Dev Game Club

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Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today. Play along!

Brett Douville and Tim Longo


    • Jan 19, 2022 LATEST EPISODE
    • weekly NEW EPISODES
    • 1h 22m AVG DURATION
    • 299 EPISODES

    Listeners of Dev Game Club that love the show mention: game club, classic games, dgc, game developers, link to the past, geez, kotaku splitscreen, listening to brett, game devs, super metroid, aw, they're all great, tim bring, video game development, deus ex, idle thumbs, kotaku's, metal gear, jeez, longo.



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    Latest episodes from Dev Game Club

    DGC Ep 293: The Elder Scrolls III: Morrowind (part one)

    Play Episode Listen Later Jan 19, 2022 82:28

    Welcome to Dev Game Club, where this week we begin a new series on The Elder Scrolls III: Morrowind, Bethesda Game Studios RPG classic from 2002. We situate it in time and then dive right in, having been released from imprisonment and sent on a specific mission. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of play Issues covered: 2002 in games, Todd Howard's first mainline game as director, a little about Bethesda, Tim's history with the series, early games feeling open world, finding the titles generic, Brett confesses, not playing just the main quest, directing the player via POIs, self-motivated quests, interview homework, the prophecies, something is going on in Vvardenfell, name/job, situating you in the world with character creation, the census bureau, the clever setups, tutorial and usability, the death of Ultima as a franchise, Brett the battlemage, being able to pick up anything, we try to find the names of the elven races, all the skills and accidentally thieving, sleeping in the wrong bed, having laws enforced, not being able to barter because of contraband, thoughtful world-building, imagining a bigger world from small interactions, playing the good assassin, being opposed to the outlanders, coming up with concepts from the real world, coding the Khajiit as shifty Arabs, homebrew and archetypal sources, steering away from making particular races evil, slavery in RPGs, walking to Balmora, doing some quests, different architecture, Tim's sidequest to woo a Dunmer, directions to get to a quest, what is the arc of the game?, feeling like you have chapters even when a game doesn't have progression or leveling up, the small decisions you make all the time in game design, the crosshairs in Halo. Games, people, and influences mentioned or discussed: Jonah Lobe, Jean Simonet, Andrew Kirmse, Republic Commando, Oblivion, Hitman 2: Silent Assassin, Kingdom Hearts, Eternal Darkness, Ratchet & Clank, Xbox, Metroid Prime, Splinter Cell, Medal of Honor: Allied Assault, Sly Cooper, Legend of Zelda: Wind Waker, Jedi Starfighter, Battlefield 1942, Age of Mythology, Jedi Knight II, Warcraft III: Reign of Chaos, Neverwinter Nights, Bioware, Jade Empire, Knights of the Old Republic, Todd Howard, Redguard, Tomb Raider, Indiana Jones, NHL series, Terminator, Fallout (series), Starfield, The Witcher III, Reed Knight, Ultima Underworld, Arena, Daggerfall, Patrick Stewart, Firaxis, MechAssault, DoubleNegative (youtuber), Liam Neeson, Fallout: New Vegas, Underworld Ascendant, Paul Neurath, Baldur's Gate, Tyranny, Planescape: Torment, Pillars of Eternity, Dungeons & Dragons, Star Wars, WoW Classic, Infinity Engine, Sea of Thieves, Ifthatisyo U'rerealname, Halo, RE VII, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More hours? Links: You're Finally Awake Errata: The game we referred to as the spiritual successor to Ultima Underworld was Underworld Ascendant and not Ascension (which was the subtitle to Ultima IX). We regret the error. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 292: Goodbye 2021

    Play Episode Listen Later Jan 12, 2022 71:45

    Welcome to Dev Game Club, where this week we reflect on the year that was, looking back at the interviews and lessons we took away. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: work and long hours, how we generate our lists, more keys that aren't keys, the tangibility of character sheets, the impact of D&D campaigns, your love and fun translating into what you make, labors of love, feeling games that no one felt a spark making, feeling like your hard work paid off, cancelling projects, ideas coming up again later, maintaining the fragile connection between player and character, a perspective on the effort that it takes to deliver a great experience, trailblazing a new feature, thinking about a camera, camera design is like puzzle solving, good camera work being invisible, Uematsu loves prog rock, accessibility, "the team makes the game," sharing credit, bringing in all your players, collaboration, finishing games you hadn't before, being a finisher vs not, Master Chief as the iconic space marine, feeling like Master Chief is black, being more about the lore than the story, CW Suicide (skip 54:20 - :30), getting hooked on Halo, a game series following you through major events, the LucasArts Halo tournament, connecting with your kids through games. Games, people, and influences mentioned or discussed: Baldur's Gate, Ratchet & Clank, Brian Allgeier, James Ohlen, Michael Backus, Dungeons & Dragons, Joel Gifford, Control, Girl with a Stick, Ted Price, LucasArts, Tim Schafer, Grim Fandango, Double Fine Productions, Psychonauts, Headlander, Lee Perry, Lee Petty, Epic Games, Jon Knoles, Bounty Hunter, Blackout Club, Question Games, Bethesda Game Studios, Remi Lacoste, Prince of Persia, Assassin's Creed, Ubisoft Montreal, Donald Duck Gone Quackers, Crash Bandicoot, Nintendo, Sebastian Deken, Final Fantasy (series), Nobuo Uematsu, Halo, Sony, Microsoft, Patrice Desilets, Resident Evil 4, Ocarina of Time, Prey, Arkham Asylum, Arcanum: Of Steamworks and Magick Obscura, Jarrko Sivula, 343 Industries, Star Wars, Book of Boba Fett, The Mandalorian, Ashton Herrmann, Bungie, Half-Life, The Fellowship of the Ring, Crystal Dynamics, KB, Lia, Minecraft, Sasha/Truffles Moccachino, RE 7, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Either an interview *or* our next game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 291: Halo Takeaways / Halo Infinite Bonus Episode

    Play Episode Listen Later Jan 5, 2022 77:37

    Welcome to Dev Game Club, where this week we really wrap our series on Halo by providing our takeaways, and then dive in and out of feedback to talk Halo Infinite. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of Halo Infinite Issues covered: being stuck with the helmet silhouette, 30 seconds of fun, the feel of the controls, elevating lesser elements, world-building and an iconic character, compelling people through mystery, the feeling of the epic, bringing the world to life through physics, verticality and memorability, knowing where you are in the outdoors, mixing up enemies for AI variability, directing the player, possible physics changes, things that the graphics changed, playing with your son, sampling some types of missions, the tank simulation, resetting the story of the series, picking Master Chief out of the debris, having a grappling hook, returning to the spirit of the first game, revealing the ring, really committing to the grappling hook, showing all the things you do with the grappling hook in the opening cinematic, extending the golden triangle, explicit damage types, ammo crates, having more headshotting, audio, story missions, switching from in-person to remote, having sneakernet be part of the normal production process, designing process and culture for your working environment, video game adjacent spaces, machinima, recording matches, shipping the complete package, having so many products and just one team, franchise history, all the things that a TES game is expected to have, Tim getting scared. Games, people, and influences mentioned or discussed: George Lucas, Ratchet and Clank, Ringworld, Larry Niven, Discworld, Half-Life 2, Myth, Bungie, Republic Commando, The Red, Linda Nagata, John K, Goldeneye, Will, Microsoft, Paul Crocker, Lani Lum, Star Trek, Legend of Zelda, Sotaro Tojima, Metal Gear (series), Assassin's Creed (series), Ben Zaugg, Red vs Blue, Rooster Teeth, Netflix, Xbox Live, Forge, Luke S, Red Dead/GTA Online, Ghosts of Tsushima, Last of Us II, Skyrim, Activision, Call of Duty (series), Ubisoft, 343 Industries, Resident Evil VII, Saw, PT, Paranormal Activity, Silent Hill, Kirk Hamilton, Aaron Evers, Mark Garcia. Brett's Book Recommendation: The Red, by Linda Nagata Errata: Brett looked it up, and it's the Battle of Wolf 359. We regret the error. Next time: Possibly an interview! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 290: Halo: Combat Evolved (part three)

    Play Episode Listen Later Dec 29, 2021 86:04

    Welcome to Dev Game Club, where this week we finish our series on Halo: Combat Evolved. We talk about some of the major story beats here towards the end, the repetitive aspects good and bad, letting the fights play out in front of you, music, and more! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: why is the Flood on Halo, a floor wax and a dessert topping, how do you prevent people from visiting dangerous places, proper noun series, wiping the galaxy of food, Sentinels working for and against you, the deeper meaning of Halo and religious resonance, dealing with big archetypes and lending timelessness, explaining/contextualizing as you move on, losing the mythic, having to get Keyes's authorization codes, using the enemies against one another, engaging and becoming the focus, detecting when the player should be the focus of attention, sandboxes and thinking you can do more than you actually can, stealth and not for Halo, the repetition of the Library, the strength of the original graphics, the golden triangle, the dance of combat and the depth of multiplayer, switching grenade types, tactical choices behind weapons for the enemy types you'll fight, going out and returning to the Pillar of Autumn, feeling different if you have vertical movement, the confusion of the engineering space, having to find the armory, finishing the game co-op, Brett's many failures, requiring skill checks along the way to lead you to the challenge, art/architecture getting in the way, payouts getting drowned out by frustration, time pressure, high skill ceiling, smoothing out the experience, orchestral accompaniment, combining disparate musical elements, the impact of music, the theme song matching the character, setting tone and mood with the Flood themes, pairing opposites, conservative plus primal. Games, people, and influences mentioned or discussed: Destiny, Portal 2, Stephen Merchant, Wesley, Star Wars, Legend of Zelda (series), Bruce Willis, Looper, Call of Duty (series), Medal of Honor (series), DOOM (1993), Resident Evil 4, Star Trek, Andrew Kirmse, Skyrim, Death Stranding, Marty O'Donnell, Michael Salvatori, John Williams, Indiana Jones, ET, Harry Potter, Nintendo, Myth, Resident Evil VII/Village, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: A little bit of Infinite Errata: Brett realizes it's not a beholder but a cacodaemon in DOOM, but has D&D on the brain. We regret the error. Also, the Covenant ship is the Truth and Reconciliation. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 289: Halo: Combat Evolved (part two)

    Play Episode Listen Later Dec 22, 2021 81:35

    Welcome to Dev Game Club, where this week we continue our series on Halo: Combat Evolved. We talk vehicles, architecture, lore, and level design before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Library! Issues covered: the ungainly Marine vehicles vs the sleek Covenant vehicles, enjoying the shooting quite a bit, the driving model of the Warthog, camera-based driving, driving into walls and off edges, co-op driving, the freedom of driving in the sandboxes, checkpointing based on logic vs location, promoting experimentation, having the feel of an RTS and having the freedom to move around, component-based mix and match, watching an RTS fight from both sides, having the ability to use the damage model to your advantage, having two guns and not constantly refilling just one or two weapons, knowing what weapons you can pick up, orthogonal weapon design, high-level play, the feeling of the different difficulty levels, looking at the original artwork, space Egyptians, beton brut, building from an architectural principle, lower noise in the original art, the huge sense of scale, the story being told in a particular way, not wanting the lore to take precedence, archetypes and mystery, liking a reboot, losing your bearings from the repeated nature of the spaces, the granularity of its environmental modules, kitbashing in other games, differentiating through enemy mixes, Halo being best as a horror game, the Covenant had a point!, suddenly having a shotgun, AR tie-ins fueled by Doritos and presented by Mountain Dew, how Halo holds up, not loving the horror, loving the horror. Games, people, and influences mentioned or discussed: Andrew Kirmse, Myth, Baldur's Gate, Triple Click podcast, DOOM (1993), John Romero, Jaime Griesemer, Mark Garcia, Stargate, James Cameron, Aliens, Nic Bouvier, GoldenEye, Star Wars, RA Salvatore, Bungie, Destiny, Ridley Scott, Prometheus, Resident Evil (series), Final Fantasy (series), Witcher (series), Mario (series), Mike Wu, Skyrim, Fallout (series), Bethesda Game Studios, Flood/They Might Be Giants, Polygon, Nolan Filter, Paranormal Activity, Pokemon Go, 7-11 Presents Halo 4: King of the Hill Fueled by Mountain Dew, Geoff Keighley, Tim, Kirk Hamilton, Aaron Evers. Next time: Finish the game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 288: Halo: Combat Evolved (part one)

    Play Episode Listen Later Dec 15, 2021 76:52

    Welcome to Dev Game Club, where this week we begin a new series about Halo: Combat Evolved, Bungie's seminal 2001 FPS on the Xbox. We set it in time, discuss its development history, and delve into tutorialization. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to rescuing Keyes on the Truth & Reconciliation Issues covered: 2001 in games, lull in PC shooters that year, Bungie history, the astonishing development, seeing the migration in the game from the units on the battlefield, betting big, other shooters on consoles, the unexpected internal hit at Microsoft, Oni's complex combat system, the seminal paper on first-person controls, aim acceleration, the big impact of being purchased, the audacity of a PC-focused developer muscling into the market, the library advantage of Sony, lack of distinguishing system sellers, the sole mascot, the enterprise/application/services mentality, the alienation of PC games, DirectX as a unifying force, friends lists and achievements, Xbox Live, politics derailing JSF being the Xbox Live launch title, orthogonal approaches like GamePass, unthawing the Chief, the usability lab, just asking you to look to establish preferences, Technical Requirements Checklist/Technical Checklist of Requirements, being rebellious, a lot of mysteries right at the beginning, sequences for health/shields, giving context, having a motion tracker, Covenant mirroring you vs grunts that don't, low morale pests, clear and different silhouettes, target prioritization, dropping the weapons they carry and enabling different decisions, being able to swap to the old graphics, hating our wokeness, dynamic ability and missability of treasure stuff in RE4, being a bit obscure, survival horror working against scouring an area, possibility of inviting a critic, indie games, the age difference between Leon and Ashley (vs the apparent difference), aging the protagonist towards your own age. Games, people, and influences mentioned or discussed: GTA III, Silent Hill 2, Ico, Civ III, Anachronox, Animal Crossing, Phoenix Wright Ace Attorney, Devil May Cry, MGS 2: Sons of Liberty, Super Smash Melee, Tony Hawk Pro Skater 3, Jak & Daxter, Baldur's Gate: Dark Alliance, Game Boy Advance, Advance Wars, Max Payne, Black & White, Dark Age of Camelot, Baldur's Gate II, Painkiller, DOOM 3, World of Warcraft, Everquest II, Asheron's Call, Bungie, Marathon (series), Myth (series), Mumbo Jumbo, Take Two Interactive, Apple, MacWorld, Microsoft, Ed Fries, Oni, Republic Commando, Starfighter (series), GoldenEye, Perfect Dark, Rare, Jason Jones, id Software, Epic Megagames, PlayStation, Forza, Brute Force, MechAssault, George Lucas, Bill Gates, Nintendo, Sega, Dreamcast, Star Wars, Geoff Jones, Medal of Honor, Saber Interactive, 343 Industries, Troy Mashburn, Karl Popper, Resident Evil 4, Zachary Crownover, Nick Miller, Limited Run Games, Indie Game: The Movie, Suikoden 2, Jason Schreier, MinnMax, Rebel FM, Undertale, Braid, Call of Duty (series), This War of Mine, 11bit Studios, Ben Zaugg, Resident Evil VII, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 287: Resident Evil Village Bonus

    Play Episode Listen Later Dec 8, 2021 73:28

    Welcome to Dev Game Club, where this add a bonus to our series on Resident Evil 4 by taking a look at Resident Evil Village. We talk about the bit of the game we played, some of the things that come with first-person and realistic rendering, and then turn to some feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first couple hours Issues covered: the entrancing Lady Dimitrescu, looking forward to playing more over the break, the very different storybook introduction, whether these games are a continuation, building on things others have been doing, the way photorealism falls into an uncanny valley from even props, the way older games signify what is interactable, feeling like you're in a vision mode, knowing the baselines from your initial experience, the acceptability of something rundown, a modern update of RE4, "why does this keep happening to me," wanting to know who you are, being a cipher should maybe go all the way, age-appropriate character delivery device, the over-the-top murder of Mia, the impressive engine they are using, good claustrophobic audio and camera design, finding your sweet spot, slowing in ADS, good resource balancing, a single enemy being terrifying, the creepy guy who is like Mendez and being transported with the ringing of the bell, the systemic daughters that can be defeated in specific ways but short-term dealt with, the slower pacing, doing less with more, prioritizing the right things/focusing on the right stuff, survival horror and working through dark stuff safely, the game you had in your memory, how a game is set against the background of other games you're playing, how we deal with things that are pretty gross, calling it out, needing to be better, being open to perspectives, listening. Games, people, and influences mentioned or discussed: Calamity Nolan, Metal Gear Solid, Inside, Limbo, Last of Us 2, Gone Home, Dear Esther, Who's Afraid of Virginia Woolf, What Remains of Edith Finch, P.T., Metal Gear (series), Half-Life, Alien: Isolation, Monster Hunter World, Capcom, Artimage, God of War (2018), Sasha Visari/Truffles Mochacchino, Wii, Ratchet & Clank, BioShock, Ocarina of Time, Hitman 2, Trespasser, Reed Knight, Seamus Blackley, JJ, Karl Popper, RockStar, GTA III, Activision/Blizzard, Chris Corry, Xbox Live, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: ??? Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 286: Resident Evil 4 (part six)

    Play Episode Listen Later Dec 1, 2021 89:48

    Welcome to Dev Game Club, where this week we complete our series on Resident Evil 4. We talk about various set pieces at the end, a bit about ammo types and balance, and of course, 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: having more cutscenes and quotable lines, set piece stuff that reminds you of other series, tying back to the series, parallels with Metal Gear Solid, being campy vs leaning into camp, new enemy types, whether an enemy was skippable, feeling resource poor, weapon choices, conserving resources as much as you can, losing resources to being unable to line up enemies, making ammo more powerful via upgrades, killing parasites with flash grenades, whether resource constraints are balanced for all players dynamically, leaning more heavily on QTEs, replacing mechanics with QTEs, forcing exposition, camera authoring, uninteresting skill challenges, Ashley driving and the rail-shooting, being more action-y than survival horror, wish fulfillment/power fantasy, where you can kill enemies, Krauser and backstory, leaning on prior character knowledge, feeling like the Saddler battle doesn't pay off, not having the right location, the eye in the mouth, the series going darker, replaying the jetski scene again and again, controller problems, planned obsolescence, the rainbow proposition, sturdier controllers, credits story time, ending with a bit of a whimper, Mike we hardly knew ya, Brett's Book Recommendations, the commitment to design tension, the pacing of combat, linear macro design with arena sections, agency in level flow, the AI states and how they work everywhere, the great balancing across the whole game, balancing a game you can't change, pushing your game further but not too far, adding the right things and leaving the right things behind. Games, people, and influences mentioned or discussed: Metal Gear Solid, Konami, Capcom, Die Hard (obliquely), Killer 7, Grasshopper Interactive, Suda51, Fatal Frame, Hideo Kojima, Dark Souls, 28 Days Later, Gamecube, PS4, Nintendo, Deus Ex, Sylvia Moreno-Garcia, Mexican Gothic, Julian Gollop, X-COM, Soren Johnson, Civilization III, Control, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Good question! Thought you might ask! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 285: Resident Evil 4 (part five)

    Play Episode Listen Later Nov 24, 2021 80:35

    Welcome to Dev Game Club, where this week we continue our series on Resident Evil 4. We take a little sidestep into the things that aren't mentioned in the manual, and then work through Chapter 4. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the end of Ch 4! Issues covered: things we didn't notice about the game, target practice, going to apparent side tracks first, extending play to try to slow trade-in, collectibles, gacha mechanics, needing to enjoy the core thing, a precursor to lootboxes, expanding to other types of players, ways to expand the mechanics, upgrading treasures, having the nagging idea that you might need to go back, hidden mechanic that extends play, adding discovery, Eastern vs Western design philosophies, misreading the thing they wanted from the El Gigantes, the dragon room, having to come back to a side room, leaving Ashley behind, the layers of history of Europe vs Japan, looking for locations and ideas that can support a lot of varied fictional, differences between systems and level design and parallels with programming, the creature that seems unkillable, being unable to read the boss' states, the Salazar bot and Salazar as an enemy (versus others), the mine car section and its tensions, failing the QTE at the end, wanting an indication that a QTE is coming, feeling unfair, Brett makes a plan, the problem with setpieces, matching expectations, insta-killed by being grabbed by a lava gigante, dropping barrels on your enemies, fighting in close quarters, being absorbed into a giant plant, jumping down to avoid QTEs, turning and running and fighting the design, Your Princess is in another castle, giving a little bit of thanks. Games, people, and influences mentioned or discussed: Shenmue, Arkham Asylum, Metal Gear (series), Dark Souls, Demon's Souls, Assassin's Creed, Legend of Zelda (series), Arkane, Dishonored (series), Prey, Mass Effect, Fallout 3, Ico, Dragon's Lair, Republic Commando, God of War, Uncharted: Drake's Fortune, Donkey Kong, The Thing, Control, Kirk Hamilton, Aaron Evers, Mark Garcia, Temple of Doom. Next time: Finish the game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 284: Resident Evil 4 (part four)

    Play Episode Listen Later Nov 17, 2021 79:31

    Welcome to Dev Game Club, where this week we continue our series on Resident Evil 4. We talk about the ecology of the monsters, defense sequences, and bobbing and weaving. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the end of 3-4 Issues covered: sagacity and gardens, finding the PS4 to be a slightly easier platform, the enemy count, the easier tram ride as a setpiece, running out of ammo in the town on replay, being thoughtful of ammo use and switching to the knife, the suplex, the retinal scanner, Mendez taking the stylized symbol shape, the ecology of the parasite, the dev-evolution of the parasites, feeling like a cohesive setting, a place that used to be a place, Saddler's insectoid form under the robes and his cosmic horror staff, the creep Salazar, gunning and running, taking advantage of AI slowness, higher breeds of hybrids, using the sandbox in interesting ways, having to defend Ashley when separated, having the final exam with Ashley and changing up the challenges, Brett discovers that Tim didn't get the turret gunner, getting a lot out of spaces, the back and forth with Ada Wong, localization issues, another test of the player, Ashley's contextual attacks, the camera closing in and Ashley sticking super close, avoiding the hard thing, noticing the weirdness, poor localization choices, investing in decisions you make (especially when it comes to cultural sensitivity), justifying the investment, othering and foreignness, screaming at Leon, playing RE4 more as a strategy game, pacing and a strategic spectrum, using games to do games stuff. Games, people, and influences mentioned or discussed: PS4, Zach, Dungeons & Dragons, James Bond, Alien, Benjamin Button, Tomorrow Never Dies, Michelle Yeoh, Kumail Nanjiani, Call of Duty, David Cage, Fahrenheit, Heavy Rain, Metal Gear Solid: Peace Walker, Max, Guillermo del Toro, Akira Kurosawa, Ghosts of Tsushima, The Seven Samurai, Sony, Stephen, Xbox, X-COM, Alien: Isolation, DOOM (1993), Control, Alan Wake, Reed Knight, Indiana Jones and the Infernal Machine, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: All of Ch 4 Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 283: Resident Evil 4 (part three)

    Play Episode Listen Later Nov 10, 2021 77:09

    Welcome to Dev Game Club, where this week we continue our series on Resident Evil 4. We talk about the new horror in the game, our systematic companion and the other NPC, look at the choice of paths, and then take the tram. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Chapter 3 Issues covered: remembering the game, recovering the map, El Gigante reveal, stabbing the creature in the back, getting to no health but being allowed to recover, taking big swings early, foreshadowing traps and the dog, the systematic companion, the church and navigating to Ashley, the quality of the puzzles and being more grounded, the emergence of the Las Plages virus, introducing the enemies, reuse of gameplay objects in the siege, ugh-inducing achievement names, losing Ashley to the Gigante, the many ways Ashley interacts with the game, mechanical/narrative consonance, being introduced to interactions before you have Ashley to interact with them, being able to plan and having accommodations for the plan and executing the plan, maximizing the amount of play you can get from a space, having an apparent plan but being unable to pay it off because of camera movement, changing the camera to be lower in the El Gigante fights, the difficulty of the tram section, the accuracy of the Wii version, another potential way to play BioShock, the soft way BioShock reinforces whether you should deal with the Little Sisters, systems and endings, the interconnectedness of RE4, modality of fire and move at the same time being key to the pacing, finding all the little things in a game you love, tapping A once or twice for slow or fast doors, returning to Ordinary, Games, people, and influences mentioned or discussed: Zachary, God of War, Ico, Shadow of the Colossus, Leon: The Professional, DayOfTheDan, The Lonely Island, Andy Samberg, Popstar: Never Stop Never Stopping, Mark Garcia, BioShock, Dishonored II, Wildermyth, Janine Hawkins, Walker Farrell, David Graeber, Debt: The First 5000 Years, Zachary Crownover, Sam, Grim Fandango, Silent Hill, Control, God of War (2018), Kirk Hamilton, Aaron Evers. Next time: More RE4! Links: "Play" in evolutionary science Death animations in RE4 Sam Thomas's RE4RL game and trailer Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 282: Resident Evil 4 (part two)

    Play Episode Listen Later Nov 3, 2021 81:15

    Welcome to Dev Game Club, where this week we continue our series on Resident Evil 4. We talk a bit about the modern mechanics it introduces to the series and consider how it maintains its balance despite it. And, of course, we take a peaceful boat ride across a lake. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up past the lake Issues covered: quoting the merchant, how the chain saw Ganado appears in the opening section, approaching the town in a particular way, bottlenecking, the dynamism of the enemies, knifing enemies, integrating the merchant into play, art object collection and the economy, trends in 2005, player agency not working against survival horror, the risk of breaking your economy, wondering if they tune for money drops, wanting to find all the things, tuning dynamic difficulty, navigation puzzles, paths to be able to run away, the canyon area, the ups and downs of the series, excellent and non-excellent helicopter rides, QTEs and non-repeatability, maybe being generous in the remaster, attracting you to the collectible, the peasants just farming, keeping performance up with lots of characters, not using tons of tricky spawning, film grain look plus feeling color graded, the lake creature being a cryptid and not just a big alligator, having more characters, introduction of Ada Wong, the scale of the first big monster feeling so overwhelming, getting tossed from the boat in the lake, upgrading weapons and carrying a lot of grenades, are guns worth more after being upgraded?, obsolete upgrades, ideology and abstraction, how the DLC recontextualizes BioShock Infinite, maybe giving BioShock too much credit for its themes, are there horror games that fill us with dread, being scared at a young age, psychological horror getting to you, the importance of audio, power dynamics and increasing tension. Games, people, and influences mentioned or discussed: Zachary, Ben "from Iowa" Zaugg, Rage, id Software, Designers Notebook, Left 4 Dead, God of War, Lord of the Rings, Devil May Cry, Tobe Hooper, Texas Chainsaw Massacre, Tim, BioShock, Marshall McLuhan, The Medium is the Message, Baron/Daniel, Tanner, Fatal Frame/Project Zero, WiiU, PT, Alien: Isolation, The Exorcist, Mortimer and the Riddles of the Medallion, Minecraft, Valheim, Dragon Quest Builders, Control, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Find out on Twitter, maybe, if I remember :) Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 281: Resident Evil 4 (part one)

    Play Episode Listen Later Oct 27, 2021 73:15

    Welcome to Dev Game Club, where this week we start a new series on 2005's Capcom horror classic, Resident Evil 4. We place it in its time and then talk immediately about how it really kicked the third-person action-adventure game into higher gear. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the second typewriter Issues covered: the Capcom 5, having some trouble getting the game off the ground, success of the remake, a really different feel, relying on establishing POV shots from slashers, horror movie touchpoints, moving away from straight-up zombie games, differences between Chris and Leon, meeting Hunnigan via the Codec, popularizing the third-person shooter, hold-overs from the older controls, fighting the controls, embodying the character, disempowerment, pick a spot and stand your ground, jerky enemies, shooting a weapon out of the air, opening up the level design to multiple paths, the gun-and-run, Leon's better tactics, "various awesome actions," moving saves away from being a resource, a more revealed map, having people coming at you with pitchforks and torches, can you get the chainsaw guy?, disconnects with marketing, getting lucky to have marketing departments who got it, moral choices and the morally objectionable, motivating the character choices for evil, coloring the tone of dialog to reflect your choices, what weapons we chose with BioShock, talking about the wrench kill, loving crossbows, style over substance in Control. Games, people, and influences mentioned or discussed: God of War, Shadow of the Colossus, SW: Republic Commando, Psychonauts, Guild Wars, Civ IV, FEAR, The Undying, Splinter Cell: Chaos Theory, AC: Wild World, Guitar Hero, Mercenaries, Battlefront II, KotOR II, Lego Star Wars, Xbox 360, Capcom, GameCube, PN 03, Vanquish, Viewtiful Joe, Suda51, Killer 7, Clover Studio, Hideki Kamiya, Dead Phoenix, Panzer Dragoon, PlayStation 2, Devil May Cry, PT, Game Developer Magazine, Friday the 13th, Halloween, A Nightmare on Elm Street, Evil Dead, Army of Darkness, Godzilla, Classic Monsters, The Hills Have Eyes, 'Salem's Lot, The Omen, The Exorcist, Texas Chainsaw Massacre, Living Dead, Shawn Cassidy, Silent Hill, Gears of War, Metal Gear Solid, Frankenstein, Deathloop, Sam Thomas, BioShock, The Green Knight, David S. Lowery, Ghost Story, Jarkko S, Dishonored, Metro, Hitman, Control, Aki Kaurismaki, The Last of Us Part II, Ryan, Deus Ex, No More Heroes, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Check Twitter! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 280: BioShock 2/Infinite Bonus

    Play Episode Listen Later Oct 20, 2021 64:11

    Welcome to Dev Game Club, where this week we add a little splice to our series on BioShock by revisiting and discussing its sequels, somewhat vaguely. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: whether Elizabeth is a grown-up Little Sister, getting a chance to revisit Rapture, breaking cycles and circles, overstuffing the narrative space, the mechanics, Skyline rollercoasters, kitchen sink combat, trapping with vigors, combining vigors, being on the nose, dehumanizing the enemies and putting that next to more serious topics, a creator revisiting previous work, friction between teams, wanting more BioShock, "it is a big ole TWO," being able to use both types of weapons at the same time, simplifying hacking, finding new types of puzzles, fleshing out Rapture, paying off on a wish fulfillment you didn't know you have, "getting the franchise," going deeper, the difficulty of seeing someone else work on your work, the weirdness of the DLC, what would they do with a sequel, earning the ending, having more fun via creativity. Games, people, and influences mentioned or discussed: The Lottery (Shirley Jackson), Dishonored, Fallout 3/Fallout New Vegas, Alien: Isolation, Prey, Halo (series), Daron Stinnett, Star Wars, George Lucas, Escape from New York, Arkham (series), UbiSoft, Death of the Outsider, Deathloop, Resident Evil 4, GameCube, Tantuar, Drew, The Prestige, Hannah Arendt, Ken Levine, Sunset Overdrive, Ratchet & Clank, Insomniac, Control, Todd Howard, Kirk Hamilton, Aaron Evers, Mark Garcia. Notes: The quote is "There's always a lighthouse, there's always a man, there's always a city." We regret the error. Next time: Resident Evil 4! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 279: BioShock (part five)

    Play Episode Listen Later Oct 13, 2021 75:54

    Welcome to Dev Game Club, where this week we complete our series on BioShock. We delve into the end and endings of the game, and of course address 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: Brett's terrible fathering, Big Daddy issues, developing Suchong more as a character, Yellow Peril, leaning into pulp, being like a ship, turning the lower classes via demogoguery, leaning on the Irish, tracing the arc of Diane McClintock, using abstraction to hide real harm, character dualities, turning you into a Big Daddy, seeing the evolution and development of the program, putting the big boots on, fully integrating the backstory into the level and narrative design, redesigning to support the movement of the Big Daddy, changing the perspective, moving from alien camera views to first-person perspective, forcing the section where you protect the Little Sister, being paranoid about keeping the Little Sister alive, playing this section on Hard, BioShock 2 as a better-playing game, handing you the syringe, also becoming a Little Sister, where the series goes from here, the specificity of the series, how to adapt the themes of the series repeatedly, the point of no return, the boss working on paper and maybe not in-game as much, Fontaine being under-developed, still getting Ryan's story after his death, not knowing enough about Fontaine before meeting Ryan, the binary that drives the bad ending, becoming like your fathers, unmotivated world monstrosity, the good ending, doing something other games hadn't, BS jobs, failures of capitalism, a shooter with the heart of an immersive sim, greater approachability, two senses of place (sight and sound), high production values, ease of use/play how you like to/forgiving design. Games, people, and influences mentioned or discussed: Fu Manchu, Titanic, Ratchet & Clank, Revenge of the Jedi, 2K Games, Cloud Chamber Studios, Activision, Call of Duty, Fallout, Star Wars, Metroid, Prometheus, Alien, Six Feet Under, The Fountainhead, Ayn Rand, Bullshit Jobs, David Graeber, Debt: The First 5000 Years, Occupy Wall Street, Dishonored 2, Prey, God of War (series), Portal, Control, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Bonus: the sequels! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 278: BioShock (part four)

    Play Episode Listen Later Oct 6, 2021 78:06

    Welcome to Dev Game Club, where this week we continue our series on BioShock. We talk a lot about the surprise of the scene of Ryan, and some mechanical and production aspects we haven't had a chance to talk about yet. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Apollo Square! Issues covered: where the game should (?) have ended, playing golf with your dad, finding a way to incorporate a power station, Ryan the abstract monster vs Ryan the concrete monster, changing the lens you view Ryan through, rationalizing one's choices, the red yarn board, forcing the player to see a scene the way they want you to, egocentric Ryan and seeing oneself as a tragic hero, every villain as the hero of his own story, mythological framing, other ways you could tackle player agency here, "The Cake Is A Lie," the Irish charmer becoming the Irish thug, using Atlas to puff out Ryan as a monster, the many many layers of references and archetypes, all that matters to me is me and all that matters to you is you, killing people who are much like you, differentiating the Little Sisters in the Tenenbaum section, the mind-control plasmid, walking a tightrope with difficulty and challenge, mixing up your plasmids, the simplicity of upgrades, some numbers change or more things can be impacted, not feeling the power of tonics and plasmids, lack of builds, the limited number of axes across which powers and weapons apply, compressing the depth, modularity in world construction, solid art direction, regularity in the built world, kit-bashing, a couple of kind reviews, dealing with issues of preservation, what gets lost, wanting leaders to do more, having let's plays for reference. Games, people, and influences mentioned or discussed: System Shock 2, Snowpiercer, Portal, Walt Disney, Wide World of Disney, PIXAR, Studio Ghibli, William Hearst, Citizen Kane, Modern Warfare 2, The Last of Us 2, Death Stranding, Hideo Kojima, Arkham City/Arkham Knight, Robert De Niro, The Irishman, Ken Levine, Village of the Damned, Metroid, Ratchet & Clank, Unreal, Gears of War, Skyrim, Fallout (series), Jarkko S., Baldur's Gate, Diablo, Final Fantasy VI, Metal Gear Solid, Chris_3646363, Ocarina of Time, mysterydip, Phil Spencer, Vectrex, Double Fine, Square Enix, The Matrix (series/Online), The Wachowskis, Meridian 59, Andrew and Chris Kirmse, Control, The Lost Room, Kirk Hamilton, Aaron Evers, Mark Garcia. Links: Twitter thread on preservation Next time: Finish the game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 277: BioShock (part three)

    Play Episode Listen Later Sep 29, 2021 72:30

    Welcome to Dev Game Club, where this week we continue our series on BioShock. We talk about Fort Frolic and the arc of what's coming, guns and plasmids and a bit about their crossover, crafting, and gene tonics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Fort Frolic Issues covered: hitting the best beats of the game, having the future be a little blurry, Cohen's theatricality, using the camera purely as a framing camera artistically, the multiple payoffs of the camera, critical path integration of the camera, time-delayed gratification, a bottle episode, the statue splicers, using spotlights theatrically, how do you produce oxygen and filter out carbon dioxide, riffing on space games, putting crafting on the critical path, not having inventory as a presented system but having it underneath, not a lot of difficult decisions, always being able to get enough stuff through grinding, minimal benefits to adding crafting stations, only just getting better plasmids and tonics (not spending to improve them), the changing approach to respecs in modern design, wanting to ground systems in the world, categorizing tonics as a sop to balancing, Trojan Horsing the immersive sim, alienating a smaller audience in favor of a larger one, Jack's mother and father, themes of family in the series, getting a lot of mileage from the narrative setting, the uselessness of the map and the way the objective marker can put you on the rails, not having decisions that mean a lot, the greater impact of the older games, the rise of blogs and critical outlets, explosion of other outlets around the time. Games, people, and influences mentioned or discussed: Pokemon Snap, Dead Rising, Xbox, Unreal Engine, System Shock, Thief, The Chronicles of Riddick, Repblic Commando, Prey, Dishonored, Fallout 3, Tomb Raider (2013), Ayn Rand, Resident Evil, Peter, Planescape: Torment, Control, Blarg42, Twin Suns Corp, Batman (film series), Calamity Nolan, Airplane!, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: To Apollo Square Links: 1998: Why it's (probably) the Greatest Year Ever in video games Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 276: Bioshock (part two)

    Play Episode Listen Later Sep 22, 2021 71:36

    Welcome to Dev Game Club, where this week we continue our series on Bioshock. We talk about the horror elements early on, the use of minibosses, how low-friction the game is, hacking and of course, the Choice. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to end of Neptune's Bounty Issues covered: reading how Atlas talks about Ryan knowing what we know, introducing Fontaine and audio tapes indicating maybe death at first, temporal setting, the game's argument both against and for the primacy of the individual, horror and the Medical Pavilion, doling out a good step-by-step game, having a solid target in Steinman, framing cinematic events well, theming characters in areas, audio design heightening the horror, seeing ghosts/echoes and the direct lift from System Shock 2, the setup and payoff of the Choice, Tim the Harvester, the difference between harvesting and rescuing, wondering about their goals in making the choice, the sea slug and the original version of the game, killing the protector and traumatizing the girl, not questioning Atlas even though he's wrong, the melancholy of the Big Daddies, the strength of the music and the use of diagetic music, the horror of the 1950s, dealing with the Sisters and Daddies as you go, the pipe hacking mini-game, being low friction, a very forgiving immersive sim, AI state vocalization, richness of AI voice lines, the shift of perspective and how it gives permission to allow for variety of lines, humanizing vs dehumanizing in AI state communication, Bioshock the power fantasy/shooter/hero story. Games, people, and influences mentioned or discussed: Half-Life, Arkham Asylum, Pablo Picasso, System Shock 2, Shadow of the Colossus, Bernard Herrmann, Fallout 3, Mass Effect, Prey, Thief, Deathloop, Splinter Cell, Uncharted (series), The Last of Us, Naughty Dog, No One Lives Forever, James Bond, Austin Powers, Artimage, Control, The X-Files, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: To the end of Fort Frolic Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 275: Bioshock (part one)

    Play Episode Listen Later Sep 15, 2021 69:51

    Welcome to Dev Game Club, where this week we begin a new series on 2007's Bioshock. We set the game in its time and talk about how it expanded the audience for a shooter with sim elements, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Neptune's Bounty Issues covered: the name change, retaining identity after being acquired, what is a brand, the games that year, the Shock-verse, wanting System Shock 3, missing the immersive sim, starting with the wrench and a power, the success of the game, broadening the appeal of immersive sim elements, the difficulty of balancing immersive sims and testing them, improving the shooting, a successful E3, keeping secret the weird beginning, the theme park opening, the bathysphere and the mystery, marine life being used once, delivering a really solid moment, a single location that is a character in and of itself, a sleeper hit, the games blogosphere, the "Bioshock slot", taking a chance on something quirky, superhero games often being bad, establishing an Art Deco aesthetic, amplifying fear by setting it underwater, leaning into the horror early, Dutch angle usage, needles, survival horror elements, staying in first person, story bits and teasing narrative out over time, growing story space, well-implemented audio logs, a good choice for narrative delivery, foreshadowing and making a place feel lived in, easy to enjoy, getting some stuff really right, Kindly filling folks in on Atlas, setting up the smoke and mirrors, reapproaching the 4X genre from an old hand, the fun that is Ratchet & Clank, choosing a language based on the regional flavor, how long to show the tutorialization, teach the player without them knowing they are being taught, dynamic tutorials. Games, people, and influences mentioned or discussed: Irrational Games/2K Boston, Firaxis, Microsoft, Bethesda Game Studios, SWAT 4, Republic Commando, Portal, Halo 3, Call of Duty: Modern Warfare, STALKER: Shadow of Chernobyl, Metroid Prime 3, Crysis, Nintendo Wii, Super Mario Galaxy, Ratchet & Clank: Tools of Destruction, The Orange Box, Half-Life (series), Team Fortress 2, Medal of Honor: Vanguard, Call of Duty: Vanguard, Mass Effect, Assassin's Creed, Uncharted, The Witcher, Peggle, PuzzleQuest, Crackdown, WoW: The Burning Crusade, Tomb Raider: Anniversary, Lulu LaMer, PlayStation, Xbox, Rainbow Six: Vegas, System Shock 2, Ken Levine, Cloud Chamber, Prey, Arkane, Deathloop, Bioshock Infinite, The Incredibles, 20000 Leagues Under the Sea, Todd Howard, Fallout 3, Arkham Asylum, Skyrim, Rocksteady, Warner Bros., Jules Verne, Control, Horizon: Zero Dawn, Johnny Pockets Grattan, Old World, Soren Johnson, Civ III, Drew, Ratchet & Clank, Traveller's Tales, LEGO (series), GTA, Tchaikovsky, Mussorgsky, Ni No Kuni, SEGA, Ghost Squad, House of the Dead, Yakuza, Metal Gear (series), Death Stranding, Alan Wake, Remedy, Dragon Quest Builders, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBD! More Bioshock! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 274: Ratchet & Clank Bonus Interview with Brian Allgeier

    Play Episode Listen Later Sep 8, 2021 75:38

    Welcome to Dev Game Club, where this week we interview Brian Allgeier, the Lead Designer of the first Ratchet & Clank (as well as many others) in connection with our series. We cover 20 years of career at Insomniac, creative leadership, Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:12 Interview 59:45 Break 1:00:13 Feedback, Next Time Issues covered: Girl with a Stick, first jobs, getting in as an animator and artist, getting a good demo reel together, being excited to work on Spyro, having trouble thematically connecting disparate elements, playing in a toy store, an alien traveling from planet to planet collecting weapons and gadgets, evolving the character, building levels diorama-style, getting the attitude of the character across, relatability, kitchen sink design, try it and see what happens, tinkering to find the fun, coming up with jokes except they were weapons, fun in the room translating to fun for the player, an iteration that last for years, grinding, having a rhythm of constantly getting more stuff, getting exciting to work on the games, focusing on story in a generation swap, eating up preproduction on a downloadable title, using challenges to develop as a studio, tricks from the book, switching to user experience research, learning about disability, figuring out movement in VR, always pushing forward, falling into pits, removing friction. Games, people, and influences mentioned or discussed: Spyro the Dragon (series), Sony, Ted Price, Phillips Interactive Media, CD-i, Scooby-Doo, Michael John, Mark Cerny, Vinnie the Penguin, Cuphead, Warner Bros/Loony Tunes, Doom, Blue Shift Inc, Running Wild, 989 Studios, PlayStation 2, Brian Hastings, Marvin the Martian, The Little Prince, Iron Giant, Nausicaa: Valley of the Wind, Conker's Bad Fur Day, David Guertin, Naughty Dog, Game Developer, Thomas Edison, Disruptor, Resistance (series), Call of Duty (series), Nintendo, Mike Stout, Halo, Pixar, Brad Santos, TJ Fixman, Directing Video Games: 101 Tips for Creative Leadership, Edge of Nowhere, Lucky's Tale, Sunset Overdrive, Remote Control, Nnedi Okorafor, Binti, Sam, Super Meat Boy, Spider-man, Tony Hawk, Control, Kirk Hamilton, Aaron Evers, Mark Garcia. Notes: Agent 9 was the spy-monkey in Spyro: YotD Next time: BioShock! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 273: Ratchet & Clank (part five)

