Podcast appearances and mentions of Clint Hocking

Canadian video game director and designer

  • 22PODCASTS
  • 44EPISODES
  • 1h 23mAVG DURATION
  • ?INFREQUENT EPISODES
  • Dec 4, 2024LATEST
Clint Hocking

POPULARITY

20172018201920202021202220232024


Best podcasts about Clint Hocking

Latest podcast episodes about Clint Hocking

Dev Game Club
DGC Ep 412: Minecraft (part one)

Dev Game Club

Play Episode Listen Later Dec 4, 2024 70:13


Welcome to Dev Game Club, where this week we begin a new series on 2009's Minecraft. We talk about the early access history of the title, the impact on the industry, and then dive into some initial thoughts on our first few hours. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours Issues covered: Brett kills Tim, an announcement about opening world, an announcement about Defeating Games for Charity, the Minecraft Timeline, the beginning of Early Access, starting with creative mode, adding core concepts later, viral success, cellular automata, emergence in a user-created space, free-to-play vs early access, hunger, huge success, a smart purchase, a rough start, undirected and unexplained, the key to the experience, building a game with a community, the crafting table and drawing little items, sanding edges off, crafting blocks with blocks, connecting to your humanity, how long you can go without stuff, building up a city, the survival test and launching a genre, holding everything in your hand, the sense of exploration, player types, sanding away friction, space for sequels, dealing with the Internet, the rise of the day one patch, boundaries and generations, a dangerous model, triaging bugs for day one, right-sizing the game. Games, people, and influences mentioned or discussed: BioStats, Calamity Nolan, Phil Salvador, Video Game History Foundation, Arkham Asylum, Uncharted 2, Borderlands, Demons's Souls, Brutal Legend, League of Legends, Infamous, Assassin's Creed II, Dragon Age: Origins, Left 4 Dead 2, New Super Mario Bros Wii, Bayonetta, Plants vs Zombies, Red Faction: Guerilla, Artimage, Steam, Dwarf Fortress, MUD, Everquest, Far Cry 2, Clint Hocking, Valheim, Microsoft, Mojang, Bethesda Game Studios/Zenimax, id Software, Machine Games, Tango Gameworks, Discord, Phil Spencer, Halo, The Three Stooges, Picross, Black Hawk Down, Delta Force, Dragon Quest Builders, Spelunky, WoW Classic, Blizzard, mysterydip, Ubisoft, Sony, Horizon (series), Nintendo, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: More Minecraft! Twitch: timlongojr Discord DevGameClub@gmail.com

Dev Game Club
DGC Ep 400: Bonus Interview with Tony Rowe

Dev Game Club

Play Episode Listen Later Aug 14, 2024 84:43


Welcome to Dev Game Club, where this week we revisit our series on Trespasser: The Lost World with an interview with Tony Rowe, who did QA on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 00:49   Interview 1:13:20 Break 1:13:55 Outro Issues covered: time to take out the prehistoric trash, getting in, doubling up the QA team, the clay model of an island, having to rebuild the island, cutting a more open level, the empty plantation house, