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 333: Rogue (part one)

    04/01/2023 Duración: 01h04min

    Welcome to Dev Game Club, where this week we begin a new series on 1980's seminal and genre-naming title, Rogue. We set the game in time and talk about what constitutes the genre before diving into some particulars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few runs Issues covered: buying the game in a box, being disappointed in the ASCII, being turned off by procedural games, the differences in later games, the lore of the game, playing on a mainframe, the roots of so many games in text format, a top 50 achievement in games, the elements of the Rogue-like, procedural generation, inventory, randomized items, permadeath, getting over the hurdles in types of games, a chain reaction of bad things, clicking with a specific experience, simulating the rogue-like, a long shadow, playing to get a feel, being terrified of letters, trying things at random, a voyage of discovery, knowledge, renaming everything, consistent description

  • DGC Ep 332: A Year In Review

    22/12/2022 Duración: 01h09min

    Welcome to Dev Game Club, where this week we look back at the interview that were, relistening and highlighting some great bits from our conversations with other developers this year. We again extend our thanks to Jaime Griesemer, Clint Hocking, Patrick Redding, Rosie Katz, and Ian Milham. Thanks too to our perennial thanks: Kirk Hamilton, who composed our intro and outro music, Aaron Evers who sponsored it, and Mark Garcia for our logo and our store. Finally, thank you also to our listeners, for bringing up interesting questions each week, for supporting the things we do, and just for listening. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Next time: On January 4th, we return with a new game for a new year. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

  • DGC Ep 331: Dead Space Bonus Interview with Ian Milham

    15/12/2022 Duración: 01h25min

    Welcome to Dev Game Club, where this week we conclude our bonus episodes about Dead Space by chatting with Ian Milham, who was a former LucasArts colleague of the hosts and the Art Director on the space horror classic. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 00:47 Interview 1:15:32 Break 1:16:02 Outro Issues covered: the cost of getting in, the set top box, an homage, getting an internship on the basis of a lie, getting in on the appeal of LucasArts, having the timing, having opportunities, getting the parts to make something for Xbox, learning on licensed titles, having to prove yourself right away, being paranoid, making lots of key art, living survival horror, living and breathing your game, promoting yourself to avoid cancellation, building with the team you have, complementary skills, "tomorrow is a good idea," the alchemy and identifying how people work together, deferred rendering, finding the compelling aspect of

  • DGC Ep 330: Dead Space Bonus Interview with Rosie Katz

    07/12/2022 Duración: 01h13min

    Welcome to Dev Game Club, where this week we present an interview with Rosie Katz,. who acted as a level designer not only on Dead Space, but the Call of Duty series (and with whom the hosts work today). Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:47 Interview 1:03:30 Break 1:04:00 Outro Issues covered: starting in central tech testing, getting in through QA, using Maya as a level design tool, bringing in the internal tech tool, easiest level design test ever, picking between games, switching to new IP, feeling the pressure to be more action-oriented due to sales potential, looking at competitors, not needing the vision to be communicated, the classic schism, games needing the room to be what they are, a room that has everything, a complicated set piece, what you do as a level designer on Dead Space, managing streaming, importing references into the tools, having setups provided, focusing on combat scenarios, doing real le

  • DGC Ep 329: Dead Space (part four)

    30/11/2022 Duración: 01h11min

    Welcome to Dev Game Club, where this week we complete our main series on Dead Space. We talk animation and audio support for player state, economics, the ammo balance, and how the game shifts more to shooter than horror towards the end, before turning to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Tim (Ch7), Brett (finished) Issues covered: it's always the doctors, the resource economic loops, kinesis energy as combat use, level 5 suit, many types of resources, the assumption of replayability and discouraging experimentation, tuning knobs via the sellback value of items, progression availability and not knowing when you'll get the last gun, balancing more towards shooter at the end, orchestration of moments, dynamic spawning, perception of progression being off, cutting off limbs, bespoke enemy placement, stasis + punching, not being sure conservation is paying off, knucklehead horror, Knuckle Head is the worst boss

  • DGC Ep 328: Dead Space (part three)

    23/11/2022 Duración: 01h02min

    Welcome to Dev Game Club, where this week we continue our series on 2008's survival horror in space, Dead Space. We talk about the ways we are maybe breaking the game a bit, art design, level design and camera framing, and sometimes... how it doesn't work. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Into Level 7 (Brett) or 4 (Tim) Issues covered: unkillable aliens, alien encounter tropes, taking themselves seriously, unknowable cosmic horror being taken seriously, dying again and again in a turret section, managing a lot in the asteroid section, being unable to learn a pattern, silence accentuating strangeness, building up to turning on the turret, the increasing grandiosity of set pieces, making set pieces last longer through difficulty, replaying areas in games and allowing that richness to carry you through, set pieces with cutscene rewards, the right mix in a set piece in the centrifuge, putting the character in unlikely p

  • DGC Ep 327: Dead Space (part two)

    09/11/2022 Duración: 01h07min

    Welcome to Dev Game Club, where this week we continue our series on 2008's space survival horror game Dead Space. We talk about the fantasy of competence and the grounded elements of the tasks, and contrast that a little bit with the spells. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few more chapters Issues covered: a weird D&D one-shot, the player insert character, rebooting Space Quest, being in the right place at the right time, hitting all the tropes, set dressing to make a space feel lived-in, Tim makes an unintentional pun, diagetics around the map, committing to the level load, audio design, a sense of game development craft in earlier survival horror vs a more polished modern game, set pieces with slight difficulty spikes, learning the hard way that goop slows you down, a natural way to put timers in, perfect feedback, in space no one can hear you scream, everything coming together in one section, hearing the c

  • DGC Ep 326: Dead Space (part one)

    02/11/2022 Duración: 01h13min

    Welcome to Dev Game Club, where this week we begin a new series on 2008's EA space horror game Dead Space. We position it in a change in Electronic Arts at the time (having just done another game from 2008) and then get into the spookiness of it all. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Chapter 1 Issues covered: Halloween Longo shenanigans, doubling down on 2008, the limits of the podcast, Electronic Arts at the time, shifting to new IP and building creative teams, conservatism as a publisher, building the IP and then owning it, starting with the horror, being direct vs being baroque, overly antagonistic actors, setting up the story by using existing tropes, the janitor, another version of diagetics, excellent character design, a third-person character who doesn't speak, cohesive character, picking science fiction influences from places, rough spots on the onboarding, being cohesive with character and setting, constrain

  • DGC Ep 325: Far Cry 2 Bonus Interview with Patrick Redding

    26/10/2022 Duración: 01h29min

    Welcome to Dev Game Club, where this week we turn to a second bonus interview with Patrick Redding, credited as Story Designer on Far Cry 2, though we would tend to call that a Narrative Designer today. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview 1:16:50 Break 1:17:20 Outro Issues covered: happening to start listening at the right time, a background in physics, avoiding computer programming, applying problem-solving skills, hearing about new media, exploring story and design through tabletop, thinking about how to incorporate story into existing games, coming on to an existing team, getting thrown into the deep end, why you'd drop the PS2, string of pearls, wanting to reinvent the wheel, tearing apart the macro structure of the game and piecing it back together, moving from camera designer to narrative designer as a field promotion, shipping another retail game while joining a second, not designing the story b

  • DGC Ep 324: Far Cry 2 Bonus Interview with Clint Hocking

    19/10/2022 Duración: 01h17min

    Welcome to Dev Game Club, where this week we discuss Far Cry 2 with none other than Creative Director Clint Hocking. We talk about his early career before getting into the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:43 Interview with Clint Hocking 1:07:12 Break 1:07:37 Outro Issues covered: starting out in writing, taking a terrible pay cut, good fortune, taking on many jobs, tough development cycles, making a perfect version of the first game, making the game in the last six months, reacquiring a brand, finding something fresh in the prototypes, open worlds and RPGs, taking new ground, fertile ground, "of course there's a game here," what you do when you don't have a corridor, playing on a harder difficulty, a world that's hostile wherever you go, forward pressure, enjoying playing your own game, making the better movie in the game than what's in your head, surfing the wave, the anecdote factory, playing at c

  • DGC Ep 323: Far Cries Bonus (part five)

    12/10/2022 Duración: 01h15min

    Welcome to Dev Game Club, where this week we complete our series on Far Cry 2. Brett describes to Tim some of the buddy system stuff he missed, and then the hosts look at later installments before turning to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Far Cries 3, 5, and 6 Issues covered: a cry too far, buddies dying and having to choose how, variants on missions and why you might not do one, being able to replace some buddies, punishing moments and impact vs lack of control, a false sense of agency, making a safe area dangerous, wanting to get to the Jackal, your buddies turning on you at the end, how much the weapons and enemies update, always having a fresh gun, real things in the world as progression items, the fork in the road, quality of life and usability and the loss of the commitment to useful player friction, becoming the "list game," automated gaming, caring more about why you're doing what you're doing,

  • DGC Ep 322: Far Cry 2 (part four)

    05/10/2022 Duración: 01h08min

    Welcome to Dev Game Club, where this week we continue our series on Far Cry 2. We talk about some more systems in the game as we plan to play the descended versions and present our takeaways next week. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Midpoint (Brett) and more (Tim) Issues covered: gun loot and such in the ongoing series, the elimination of friction, putting the objective marker far from the quest giver, the efficiency of taking out a checkpoint, intrinsic rewards vs other intrinsic rewards, the gun aspects, everything being diagetic, driving with the map in your lap, everything is entropic including you, consistency of vision, cars and physics, the pinging audio in a Datsun-like car, putting the systems in the game, the length of system loops, wanting degradation/negative feedback to be because of something you did, forcing dramatic moments, the distinction of player initiation, malaria mechanics, progressing the g

  • DGC Ep 321: Far Cry 2 (part three)

    28/09/2022 Duración: 01h14min

    Welcome to Dev Game Club, where this week we continue our series on Far Cry 2. We talk about the extreme friction of the game, landmarking and open world layout, and touch a little bit on the buddies. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Several more hours Issues covered: variations on the same song, high degree of friction, a simulation of a place, allowing for authorship within the simulation, clashing of systems, not mattering which side you choose, making your choices matter, not spending your time doing what you want to be doing, running into natural boundaries, playing jazz or the jam band, having to switch up weapons, not having to switch weapons, not quite getting the recipe right/seeing the proof of concept, the noodling before the chord changes, time of information spread in this vs deeper stealth games, not having the clarity of information, leaning more into the power fantasy, running out of resources in the

  • DGC Ep 320: Far Cry 2 (part two)

    14/09/2022 Duración: 01h19min

    Welcome to Dev Game Club, where this week we continue our series on Far Cry 2. We talk about the tutorial some more, the perils and pleasures of an open world game, and avoiding being a map game despite having a map. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: casual colonialism, doling out tutorial bits at the right pace, feeling equipped with skills for the game and for the open world, remembering the location, being a game with a map that doesn't feel like a map game, driving feeling dangerous, lack of radar, forcing level design to accommodate lack of map, tangent: how to get money into your PS wallet, having a moment of either terror or excitement over the open world, we've taught you everything you know, having hooks, not knowing what the next story mission, balancing the power level for later, escalating power levels, not knowing how to pursue particular goals, missions equaling upgrades of different types, being able t

  • DGC Ep 319: Far Cry 2 (part one)

    07/09/2022 Duración: 01h05min

    Welcome to Dev Game Club, where this week we begin a new series on UbiSoft's 2008 series-establishing classic, Far Cry 2. We set it in its time, and talk a bit about shifting engine wars and attendant publisher/developer drama, before briefly getting into the tutorial. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The Tutorial Issues covered: the UbiSoft open world formula, picking your UbiSoft ur-game, engine wars, branched engine work, getting into or out of the engine game, the open world first person shooter, a brief overview of Clint Hocking's career, games of 2008, grindhouse games, commitment to the first-person aesthetic, picking your character, setting their games in fictional countries, embracing African conflict, expositional value, setting up the chaotic situation, the diagetics of the game, mercenaries coming in, malarial effects, showing the systems, fire propagation, wishing they'd lean into the politics, disclaim