    Play Episode Listen Later Sep 1, 2021 68:06

    Welcome to Dev Game Club, where this week we finish our series on 2002's Ratchet & Clank, with our takeaways and a bonus look at the 2016 remake. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Actually finished the game Issues covered: the quality of the cinematics in the new game, Quark's criminal status, being underpowered for the final boss, getting money by going back so you can buy additional weapons, fun timing challenges, giving you a greatest hits in the last couple levels, the difficulty being a thing of its era, getting the benefit of dynamic difficulty, promoting grinding with currency systems, wanting additive rewards, the magic of the RYNO, the inaccessibility of the RYNO, keeping players stuck in one game, balancing on average vs minimum, giving you more navigation tools earlier and by default, doing what's coolest for the player, leaning into variety, infusing RPG elements into another genre, having lenses to navigate the environment, leaning into weapons, embracing the shooter/platformer combo, the Rule of Cool, generosity and finding ways to say yes to your designers and players, handcrafting lots of different things, the many things Insomniac does, the layout of the credits, character attitude, how Ratchet becomes more sympathetic, referring to Halo, character design changes, embracing modern third-person action, transmedia influence, appreciating the company. Games, people, and influences mentioned or discussed: Galaxy Quest!, Halo, Bungie, Insomniac, Dungeons & Dragons, Ted Price, Sony, Crash Bandicoot, Warner Bros, Animaniacs, Bugs Bunny, Spider-Man, Edge of Nowhere, The Unspoken, Song of the Deep, Slow Down Bull, Magic Leap, Control, Kirk Hamilton, Aaron Evers, Marc Garcia. Next time: Another Bonus! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 272: Ratchet & Clank (part four)

    Play Episode Listen Later Aug 25, 2021 70:23

    Welcome to Dev Game Club, where this week we continue our series on Ratchet & Clank. We talk about the late game, variety in the game in its many forms, getting things out of order, favorite stuff, and more. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the game? Issues covered: what the remaster improved or didn't, finding upgrades, having to backtrack, how many weapons we have left, getting to the end of a sequence and not having a payoff, our bonus episode, the entertainment of Mr. Zurkon, comparing the film adaptations, favorite or favored weapons, throwing the wrench, getting the weapon placed in your hands when you pick it up, UI fighting design, chorded weapon wheels later, putting devices on or off the item select, silly trophies, skill points, the space battle with Quark, getting to be Giant Clank, fun being the giant monster, pounding lots of big enemies, the Gadgetron grind rail, tools for making things epic, having only two hoverboard sections, having the confidence to let your enemies look dumb, setting up the level design to make you feel clever, embracing the medium, "smart dumb fun," killer dogs, dynamic difficulty, Games, people, and influences mentioned or discussed: Metroid (series), World of Warcraft, Fallout, Spyro (series), LEGO (series), Iron Giant, Psychonauts, Rampage, Final Fantasy (series), SSX (series), God of War, Halo (series), Jak & Daxter, Zachary, Starfighter, Republic Commando, Resident Evil 4, Mark Brown, Game Designer's Toolkit, Bloodborne, Horizon: Zero Dawn, The Last Guardian, Pokemon, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: In LEGO games, the currency is the "stud" Next time: Finishing the game! and a bit of the re...visit Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 271: Ratchet & Clank (part three)

    Play Episode Listen Later Aug 19, 2021 73:37

    Welcome to Dev Game Club, where this week we continue our series on Ratchet & Clank. We delve primarily into the variant game play we start to see at this point in the game, though admittedly with other topics sprinkled in. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Bomb Factory Issues covered: voice cast, Ratchet's longer story arc, dark and snark, opposing ideas of what have to be done, building story around archetypes, attitude mascots, moving from mascots to more realistic rendering and characters, PlayStation moving to more "mature" themes, Microsoft pulling Sony, changing strategy, wanting the variant game play to reinforce the setting, spline enemies, aim down sites, using tools to create problem-solving scenarios with weapons, having lots of rewards for completing variant play, enjoying being able to visit a space a second time, sticking with a single design structure for years, fighting the Snagglebeast, what we have to look forward to, miniaturization for backwards compatibility and as a business plan, picking the right version of a game to play, not looking to fans for what they want, having the tools to talk about game design through engaging with the podcast, talking about the end of Death Stranding. Games, people, and influences mentioned or discussed: Lost, Hitman, Pulp Fiction (obliquely), David Kaye, Transformers, GI Joe, Paul Giamatti, Mikey Kelley, Michael Richardson, Mortal Kombat, TMNT, Jim Ward, Prince of Persia, Star Trek, Mario (series), Nintendo, Sonic the Hedgehog, Crash Bandicoot, Jak & Daxter, Uncharted, The Last of Us, Sly Cooper, Infamous, Ghosts of Tsushima, Spider-man (PS4), Sony Santa Monica, Twisted Metal, God of War, Xbox, Halo, Assassin's Creed, Mass Effect, Mark Cerny, Starfighter, Rogue Squadron, Starfox, Zelda (series), Spyro, Sunset Overdrive, Tony Hawk, Jet Grind Radio, Kingdom Hearts, Death Stranding, Ben "from Iowa" Zaugg, PSOne, Metal Gear Solid, LucasArts, Truffles Mochachino, Final Fantasy VI, Square Enix, Waypoint Radio, Chrono Trigger, Sebastian Deken, Bloodborne, Sekiro, Dark Souls, Horizon: Zero Dawn, biostats, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finishing the game Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 270: Ratchet & Clank (part twp)

    Play Episode Listen Later Aug 11, 2021 86:09

    Welcome to Dev Game Club, where this week we continue our series on 2002's Insomniac action shooter platformer Ratchet & Clank. This week we talk about the weapons systems, watching a game evolve over a few years, level design, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Blarg Station Nebula G64 or thereabouts Issues covered: propulsion, stretch and squish, humor along the lines of Warner Bros, comedy and timing, matching comedy style to the game, weapon upgrade systems and the many levels of weapons, contextualizing upgrades and gadgets, the zaniness of weapons, gold bolts, having help with the collectibles, getting a lot of trophies, the ways gadgets improved, improving usability, third-person shooting on consoles, early 3D still, filling in the gaps for Nintendo, collection-focused mechanics vs generosity of bolts, failing forward, channels of reward, skill-based leveling systems, adding behaviors to weapons as they level, the variant gameplay forms, looping back to the beginning of sections in level design, taking over Clank, ordering a small squad of robots, a series that blends together, Ratchet being a little irritating, good enemies, music with zany sci-fi, world-building on the nose in a good way, why Gau is a great character, CRTs vs monitors, picking favorite RPG characters, hidden mechanics, an announcement of Brett and Tim working together again. Games, people, and influences mentioned or discussed: Marvin the Martian, Warner Bros., Disney, Hanna Barbera, Jackass (film series), the 1619 Project, Nintendo, Oddworld, Stranger's Wrath, The Mask, Sly Cooper, LucasArts, Crash Bandicoot, Spyro, LEGO Star Wars, Elder Scrolls (series), Ready at Dawn, High Impact Games, Full Throttle, Anachronox, Space Quest, The Incredibles, Michael Giacchino, David, Bergeaud, Disruptor, Resistance, mysterydip, Final Fantasy VI, Pokemon, zachary, SNES Classic, Blarg42, Chrono Trigger, Dragon Quest, Dragonball, Sebastian Deken, BioWare, Planescape: Torment, Mass Effect, Dragon Age (series), Ni No Kuni, Freddy Prinze Jr, Baldur's Gate, Dungeons & Dragons, JRR Tolkien, Mikael Danielsson, Gears of War, Starfighter, Republic Commando, Jak & Daxter, Resident Evil (series), Death Stranding, Calamity Nolan, Twin Suns Corp, Harley Baldwin, Greg Knight, Paul Pierce, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Up through the Bomb Factory! Link: CRT vs Monitor in Pixel Art Hidden Mechanics Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 269: Ratchet & Clank (part 269)

    Play Episode Listen Later Jul 28, 2021 83:00

    Welcome to Dev Game Club, where this week we begin a new series on the delightful action platformer shooter thing called Ratchet & Clank. We set it in its time a little bit, and talk a bit about developer Insomniac, and then turn to talk about introductory impressions and continue to catch up on feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Novalis Issues covered: destroying your enemies with flame, tone and charm and humor, 2002: a Good Year with a Thick Coat of Peanut Butter, the mascots, playing PlayStation games at the start of the PS2 lifecycle, the Cerny Method, Tim's first time, the war on consoles surrounding mascots and third person action, what Microsoft was up to, Brett projects that Tim will be amazed about with the guns, a little sideline into Resistance, the titles, future streamlining, getting animation to film quality, stretch and squish as a frontier, making a character feel very alive, Brett dives into the hardware, wishing you could take your technical expertise back, seeing lots of characters and structure very early, consistency of tone, enjoyable juvenalia, a series of gags, the surprise of having a map and quests, a variety of enemy types, the tendency of consoles towards PCs, a huge pile of FF6 secrets, a game coming to you at a time where it helped you get through, what we'd want from JRPG combat, taking a week off, thinking you've finished the game, Games, people, and influences mentioned or discussed: Insomniac, PlayStation 2, Disruptor, Spyro (series), Hitman 2: Silent Assassin, Kingdom Hearts, Eternal Darkness, Animal Crossing, GameCube, Super Mario Sunshine, Metroid Prime, Wind Waker, Republic Commando, Xbox, Sly Cooper, MechAssault, Splinter Cell, BG: Dark Alliance, Tony Hawk Pro Skater 4, Phantasy Star Online I & II, Andrew Kirmse, Warcraft III, Jedi Outcast, Freedom Force, Irrational Games, Jonathan Chey, Dungeon Siege, Elder Scrolls III: Morrowind, No One Lives Forever 2, Neverwinter Nights, Battlefield 1942, Jedi Starfighter, Rez, Tetsuya Mizuguchi, Metroid Fusion, Metroid Dread, Sonic (series), GTA III: Vice City, LucasArts, Final Fantasy IX, Final Fantasy Tactics, Sunset Boulevard, Sunset Overdrive, Fuse, Mark Cerny, Game Developer Magazine, Jak & Daxter, Super Mario 64, Nintendo 64, Crash Bandicoot, Rare, Banjo Kazooie, Conker's Bad Fur Day, Sega, UbiSoft, Rayman, Gex, Crystal Dynamics, Croc, Bonk, Blinx: The Time Sweeper, Frogger, Halo, Max Payne, Brute Force, Psychonauts, Viva Pinata, Perfect Dark Zero, GoldenEye, Sea of Thieves, Resistance, Call of Duty, Medal of Honor, Agent Carter, Skylanders, Toys for Bob, Star Wars, Space Quest, Anachronox, Warner Bros, Animaniacs, Bugs Bunny, Ryan/Biostats, Top Gun, Ninja Turtles, Ducktales, Chrono Trigger, Mark Garcia, Undertale, Skyrim, Death Stranding, Calamity Nolan, Kirk Hamilton, Aaron Evers. Next time: Play more! How much more? Peep the Twitters. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 268: Final Fantasy VI (part nine)

    Play Episode Listen Later Jul 21, 2021 87:43

    Welcome to Dev Game Club, where this week we at last conclude our series on Final Fantasy VI. We give our takeaways and then turn to some of the mountain of feedback that's been piling up. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: June says hello, developing deep character backstories, differing combat mechanics for each character, being pushed to mix parties at the end of the game, full world state changes, going against the grain, going dark places, getting a lot out of their engine and their small set of sprites, stretching beyond your audience's expectations, the alienness of opera, merging exploration with linear story, not knowing what order the story might come in, storylets and minimum expectations of how much game you get, Brett's Book Recommendation, dealing with the end of the world, having trouble getting past an early fight, a strange fan theory, having lots of story and wanting to split the characters, cautioning against reading too much into "original plans," marketing input, the contrasts of Terra and Celes, games as products of their constraints, the business constraints of a changing technology base with many developers, Terra's special ability, input lag in the Anthology, more about the weird Relm sketch glitz, how tools lag, higher fan expectations, the slowing of velocity with each generation, going towards the lowest common denominator or what we know works. Games, people, and influences mentioned or discussed: Sebastian Deken, biostats, Chrono Trigger, Baldur's Gate, BioWare, Mass Effect, Dragon Age, Ultima (series), Gold Box (series), Wizardry, Dungeons & Dragons, SNES, Batman (obliquely), Shadow of the Colossus, God of War (series), Deus Ex, The Uninhabitable Earth, David Wallace-Wells, Death Stranding, Logan Wells, Skyrim, Star Wars, Sega, Phantasy Star, Wes from DFW, Ted Turner, The Museum of Film and Television, Mikael Danielsson, Sam, Johnny Pockets, Valheim, Cyberpunk, The Witcher III, Marvel, Wonder Woman, John Romero, DOOM (1993), Quake, Stardew Valley, Ratchet & Clank, PS3, Hideo Kojima, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Ratchet & Clank (first level) Links: An Ultima-te fail Podcast rec from Johnny Pockets Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 267: Bonus Interview with Sebastian Deken

    Play Episode Listen Later Jul 14, 2021 72:52

    Welcome to Dev Game Club, where this week we add a bonus interview to our series on Final Fantasy VI. We are joined by Sebastian Deken, whose new book explores especially the music in the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:51 Interview 1:05:21 Break 1:06:03 Outro Issues covered: not being able to talk about video game music, researching live performances of video game music, pitching Boss Fight Books, playing a friend's copy of Final Fantasy, racking up Blockbuster fines from pushing the rental, knowing that you're a musician from early on, studying to be an opera singer, having punishing stage fright for performance, getting into the Columbia MFA program, getting a great thesis advisor, the influence of prog rock on FF6's soundtrack, "the steampunk of music," Celtic music as an influence, the other influences you hear, having the Chocobos take you out of the game, the transitions from overworld to Zozo, knowing what to expect from a game vs not, needing a quilt of a game to quilt the music, planet-hopping, doing a lot of work through the music, having to find a way to talk about music through analogy, showing a few examples visually, the subtlety of Relm's musical number, sassy Relm, getting the whole story about Shadow and Relm through multiple playthroughs, the opera scene and "how is it possible," not making any sense to get the airship this way, the game as an opera with a three act structure, reflecting back what's happening in the game, opera as a strange confluence of factors, transcendant beauty that stays with you, opera as its own answer, needing to hear something as an 8x8 square, maintaining the illusion, matches of fidelity, the viewpoint on opera, not being meant to see people up close in opera. Games, people, and influences mentioned or discussed: biostats, Brett White, Boss Fight Books, NES, StarTropics, Dragon Quest, Matt Shafeek, Gabe Durham, GameCube, Kirk Hamilton, Strong Songs, St Louis Symphony, Upright Citizen's Brigade, Margo Jefferson, Michael Jackson, Koichi Sugiyama, Nomuo Uematsu, Mario (series), Nine Inch Nails, Ennio Morricone, Indiana Jones, Baldur's Gate, JRR Tolkien, Ultima, Skyrim, Elder Scrolls (series), Forgotten Realms, Super Mario RPG, Ryan Thompson, Cosi fan tutte, La traviata, Otello, Puccini, Ingmar Bergman, The Magic Flute, Kenneth Branagh, Hamlet, Spelunky, Derek Yu, ZZT, Anna Anthropy, Epic Games, Tim Sweeney, Death Stranding, Hideo Kojima, Dragon Quest Builders, Aaron Evers, Mark Garcia. Next time: Takeaways and feedback Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 266: Final Fantasy VI (part eight)

