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关于奇人奇事,吕兴老师的素材库咱们还能给他挖一挖,说完学生时代和日本职场奇遇,我们把时间线拉回到最近,聊一聊近些年来发生的故事。结束日本的工作,吕兴老师回国在一家摩托车店担任店长,从店里的技师到来访的顾客,每个人都有着不寻常的故事和经历。既有从美国贫民窟到798修车的奇人技师,也有挑战吉尼斯纪录的骑行情侣,甚至连店里的奶牛猫也是来头不小。而说起目前所在游戏行业,更是卧虎藏龙,吕兴老师究竟还有哪些精彩故事?如果上期你还没听过瘾,那么千万别错过这期节目。主播 / 相征嘉宾 / 吕兴音频后期 / 陆凯BBBBUDDHA音频上传 / 桃子- 本节目由深夜谈谈 Midnight Network出品 -Playlist:02:05:51 The Killers - When You Were YoungTimeline:00:05:59 回国后,竟然成为摩托车店长00:12:43 猫王瓜子和铁汉技师的爱恨情仇00:22:25 每年都去塔克拉玛干的神奇大哥00:25:49 爱炸街的店员小哥00:30:38 爱吃西红柿鸡蛋盖饭的奇人技师Michael00:40:53 美国Michael成为中国女婿00:48:25 外国情侣进店就开口要赠车 01:01:45 游戏圈秘闻之怎么对老板下手了?01:09:49 聪明反被聪明误01:19:40 A总是个什么样的人?01:21:47 Bill Roper的新构思01:26:40 住在Yosemite的世外高人01:32:09 名字这么长的这游戏能火吗?01:37:36 吕兴老师与索尼的机缘01:44:44 姓Eternal的约翰·永恒01:52:40 Eternal的情感经历01:57:48 最侠义、最爱折腾的男人深夜谈谈春季招聘2.0,本次开放岗位节目制作人、AE客户执行(全职/兼职),感兴趣的朋友们请发送求职信+简历+个人作品请发送至邮箱jobs@midnightalks.com✈️2025年大内FUJI ROCK团现已开团,5组主播带队,带你奔赴亚洲最值得去的音乐节。具体行程和购买方式还请前往微信小程序「大内夜市」~大内夜市近期上新!大内人气玄学嘉宾张无梦特别推荐5款文玩手串和1款伏藏紫檀五股降魔杵,旺人缘、增桃花、添财运、保健康、增智慧,咱敲多了电子木鱼,转多了赛博锦鲤,不如给自己来条趁手法器。微信搜索「大内夜市」即可购买!-深夜谈谈播客网络旗下播客:大内密谈、枕边风、空岛、随便聪明、淮海333-你还可以在这里找到我们:小红书:@深夜谈谈子、@相征terryB站:@大内密谈midnightalks视频号&抖音:@深夜谈谈子微博:@大内密谈 微信公众号:大内密谈商务合作邮箱:biz@midnightalks.com加听众群:加深夜谈谈子微信(微信号: aidanei17301214531)并回复【听众群】即可进群。
Welcome to Dev Game Club, where this week we are catching up on our mailbag! Let's face it, it's mostly about Minecraft, though we spend a lot of time on video game preservation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: the manananggal, Defeating Games for Charity, ownership of work materials, Tim's notes on the Discord Game Club interview with Phil Salvador, our own games disappearing, the value of libraries, preserving all games, copyright lawyers, the tension between corporations and preservationists, protecting children online, defending your kids, engaging with your kids over games, external references, limits on exploration interest, Tim and Brett disagree about whether Minecraft devs relied on the existence of a wiki, older version availability in Minecraft Java Edition, speedrunning Minecraft, modding and Minecraft, YouTube and Minecraft trajectories, Lego Fortnite's means of directing you, limited building or building towards story purposes, curbing anxiety, dating the Balrog. Games, people, and influences mentioned or discussed: Dungeons & Dragons, Dark Matters/X-Files, Minecraft, CalamityNolan, Video Game History Foundation, KyleAndError, Hollow Knight, Kaeon, DuckTales, Trespasser, Tower Song, Pikmin, N0isses, Rocksmith, Robotspacer, Enchanted Scepters, Mystery House, Artimage, Jedi Starfighter, Katamari Damacy, BioStats, Phil Salvador, Midway/Bally, Nosferatu (1922/2024), Prince of Persia, Warcraft, The Sims, Tony Rowe, Microsoft, Bill Roper, Wil Wright, John Romero, Leo Tolstoy, Socrates, Frank Cifaldi, Nintendo, Tim Schafer, Double Fine, Devin Kelly-Sneed (P2 programmer), Joe Lieberman, Hillary Clinton, Joe Biden, Mickey Mouse/Disney, mysterydip, Roblox, Lego Fortnite, Just Dance, Ubisoft, Club Penguin, Luke Theriault, LostLake, Dwarf Fortress, Raymond, Mojang, Factorio, Satisfactory, Father Beast, Skyrim, Ben from Iowa, Dragon Quest Builders, The Lord of the Rings Return to Moria, The Long Dark, Pacific Drive, Valheim, Final Fantasy VI, Epic Games, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Our next game (whatever that may be) Defeating Games for Charity Twitch: timlongojr Discord DevGameClub@gmail.com
TCW Podcast Episode 221 - North to Hellgate London In a pseudo part three of our look at Condor and Blizzard North, we explore the troubles the company faced after a year and a half of crunch. David, Max, and Eric were all burned out along with the rest of the staff. David was going through a divorce and had trouble putting his heart into figuring out what the next game would be. Due to lack of leadership and a proper chain of command, many employees felt frustrated switching games over and over. At the same time, the expansion, Lord of Destruction, was completed after a year of development with no crunch. Through a combination of bad corporate structure, not empowering middle management, factionalism, and troubles with Blizzard's corporate owners being bought and sold amid their own scandals, David, Eric, Max, and Bill Roper from Blizzard South went on to form Flagship Studios and work on Hellgate: London. Unfortunately, the game was not well received due to expectations exceeding the financial and technical hurdles that needed to be overcome. There is a lot more to this story, so prepare yourself as we leave one hell for another! Thor - Game Studio Gambles: https://www.youtube.com/shorts/NLb9-DPspgA Thor - Email Mike: https://www.youtube.com/shorts/1ilUpXkGxbo Karateka: https://www.youtube.com/watch?v=wKqk9kosCs4 Dale Carnegie - How to Win Friends and Influence People: https://www.amazon.com/How-Win-Friends-Influence-People/dp/0671027034 Flagship Studios: https://en.wikipedia.org/wiki/Flagship_Studios Fate Longplay: https://www.youtube.com/watch?v=XGH577lznLk&list=PL112CEBA37FF962EE Mythos Trailer: https://www.youtube.com/watch?v=2fEsOrRvZ58 Hellgate London E3 2005 Cinematic: https://www.youtube.com/watch?v=5xG9puQZJ1c Hellgate London E3 Bill Roper Interview: https://www.youtube.com/watch?v=gh1EQhHQPbQ US/China WOW Model Differences: https://www.youtube.com/watch?v=dtI2GcUPEFQ Hellgate London Gameplay: https://www.youtube.com/watch?v=uiKbGoiIHqo New episodes are on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds - Sign up through the website not the iOS App! Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major on-line retailers: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode Outro Music: RoleMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Welcome to Dev Game Club, where this week we conclude our series on Heroes of Might and Magic. We confess that we should have learned more about this game before we tried it, and then turn to takeaways and email. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Some... more? Issues covered: games we've fallen down on, the commitment, why we don't play certain genres, falling short, the possibility of finding guest hosts, game selection moving forward, having a tech tree in the manual but things we missed, board games and picking up strategy, hot seat multiplayer, modernizing the series, the limits of the audience, adding narrative, the heroes off the battlefield, June alert, whether you should do something, thinking about the computer audience, clarity and taste, how you present the information to the player in the manual, ramping up the campaign, "board games can be fun," creating your own space, learning design from board games, enjoying the tactical map, coming up with the names for things, not overthinking it, deepening and alienating people, machinima, stories from The Sims, boxes from the past. Games, people, and influences mentioned or discussed: Waypoint, Austin Walker, Patrick Klepek, Danielle Riendeau, MegaMan, GTA III, Final Fantasy Tactics, Kaeon, Dwarf Fortress, Artimage, The Sims, Street Fighter, Mortal Kombat, Smash Brothers, NES/SNES, Apple ][, Lode Runner, Wizardry, Final Fantasy VI, Ubisoft, Jurassic Park, Jeff Goldblum, Slay the Spire, Civilization, X-COM, Warhammer, Andrew Kirmse, mysterydip, Bethesda Game Studios/Zenimax, Notch, Halo, Call of Duty, Battlefield, Battlefront, Battlezone, Jeffool, Red vs Blue, Quake, Tacoma, PUBG, LucasArts, Father Beast, Margot Robbie, Barbie, Ashton Herrmann, Lords of Magic, Lords of the Realm, Stonekeep, Interplay, Day of the Tentacle, Burn: Cycle, Phantasmagoria, Tony Rowe, Trespasser, Bill Roper, Warcraft, Diablo, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Note: I think the person Tim was thinking of is Natalie Watson. We regret our lack of memory. Also note: Philip Johnson is the architect Brett was thinking of, with his "Glass House" in New Canaan, Connecticut. Twitch: timlongojr Discord DevGameClub@gmail.com
Welcome back, wanderer. Join us on an exhilarating journey through the wild and immersive world of survival gaming as we delve into the depths of environmental storytelling with industry veteran Bill Roper. With a legendary career spanning decades, Bill has made his mark on gaming history with iconic titles such as Warcraft, Diablo, and Starcraft. Now, as the CEO of Lunacy Games, he leads the charge into uncharted territory with an upcoming survival game. In this captivating conversation, we explore the intricacies of environmental storytelling while also uncovering fascinating anecdotes from Bill's illustrious career. From his time at Disney to his contributions to Hellgate: London, and the unexpected journey from musician to writing and producing for Warcraft: Orcs & Humans, no stone is left unturned. Tune in as we unravel the secrets behind crafting immersive gaming experiences and discover the untold tales behind some of the industry's most beloved games. Bill: -> LinkedIn -> Lunacy Games -> Severed Studios Twitch The Corner of Story and Game: -> Discord -> Facebook -> Instagram -> Twitter -> TikTok -> Threads -> Bluesky -> LinkedIn -> Email: gerald@storyandgame.com Please let me know if you have any questions or comments on this or any other episode. Be sure to subscribe to the podcast to hear more conversations with professionals in the video game, tabletop, and fiction industries. #BillRoper #VideoGameProducer #VideoGameDesigner #DigitalGameWriter #Warcraft #Starcraft #Diablo #HellgateLondon #LunacyGames #SurvivalGames #WritingAdvice #DesignAdvice #EnvironmentalStorytelling #TheCornerOfStoryAndGame #PodcastsToListenTo #Narratology #Ludology
Welcome to Dev Game Club, where this week we complete our series on GoldenEye 007 by diving a bit into the multiplayer and discussing our overall takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Multiplayer (for about an hour) Issues covered: getting the good old Rare stories, writing music for the Nintendo 64, finding the Donkey Kong pitch, how remarkably easy it was to play it multiplayer, privacy concerns and game services, car horns and dogs, motion sickness, picking the guns, weapon placement, modes versus mutators versus picking your guns, asymmetrical play, house rules, a social multiplayer experience, lower stakes, not shooting if the other person doesn't have a gun, bullet penetration, more depth than anticipated, feeling the depth, rocket explosion use, a feature under the radar, ease of use, convincing the publisher, a humorous multiplayer, breaking the rules of FPSes, a historical development branch, seeing the one-upmanship in action, the multiplayer dark horse, the multiplicity of the modes, a cinematic FPS that uses the license really well, good characterization and escort missions that don't bug you, spending time makes characters matter, friendly AI at the time, objectives and level of difficulty, learning on the easy difficulty so you can play on the more difficult levels, drowning in nostalgia, building the realistic levels, the limitations of the tech and how it helped, the spookiness of fog. Games, people, and influences mentioned or discussed: Grant Kirkhope, Neill Harrison, Stamper (family), Donkey Kong Country, Bill Roper, Calamity Nolan, Switch, DOOM (1993), Halo, Unreal Tournament, Outlaws, Quake, Artimage, Biostats, LucasArts, Clorf, Starfighter, Noclip, Gran Turismo, Pete Brubaker, id Software, Time Splitters, Sid Meier, Peter Molyneux, Starsiege: Tribes, Rogue Spear, Mario Kart 64, Steve Ash, Chris Klie, Alan Cumming, Drew, Minnie Driver, No One Lives Forever 2, The 002nd Quest, Shadows of the Empire, Silent Hill 2, Turok, Dead Space, Dark Souls 2, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Our next game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com
On this episode of The Fourth Curtain, Alex and Aaron have long time pal and game maker Bill Roper on the program talking about the early days of Blizzard, his love of music, building HellGate London and the joyride that was Disney Interactive. We get a peek at some of the special items in Bill's collection and he may even do a voice or two!Bill Roper arrives at: 10:00Alex mentions a "A Theory of Fun" by old pal Raph Koster.Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.comCome join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainFeaturing the music track Liberation by 505Please consider supporting the show by pre-registering for our Season Two Kickstarter at www.thefourthcurtain.com/kickstarter
Noah, Bill Roper, and Austin Lewis look back at the first series, and speculate about what comes next. Recapping a D&D 5E live-play adventure starring @MyLawyerFriend, @KatSkratchh, @JustSeum, and @Edward_Spence_. Featuring special guests @BillRoper and @nick_triumph.zip ! Support us and unlock rewards on Ko-Fi. Produced by Remember Tommy Productions for the May Contain Action Media network. Music by @ApproachingNirvana. Art by @EvanEckard.
Keerie, Kabo, and Viessa are taken to a eerie carnival. A D&D 5E live-play adventure starring @MyLawyerFriend, @KatSkratchh, @JustSeum, and @Edward_Spence_! This episode featuring special guest Bill Roper! Support us and unlock rewards on Ko-Fi, at ko-fi.com/forgottenpathspodcast. Produced by Remember Tommy Productions for the May Contain Action Media network. Music by @ApproachingNirvana. Art by @EvanEckard.
Diablo II Diablo II is an action role-playing hack-and-slash computer video game developed by Blizzard North and published by Blizzard Entertainment in 2000 for Microsoft Windows, Classic Mac OS, and macOS. The game, with its dark fantasy and horror themes, was conceptualized and designed by David Brevik and Erich Schaefer, who, with Max Schaefer, acted as project leads on the game. The producers were Matthew Householder and Bill Roper. The game was developed over a 3 year period, with a crunch time of 1.5 years long Search for "Registry patch diablo 2", "borderless gaming diablo 2" PlugY PlugY is a mod whose primary purpose is to increase the stash size for Diablo II characters. Over the years it has grown to include numerous other useful functions, such as enabling Ladder Only Rune Words outside of the Battle.net Ladder, enabling the Uber quests outside of Battle.net and various other small tweaks and additions. PlugY is not a conversion of the original Diablo, and it doesn't alter gameplay by changing monster stats, skills, maps or items. median xl The most popular Diablo II overhaul modification, Median XL is an action RPG with extensive endgame content, deep character customisation and challenging gameplay. It offers thousands of new items, new skills for all classes, and multiple improvements to the Diablo II engine.
WIA's Bill Roper honoured by an OAM. - Australia's WIA offers help to the Australian Maritime College. - WIA Director Oscar VK3TX with a brief look at how IARU continues engagement in the WRC-23 preparations.
The Effect of Video Games on Relationships Where Bill would like to be found: Twitter (@billroper), Currently GMing Traveller on the Happy Jacks RPG network (http://www.happyjacks.org/yumastation/) and Tiktok: https://www.tiktok.com/@billfreakinroper 4:31 The Impact of 1977 on Nerd Culture From Kinko's to Blizzard 10:52 Save One of Everything Prized items from his collection Saving things from Disney 17:36 Fish & Chip Friday Favorite Beer Scotch Whiskey Club 20:45 Choices What excited Bill about people's choices End of Current Campaign 25:58 Bill Avoids the Question Seeing Braveheart w/Gary Gygax What is Poxy Boggard? Why the love for Traveller's character creation 36:33 Sh*t Gets Real Day Equality of gaming Election Day as a National Holiday Thoughts on gatekeeping 40:19 Just Do It
Diablo II is an action role-playing hack-and-slash computer video game developed by Blizzard North and published by Blizzard Entertainment in 2000 for Microsoft Windows, Classic Mac OS, and macOS. The game, with its dark fantasy and horror themes, was conceptualized and designed by David Brevik and Erich Schaefer, who, with Max Schaefer, acted as project leads on the game. The producers were Matthew Householder and Bill Roper. The game was developed over a 3 year period, with a crunch time of 1.5 years long.[3] Set shortly after the events of Diablo, the player controls a new hero, attempting to stop the destruction unleashed by Diablo's return. The game's 5 acts feature a variety of locations and settings to explore and battle in, as well as an increased cast of characters to play as and interact with. Building on the success of its predecessor, Diablo (1997), and improving the gameplay, both in terms of updated character progression and a better developed story[4] Diablo II was one of the most popular games of 2000[5] and has been cited as one of the greatest video games ever made. Major factors that contributed to the game's success include its continuation of popular fantasy themes from the previous game and its access to Blizzard's free online play service, Battle.net.[6] An expansion to the game, Diablo II: Lord of Destruction, was released in 2001 --- Support this podcast: https://podcasters.spotify.com/pod/show/retro-renegades/support
Victor Lucas brings back Bill Roper for a deeper dive into his history of great game making at Blizzard, Disney, Cryptic, Flagship and more! Thanks for Listening, Reviewing Vic’s Basement and for Subscribing! Watch Vic’s Basement at YouTube.com/EPNtv Check out EPN Merch at EPN.tv/Merch #PlayForever
Victor Lucas welcomes Bill Roper, a long time game maker with a great history at companies like Blizzard, Disney and many more. He’s worked on epic games and he’s got some epic stories to tell! Thanks for Listening, your Review and for Subscribing! Watch: YouTube.com/EPNtv Check out EPN Merch at EPN.tv/Merch #PlayForever
Season 2 Final with Bill Roper, Niklas Gray, and Tricia Gray. We discuss game dev and the Covid19.
On this episode we welcome guest Bill Roper, Chief Creative Officer at AuthorDigital and Adept Games. We start by discussing the impacts of COVID-19 on work and personal life and rising to the challenge of digitalizing our lives in completely unusual circumstances. Bill emphasizes the importance of taking time for yourself, focusing on mental health and being “family first”. “Games are an amazing way for people to connect via distance, it’s what videogames were designed to do.” - Bill Roper Bill then talks about bringing his vision of empowering storytellers and giving them the ability to bring their craft into new digital spaces into a reality. He shares about his new role as co-founder of AuthorDigital and his work with Blizzard. He reflects on what he wishes he had known when he started his journey in the game developing industry, as well as advice for people who are in it right now. Bill happily divulges some of his favorite games to work on, aspects of the industry that he’s currently curious about, and even threats he sees. He then shares thoughts on AR and VR, games he’s excited about, and tells a few hilarious stories that he’s collected over the years. “There is no greater return on your entertainment dollar, than a videogame.” - Bill Roper Bill Roper has been a well-known figure in the global gaming industry for 25 years. Since starting out at Blizzard Entertainment doing sound, music, and voice-over, he has basically done it all. From his nine years at Blizzard Entertainment dating back to 1994, to overseeing Design at Cryptic Studios, to the launch of Disney Infinity, he even co-founded multiple companies, including AuthorDigital. Bill is currently working on his passion of turning storytellers into game developers. Connect with him on LinkedIn Follow him on Twitter Discussion Details: [01:04] Introducing Bill Roper [02:19] Addressing COVID-19 and its impacts on work and personal life [05:35] Making the separation of work and personal life + taking time for yourself [08:13] Bill’s new role as co-founder of AuthorDigital [14:10] Work at Blizzard in the early days [20:04] Passion & Money [27:00] What do you wish you had known when you started? [33:29] Advice for people in the industry [38:58] Bill’s favorite games to work on [55:13] What are you curious about right now regarding the industry? [59:32] Threats to videogames [1:09:38] Thoughts on AR & VR [1:12:34] Games Bill is excited about [1:17:10] Funny and odd stories of working in the industry [1:27:20] Last piece of advice for people [1:28:30] Outro Show Links: *AuthorDigital *Adept Games *Blizzard Entertainment *Warcraft II *Diablo *Disney Infinity *Fantasia: Music Evolved *Animal Talking with Gary Whitta *Animal Crossing *Kards *Townscaper Game Dev Advice: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice Email *Game Dev Advice Website *Level Ex Website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 – give me a call and ask a question *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links
MusicA big hand to Eli Goldberg from Prometheus Music for this incredible find. And to Scott Dorsey from Kludge Audio for his restoration of the original tapes. Adam Puche for the digital processing. And Margaret Middleton, Bill Roper and Clif Flynt for the liner notes and wrangling all the permissions to get this released.http://www.prometheus-music.com/audio/Filkcon1.zipMargaret Middleton - Come To The FilksingAl Frank And Bob Asprin - Fafhrd And MouserAnne Passavoy - Little Black TrainJuanita Coulson - ChessMary Jean Holmes - Everyman Bill Marischiello - The Filker Bill Roper - One Last BattleAnne Passovoy - Mary O'MearaJuanita Coulson And Leslie Fish - Peter Grubb Bob Asprin - Reminder / The Tzen Mary Jean Holmes - Question SongJuanita Coulson - LishaMargaret Middleton - Fal Morgan (Coady-Kurtz-Dickson)Bill Roper And Clif Flynt - The Title Will FollowAnne Passavoy - Starship UnityAnne Passovoy - Harbors Hidden Track - Bill Roper - Two Show StoppersLinks for this week's showOnline ShowsAlexander James AdamsJuly 10th 7:30 Centralhttps://www.twitch.tv/alexanderjamesadamsCathy McManamonhttps://facebook.com/cathymcmusicEurofilk CircleJuly 918:00 Central European TimeCheshire Moon LiveEvery Wednesday Night at 8:00pm Central Standard Timehttps://www.youtube.com/user/CheshireMoonBandFestival Of The Living Rooms 3 - July 10-12Friday - 7-10-20204:00 - Via Bella5:00 - Nefarious Ferrets5:30 - Miles Vorkosigan6:30 - Ian O'Donnell7:00 - CircleSaturday - 7-11-202011:00 - Gathering-Con Suite12:00 - Don Neill12:30 - JT Thomas1:00 - Jane Garthson And Phil Mills2:00 - Cecilia Eng3:00 - David Kushner4:00 - Kim The Comic Book Goddess5:00 - Madison Metricula Roberts6:00 - PDX Broadsides7:00 - CircleSunday - 7-12-202011:00 - Workshop - FilkCast - Eric Coleman12:00 - Joseph Abbott12:30 - Norma McPhee1:00 - Art Warneke2:00 - Deirdre Moira Murphy2:30 - Chris Clarke3:00 - Lauren Cox3:30 - Dave Stagner4:00 - Bill Laubenheimer5:00 - Kerri-Ellen Kelly5:30 - Eric Coleman (solo)6:00 - Vanessa Cardui7:00 - Dead Dog (circle)Time Conversion Chart - All Times MountainWest Coast -1Central +1East Coast +2UK +7Germany +8FundraisersUncle Hugo/Edgar Go Fund Mehttps://www.gofundme.com/f/let-us-help-save-uncle-hugo039sDreamhaven Go Fund Mehttps://www.gofundme.com/f/dreamhaven-restorationFilk InformationFilk Streamshttp://filkstreams.org/House Concerts and House FilksFriends Of Filkhttps://friendsoffilk.orgMassFilchttps://www.massfilc.org/meetings.shtmlPhoenix Filk Circlehttps://phoenixfilkcircle.wordpress.comLos Angeles Filk Circlehttps://www.conchord.org/lafaad.htmlDes Moines First Friday Filkhttps://www.facebook.com/groups/548389495176195Milwaukee Housefilkhttps://www.facebook.com/groups/533294056830869/Provo Filk Grouphttps://www.facebook.com/Provo-Filk-Group-713192665748714/Minneapolis House 4th Weekend House Filkshttp://freemars.org/mailman/listinfo/housefilk_freemars.orgSouthern California House filkswww.sandiegofilk.com/SouthernCaliforniaHouseFilksMain.htmlLinks to the Podcasthttp://filkcast.blogspot.comhttp://facebook.com/groups/FilkCasthttps://twitter.com/FilkCast
As of April 29, 2020 there have been 10,330 confirmed cases in North Carolina. 551 people are hospitalized and 379 people have died. People applying for unemployment are having a hard time getting answers or payments. Tonight, WRAL News goes through the process to find out how long it takes, and where the stoppages are happening. What will the Fall 2020 college semester look like for students in the UNC System? Dr. Bill Roper, Interim UNC System President discusses plans to move forward with the new academic year. NC Speaker of the House, Tim Moore discusses the new plan to use federal stimulus money to help the state move back toward normalcy. For complete coverage, go to https://www.wral.com
CCO of Author Digital, Bill Roper talks shop with Tricia and Niklas on all things game development.
Bill Roper, Chief Creative Officer at AuthorDigital guest hosts for several episodes this season. We talk about his history in the video game industry from his beginnings at Blizzard and his current adventure at AuthorDigital.
Welcome to Dev Game Club, where this week we engage in a little bonus talk about 2014's Sid Meier's Civilization: Beyond Earth. We talk about the game's strengths and iterations over Civ III and also the things that particular work for the hosts in the game, before turning to a brief celebration of our episode 200 and some feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of Beyond Earth (9 for Brett, 15 for Tim) Podcast breakdown: 0:57 Beyond Earth Discussion 40:31 Break 41:16 Ep 200 and Feedback Issues covered: how much Beyond Earth we played, getting its hooks in, knowing you've lost, many types of victories, pursuing victory types, not stacking units, board game simplicity, being mocked by other leaders, having a good set-up for interest if not for victory, being condemned for violence against aliens, getting over the hump, the huge benefit of tooltip additions, integrating advisors into the UI, the web of technology rather than the linear development, more visually parsable tech web, colorblind settings in Civ III, affinity colors and positions, exploring the tech web, adding RPG elements/progression to units, expanding your city, preferring the tone and setting, putting money into an opening cinematic, Brett's Book Recommendations, 200th episode surprises, the castle flip, being into the JRPG nonsense, our good fortune in interviews, spending time with immersive sims, Brett unwraps a thing, our poster with six Easter Eggs (true video game fashion), a heartfelt thank you from a listener, our own thank you to our listeners, some gentle ribbing about our ability to count, whether designers should be programmers, not being held back by what you know to be possible, being able to communicate clearly between design and engineering, the value of communicating and terminology, Caveman Tim, finding a way to say yes as an engineer, laying out logical steps for programmers, following up on older episodes, why Shenmue contracts down to having a job, autobiography in Shenmue, the Civilopedia being what you can do and not what you should do, Civilopedia as a legacy feature, a fantasy Civ. Games, people, and influences mentioned or discussed: Sid Meier's Alpha Centauri, Jurassic Park, Dark Souls, Confucius, Boris Johnson, Shenmue, Simon Parkin, A Game of Birds and Wolves, The New Yorker, Metroid (series), Castlevania (series), Alex Neuse, SNES, PlayStation, Kingdom Hearts (series), Disney, MYST (series), Final Fantasy (series), Persona 5, Prey (2017), David Brevik, Robyn Miller, Ken Levine, Bill Roper, King's Quest, Space Quest, Mark Crowe, DOOM (1993), Diablo, Quake, System Shock II, Hitman 2, Deus Ex, Thief, Ultima Underworld, Arkane Studios, Dishonored (series), Giant BeastCast, Vinny Caravella, Aaron Evers, Mark Sean Garcia, Devil May Cry, Mario 64, Halo, Skyrim, Fallout, Gothic Chocobo, Pokemon, Game Maker's Toolkit, Johnny Grattan, John Romero, Murray Lorden, Roberta Williams, David Perry, Shiny Entertainment, Republic Commando, MDK, Ben "from Iowa" Zaugg, Warcraft (series), Jedi Starfighter, GTA III, Bill & Ted Face the Music, Yu Suzuki, Björn Johannson, Magic: The Gathering, Warren Linam-Church, Mikael Danielsson, Master of Magic, GOG.com, MicroProse, Ultima VII, SimTech, Master of Orion, Wargaming, Star Control II. Brett's Book Recommendations: For Civ III: A Game of Birds and Wolves by Simon Parkin For Shenmue: What I Carry by Jennifer Longo Next time: more Civ bonuses! Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we this week we start a new series with a bit of a different goal: a game we'll play for an initial couple of episodes and then return to from time to time. We discuss 2004's seminal and crowning MMORPG World of Warcraft, discussing the year in which it came out, a history (personal and not) of MMOs, and then dig a bit into the initial hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until level 8 Issues covered: revisiting our chat with John Romero, looking at 2004 in games, a live game model in EverQuest, self-cannibalization, early history of MUDs, a sad discovery, reflecting on Brad McQuaid's career, sharing games as source, MUDs and theming, talking through the history of a number of MMOs, talking about the market and approachability of other MMOs, peak users, the influence of other Blizzard games on WoW, Brett's confession, introducing characters through the RTS, modding and Warcraft III, launch and WoW, pulling the games from the shelves, server queues, revenue gross, Brett does some on-the-fly math, Activision-Blizzard merger, the starting area for gnomes and dwarves, inviting you into the world like a DM, learning the design language of the game, usability of the quest system, shifting the focus to quests (vs combat grinding), doing multiple things with the quests and rewards, changing your character's look, each race having its own animation set, differentiating races strongly, pre-rendered introduction, RTS influence again, seeing your first human (on a horse), simplifying WoW in the modern version, having to read the text to understand where to go, adding user interface mods, increasing intrinsic reward through difficulty, managing your own grouping, growing the scale of what you see, scale of towns and villages, growing up with the world through exploration, experience ramp. Games, people, and influences mentioned or discussed: John Romero, LucasArts, Republic Commando, God of War, Shadow of the Colossus, Half-Life 2, DOOM 3, Metal Gear Solid 3, Fable, Halo 2, Far Cry, Chronicles of Riddick, Katamari Damacy, Vampire: The Masquerade: Bloodlines, Source Engine, Troika Entertainment, Tim Cain, Leonard Boyarsky, The Outer Worlds, EverQuest & EverQuest II, 989 Studios, Sony Online Entertainment, Rob Pardo, MUD, Roy Trubshaw, Richard Bartle, DikuMUD, Brad McQuaid, Zork, Adventure, MOO, Pantheon, Saga of Heroes, Habitat, LucasFilm Games, Randy Farmer, Chip Morningstar, Meridian 59, Ultima Online, Dark Age of Camelot, Asheron's Call, Raph Koster, Star Wars Galaxies, Ultima Underworld, Turbine Entertainment, Lord of the Rings Online, Mythic, EA, Star Wars: The Old Republic, Blizzard, Warcraft: Orcs and Humans, Bill Roper, Diablo, David Brevik, Warcraft III, Chris Metzen, DotA, Icefrog, Riot Games, Dark Souls. Next time: To level 20 https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we this week we turn to the start of our annual spooky game content by looking at 2002's GameCube horror adventure Eternal Darkness: Sanity's Requiem. We situate the game in time a bit and talk about its critical and commercial reception, as well as the GameCube, before turning to the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first three levels Issues covered: how names appear backwards, our horror tradition, this year in games, Nintendo and close third parties, the mythology around a good GameCube game that disappeared, moderate sales but critical success, the Nintendo horror gap, Japanese lens on sales, understanding the mind of Nintendo, finding the comic spookiness rather than true horror, avoiding mature stuff for first party, cosmic horror, not connecting with Lovecraft, Mantorok the Corpse God, paying plenty homage to Lovecraft, Brett's tax on game lore, taking itself seriously, minimal insanity effects, Brett's never-empty bar, Tim describes an insanity effect, describing the initial experience, reading the Tome of Eternal Darkness and as a result playing the game, writers and writing and their madness, ancient history and its influence on modern day, using libraries to find information and history books, seats of American academia, delving into memory, using an Animus vs a book version, the Necronomicon, changes to Alex as to whether she's astrally projected, having multiple interpretations, Pious Augustus's transformation, making an uninformed choice, making better informed choices in Kingdom Hearts, starting to see the structure, being in the same location across multiple time periods, whether or not one required a manual, the forces for and against manuals, slowly adding mechanics in a Nintendo way. Games, people, and influences mentioned or discussed: Resident Evil, Silent Hill 2, Thief, Nintendo GameCube, Metroid Prime (series), Resident Evil 0, Legend of Zelda: Wind Waker, Animal Crossing, Super Mario Sunshine, Kingdom Hearts, Hitman 2, Splinter Cell, Ghost Recon, Jedi Starfighter, Ratchet and Clank, Sly Cooper and the Thievious Raccoonus, Warcraft III, PlayStation 2, LucasArts, Silicon Knights, Denis Dyack, Tatsuya Hishida, Hiro Yamada, Shigeru Miyamoto, Satoru Iwata, Resident Evil 4, Capcom, Retro Studios, Nintendo Switch, Mother 3, Kirby Dream Course, SNES Classic, Disneyland, Haunted Mansion, Luigi's Mansion, Devil May Cry, Bayonetta (series), Cthulhu, HP Lovecraft, Edgar Allen Poe, In the Mouth of Madness, Assassin's Creed, Evil Dead 2, Alan Wake, Dungeons & Dragons, Kingdom Hearts, MYST, Super Mario Bros, Bill Roper, Lurking Horror, Infocom. Next time: The next three levels (until Lurking Horror) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we extend our time with 1996's Diablo with an interview with Condor/Blizzard North co-founder and Diablo lead programmer and designer David Brevik. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:39 Interview 1:21:19 Break 1:21:51 Wrap-up Issues covered: falling in love with games as a young person, learning how to program, finding out you could make a living making games, typing in programs from magazines, sticking with games, clip-art discs, founding Condor, Diablo pitch document, meeting people at CES, genre calcification and RPGs, working on a fighting game and finding out the SNES and Genesis games were being developed independently, switching to PC games, having the whole gang up to get a pitch, starting with Rogue and adding graphics, the short life of claymation-based graphics, signing as turn-based but Blizzard wanting real-time, getting a 3D0 contract for a football game on the M2, a side distraction into baseball and other sports, cutting turns up fractionally, being all-in on the turn-based/permadeath nature of Rogue-likes, strategy games going to real-time, squeezing more money out of the publisher, getting real-time running in a couple hours, stealing from X-COM's graphics, having a moment when the clouds part and the angels sing, democracy works, having an "I've never seen this before" moment, moving away from D&D tropes and getting darker, having internal hockey tournaments, lowering "time to killing monsters," removing complexity from potions and also verbs, pen and paper requiring character development and games less so, stealing the attributes/requirements loot properties from Angband, getting away from Tolkien and towards the Gothic from the art direction, the contribution of music to the tone, trading player-oriented drama for immediacy, constraints leading to a cornerstone of the series, simplification of the good and the evil, having the stories you get from playing rather than from dialog and designer-written story, running around in multiplayer, getting owned by The Butcher, tackling lots of big new programming stuff on Diablo including networking, having a tutor in Pat Wyatt, inventing Battle.Net, coming in with the multiplayer very late, peer-to-peer model and notifying others, non-deterministic model and rampant cheating, erring on the side of being generous, uniting people on the Internet, the huge impact of Diablo's designs on gaming as a whole, David's latest project, going from CEO to a one-man-show, the huge impact David's had on the industry, transformative games. Games, people, and influences mentioned or discussed: Iguana Entertainment, Condor/Blizzard North, Flagship Studios, Hellgate: London, Gazillion Entertainment, Marvel Heroes, Graybeard Games, It Lurks Below, Pong, Apple ][+, Richard Garriott, Ultima, Inside (magazine), Intel, FM Wave, Tramiel family, Atari/Atari Lynx, Gordo 106, Sunsoft, Acclaim, 3D0, Justice League Task Force, SNES, Sega Genesis, Silicon & Synapse, Warcraft, Davidson & Associates, Math Blaster, Reading Blaster, Allen Adham, Mike Morhaime, Pat Wyatt, Chris Metzen, Rogue, Nethack, Moria/UMoria/Angband, Primal Rage, Dune 2000, Baldur's Gate, X-COM, Starfighter, Mortimer and the Riddle of the Medallion, J. R. R. Tolkien, Dungeons & Dragons, NHL '94, DOOM (1993), Erich and Max Schaefer, Matt Uelmen, Dragon magazine, Amazon, Total Entertainment Network, Daron Stinnett, Dark Forces, Loderunner, Terraria, Starbound, Zork, Don Tomassello (now that's random), Planescape: Torment, PS4, Nintendo Switch, Bill Roper. Next time: An additional bonus episode with Diablo III! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Warning: Contains a high amount of profanity, possibly offensive jokes, adult situations, etc.Please support us on Patreon!: https://www.patreon.com/werenotafraidofthedark/New YouTube Page: https://www.youtube.com/channel/UCHlQVnRbxDNdIHNvoVD-CRwhttps://www.instagram.com/werenotafraidofthedark/https://www.facebook.com/werenotafraidofthedark/werenotafraidofthedark@gmail.comIntro and outro theme by glassdevaney: https://soundcloud.com/glassdevaney/are-you-afraid-of-the-darkIf you would like a sticker, send us an email or message us on social media!Episode edited by Adam at Modulation Studios.“The Tale of the Renegade Virus” Are You Afraid of the Dark? Directed by Ron Oliver. Written by Andrew Mitchell & Gerard Lewis. Season three, episode three. Episode aired October 8, 1994. https://www.imdb.com/title/tt0514441Aerosmith, artist. Amazing. Release November 1993. Geffen Records. https://www.youtube.com/watch?v=zSmOvYzSeaQChandrasekhar, Jay, dir. Club Dread (2004). Broken Lizard Industries,Cataland Films,Coconut Pete Productions. https://www.imdb.com/title/tt0331953/Cohn, Alan, dir. Dead Man on Campus (1998). Paramount Pictures,MTV Productions,Pacific Western. https://www.imdb.com/title/tt0118301/Diablo. Video game franchise. Developed by Blizzard North. Published by Blizzard Entertainment. Produced by Bill Roper. https://en.wikipedia.org/wiki/Diablo_(video_game)Johnston, Joe, dir. Honey, I Shrunk the Kids (1989). Walt Disney Pictures,Silver Screen Partners III,Doric Productions. https://www.imdb.com/title/tt0097523/Knight, Peter, dir. Big Wolf on Campus (1999-2002). https://www.imdb.com/title/tt0189392/McHugh, creator.. Avonlea (1990-1996). Television series. Disney Channel,Sullivan Entertainment. https://www.imdb.com/title/tt0098900/McInnis, Allen. "Actor Paul Cagelet Sentenced to 15 Months for Possession of Child Porn." Montreal Gazette. July 04, 2018. Accessed August 25, 2018. https://montrealgazette.com/news/local-news/actor-paul-cagelet-sentenced-to-15-months-for-possession-of-child-porn.The Sims. Video game franchise. Developed by Maxis. Published by Electronic Arts. Created by Will Wight. First released on February 4, 2000. https://en.wikipedia.org/wiki/The_Sims
Warning: Contains a high amount of profanity, possibly offensive jokes, adult situations, etc.Please support us on Patreon!: https://www.patreon.com/werenotafraidofthedark/New YouTube Page: https://www.youtube.com/channel/UCHlQVnRbxDNdIHNvoVD-CRwhttps://www.instagram.com/werenotafraidofthedark/https://www.facebook.com/werenotafraidofthedark/werenotafraidofthedark@gmail.comIntro and outro theme by glassdevaney: https://soundcloud.com/glassdevaney/are-you-afraid-of-the-darkIf you would like a sticker, send us an email or message us on social media!Episode edited by Adam at Modulation Studios.“The Tale of the Renegade Virus” Are You Afraid of the Dark? Directed by Ron Oliver. Written by Andrew Mitchell & Gerard Lewis. Season three, episode three. Episode aired October 8, 1994. https://www.imdb.com/title/tt0514441Aerosmith, artist. Amazing. Release November 1993. Geffen Records. https://www.youtube.com/watch?v=zSmOvYzSeaQChandrasekhar, Jay, dir. Club Dread (2004). Broken Lizard Industries,Cataland Films,Coconut Pete Productions. https://www.imdb.com/title/tt0331953/Cohn, Alan, dir. Dead Man on Campus (1998). Paramount Pictures,MTV Productions,Pacific Western. https://www.imdb.com/title/tt0118301/Diablo. Video game franchise. Developed by Blizzard North. Published by Blizzard Entertainment. Produced by Bill Roper. https://en.wikipedia.org/wiki/Diablo_(video_game)Johnston, Joe, dir. Honey, I Shrunk the Kids (1989). Walt Disney Pictures,Silver Screen Partners III,Doric Productions. https://www.imdb.com/title/tt0097523/Knight, Peter, dir. Big Wolf on Campus (1999-2002). https://www.imdb.com/title/tt0189392/McHugh, creator.. Avonlea (1990-1996). Television series. Disney Channel,Sullivan Entertainment. https://www.imdb.com/title/tt0098900/McInnis, Allen. "Actor Paul Cagelet Sentenced to 15 Months for Possession of Child Porn." Montreal Gazette. July 04, 2018. Accessed August 25, 2018. https://montrealgazette.com/news/local-news/actor-paul-cagelet-sentenced-to-15-months-for-possession-of-child-porn.The Sims. Video game franchise. Developed by Maxis. Published by Electronic Arts. Created by Will Wight. First released on February 4, 2000. https://en.wikipedia.org/wiki/The_Sims
Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. This week we welcome Marc Laidlaw, long-time Valve employee and writer of Half-Life. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40 Interview with Marc Laidlaw 1:04:50 Break 1:05:16 Feedback/Questions Issues covered: getting started at Valve, looking at story in first person games, unshipped game at Valve, getting Quake community people to work on Half-Life, the early plan for the company, finding features by building lots of tests, randomly discussing features with press, making outrageous promises to spur on the team, the development of a fully realized place, totality of effect, designing from the bottom-up and fitting stuff together later, having employees who were used to working alone, going back to the drawing board, hinting at other levels and wanting the glory, non-physical spaces, lone wolves, needing an overall director to enforce co-authorship, using the Cabal to fulfill that role, being in the trenches and etching into your brain, living Half-Life for two years, avoiding the space marine trope, making the gimmick "science," doing science experiments in game development, intricacy of clockwork levels/Chinese puzzle boxes, the technology of magic, working to get a reaction, characters emerging from setting, bridging to Half-Life 2, magic tricks being even more impressive when you know how they're done, user testing, knowing what questions to ask, players not getting to the ends of games, trying to avoid having to teach the player, expecting a literate player, keeping it clean and transparent, having no model for the main character generating a constraint, reacting to player experiences of the demo, working out of a corner/desperation, creating within constraints, having too much freedom (analysis paralysis), Marc's work available on Kindle, taking breaks, writing in the early days of video games, always in the helmet, E3 memories/discussion. Games, people, and influences mentioned or discussed: Day of the Tentacle, Half-Life 2, Portal, Counterstrike: Day of Defeat, Team Fortress, DotA 2, Eric Wolpaw, Jay Pinkerton, id Software, Quake, Michael Abrash, Mike Harrington, Gabe Newell, WIRED Magazine, Worldcraft, Ben Morris, Prospero, John Guthrie (Choryoth), Steve Bond (Wedge), Blues News, Harry Teasley, Peter Molyneux, Edgar Allan Poe, Thieves' World anthologies, Randy Lundeen, Shigeru Miyamoto, Kelly Bailey, Dave Riller, Ken Birdwell, Dario Casali, Alfred Hitchcock, Microsoft, Uncharted 4, Duke Nuke'em, Breaking Bad, Better Call Saul, Magazine of Fantasy and Science Fiction, Prey (2017), Nioh, Breath of the Wild, Bill Roper, Janos Flosser, Starfighter, Wayne Cline, Republic Commando, Ryan Kaufman, Mike Stemmle, Hal Barwood, Sean Clark, Jonathan Ackley, Larry Ahern, Tim Schafer, Dave Grossman, RebelFM, Phil Rosehill, Link to the Past, Super Metroid, ToeJam & Earl, LucasArts, Alexander Farr, Kotaku, Final Fantasy 9, Jason Schreier, Tacoma, Ico, Shadow of the Colossus, The Last Guardian, Halo 5, 343 Industries, Bethesda Game Studios, Unreal, Nintendo Wii, Evil Avatar, Phil Kollar, Polygon, Sony, Metal Gear (series), Witcher III, Anthem, No Man's Sky, Hello Games, Joe Danger, Assassin's Creed (series), Red Dead (series), PAX, Ficus/@giant_rat. Next time: Another Interview! Links: Marc's website @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
The inaugural alpha test of the Binwin's Minions RPG, recorded live at PAX South 2017 in San Antonio, TX! Binwin Bronzebottom is looking for a few good adventurers to help acquire all the loot from the Ruined Keep of Ikillyah. Chris Perkins is your dungeon master with Table Titans creator Scott Kurtz as Binwin Bronzebottom along with our first set of foolishly brave adventurers: Tavis Maiden as the Wizard, Angie Kurtz as the Druid, Bill Roper as the Thief, and Cory Casoni as Paul the Warrior.
Welcome to a bonus episode examining 1994's Star Wars classic TIE Fighter. We welcome two guests, Reed Knight and Darren Johnson, who worked in QA on the original titles and co-led the QA team on the Collector's Edition. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. TTAJ: 14:24 Podcast breakdown: 0:29 Interview segment 1:10:00 Break 1:10:22 Outro, Next time Issues covered: Tim introduces QA as a discipline, Reed self-introduction, QA being in start credits of Full Throttle, Tim's interviews, Darren self-introduction, early history of Reed and Darren in QA, games that are fun to test months in, score competition, day in the life of a tester, bug entry process, having only one computer for entering bugs, "anti-speed runs," thinking in terms of triggers or events, gluing events together, getting the editor and looking for bugs, finding voice lines that had never fired in original TIE Fighter, finding bugs that weren't literally visible in-game, non-crash "A" bugs, Reed disputes Brett's account of an "A" bug, Darren defeating Darth Vader, best gaming moments, the lengths you go to to break a game, "SUM PIN TO DO," missing a bug because you haven't gone far enough, fighting for bugs on behalf of the player, suggesting technical solutions from QA, healthy tension between departments, "upstairs," Kerner Blvd, adversarial advocacy vs. regulatory capture, maintaining objectivity, balancing games from test, lead tester importance as ship date looms, maintaining loyalty to the QA team, turning to the Dark Side, getting QA consensus, "once a tester always a tester," humility vs arrogance, direct discussion with testers, every 1000th bug, golden age, free range testing, working on a platform title (due to license holder requirements), compatibility, quantity of bugs in modern day, playing console manufacturers off against one another, day one patches, usability issues, playing XvT co-op as former QA, TuneIn and Amazon Echo. Games, people, and influences mentioned or discussed: Rogue One, Toy Story, Buzz Lightyear, Emperor Zurg, Dark Forces, Full Throttle, Tim Schafer, Metal Warriors, Big Sky Trooper, Jedi Knight, Indiana Jones and the Infernal Machine, Stormfront Studios, Eragon, Don Daglow, Smithsonian, Leap Frog, Duke Grabowski, Bill Tiller, Gene Mocsy, Hal Barwood, Zelda, Indiana Jones Desktop Adventures, Yoda Stories, Afterlife, Day of the Tentacle, Dave Grossman, Mad Otter Games, Disney, Brian Kemp, Larry Holland, Totally Games, Dan Connors, Mark Cartwright, The Last Starfighter, Fallout 3, Todd Howard, Daron Stinnett, Starfighter, Brett Tosti, Galactic Battlegrounds, Battle for Naboo, Obi-Wan, Bill Roper, Tim Cain, Bethesda Game Studios, Nintendo 64, Shadows of the Empire, Livia Knight, Telltale Games, Sean Clark, Tabitha Tosti, Battlehawks 1942, Their Finest Hour, Secret Weapons of the Luftwaffe, Ico, Fumito Ueda, BlueTieCasual. Next time: Interview with Larry Holland! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our first episode in our series examining Super Metroid, our first foray into playing something that is exclusively on console. We first situate the game and the series in importance and discuss the influence of Japanese design before turning to the first couple of hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until the Charge Beam Podcast breakdown: 0:31 Segment 1: Relevance/Impact 26:47 Break 1 27:23 Segment 2: First part 1:10:30 Break 2 1:10:54 Segment 3: Outro/Next time Issues covered: how one pronounces "Douville," synchronization bugs, impact of Japanese, mix of skill-based play and environmental puzzles and exploration and tactical decisions, concurrent original development of multiple storied franchises, the time constraints on adult players, open world games and growing the space, narrative and the environment, foreshadowing in the main menu, narrative tone, stylized minimalistic music, opening cutscene, pixel art, character design, weapon and damage types, weapons and macro/micro design, less economical design at AAA, depth vs breadth, constraining the player to drive creativity, testing what you've learned, "mode 7" rendering, parallax and storytelling, reverse blood-locking, RTFM, tiny lessons and reinforcements, forcing you to learn, map limitations, giving you the things that you need, the need for elevators, conveying information in tile art, playing with player expectations. Games, people, and influences mentioned or discussed: DLC podcast, Jeff Cannata, Christian Spicer, Bill Roper, Blizzard, WarCraft, Patrick Wyatt, Nathan Martz, Brütal Lëgënd, Nintendo R&D, Yoshi Sakamoto, Castlevania, Mario series, Legend of Zelda series, No Man's Sky, Metroid Prime series, Starfighter, Tomb Raider (2013), Firewatch, Alien, Aliens, Boba Fett, Star Wars, Metroid Fusion, Metroid Prime Federation Force, Shovel Knight, Axiom Verge, Halo, Mode7 Games, Paul Kilduff-Taylor, Warren Spector, Harvey Smith, Randy Smith, Dishonored, Doom (2016), Metal Gear Solid series, Final Fantasy VII/IX, Outlaws, Indiana Jones and the Infernal Machine, Headlander. Next time: Up until the Ice Beam @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our final episode in our series examining Warcraft: Orcs and Humans, where we welcome guest Bill Roper! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Quick show note: We had some technical difficulties with Bill's mic, so he's a little quiet. Apologies. It is worth boosting your headphones to hear him. Podcast breakdown: 0:38 Bill Roper Interview 1:12:41 Break 1 1:13:06 Outro, next game Issues covered: Blizzard pre-Warcraft, how Bill got in, voice over, joining up to do anything, having empathy for orcs, manual symmetry, making investments in quality, notepads add heft, guerrilla marketing, "Growing up Blizzard," inclusivity and the "Mom test," getting into the RTS market, raising the bar back and forth with Westwood, SVGA resolution, LAN multiplayer, desynchronization bugs, pushing the capabilities of the engine, stringing missions together into a story, constant iteration of game writing, ebb and flow of mission types, longer development time for 1993, everything going right for Warcraft 2, emergence of the multiple click voice lines, letting the team find a new feature, AAA production focus vs indie innovation ability, planning for innovation and leadership buy-in, great ideas come from everywhere, Blizzard culture and design credited to the team, flip-side: killing your babies, everybody playing the game, the quote board, the world's most expensive QA team, meritocracy, Blizzard's influence on the industry and its inclusivity, simple to learn/difficult to master, supporting approachability with humor and aesthetics, grognard capture, free multiplayer clients with the single-player game, genesis of Battle.Net, pay-to-play multiplayer services, the influences that led to the orcs, the origins of Medivh's name, exiling the wolf riders, characterizing units through voice and portraiture, embedding character into the gameplay, telling side stories because you don't know what the player looks like, audio cues as feedback system, economical design, micro-management, building on roads, mini-map choices: essentially just an alert, no playing the game off the mini-map, trolling pro players, avoiding mini-map distraction, design discipline. Games, people, and influences mentioned or discussed: Warcraft series, Starcraft series, Diablo series, Champions, Star Trek Online, Blizzard, Silicon & Synapse, Justice League Task Force, Lost Vikings, Rock n' Roll Racing, Dune 2, Herzog Zwei, Blackthorne, Mars: Bringer of War (Hölst), Glenn Stafford, Allen Adham, Mike Morhaime, Magic: The Gathering, Jeopardy, MAD magazine, Davidson & Associates, Bethesda Game Studios, Oblivion, Command & Conquer, Westwood Studios, Ron Millar, id Software, Epic Megagames, Starfighter games, Bob Fitch, Republic Commando, Daron Stinnett, Dave Brevik, Erich and Max Schaefer, Farmville, Mafia Wars, Mario Kart, Hearthstone, Chris Metzen, Wing Commander, Skyrim, Myth series, Stu Venable, GURPS, Happy Jacks, Poxy Boggards. Links: You should follow @BillRoper on Twitter! Check out his podcast, Happy Jacks RPG Podcast! Or their website! Bliss out to the RennFaire strains of the Poxy Boggards! Next time: Super Metroid! Play until you get the charge beam (save around that) @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
A sudden emergency made recording our guest interview with Bill Roper impossible, so we postponed. Brett hops on the mic to quickly brief you on that, and to announce our next game! Next time: Still Bill Roper! @brett_douville, @timlongojr, @devgameclub www.devgameclub.com devgameclub@gmail.com
Welcome to our fourth episode in our series examining Warcraft: Orcs and Humans. We finish off our discussion of the game, discussing the last few missions and turning to our takeways and pillars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Humans 10-12 and Orcs 10-12 Podcast breakdown: 0:36 Segment 1: Last four missions 32:35 Break 1 33:12 Segment 2: Takeaways, pillars, and next time Issues covered: big army missions, Brett's final strategy: wizards and warlocks FTW!, demons and elementals as hero units, level design as scheduling, cheating AI, Brett the programmer nerd: using a unit as a counter variable, constraints inspire creativity, finding the fun, player-centric design, mission customization in later RTSes, unique locations at the end of the game (Stormwind Castle and Blackrock Spire), limiting need for upgrades at end of game, "more" instead of "different," turning drama into tedium, Warcraft nerd-out time, Warcraft radio drama, embracing micromanagement, focusing a challenge due to street-to-street fighting, stationed units, variety in mission types, light narrative elements as motivating force, DOS technical limitations, ending cinematics, whole team as design credit, scoring ranks, rhythm and timing and time as a currency, tension in real-time vs turn-based, RNG vs determinism. Games, people, and influences mentioned or discussed: Cary Grant, The Bachelor and the Bobby-soxer, Labyrinth, Chess, Dawn of War II, Company of Heroes, Starcraft II, Dark Forces, Sid Meier, Civilization, Doom, ARMA, Starfighter, Star Wars, Daron Stinnett, Rogue Squadron, Rogue Leader, Warcraft III, Starcraft: Brood War, DotA, Relic Entertainment, Reed Knight, World of Warcraft: Legion, Cataclysm, Star Trek: The Next Generation, Deep Space Nine, The Trouble with Tribbles, Chris Metzen, Samwise Didier, Dune 2, Diablo, Bungie, Myth series, Command & Conquer, Tetris, Drop 7, Conan, Warcraft II, XCOM, Gold Box series, Bill Roper, Disney, Hellgate: London, Flagship Studios. Next time: Special guest BILL ROPER! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our second episode in our series examining Warcraft: Orcs and Humans. We specifically discuss unit introduction and the evolution of the genre and how it does and doesn't parallel tabletop wargaming. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Four more of each campaign -- Human 3-6, Orc 3-6 Podcast breakdown: 0:31 Intro and segment 1 37:11 Break 1 37:31 Segment 2 1:05:08 Break 2 1:05:34 Next time Issues covered: destroying bases, unit introduction as enemies and as friendlies, unit costs as a bar to trying out new types, usability issues, Tim's difficulties with having to restart, preconceived notions, seeding towns with units for difficulty, ranged strategy and pull radii, abusing pathfinding, similarity to tower defense, playing orcs differently from the humans, Tim's changing style of play, micromanaging formations, tuning difficulty for different speeds of play, archers vs catapults, Brett thinking about how to actually build games like these, scripted pathing in Starfighter, interface challenges vs the AI player, inner workings of the Starfighter AI, dungeon levels, influence of dungeon levels here on later Blizzard games, parallels between RTSes and wargaming and early tabletop role-playing, story in Blizzard games, National Conventions and Lothar 2016, purification of genres, friction between mechanics and dungeon levels, multiplayer and game masters and playing like a machine, WarCraft 2 arriving so soon after, Blizzard development model, Blizzard maintaining corporate identity under Activision, alternating levels, playing campaigns one after the other. Games, people, and influences mentioned or discussed: Pokémon Go, Geocaching, Command and Conquer, StarCraft, Final Fantasy IX, System Shock, WarCraft 2, Bungie, Myth, Hitman 2, Hitman (2016), Starfighter, World of WarCraft, WarCraft III, WarCraft (2016 film), Samwise Didier, Chris Metzer, Michael Morhaime, Bill Roper, Disney, EverQuest, Overwatch, Dark Souls, Demon's Souls, Descent: Journeys in the Dark, Falling, Activision, EA, Origin, Bullfrog, Lionhead, Treyarch, Bobby Kotick. Next time: Play three more of each campaign (if you'd like): Human 7-9, Orc 7-9 @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