  • DGC Ep 318: SimCity 2000 (part four)

    31/08/2022 Duración: 01h13min

    Welcome to Dev Game Club, where this week we complete our series on SimCity 2000. We talk disasters and scenarios and of course, our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A new beginning and a scenario Issues covered: looking at the scenarios, recovering from disasters, plane crash disaster, choosing what disasters you would use, flooding in particular, kicking down the sandcastle, what it models and what it doesn't, wanting to have a conversation about it with your child if they played it, street-level view of community, a fun-house mirror on urban development, various areas of study referenced in the simulation, the books referenced for further study, sicknesses in the modern sim, needing an influx of cash to keep your villages going, looking at the scenarios, reflecting on Flint Michigan, choosing to reflect a real place, eminent domain, being curious about why that was included, finding compromise, focusin

  • DGC Ep 317: SimCity 2000 (part three)

    24/08/2022 Duración: 01h14min

    Welcome to Dev Game Club, where this week we continue our series on SimCity 2000. We talk about the lore of SimCity and what Brett and Tim appreciate or don't about sim games these days. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Speed-playing to modern day and beyond Issues covered: unsung hero CPAs, playing on cheetah speed, taxing different areas at different rates, digging into a hole, being in a deficit spending, the tech tree, the money cliff, what preconceived notions the game requires, what's cheating, experimenting through multiple cities, not caring about what the buildings are, seeing the numbers and ignoring the lore, having to grow the city to survive, changing tastes as you get older, a city in flux, the ant farm (and not the ants), contrasting with Civ, modernizing your city, losing humanity, feeling joy playing it as a younger person, the melancholy of small towns, philosophy, disruption, cities and where you

  • DGC Ep 316: SimCity 2000 (part two)

    17/08/2022 Duración: 01h18min

    Welcome to Dev Game Club, where this week we continue our series on SimCity 2000. We end up spending a lot of time talking about the political choices that inform the game, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More hours? Issues covered: being the opposite of what rangers or druids do, the San Francisco method, finding natural borders, responding to the water crisis, getting clued by the newspaper, planning ahead for subways, district sizes and ratios, trying to make your city look a certain way, needing that transportation budget, how Europe approaches traffic accidents vs the US, politics in games, procedural argument, where you put your coal plant, cars put in the parking lot, when subways should be built, keeping your commentary out of your marketing, how you make an argument, what appears in the newspaper and its lack of correlation to the history, broadsheets vs tabloids, how do you genera

  • DGC Ep 315: SimCity 2000 (part one)

    11/08/2022 Duración: 01h14min

    Welcome to Dev Game Club, where this week we begin a new series on that classic sim, SimCity. We very briefly situate it in time and talk a little bit about Will Wright before talking over some of the strangeness that is this game (or toy). Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Tutorials or A Few Cities Issues covered: which version and why, establishing the SimUniverse, Wright and describing his design process, a good representative for our art form, a simulated ant farm toy, setting it in its time, licensed titles, the origins of the game in practice and in theory, a wide variety of influences, industrial design, where other designers get their influences, working in a space with other designers, picking your battles and choosing conflict, different sims being developed at the same time, legacies, a recognizable space, playing with it like a toy, setting your own goals, differences in the motivation for play, a very We

  • DGC Ep 314: Megaman 2 & X (part four)

    03/08/2022 Duración: 01h16min

    Welcome to Dev Game Club, where this week we complete our series on MegaMan 2 and X. We talk difficulty for sure, before turning to our usual takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More of MegaMan X Issues covered: the big story turn inside the boss, the tedium of taking out enemies again and again to get drops, minimal loot tables, seeing more of an enemy, the limitations of trial and error and difficulty, playtime and quarters, designing around lives, fighting games, a bad port, the social experience of arcades, shifting marketing, a different design mentality, hot-swapping weapons, other usability additions, reusing a formula, mini-bosses and learning things, simpler patterns, the dash on a button, good boss character design, doing the hard thing, Ornstein and Smough, game structure around bosses and experimentation, having to account for the Buster, getting things from the bosses, variety of environments, t

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