    Play Episode Listen Later Jul 7, 2021 85:23

    Welcome to Dev Game Club, where this week we mostly conclude our series on Final Fantasy VI, though we'll be back for takeaways and more email. Brett takes us through the ending and we discuss some other late-game content. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the end Issues covered: games we haven't finished for the 'cast, setting aside a day to finish, three hours of the final dungeon, the advantage of the SNES Classic, the emulation problems, delving into the magic points per battle for Espers, cross-pollination of Espers and various systems, gaining Ultima and Ragnarok, Ragnarok's weird power, grinding for Ultima, using Phantom to vanish as a strategy, having Dualcast and whether you can find it, naming things with X-, potential localization differences, games with multiple translations and intending different things, needing Mog to get the Yeti and not Gau, Relm's dad, the credits for the characters, betting Striker to get Shadow, Tim's FF6 Watch, finding the tile to change Relm, the paintings in Owzer's, figuring out how to turn on the light, the final dungeon tileset, the statues as bosses, philosophical chats with Kefka, ordering your whole party, battling through a bunch of Espers, healing/restoring MP to people so they can cast Ultima, things matching up well, Ultima cutting through everything, Relm's powers sometimes being good for the enemy, final cutscenes, the stately pacing of the end of the game, having time to come down, finishing games rather than just getting what you needed, the mixture of unrelated elements, having to maintain player goals through combat, an on-air production meeting, favorite Finals Fantasies, serious games with their lighter moments and their antecedents. Games, people, and influences mentioned or discussed: World of Warcraft, Final Fantasy IX, GTA III, Dungeons & Dragons, SNES Classic, PS1, Tacoma, Chrono Trigger, Star Wars, Legend of Zelda: Ocarina of Time, Ben "from Iowa" Zaugg, Final Fantasy VIII, Reed Knight, "Tom," Willy the Shakes, Macbeth, Henry IV, Halo, Death Stranding, Dragon Quest Builders, Nolan Filter, mysterydip, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBD! Errata: In FF8, they are actually "Ability Points." We regret the error. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 265: Final Fantasy VI (part seven)

    Play Episode Listen Later Jun 23, 2021 95:09

    Welcome to Dev Game Club, where this week we continue our series on Final Fantasy VI. We are deeply into the world of ruin, seeking out our friends, and relating our strange adventures, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More of the World of Ruin Issues covered: breaking the Internet, reaching the Dream Stooges, naming Cyrano, The Dark Chuckler, Tim's plan going off the rails, exploring Zozo, returning to places from the World of Balance, the sad story of the woman's departed beau, getting a lot of mileage out of small amounts of animation, not enjoying the battle system enough to avoid the feelings of interruption, the challenge of the dragon, Brett's unchanging strategy, Celes's Runic action, searching the map for Locke, the hidden stuff in Doma, getting into Cyan's dream, defeating the Dream Stooges, puzzles on the Phantom Train, being begged to save Cyan by his dead family, the tough battle against Wrexsoul, combats that challenge you more and play against expectations, combinations that lead to unexpected results, hidden bosses in Kingdom Hearts, secrecy of bosses changing over time, being at the top of their game, establishing an expectation of secret bosses, "the Internet ruins everything," pulling off more adult themes, having the unexpected in tabletop and in a JRPG, the big unresolved moment in Cyan's life, Esper management, exploitable combos, not knowing the usefulness of the other spells, picking out a weapon at the secret base... or not?, poking at the Tower, not liking the distance melee attacks, mechanics you bounce off the first time, not enjoying the disempowered controls of certain games, the focus on story in JRPGs, being co-located to play co-op, bugs and exploits in the game, Eastern European takes on Tolkien. Games, people, and influences mentioned or discussed: Mark Garcia, Cyrano de Bergerac, Kingdom Hearts, Final Fantasy (series), Chrono Trigger, Dungeons & Dragons, Hironobu Sakaguchi, The Two Towers, JRR Tolkien, MattSattam, Fallout, Ocarina of Time, Super Mario RPG, Square Enix, XenoGears, Dark Cloud 2, Ni No Kuni, Shadow of the Colossus, Reed Knight, Resident Evil, Nathan Martz, Fumito Ueda, Artimage, Pokemon, Diablo, Baldur's Gate, World of Warcraft, Elder Scrolls (series), BioWare, Mass Effect, Darren Johnson, John Stafford, Derek Filippo, Icewind Dale, Tim Cain, Leonard Boyarsky, Interplay, Earthbound, Brave New World, John Webb, Divinity (series), The Witcher (series), Death Stranding, Get Out, Us, Kirk Hamilton, Aaron Evers. Next time: Even more of the World of Ruin Links: https://finalfantasy.fandom.com/wiki/Vanish-Doom_bug https://finalfantasy.fandom.com/wiki/Sketch_bug https://finalfantasy.fandom.com/wiki/Evade_bug https://finalfantasy.fandom.com/wiki/Psycho_Cyan_bug Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 264: Final Fantasy VI (part six)

    Play Episode Listen Later Jun 16, 2021 84:03

    Welcome to Dev Game Club, where this week we continue our series on Final Fantasy VI. Tim catches up and fails to save the world, so we talk about making it work, in the ashes, as we got the band back together, before turning to listener feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours past Floating Continent Issues covered: the messed up inner turmoil of Terra, being stuck in a maze with random encounters, five hours on the floating continent, wiping after racing to the ship, waiting because of the walkthrough (or not), Timmy saves the day and holds back Kefka, cutscenes that age well or poorly, saving Cid or not, the cost of resetting the party, fears of apocalypse, meaningful sequences of finding each character again, finding a dragon and failing, Terra not rejoining you, wandering around Zozo, Sabin holding up a house and another timed sequence, regaining Edgar, going through Darill's/Daryl's Tomb, restoring the Falcon and watching it rise from the water, grinding around Narshe, being able to do more because production costs are lower, talking about FFXV's troubled production and feeling it in the game, revisiting games a second time around, first bosses in several ATB games, renting from the store, long load times and emulation, having trouble when you name your character the same as an in-game character, being frustrated when characters are taken away, wanting it to be Cyan's story, the reactive world. Games, people, and influences mentioned or discussed: LoZ: Ocarina of Time, Lani Lum, Tron, 20000 Leagues Under the Sea, Symphony of the Night, Gabe Durham, Boss Fight Books, Sebastian Deken, Nobuo Uematsu, Silent Hill 2, Nick Faulhaber, Derek from Spokane, Link's Awakening, MrRhythm, Zack from Melbourne, Maas Neotek Proto, Death Stranding, Dragon Quest Builders, Minecraft, Dark Cloud, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More of the World of Ruin Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 263: Final Fantasy VI (part five)

    Play Episode Listen Later Jun 9, 2021 64:02

    Welcome to Dev Game Club, where this week we continue our series on Final Fantasy VI. We continue talking about the story, the mechanics that make an area like Floating Continent so frustrating, the new characters, and more! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Floating Continent Issues covered: sketching my enemies to death, whether there are other characters named Relm, setting things up to be open, retreading a lot of territory due to random battle interruptions, the psychology of spatial changes, running away and smoke bombs, leaving the area and returning, crashing the airship and getting that Mode7 goodness, the rough-and-tumble empire town of Maranda, the impact of Empire, having to sustain disbelief, not buying that the Emperor would sue for peace, introducing dialog trees for a one-off, designer jokes, Cid becoming a Returner, General Leo's honor, Kefka being locked up, mastering 16-bit cutscenes with a limited palette of expressions, Thamasa and the lore of how the world came to discard magic, constraints inspiring creativity, the Jedi analog, the house fire sequence and Relm and Shadow, Gao as a character based on grinding, the return of Ultros, Leo fighting Kefka and losing, negotiating peace with the Espers, the party being somewhat culpable with the Espers as well, Leo's consistency as a character and the shock of his death, Kefka as Louis XIV, Sephiroth as villain, the organic looking environment of the Floating Continent, the massive number of potential spells, using Espers more, ways to slim down spell options based on character archetypes, Games, people, and influences mentioned or discussed: L. A. Noire, Kingdom Hearts, Godzilla, Star Wars, H. R. Giger, Chrono Trigger, Death Stranding, Dragon Quest Builders, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Some significant amount of time in the World of Ruin. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 262: Final Fantasy VI (part four)

    Play Episode Listen Later Jun 2, 2021 84:23

    Welcome to Dev Game Club, where this week we continue our series on Final Fantasy VI. We talk about more of what we've played so far, dipping into issues of where we grind, how we approach combat, and touching on the Espers. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Opening the Gate! Issues covered: the gold hairpin/Moogle choice, Lone Wolf in a cell, being confused about the Atma Weapon, random battles and preventing player goals and expression, exploring the Vector facility, having to fight the sub-boss and then save, meeting Cid, the grim origins of Magitek, cultural origins of what the game might be about, grinding in the facility for tents, Brett's physical damage approach vs Tim's magical damage approach, Scanning, losing a magic-user due to Lore Reasons, some discussion of Espers and leveling their skills, how the summons work in later FFs, streaming rules and audience support, being unprepared to lose a character, finding a way to incorporate things you love, the airship as reward, milking the mode 7, multiple control modes for the airship, having to figure out the discrete interface, having even more freedom in another JRPG, an interactable flashback interlude, having a baby on screen and learning how Terra came to be, inviting Tim to come and play FFVII for a week, Terra wanting to open the gate to elist the Espers, gating in Thamasa, monster town, friction with random encounters and disappearing floors, losing your save files and being pushed to finish, doing unpaid labor for your brother, other ways of delivering cutscenes, the whelk and ATB. Games, people, and influences mentioned or discussed: Mark Garcia, Park Chan-wook, Parasite, The Host, Bong Joon Ho (obliquely), Wasteland 2, Waypoint, Raiders of the Lost Ark, Ultima Underworld, Mario Kart, Chrono Trigger, Baldur's Gate, Suikoden II, Mikael Danielsson, Zach, James Roberts, Super Mario RPG, Square Enix, Sam, Dungeons & Dragons, Ultima, Wizardy, Dragon Quest, Rubik's Cube, Tetris, Spelunky, Death Stranding, Dragon Quest Builders, Aaron Evers, Kirk Hamilton. Links: Super Mario RPG pantomime Opera House Track OCR Next time: Up to the World of Ruin! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 261: Final Fantasy VI (part three)

    Play Episode Listen Later May 26, 2021 92:00

    Welcome to Dev Game Club, where this week we continue our series on Final Fantasy VI. We talk about more of what we've played so far, including differences between each of our experiences especially, and culminating in the Opera House. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Opera House! Issues covered: not being able to play every day, lack of recaps, enjoying the thief play, fighting a merchant and stealing his clothes, "who does this?," playing different games, the influence of party members on combat play, the trickster as main character, missing out on surprises because you spent so much time on a space, recontextualizing a space, paying off the cider/setting up things that needed to be dealt with later, transitioning based on order, a little bit of proto-Tower Defense, how/why Brett lost, fighting Kefka, the transformation of Terra, spell ordering in the menus, learning from Espers (rather than treating them as Items), implementation cost tradeoffs, effective use of Mode 7, a brief aside on how Mode 7 works, hardware-supported image tricks, retroactive peformance analysis, making a level out of sprites, party composition, a flashback with Edgar and Sabin, losing context for later information, Locke and Rachel, the backstory and its many tropes, the HadesGiga earthquake thing and avoiding it, the clock puzzle in Zozo and everyone lying to you, Edgar's chainsaw, the Opera House, getting to rewind time, Tim failing the timer due to shenanigans, really laying out the scene, not playing to the game's audience (with opera), a big set-up to introduce Setzer, investing in the developers' passions, limited sources of pop culture reference, drawing from a wider range of influences, layering force over the top, a review that calls back a couple years, keeping Edgar in the party, Balthier (FFXII) as Han Solo stand-in, abstraction and JRPGs, music in the game, getting into JRPGs in 2000. Games, people, and influences mentioned or discussed: Dragon Quest Builders, Chrono Trigger, Star Fox, Mario Kart, PlayStation, Jedi Starfighter, Super Castlevania IV, Hironobu Sakaguchi, Romeo and Juliet, Friday the 13th, biostats, Nintendo DS, The Three Amigos, Star Wars, Aliens, The Matrix, BioShock, Ayn Rand, The Fountainhead, Atlas Shrugged, The Witcher 3, Death Stranding, ArmsTech President Kenneth Baker, Metal Gear Solid, Eric Anderson, Logan Wells, Kirk Hamilton, Jason Schreier, Triple Click, Maddy Myers, Stephen, Dragon Quest XI, Raph Koster, Dungeons & Dragons, Nobuo Uematsu, The Last Story, Aaron Evers, Mark Garcia. Next time: Check the Twitter! Links: An orchestral/sung version of the Opera Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 260: Final Fantasy VI (part two)

    Play Episode Listen Later May 12, 2021 73:13

    Welcome to Dev Game Club, where this week we continue our series on Final Fantasy VI. We talk about the story and the utility of allowing players to choose the order in which to play a few sections, among other things, before turning to your feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through two of the post-rapids sequence Issues covered: the ins and outs of S. Figaro, finding the rebel base, Tim forgets the names, whether longer names would be easier to remember, having a way to introduce several characters quickly, a digression into how several FFs are related in terms of tone, enjoying the presentation because it's more cohesive, potentially not predisposing a player to particular characters, strategy guides and long manuals, learning to control Sabin's moves, suplexing the train, the death of Doma, the tension of melodrama and darkness, conveying moments through simple tools, the possibility of anything coming next, getting everything out of the SNES, an analogy to silent films, being curious about how big studios reapproach the formula (aka FF7 Remake), running down to the veldt, meeting Gau and what's their deal with primitives, not knowing what ability to pick from Gau, Cyan's swordtechs, active battle mode and Cyan (vs wait mode), not knowing how to get past Gau, the tight little text bursty questy stuff, all the different modes of world interaction, the weirdness of the Serpent Trench, Chocobos and lack of random battles, running low on resources, resources as rewards, the potential to grind for gil, the saga of trying to play Final Fantasy VI, why teach you what you learn from Ymir fight, a poorly executed teaching moment. Games, people, and influences mentioned or discussed: Remi Lacoste, Prince of Persia: The Sands of Time, Dungeons & Dragons, Chrono Trigger, Hironobu Sakaguchi, The Last Story, Square, Nintendo, The Artist, PlayStation, Ray Bradbury, Legend of Zelda (series), 668 The Neighbor of the Beast, Iron Maiden, Motley Crue, Shout at the Devil, Vincent Price, Mark Garcia, Nintendo 64, Super Mario 64, Guitar Hero, World of Warcraft, Death Stranding, Kirk Hamilton, Aaron Evers. Next time: To The Opera House! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 259: Prince of Persia Bonus Interview with Remi Lacoste!

