improvements, holding your hand a bit, flowchart for learning stuff, complete hand-holding, constant camera cutting, a lot of loss of drama, dynamic cameras, camera cutting and immersion, base management, playing the original right next to the remake, playing chess, the rules you make up for yourself, reducing squad size, increasing depth, subclassing characters, ability trees, how do you determine what class a guy should be, tactical improvements due to class

  • DGC Ep 081: X-COM: UFO Defense (part five)

    04/10/2017 Duración: 01h25min

    Welcome to Dev Game Club, where we are in our third in a series of episodes about 1994's X-COM: UFO Defense. We wrap up our discussion of the game, covering save-scumming and difficulty, and talk about some pillars and takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Just as much as we could fit in Podcast breakdown: 0:39     Segment 1: X-Com finale 41:51   Break 42:24   Segment 2: Pillars and feedback Issues covered: the terror mission that kicked Tim's butt, getting under your skin, "super-gratifying," difficulty curve a bit too steep, quitting the game early, interceptor trouble, plasma clips, the United States pulling out, powered armor, aliens I have seen, experimentation and determining enemy behavior rules, negative connotation of save-scumming, fairness, save-scumming to survive, aggressive play, discovery and save-scumming, setting up the second playthrough, smoke inhalation, planning around the 88% shot, forcin

  • DGC Ep 080: X-COM: UFO Defense (part four)

    27/09/2017 Duración: 01h23min

    Welcome to Dev Game Club, where we are in our third in a series of episodes about 1994's X-COM: UFO Defense. We talk about our plans of attack for the game, whether the game is reacting to our plans, and how sim games make an argument. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Who even knows anymore? Podcast breakdown: 0:31 Game discussion 39:19 Break 39:45 Feedback/email Issues covered: Tim's death of dysentery, Tim's approach and Brett's approach, reserving time for opportunity fire, how time units scale, ranking soldiers and hierarchy, mastery of sims, taking down a much larger UFO, is it dynamically scaling?, algorithms and tables, board game systems, complexity from simplicity, how a simulation makes an argument, visibility of rules and systems, how X-COM promotes anxiety, lack of telegraphing, wasting a player's time, the RNG and drama, strategy and planning and percentages, entertainment vs anxiety, do aliens panic?,

  • DGC 080: Ken Levine Redux

    20/09/2017 Duración: 01h18min

    That week, the Dev Game Club podcast welcomes special guest Ken Levine, founder of Irrational Games and designer/writer of System Shock 2! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:33     Intro 1:50      Early days of SS2 and Irrational 31:33    Break 1 31:57    SS2 World-building, design, future 1:17:16   Break 2 1:17:29  Quick note about next episode Issues covered: "Shock" prototype, Looking Glass relationship and Ken's early career there, Irrational Games beginning, business structure, imagining your audience and what you'd like to make, fingering .plan files, emergence and immersion, simulation, persistent world, personal ownership of experience, engine strengths and weaknesses, making fish stew, the benefits of constraints and happy accidents, polish, sense of place, naturalism in a science fiction setting, making the most of minimalism, turning a weakness into a strength, economical design, race track design/nooks

  • DGC Ep 079: X-COM: UFO Defense (part three)

    13/09/2017 Duración: 01h08min

    Welcome to Dev Game Club, where we are in our third in a series of episodes about 1994's X-COM: UFO Defense. We talk about the ways in which procedural generation and written generation interact a bit, as well as detailing our playthrought a bit. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: In theory, 6 months Podcast breakdown: 0:38 X-COM segment 35:05 Break 35:35 Feedback segment Issues covered: opportunity fire cost, reserve time units, how much things cost, how we did on our goals, Brett starting over and why, researching yourself into a whole, games are a a series of interesting decisions, what are we willing to live with, difficulty knowing how you're doing, failure conditions, Tim's rocket launcher opener, alien mental effects, tile generation algorithm for terror attacks vs downed UFOs, procedural generation at its best, an engine for wonderful moments, tuning procedural generation, multiple states for tiles, persisted

  • DGC Ep 078: X-COM UFO Defense (part two)

    06/09/2017 Duración: 01h04min

    Welcome to Dev Game Club, where we are beginning a series of episodes about 1994's X-COM: UFO Defense. This week, we talk about terror attacks, game tension, gratification, and a bit of base management. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours past the first ground mission Podcast breakdown: 0:38 Segment 1 41:18 Break 41:47 Feedback Issues covered: managing the clock speed, difficulty of the game and having to get better, failure screens, terror attacks, meeting different alien types, starting over again and getting more ground missions, learning the dynamics of covering one another, being unable to understand line of sight, infiltrating an UFO, contributions to tension, researching tech tracks, being unable to capture an alien alive, the use of radar dishes, recruiting scientists and soldiers, base building, the research loop and discovering what's out there, weapon lists, no storage of time units, energy costs

  • DGC Ep 077: X-Com (part one)

    30/08/2017 Duración: 01h40min

    Welcome to Dev Game Club, where we are beginning a series of episodes about 1994's X-COM: UFO Defense. This week, we set the game in its historical context and discuss the beginning of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through first ground mission Podcast breakdown: 0:38       X-Com Segment 1:06:28  Break 1:06:51  Feedback segment Issues covered: business model of early Wizardry, DOS Box, perils of the back catalog, 1994 in games, turn-based games history, war gaming, X-Com as shorthand and a genre definer, tutorial in the manual, pure sim, "Suit up son, you're going to Mars," tracking your first UFO, placing your first base, destroying your base and losing the money, simulation depth, usability issues, getting outrun by UFOs, don't shoot it down over water, placing your base in Australia, air combat, time units as primary resource, line of sight, random number generation and probability, managing player

  • DGC Ep 076: Super Mario World (part 4)

    23/08/2017 Duración: 01h21min

    Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we finish Super Mario World and talk about our takeaways, including some deep dives into modern design sensibilities and constraints. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To End of Super Mario World! Podcast breakdown: 0:37    SMW Discussion 44:19  Break 44:57  Feedback/Next time Issues covered: Bowser's Castle, introducing mechanics in a critical path way, picking up the mecha-Koopas and tossing them onto Bowser's head, relentless pace of new stuff, player-motivated triggering of boss state, boss patterns, using Yoshi (or not), timer platforms, setting your own goals then and now, speedrunning origins, milking more out of levels by choices, keeping people interested via new level design tricks, expense limiting new gimmicks and reinforcing reuse, abandoning the lessons of the past, production realities, combinatorial depth, great

  • DGC Ep 075: Super Mario World (part three)

    16/08/2017 Duración: 01h14min

    Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we talk about how the difficulty of the game more and how it interacts with the exploration of the space. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Forest of Illusion Podcast breakdown: 0:33 Segment 1 (SMW Discussion) 34:35 Break 35:11 Feedback Issues covered: finding a key, picking things up mechanic, directing the player, repeating use of mechanics, picking up and placing objects, difficulty controlling the cape, progression of mechanical complexity, building on fundamentals, doing new things with hardware, similarity of modern consoles and PCs, meta infrastructure, controller changes over time, what do you add and remove with sequels, serving old fans vs serving new fans, helping you to be a completist, incentive to explore, discouraging exploration, exploration and requirement for high skill, lag in the Wii and switchin

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