In this first episode of our series discussing Warcraft: Orcs and Humans, we examine the relevance of the original game to the series as a whole and its genre in particular and begin delving into the mechanics on display in the first few levels of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First two levels of each campaign: H1, O1, H2, O2 Podcast breakdown: 0:32 Intro and segment 1 (relevance, personal and industry wise) 33:55 Break 1 34:23 Dev and mechanics talk 1:07:05 Break 2 1:07:32 Quick additional topic and next time Issues covered: committing to the division of Orcs and Humans, reading the freaking manual, what went into manuals and not, training the player and avoiding the manual, credits in the PS2 era, what did you need a manual for, the Indie Box, tooltips and in-game instruction, story development inside of Blizzard games vis a vis Westwood, CD-ROM and FMV, mission type variety, mods as aid to development, unit grouping count, small squads vs large armies, moving towards hero focus, MOBAs born from heroes, prioritizing even derivative lore and the potential benefits, reading 8 to 10 Warcraft novels, beneficial aesthetics, humor, self-seriousness and camp, playing with your toys, discovering games on shared computers, multiplayer culture in RTSes and FPSes, using multiplayer for develop, pathfinding and the Dining Philosophers problem, lack of formation, micromanagement for tactical gain, counting frames and managing combat closely, unsignaled progress, energy and efficiency, levels of fog of war and the Eye of Kilrogg, the weight of individual units, build speeds, deliberate pacing (lack of click-to-move), contextualization and automation debates in the mid-90s, "the game playing itself," automating those things which are not the focus, stylization and exaggeration in visual design, minimum spec. Games, people, and influences mentioned or discussed: Dave Grossman, Tim Schafer, Uncharted 4, Day of the Tentacle, LucasArts, Starfighter, Dark Souls, Gone Home, Dune 2, XCOM, Westwood, Command & Conquer, Starcraft, Wing Commander, The 7th Guest, Rebel Assault, Starcraft 2, Warcraft 3, Sid Meier, Dawn of War II, Company of Heroes, Relic Entertainment, Defense of the Ancients, J. R. R. Tolkien, Gary Gygax, Bill Roper, Chris Metzen, Samwise Didier, Michael Morhaime, World of Warcraft, Hearthstone, Games Workshop, Dungeons and Dragons, Patrick Stewart, Dark Forces, DOOM (original and 2016), Castle Wolfenstein, Prince of Persia, Myth: The Forgotten Lords, Bungie, Starcraft 2: Legacy of the Void, Starship Troopers, Little King's Story, Legend of Zelda: Ocarina of Time, Wayne Cline, Ultima IX, Tomb Raider, Super Mario 64, Indiana Jones and the Infernal Machine, Hal Barwood, Overwatch, Diablo III, Disney, Nintendo, Pokemon Go. Next time: Play four more from each campaign, still alternating Humans and Orcs! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Bill Roper spoke with Deloitte Advisory’s Mike Kearney about stepping into the role of CEO at VeriSign in 2007 in the midst of stock option backdating allegations. Faced with addressing short-term issues related to the investigation, VeriSign framed the crisis with an eye on the long game as well: helping the company restructure and better position itself for the future.
Welcome, Champions Online fans! The Balanced Mind Parent Network improves the lives of families raising children and teens with bipolar disorder and related conditions such as depression and ADHD. Over 80% of our funding comes from individuals like you. Please consider a small donation in support of The Balanced Mind Parent Network families. In our continuing series on video game addiction, we talk to renowned video game designer Bill Roper. Currently, Roper is an executive at Cryptic Studios where he oversees MMORPG's like Champions Online and Star Trek Online. We get an insider's perspective on what goes into creating a successful game, including game mechanics, demographic considerations, and more. We specifically ask him his thoughts on video game addiction as well. Roper has worked on tons of the most famous MMORPG's ever created. You can sample his current work at http://crypticstudios.com/.
Welcome to show 100!Literally months in the making coordinating schedules with guests from all over the world. The best of the best moments of the past 100 shows. This show includes community guests, industry professionals and even Dr. Richard Bartle! See you online,Julie and FranPart 1Music:1. Star Wars Theme, Paul Barnet2. La Grange, ZZ Top – Scott Hartsman3. Hang on St. Christopher, Tom Waits – Shannon Posniewski4. Life in the Fast Lane, Eagles – Bill RoperTopics: 1. Women in games and women gamers2. EA joins Sony in trying to waive their liability.3. Is the Subscription model DOA?4. The wrong way to go free 2 play5. Should developers go mobile or go home?Guests: Darren from Catholic Gamer, Brent from Virgin Worlds and Karen Bryan from MassivelyPart 2: with R.W. HarperMusic:1. Concerning Hobbits, Marie Croall2. Bill Roper phone call Blondie Call me bit3. Low Rider, Funcom community managers4. Star Wars Sith Theme, Paul Barnett5. Alganon Developers, Life in the fast laneSubjects: 1. Star Wars the Old RepublicPart 3: with Dr. Richard BartleMusic:1. Soul Man, James Brown, Dr. Richard Bartle2. Sharp Dressed Man, ZZ Top, R.W. Harper3. Colin Dwan, ZZ Top, Tush4. Richard Cheese, Star Wars Cantina ParodyTopics:1. The Decline of Virtual Worlds, Games people play and who pays for them, 2. Virtual Worlds that let players be free to be themselves.3. Survey says puppies play games too.
Welcome to Show Number 68! Fallout: New Vegas is discussed, including the talents of Wayne “Mr.Las Vegas” Newton. Fran and Julie see the handwriting on the wall (itspells net neutrality). Also discussed - World of Warcraft, TheTransformers mmo, Bill Roper, Medal of Honor, Star Wars, Blue Ray andlaser disks the size of a tire on a buick. The topics of the week are Guild Wars 2, including the dynamic eventssystem, and Julie decides that it really could be the future of mmos.Next we talk about World of Warcraft’s Cataclysm expansion. We savethe best for last and spend a few minutes with Dr. Richard Bartle andchat about his upcoming award as a legend of gaming. Julie and Fran Sites we discuss on the show:blog.weflyspitfires.com/biobreak.wordpress.com/usuallyfine.blogspot.com/www.tgdaily.com/
What do you know about know about “The Poz”? No, we are not talkingabout the cousin of Arthur Fonzarelli from “Happy Days.” We aretalking about the man who will be steering Champions Online in thedirection of happy days to come. Yes none other than Mr. Shannon“Poz” Posniewski, the new executive producer for Champions Online.Share an hour of fun and laughter with Julie, Fran and Poz and findout the answer to such burning issues as…Who at Cryptic wear a size 13 shoe with flames down the side?What other noted game developer did Poz go to school with and why didthat person dance for money at an early age?What does Poz do in his spare time?What is Bill Roper up to now? (Aside from 6 feet tall)What does the new executive producer for Champions think about wherethe game has been and where it is going?Why is approach to Player Vs. Player different for Champions than itis for other games? Where does it shine and when did it have its“light under a bushel basket”?
Welcome to our BIG ANNIVERSARY SHOW! We have actually been on the air about a year and a half now, all shows included, but we are claiming this one as our anniversary show. We have a fantastic show this time. Not one, but two professional developers. First up is Mr. Bill Roper from Cryptic Studios. After that is our own R.W. Harper (we would tell you where he works but then he would have to kill us). Two hours of in depth discussion, lots of fun and truck loads of laughs. Julie and Fran
Join Roger, Joe and Enrique, along with special guest Bill Roper on this most excellent episode. iTunes | Stitcher | RSS feed If you enjoy the show, please make certain to stop by iTunes and leave us a review!
Welcome to show number 49. This week we have a round table discussion with JMO/Jeremy from the MMO Voices Podcast and Tipa from West Karana. Many laughs are had although at the end of the podcast....well you will hear. Join us next week for two developers on our anniversary show - R.W. Harper and Bill Roper. See you online Julie Whitefeather Fran Kosac
The M-Team discusses Tabula Rasa boxes as currency, Champions Online under Bill Roper, and more.