    Play Episode Listen Later May 5, 2021 74:33

    Welcome to Dev Game Club, where this week we present a bonus interview with Remi Lacoste, who reflects on what it took to make the camera of Prince of Persia: Sands of Time, which was far more authored than previous 3rd person platformers and action adventures. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:50 Interview 1:04:29 Break 1:05:00 Outro Issues covered: trial by fire with the last talk of the week, "If the job is well-done, people won't realize how much work there is," being the bad goalie, exploring a new medium for storytelling, working with level designers, developing an aesthetic, setting up the alternate camera, providing the player more spatial context, expressing yourself as an artist, getting views you couldn't have gotten otherwise, building a relationship with level design, anticipating problems, discovering the rules as they went, attempting to preserve the feeling of the 2D game, a 3D navigation puzzle, helping guide the player, camera-relative steering, finding the exact moment to cut, camera behaviors, splines, placing thousands of trigger volumes, preventing panning for jumping between walls, moving the camera to see better, helping the player better understand a space, placing shadows well on the wall to help the player understand the timing of jumps, creating exclusion lists to prevent bugs, maintaining controller and player facing continuity, changing camera at a knowable time, avoiding a problem that's hard to train/tutorialize, the fragility of the player-character control mapping, watching someone else play your game, having flybys and not enjoying watching them, audience problems vs play problems, using camera as a crutch for weak level design, having to show the player something they couldn't see via cuts and trying to avoid that, find the way to frame the destination while you're activating it, blending back when you cut, collaborating with an excellent team, a major milestone, the game's tone and mechanics, the timing with UbiSoft taking off, a darker tone for the sequels, everything needing to work together, pushing the GDC talk again Games, people, and influences mentioned or discussed: Assassin's Creed (series), Behaviour Interactive, WET, Crystal Dynamics, Tomb Raider (2013 reboot series), The Avengers, The Initiative, Microsoft, NES, Patrice Desilets, Philippe Morin, Half-Life, Rainbow Six (series), MYST (series), Donald Duck: Quack Attack, Crash Bandicoot, Rayman, Mario (series), Resident Evil, Devil May Cry, 3D Studio MAX, Alex Drouin, David Châteauneuf, Raphaël Lacoste, Splinter Cell, Michel Ancel, Beyond Good and Evil, Final Fantasy VI, Death Stranding, The Last Story, Mistwalker Studios, Kirk Hamilton, Aaron Evers, Mark Garcia. Links: Creating an Emotionally Engaging Camera for Tomb Raider Next time: More of Final Fantasy VI! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 258: Final Fantasy VI (part one)

    Play Episode Listen Later Apr 28, 2021 78:21

    Welcome to Dev Game Club, where this week we begin a new series on Final Fantasy VI, which is often in the conversation surrounding the pinnacle of the 16-bit JRPG. We set the game in its time, and then turn to it directly, talking about world-building and how 2D feels better than 3D for these sorts of games, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to South Figaro Issues covered: who chose this game, stringing out the announcement of the game, how the numbering happened, the apex 16-bit JRPG, Square leaving Nintendo, 1994 in games, knowing what they're doing, feeling like a late-generation game, the transition from VI to VII, the expense of cartridges vs CDs, getting to the limits of cartridges, investing in the cinematics department, self-correcting the numbering scheme, how good the cinematics department was, moving to more of a cinematics-based storytelling style, caveat: this is our darned podcast, Nomura starting as a "debugger," the advantages of staying somewhere for a long time, compressed world-building on the SNES version, making the cinematic for people who already know the game, having expectations, 2D holding up better than 3D from this era, not being ready to compare with Chrono Trigger yet, feeling hyper-linear and not being able to pursue options you think you should, feeling like Chrono Trigger was better balanced for straight play, feeling more adventure-gamey, having moments that stick with you, being balanced towards easy early on, getting poor feedback from an enemy, leaning on Edgar's strengths, some parallels with other popular media, sticking with the given names, hoping for strong characterization, similarity in presentation across modes in 2D and late 3D, universality and abstraction, having a great moment in a combat, adding layers of confusion to presentation with multiple interpretations and writers, removing abilities at the end of the game, adding challenge, addressing adventure game dialog trees through time rewind. Games, people, and influences mentioned or discussed: Chrono Trigger, Ultima, Dragon Quest/Warrior, Earthbound, Level-5, Studio Ghibli, Ni No Kuni, Nintendo, Super Metroid, Warcraft, TIE Fighter, X-COM: UFO Defense, Earthworm Jim, Donkey Kong Country, Tekken, Namco, DOOM (1993), System Shock, The Elder Scrolls: Arena, Master of Magic, Theme Park, Aladdin, The Lion King, Sonic (series), Sega Genesis, Quake, PlayStation, Blizzard, Hironobu Sakaguchi, Yoshinori Kitase, Shigeru Miyamoto, Fallout, Vampire: the Masquerade, Troika, Hiroyuki Ito, Tetsuya Nomura, Tetsuya Takahashi, Nobuo Uematsu, Kingdom Hearts, The Spirits Within, Star Wars, Pokemon, Arcanum, Baldur's Gate, Scott McCloud, Understanding Comics, Prince of Persia: Sands of Time, Ben "from Iowa" Zaugg, Symphony of the Night, God of War II, Life Is Strange (season one), Wasteland 2, Spider-Verse, Spider-Man 2, Tobey Maguire, Returnal, Groundhog Day, Death Stranding, The Last Story, Mistwalker Studios, Wii, Blue Dragon, Lost Odyssey, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Stay tuned! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 257: Prince of Persia Sands of Time (part four)

    Play Episode Listen Later Apr 21, 2021 106:49

    Welcome to Dev Game Club, where this week we finish our series on 2003's Prince of Persia: The Sands of Time. We talk about the unfortunate elevator sequence, the final platforming of the game, its circular story and of course, our 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: 0:52 Prince of Persia 56:16 Break 56:46 Takeaways and Feedback Issues covered: rewinding time, feeling bad about the elevator section, spending two hours on one combat encounter, leaning on the worst things of the combat system, tight space, companion AI, being unable to see the Prince, being able to render more stuff and having that in tension with what you want to see, the "Kung Fu Circle," using the death blossom and wanting fewer sand bubbles, taking away all the things I enjoyed about the combat, the rewind resource, feeling over-designed, "fun is challenge," the history of challenge in digital game design, tightness and the tension with other goals, being too good at your game at the end, giving a lot of verbs that are fluidly deployed via context, trying to jump away but instead running me up an enemy, help me look cool getting away, not making the lock-on specific, finding the right balance for players, advocating for how to make your enemies/systems look great, the value of a locked camera, Tim looks up the solution to an audio puzzle, more puzzle discussions, misreading a puzzle and having a good moment, long checkpoints for the final exam, flipping the difficulty, really demonstrating how far the Prince has come by holding the blade edge of the dagger, maybe missing some of the transitions, rewinding the whole story back to the beginning so he tells this wild story (tying into the failures), the grand vizier trope, the cobra staff, compressing character development, the right difficulty for the final boss, doing a deep reading of the Prince disrobing through the game, not loving the rewound smooch, Brett's Book Recommendation, those mechanics that are just Great Ideas, allowing for soft failure and experimentation, contextual traversal (and combat), making the player look awesome with gentler difficulty, distilling down/all killer no filler, allowing for games that are shorter, the excellence of the animation blending system to achieve fluidity, the history of that fluidity to the original, the narrative space, trying different things in the narrative, how much we use mods, grief and games, the way games are more fixed in time, playing single player games with friends, getting streaming now, where to add quality of life improvements, asking why and what a game is about, Mister E. Dip, the sweet spot for Animal Crossing quality of life, "would fast travel help this game," being in the natural world, where the interesting friction is. Games, people, and influences mentioned or discussed: Star Wars, Brian/dontkickfood, Todd Howard, NES/SNES, Mario (series), UbiSoft, Nintendo, Troy Mashburn, Tomb Raider, Nathan Martz, Republic Commando, John Hancock, God of War, Starfighter, S. A. Chakraborty, Aladdin, Groundhog Day, Zelda (series), Dungeons & Dragons, G. Willow Wilson, Wonder Woman, Ms. Marvel, Alif the Unseen, Gears of War, Ocarina of Time, Uncharted, Shenmue, Assassin's Creed, Baldur's Gate, PixelJunk Eden, Q Games, Rez, Raiders of the Lost Ark, Alien, The Matrix, Jill Murray, Zac Katis, Anachronox, Diablo, Bethesda Game Studios, DOOM (1993), World of Warcraft, Ashton Herrmann, Morrowind, Marcel Proust, mysterydip, Civilization, Animal Crossing, Ultima Underworld, The Witcher 3, Shadow of the Colossus, Minecraft, Death Stranding, Hitman (2016), Arcanum: Of Steamworks and Magick Obscura, Kirk Hamilton, Aaron Evers, Mark Garcia. Links: Big World Setup tool for Baldur's Gate Enhanced Edition Game Setup Ashton Herrmann on sharing single-player games Next time: TBD! Notes: I call it the "Death Blossom" but the manual calls it the Power of Haste. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 256: Prince of Persia Sands of Time (part three)

    Play Episode Listen Later Apr 14, 2021 77:33

    Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk about the Library, our problems with it, how we were misled, and how such things happen, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to "On the Ramparts" Issues covered: the Prince as a jerk, what did you call me?, feeling hamfisted but trying for the heart, a stepping stone to better-formed relationship in a game, inter-character action in later Ubisoft games, skipping to the end puzzle of a sequence as a possible goal, misunderstanding the point of the puzzle, skipping a chunk of stuff and being thrown off mentally, having to re-run the room to understand what was going on, building the puzzle piece-by-piece instead of holistically, wanting to see a pattern when it's just a series of steps, the language of the space, Tim loves his cisterns, recontextualizing a space, being able to compare several rooms more or less back-to-back, the memorable rooms from an art standpoint vs a design standpoint, balancing against hidden health packs, feedback loops that are negative for the wrong people, aesthetic fit of the space between worlds in tension with the difficulty piece, unlikelihood of dynamic difficulty balancing, feeling like the later areas were seen less in playtesting, getting to the limits of the traversal, the inability to refill the sands out of combat, camera modes and the camera timer reset, losing track of where the stick movement will take you, breaking the 180 rule, working the level and camera design together, platformers with wider spaces, why this game didn't hit as well as God of War, the possible shadow of September 11, tone and presentation and mass appeal, everything going grim, the arcade-y nature of God of War and the power fantasy, story and video games, the balance of traversal and combat, excellence in craft in the God of War series, the roots of Western civilization and making a Greek story easier to go for, what we're streaming, Sands of Tim. Games, people, and influences mentioned or discussed: Tomb Raider, Soul Reaver, Uncharted, UbiSoft, Assassin's Creed, Naughty Dog, AC: Syndicate, Beyond Good and Evil, Prince of Persia (2008), Crystal Dynamics, Apple ][, Ocarina of Time, Perfect Dark Zero, Resident Evil, Kingdom Hearts, Remi Lacoste, Mario (3D series), Artimage, Binx: The Time Sweeper, God of War, DOOM, John Carmack, Max Payne, Jak 2, Brian/dontkickfood, Hitman (2016, series), Death Stranding, Metal Gear (series), Hideo Kojima, Lea Seydoux, Lyndsay Wagner, Arcanum: Of Steamworks and Magick Obscura, Fallout (series), Troika, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finish the Game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 255: Bonus Interview with James Ohlen

    Play Episode Listen Later Apr 7, 2021 62:40

    Welcome to Dev Game Club, where this week we return to our series on Baldur's Gate with an interview with James Ohlen, who was lead designer on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:50 Interview 52:50 Break 53:21 Outro Issues covered: starting a comic book store at 19 right before the market crashed, the origin of Minsc, starting at BioWare, building an IP bible as a way to start, working the killer hours and becoming the lead designer, putting in the 25000 hours, getting lucky and selling millions of copies, the impossibility of faking love, the choice between real-time and turn-based leading to pause-and-play, being delayed by Diablo, having contributions from everyone for design, sharing credit, feeling of playing D&D more important than perfect translation, balancing being easy due to so many party members, feeling smart, finding patterns in your party, relying on save and load, random numbers, the team testing the game, using characters from the binder, finding the voice for Minsc, writers taking ownership of voice, the passing of a player, bringing in characters from more players, growing the Sword Coast, staying away from the main space others were used, the perks of working for Wizards, four types of player, learning to respect player types, the end of a game being less tested, fighting the "dumbing down" due to overplay, engaging with the community, Karzak the Half-Orc and Gromnir and criticism, incorporating another player's character in to some coming work, caring so much for the license, being able to put infinite hours in. Games, people, and influences mentioned or discussed: Ray Muzyka, Greg Zeschuk, Neverwinter Nights, Jade Empire, Knights of the Old Republic, Dragon Age: Origins, Star Wars: The Old Republic, Arcanum Worlds, Odyssey of the Dragon Lords, Wizards of the Coast, Kevin Martens, Image Comics, Magic: The Gathering, Cameron Tofer, Augustine Yip, Warcraft, Doom, Dungeons & Dragons, Shattered Steel, Scott Grieg, Malcolm Gladwell, Fallout, Civilization, Gold Box (series), TSR, Interplay/Black Isle, Chris Avellone, Chris Parker, Feargus Urquhart, Blizzard, Diablo, David Brevik, Prince of Persia: Sands of Time, Michael Backus, Chris King, Lukas Kristjanson, Gary Gygax, Ross Gardner, Dean Anderson, Icewind Dale, Trent Oster, Beamdog, Richard Bartle, David Gaider, Drew Karpyshyn, LucasArts, Starfighter, Mark Garcia, Sands of Tim/Brett-e Davis, Hitman 3, Arcanum: Of Steamworks and Magick Obscura, Troika, Kirk Hamilton, Aaron Evers. Next time: More Prince of Persia! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 254: Prince of Persia: Sands of Time (part two)

    Play Episode Listen Later Mar 31, 2021 76:05

    Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk a bit about combat and especially the way the baths area expands the level design, despite a few visual language missteps. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Soldier's Mess Hall Issues covered: the physics of ponytails, trying to make the palace feel like a real place, deathtraps, major locations, a thin narrative, establishing a relationship between the Prince and Farah, who he's telling the story to, a charming rogue, differences with other similar heroes, the upcoming elevator scene, a companion character that is genuinely helpful, the scripting of Farah to be helpful, Farah as an element of the combat space, having different voice lines for small changes in order, the availability of further linearization, making your small choices make an experiential impact, not being forced to learn by trial and error, not refreshing mechanics for players, the cadence of mechanics to reinforce learning, level design and design jokes, the bath house room, going between two spaces, recontextualizing a space, environmental storytelling misleading the player, symmetry getting in the way, macro goals getting in the way of the level design, the possibility that these were solutions that needed further refinement, being able to rewatch the vision as a band-aid, loving the ability to climb up through swinging and jumping, having the heavy sword as a key, not cuing that the sword is going to go through the wall well, the rewind time mechanic, using the sands as a resource, the cooldown mechanic, an additional health bar for combat and not caring about your health as much, painless experimentation without reloading, learning combat by rewinding to the moment of pain, crowd combat and finding gaps to escape through, finding ways to make traversal less punishing in more modern games, not needing the sands to be a resource, needing to refill the bubbles by killing enemies, the grittier sequels, our lack of cussing, narrative reactivity, our streaming lives. Games, people, and influences mentioned or discussed: Mark Garcia, Tomb Raider (series), Chris Hecker, The Three Stooges, Mass Effect, Half-Life, Uncharted, Tangled, Firefly, Nathan Fillion, Aladdin, Republic Commando, Captain America, Mark of Kri, Rise of the Kasai, God of War (2018), Resident Evil 4, Ico, Dark Souls, Devil May Cry, Legend of Zelda: Breath of the Wild, JS Bach, the Crab Canon, Assassin's Creed, Super Meat Boy, Arkham (series), Jonathan Blow, Braid, Remi Lacoste, Frost Raven, John Romero, mysterydip, Finding Dory, Maximum Super Dip Land, Bastion, Supergiant, Logan Cunningham, The Crow, Arcanum: Of Steamworks and Magick Obscura, Baldur's Gate, Vampire: The Masquerade, Troika Entertainment, Icewind Dale, Hitman 3, Knives Out, Sherlock Holmes, Clue, Kirk Hamilton, Aaron Evers. Errata: The word for a story that is the story of its own making is poioumenon. We regret the error. Links: Tomb Raider: Cameras and Emotion Next time: A Bonus! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 253: Prince of Persia: The Sands of Time (part one)

    Play Episode Listen Later Mar 24, 2021 73:26

    Welcome to Dev Game Club, where this week we begin a new series on Prince of Persia: The Sands of Time. We set the game in its time and studio, and then speak a fair amount about its holistic approach to design, its fluidity, and its contextualization of game mechanics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to defeating Demon Dad Issues covered: 2003 with lots of sequels and licenses, when you launch a new IP, a strange sort of gap year, the prior incarnation of the game, emulating Tomb Raider and feeling heavy, buliding one you can learn with, burning Jordan Mechner, UbiSoft becoming a bigger player, the continuation of the series into the next generation, maintaining IP rights, rebooting with your own flavor of a thing, partnering with Nintendo, branching out with outside the box thinking, UbiSoft model of layering in content, supporting four engines internally, the Jade engine, the feeling of flying, feeling like a hero, perfecting and polishing a mechanic and getting the credit, melding multiple things together very well, using the linearity to contextually drive movement and camera, setting it in a place, the formula being copied for many years, "motion capture," rotoscoping in the original, moving from mark-up to mark-up fluidly due to blending, using transition points to drive the camera, shipping programmer art, orientalism, a holistic translation to 3D, contextualization of mechanics, basing the mechanics upon the narrative elements, avoiding cognitive load through holism, ludonarrative dissonance, writing getting out ahead of mechanics, switching discs. Games, people, and influences mentioned or discussed: Max Payne 2, Jak 2, Ratchet & Clank 2, Final Fantasy X-2, SoulCalibur 2, PlayStation 2, Devil May Cry (series), Indiana Jones and the Emperor's Tomb, Splinter Cell, Tomb Raider Angel of Darkness, CORE Design, Warcraft III: The Frozen Throne, EverQuest, EVE Online, Call of Duty, Knights of the Old Republic, Mario Kart Double Dash, Beyond Good & Evil, Legend of Zelda (series), Michel Ancel, Jedi Academy, Uru: Ages Beyond MYST, SWAT, The Hobbit, Charlie's Angels, Pirates of the Caribbean, Enter the Matrix, Hulk, Ang Lee, True Crime: Streets of LA, XIII, Red Orb, Broderbund, Jordan Mechner, UbiSoft, Rainbow Six, Tom Clancy, The Learning Company, SSI, Rayman (series), Assassin's Creed (series), Patrice Desilets, Clint Hocking, Baldur's Gate, BioWare, Dragon Age, Nintendo, Immortals: Fenyx Rising, Wii, Far Cry (series), Watch Dogs (series), EA, God of War, Gears of War, Kill.Switch, Mario 64, Tomb Raider, Spyro, Crash Bandicoot, Crystal Dynamics, House of Moves, Obi-Wan, Remi Lacoste, The Initiative, Daryl Gallagher, Perfect Dark, Starfighter (series), John Webb, Pillars of Eternity, Secret of Evermore, SNES, Icewind Dale, Planescape: Torment, Uncharted (series), Raiders of the Lost Ark, Eric Fox, Grim Fandango, Knives Out, Mission: Impossible. Links: How It's Made Next time: Up to the Drawbridge Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 252: Baldur's Gate (part five)

    Play Episode Listen Later Mar 18, 2021 92:35

    Welcome to Dev Game Club, where this week we conclude our series on Baldur's Gate. We talk takeaways and then clean up a very full mailbag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: the long-term quest of the franchise, Baals everywhere, converting from D&D, not every rule translating well, limiting the story to a generic "Gorion's Ward," having different expectations for their other games, a full campaign, feeling like a bad adventurer, mechanical map support, fog of war, stories about the side content, the story picking up from the flooding of a mine, tactical hybrid combat, the wide variety of character choice, companion quests, addition of voice, closing off branches, RPG elements, holistic design and RPGs, the use of archetypes, the spectrum of being a role-playing game, companion pairs, richness for companions, leaning into the save system, the puzzle nature of the combats, the ideal in level design vs core mechanics, the influence of level design on mechanics, comfort with tools, making the mistake of stopping a story having an impact on me, greater maturity expected of players, missing out on an opportunity for executing a plan, having a wider field of options for play, not worrying about what happens to your game after you've left it, Games, people, and influences mentioned or discussed: Diablo, Dungeons & Dragons, SSI, Dragon Age, Mass Effect, Jade Empire, Baldur's Gate: Dark Alliance, Neverwinter Nights, Black Isle, The Witcher 3, Fallout, Temple of Elemental Evil, Larian Studios, Icewind Dale, Planescape: Torment, Beamdog, Dragon Lance, The Belgariad, David Eddings, Divinity: Original Sin, Dan Hunter, Descent 3, Dark Souls, UbiSoft, Assassin's Creed, Arkham (series), Bette Davis, Dragon's Dogma, Final Fantasy, Warren Linam-Church, Greg, Logan, Borderlands, Uncharted, Jedi Starfighter, GTA 3, Keith "mysterydip" Wagner, Firewatch, BioShock, The Walking Dead, Artimage, Wizards of the Coast, Ashton Herrmann, Republic Commando, Trent Oster, Soul Reaver, Populous: The Beginning, Hitman 3, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBD Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 251: Baldur's Gate (part four)

    Play Episode Listen Later Mar 10, 2021 100:32

    Welcome to Dev Game Club, where this week we continue our series on Baldur's Gate, the 1998 D&D interpretation that put BioWare on the map, as it were. We talk about the end of the game based on our two approaches to play, some fun side content, and other issues! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Podcast breakdown: 0:48 Baldur's Gate 1:09:35 Break 1:10:06 Feedback Issues covered: names in reverse, a brief tour of one title in Brett's childhood library, side content, discovering someone swapped your Oil of Speed for a Potion of Confusion, when things were added to the map vs being actually playable, the potential for hitting the level cap, balancing to the save system, the sense of going out and finding stuff being missing for a non-completionist, the way the main story is much clearer, the journal as guide, the way we draw connections in the tabletop that make their own stories and how that crosses over with the CRPG and the journal, a game made by fans for fans, the sense of getting to the big city, intrigue and the setting, the Doppelganger Banquet, retrieving the dying Duke, leaning on the thievery, Tim's greater difficulty at the end of the game, talking your way through things, having to design in all the options, accentuating the horror, two ways skipping side content hurts you, having very little interesting gear, wanting the blessings of the RNG, feeling like you have two many options, being framed by Sarevok at Candlekeep, circling back to where you began, having a murder mystery where you're the prime suspect, exploiting knowing where the enemies were vs using protection from paralyzation, missing a critical bit of information and getting lost, the battle in the castle, the lack of clarity in the tactical rules, messing with the maze, the ruined city beneath the city, entering Bhaal's cathedral, being blessed by the RNG Gods, having a hard time making the final moments epic because of reloading, how quickly the game ends, the large number of sequels the game should have, Brett's Book Recommendation, using ASCII characters for games, not playing or watching a lot over the last year, the way graphics are in our memories, how much you can talk about as far as bugs go, triaging bugs, losing the ability to even evaluate a game at the end, self-handicapping, using achievements to find unusual ways to play. Games, people, and influences mentioned or discussed: Nintendo, Forgotten Realms, The Hobbit/The Lord of the Rings, George Lucas, The Phantom Menace, The Elder Scrolls (series), Dark Souls, Eternal Darkness, Brian Taylor, Soren Johnson, Jill Murray, Tomb Raider, The Crystal Shard, R. A. Salvatore, Raymond, Castle Adventure, Rogue, Atari 2600, Drew, Edwin, Istvan Pely, Fallout (series), Stanley Kubrick, Matt, Zelda: Ocarina of Time, Pikmin, The MinnMax Show, Halo, Hitman (reboot). Next time: Takeaways! Links: Finding a Bow in a Rockpile Tim on The MinnMax show Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 250: Our First Adventures

    Play Episode Listen Later Mar 3, 2021 84:21

    Welcome to Dev Game Club, where this week we celebrate our five years of podcasting by doing something a little bit different. We look at our first Adventures, the Atari 2600 Adventure and Colossal Cave Adventure. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: why we're doing the adventure games, the Mammoth Cave in Kentucky, birds and videos, connecting the printer to the modem, arcade games we played, action games, seeing a representation of a dungeon crawl, the dynamics of the simulation, clockwork and the surprising depth, a surprising story of a bat and a sword and a dragon, playing games with Dad, what you show the player and what you leave to the imagination, mapping problems, a score rush, muscle memory, wanting to explore to find new text, discovery, using text as game design and the emergence of narrative design, the ongoing life of interactive fiction, being able to page back through your work, other games of interest, the evolution of the design, the many dynamic aspects of the game, programming the Atari 2600, the first Easter Egg, a new timeline, being humbled to hear someone is making games, some other introductions, format fiddling, the first time planning a podcast. Games, people, and influences mentioned or discussed: Atari 2600, Will Crowther, Don Woods, Oregon Trail, Space Invaders, Boot Hill, Galaga, Pac-Man, Asteroids, Dungeons & Dragons, Commodore 64, IntelliVision, Zork, Planetfall, Hunt the Wumpus, Enchanter (series), Deadline, Witness, King's Quest, Space Quest, Richard Powers, Plowing the Dark, Twitch Plays Pokemon, Andrew Plotkin (zarf), Pitfall, Tomb Raider, Sierra On-Line, Racing the Beam, Nick Montfort, Ian Bogost, Warren Robinett, Lode Runner, Baldur's Gate, Johnny "Pockets", Dave from Seattle, Super Metroid, Keith "mysterydip" Wagner, Robert Smith, The Cure, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: We return and finish Baldur's Gate! Links: Emulated Adventure 2600 Colossal Cave Adventure PHP implementation Colossal Cave Sources Article The Easter Egg Juno StarPlanet The type of paper we used Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 249: Baldur's Gate (part three)

    Play Episode Listen Later Feb 24, 2021 103:53

    Welcome to Dev Game Club, where this week we continue our series on Bioware's 1998 CRPG classic, Baldur's Gate. We talk a bit about the structure of the world, the difference between playing straight through on the main story and indulging in side quests, companions, and some about audio and music before turning to your feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Chapter 5 Issues covered: Brett explains Tim's intro, consistency of tone in the writing, economics in pop culture, considerations of what mixes badly with chocolate, the flow of Cloakwood, Brett makes a map, leaning into quicksaving, pulling back like a tactical map, how much time has been spent in-game, Tim's Cloakwood PTSD, CRPG arachnophobia, a few standout side areas, the slowness of D&D's progression mechanics, a well-written side character, companion characters from the beginning, adding in 3e backstab rules, the compositions of our parties, a walk through how you gained XP in different editions, D&D tournaments, Brett's anecdote about a chime of hunger, gaining story rewards, rich complex settings like the Forgotten Realms, how much do you leverage the IP, a fan wanting more fan service, being a potential recruitment tool, ambient audio, songs sticking in your head due to hours with them, orchestral soundtrack, inconsistent tone in voice performance, the large number of side characters, the unheroic death of Dorn, Rasaad's side quest in Baldur's Gate, the curse of Crenshinibon, the manual and tutorialization, brain-twisting THAC0, what editions/settings we're playing online, what designers leave to the player's imagination, cutting away from cutscenes, many uses of narrative design, audio logs, environmental storytelling, having the opportunity to sit with a story space in video games, how the numbers and pattern recognition lead to player stories, level caps in games, needing the cap for production reasons, needing the cap for design reasons, level caps and player goals, retiring in a tabletop game, modding in side management games into big RPGs. Games, people, and influences mentioned or discussed: The Dungeon Run, Critical Role, Star Wars, Eye of the Beholder, Darkstone, Neverwinter Nights, Icewind Dale, Black Isle, Birthright, Trading Places, Vampire: the Masquerade, R. A. Salvatore, World of Warcraft, Michael Hoenig, Charles Deenen, Craig Duman, Interplay, Wayne Cline, Hal Barwood, Indiana Jones and the Fate of Atlantis, Michael Dorn, Star Trek: The Next Generation, Grant, Winnie the Pooh, Darkwing Duck, Jim Sterling, Jennifer Hale, Kevin Brown, Champions, Call of Cthulhu, Paranoia, Wizards of the Coast, Rime of the Frostmaiden, Roll20, Greyhawk, The Shackled City, Zimmy Fingers, Bioshock, Fallout 3, Bethesda Game Studios, Pillars of Eternity, Obsidian, Diablo, Elder Scrolls (series), Cosmic Funkonaut, Grace Blessey, Hitman (series), Kirk Hamilton, Aaron Evers, Mark Garcia. Next time (two weeks!): Finish the Game Twitch: brettdouville and timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 248: Baldur's Gate (part two)

    Play Episode Listen Later Feb 17, 2021 85:54

    Welcome to Dev Game Club, where this week we continue our series on Baldur's Gate. We talk about racing through versus following multiple sidequests, about tactical battling, and about the huge variance in verb sets for different party members, amongst other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Chapters Two and Three Podcast breakdown: 0:57 Baldur's Gate 1:02:11 Break 1:02:43 Feedback Issues covered: meeting Drizz't, chasing side quests and not knowing where to go, balancing with side content, the hidden cost of racing through, replaying battles, dynamic difficulty, JRPGs vs western RPGs for grinding XP, low XP rewards, getting too much data, potential fixes for allowing multiple styles of play, giving the player points to spend, discussing XP accrual when you choose not to level up, milestone-based leveling, giving the player options, enjoying the tactical battles, wanting more clarity as in an action point system, the blessings of the Random Number Gods, multiple whiffs, old manuals, quest scripts ending and dropping into systemic play, QA and ISV, the possible ways in which different departments could have been responsible for a bug, a digression into multiclass vs character with two classes (and its interplay with race), the wide gap between verbs for different archetypes, verbs not represented in this game, the huge change to go to 3rd-5th and have skills, adding class abilities, discretely placed content vs curated content, finding the very specifically placed items that feel like tabletop, the possibility for an ecology, building tension without combat, introducing players to game worlds, timed quests, thinking hard about when to initiate timed quests, time and failure, time being an important element in your game. Games, people, and influences mentioned or discussed: Temple of Elemental Evil, JFK, Elder Scrolls (series), World of Warcraft, Super Metroid, Ocarina of Time, Path of Exile, Fallout (series), X-COM, Calamity Nolan, Ray Muzyka, GURPS, Diablo, Dragon Age (series), Divinity: Original Sin, Ashton Herrmann, Ultima VI, Dan Hunter, Vampire: the Masquerade, Brian Mitsoda, Aliens, DOOM (1993), Warren Linam-Church, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Chapters Four and Five Twitch: brettdouville and timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 247: Baldur's Gate (part one)

    Play Episode Listen Later Feb 3, 2021 88:05

    Welcome to Dev Game Club, where this week we begin a new series about Baldur's Gate, the 1998 CRPG from BioWare that revitalized the genre. We situate the game in time, talk about BioWare as a company, and then turn to a lot of Dungeons & Dragons nerdery. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Chapter 1 Issues covered: explaining Brett's intro, flashbacks, 1998: a great year in games, the setting, 2nd edition AD&D, founding BioWare and "the doctors," different flavors of CRPGs, how the backgrounds hold up, feeling like your way through an explorable world, talking a little bit about methodical combat, hiding some of the complexity of combat scheduling, the varieties of turn-based combat, how they might have gotten to the combat, how we're using combat, scripted AI characters, the (new?) tutorial, THAC0 explained, table-driven combat and war-games, discussing the difficulty levels in this and the other games, having to reload, statistical difficulty vs statistical gentleness, player expectations in early D&D modules, leaning more towards role-playing, BioWare and dialogue/ethics systems, mixing in other genre elements, evolving towards loyalty quests, feeling like the tabletop, having all the text, party members not meshing, changing perspective, being banned from Candlekeep, classic characters, death of a dad figure, reinforcing the main quest, building up a party, multi-classing vs two classes, potential party members, kicking party members out for roleplaying reasons, letting characters die, characters not interacting well, including VO, VO and character, needing to gather a party before venturing forth, playing evil characters, the affect of game-making on mood, animating the deaths of children, abstraction and craft, having to deliver, project rhythms, sense of flow, playing "right" vs efficiently, incentivizing the player, intrinsic vs extrinsic rewards, achievements as a psychological motivator. Games, people, and influences mentioned or discussed: Planescape: Torment, Dungeons & Dragons, LoZ: Ocarina of Time, BioWare, Shattered Steel, Half-Life, Metal Gear Solid, Grim Fandango, Resident Evil 2, Starcraft, Unreal, Thief: The Dark Project, Tom Clancy's Rainbow Six, Xenogears, Tales from the Sword Coast, Icewind Dale (series), Forgotten Realms, Wizards of the Coast, TSR, Magic: the Gathering, Hasbro, Ray Muzyka, Greg Zeschuk, EA, Mass Effect (series), Dragon Age (series), Diablo, Blizzard, Fallout (series), Black Isle, Obsidian Entertainment, inXile Entertainment, David Brevik, Temple of Elemental Evil, GDC, GURPS, Shadowrun, Storyteller, Call of Cthulhu, Dark Souls, Cyberpunk 2077, "etcetera,etcetera," Sam, Lani Lum, Nintendo, Tomb Raider, Bethesda Game Studios, Pete Hines, Starfighter (series), Republic Commando, Soren Johnson, Michael, Halo, The Witness, Assassin's Creed: Origins, Chris Hecker, Christian Bale, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Through Chapter 3 Errata: Apparently, Shattered Steel was *not* a Windows 95 title. We regret the error. Twitch: brettdouville/timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 246: So Long, 2020

    Play Episode Listen Later Jan 27, 2021 70:56

    Welcome to Dev Game Club, where this week we look back on the podcast year of 2020 (because we'd like never to think about the year in general ever again). We talk over our takeways, largely drawn from our interviews but also bringing in themes from the games we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: Tim's non-trip, COVID/US tragedies, playing a bunch of sims, every day is problems, better people means better problems, getting a lot out of making yourself play games deeply, being in school/structure, listening to the series you're interested in, how we approach our takeaways, games with holistic merging of aesthetics/dynamics/mechanics, "done is not the same as good," "wouldn't it be great if," production as a tax, the cube and the stickers, putting the aesthetics together with the mechanics, the questions Nintendo ask themselves, making the mundane into a fun source of game design and delightful experience, applying the filter of interactive design over anything, simulating the arc of a TV episode, music and audio, how the audio sells the experience, the difference between visual and audio when it's missing, the difficulty in talking about audio, building the AI for a Civ game, focusing on the player experience, the anti-pheromone pathfinding algorithm, filling in the gaps, the stories that come out of simulation games, Brett's ongoing relationship with Bertha, characters who have their own lives vs being the chosen one, identifying with the main character, a SWRC Easter egg, our next game, Infinity Engine. Games, people, and influences mentioned or discussed: Chrono Trigger, Ocarina of Time, Republic Commando, Nintendo, World of Warcraft, Serial, Phoenix Wright, Civ III, Jeff Morris, Sid Meier, Soren Johnson, Populous, Glenn Corpes, Rubik's Cube/Erno Rubik, Peter Molyneux, Lani Lum, Halo 5, Animal Crossing, Brian Mitsoda, Aaron Brown, Brian Reynolds, Johnny Pockets, Assassin's Creed: Origins, Vampire the Masquerade: Bloodlines, Nintendo Power, Counterstrike, Cody Harlin, David Collins, Starfighter (series), Dungeons & Dragons, Baldur's Gate (series), Larian Studios, BioWare, Pool of Radiance, Planescape: Torment, Icewind Dale, Spelljammer, Hitman (2016 series), Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Baldur's Gate: Through Ch 1 Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 245: VtM Bloodlines Bonus Interview with Brian Mitsoda

    Play Episode Listen Later Jan 20, 2021 73:59

    Welcome to Dev Game Club, where this week we air our December interview with Vampire the Masquerade Bloodlines writer/designer Brian Mitsoda. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:48 Interview 1:11:02 Break 1:11:34 Outro Issues covered: wanting to start in screenwriting, playing a game that gets its hooks in you, overdressing for the interview, the low bar to QA entry, starting out testing RPGs, "don't crunch, kids," a game cancellation, the OC style, branching dialog, being given a lot of leeway, including mature language, generalizing across level design vs writing vs narrative design, two designers, bringing hubs to life with supporting characters, working to get the Ocean House scary, funneling the player subtly, the importance of audio to horror, sticking to your guns about keeping combat out, a necessary density, representing Santa Monica, thinking about who lives in a location, satisfying player expectations and wish fulfillment, filling in gaps and fixing things yourself, domain protection, not needing permission, balancing input and ownership, keeping the game in your head, a lived-in quality, how to branch effectively, focusing on player intent, the difference between writing and narrative design, 24 ways to say "ow," helping to design and build tools, guiding the experience, maintaining cohesion, how writing is delivered, prepping to work with a license, managing experienced players' expectations, bringing in players as a new vampire, avoiding a Chosen One story, thinking of clans as a mod, feeling important and unplanned delights, reskinning the game for Malkavians, thinking of characters as having lives that are interrupted by the player (not waiting for the player), overlap with theater. Games, people, and influences mentioned or discussed: Icewind Dale, Messiah, Interplay, Troika Entertainment, Obsidian Entertainment, Alpha Protocol, Torment: Tides of Numenera, Double Bear Entertainment, Dead State, Panic at Multiverse High, Bloodlines 2, Fallout, Black Isle Entertainment, Invictus, TORN, Planescape: Torment, Tim Cain, Leonard Boyarsky, The Writer Will Do Something, Matthew Burns, Tom Bissell, Universal Studios, TJ Perillo, Chad Moore, Jason Anderson, Ubisoft, Dungeons & Dragons, Halo, Half-Life 2, LucasArts, Legend of Zelda: Ocarina of Time, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Annual Takeaway Show! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 244: Ocarina of Time Bonus Interview with Lani Lum

    Play Episode Listen Later Jan 13, 2021 104:11

    Welcome to Dev Game Club, where this week we explore Ocarina of Time a bit more through an interview with industry Executive Producer Lani Lum. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:48 Interview 1:07:25 Break 1:07:54 Feedback Issues covered: nerd markings, "why are you studying anthropology?", drawing the short straw, transferring into production, unsung heroes, "this is a game about a girl?", video games being marketed towards boys, still waiting on a female protagonist, making programming a male job, art becoming specific with graphical power, a female arm for CounterStrike, opening doors, a less linear feeling game, the comfort of early childhood encounters, a game you can trust, room for so much debate, rolling onto Hyrule Field and the model, revelatory moments, struggling with camera control, overcoming the feeling of size, introducing the game to a new generation, listening to the music in your life, the difficulty of looking back, "I don't think I'll ever play a more perfect game," the sense of discovery, context-sensitive controls (and a modern version), "games will never be the same after this," two kinds of people: those who care about the timeline and normal people, the possibility Link turns into a skeleton, Brett the Heartless, Tim the teary-eyed, using the Triforce to hop the line, innocence and lack of cynicism, asking yourself the right questions, being honest with what we're doing, using influence rather than control, mapping the pieces of the triforce to game development, the perspective of the Triforce in different games, Tim swayed by passion, the complexity and expectations of Flight Simulator, Flight Simulator in VR, shipping while working from home during a pandemic with a nine hour time difference, the importance of representation and the mishandling, family focus, transferring into your adult self as wish fulfillment, the timing of recording and recent events, the cautionary tale of becoming an adult, motion capture and Ocarina, inverse kinematics in games, skipping the game play, we've gotten away from feeling we have to force people to play a particular way, if the game is claiming to be good at a thing it should be compelling enough that people want to play it, free-to-play and intrinsic interest, the value proposition, games in school. Games, people, and influences mentioned or discussed: Turok, Threewave Software, Aion, NCSoft, Microsoft, 343 Studios, Halo (series), Xbox Game Studios, Microsoft Flight Simulator, Counterstrike, Republic Commando, NES, The Karate Kid, Indiana Jones, Gamecube, Harry Potter, Breath of the Wild, N64, Minecraft, Koji Kondo, Roblox, Super Mario Odyssey, Mario Kart Double Dash, Kingdom Hearts, Shigeru Miyamoto, Starfighter (series), TIE Fighter, Super Metroid, Wii, Nintendo Switch, Dungeons and Dragons, mysterydip, Drew, Freaky Friday, big, 18 Again, Jennifer Garner, Elizabeth McGovern, Elizabeth Perkins, Moon, Duncan Jones, Kevin Spacey, Michael Justice, Tomb Raider, Majora's Mask, Shadow of the Colossus, League of Legends, Sam, Math Munchers, Oregon Trail, Where in the World is Carmen Sandiego?, Lemonade Stand, Robot Wars, Manhole, Ken and Roberta Williams, Wizard and the Princess, Mystery House, Rogue, Sierra, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Another Interview! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

    DGC Ep 243: Legend of Zelda Ocarina of Time (part eight)

    Play Episode Listen Later Jan 6, 2021 108:17

    Welcome to Dev Game Club, where this week we conclude our series on The Legend of Zelda: Ocarina of Time. We talk takeaways and then catch up on our feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:50 Takeaways 48:18 Break 48:45 Feedback Issues covered: the Master Quest version of the game, the 3DS version, transitioning to 3D, coming up with mechanics to answer new questions, the evolution of block puzzles, the wow I'm a genius moment, object-oriented quest design/chunky progress, list-based vs tangibility in quests, gating in different designs, "true adventure" and sense of space, tricking the player into how big a space is, a richer space and a sense of adventure, overlaying side quests everywhere, the keys that aren't keys, the ocarina key-ring, tying the colors of ocarina songs, the music, looking at the manual, Brett's Book Recommendation, jumping the Lon-Lon Ranch fence, critical path objects that don't appear on the critical path, challenges you set for yourself, missable/skippable things, it's our podcast and we can do what we want to, giving the player options, allowing player expression, Tim talks streaming, rumors of secrets, Games, people, and influences mentioned or discussed: Mark Garcia, Tomb Raider, Breath of the Wild, Skyrim, Oblivion, Morrowind, Jeff Browne, Shigeru Miyamoto, Eternal Darkness, Brad Furminger, Mario (series), Koji Kondo, Kirk Hamilton, Strong Songs Podcast, Earthbound, Bone Houses, Emily Lloyd-Jones, Roel, Guy Morgan/notmyviews, Darksiders, Vigil Games, Gunfire Games, Starfighter (series), Tim, Full Throttle 2, Hitman (series), Game Maker's Toolkit, Voltron, ElfQuest, Atari 2600, Mortal Kombat, Streetfighter II, Ed Boon, Adventure (Atari 2600), Warren Robinett, Aaron Evers. Next time: An interview! Links: How Zelda's Puzzle Box Dungeons Work Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

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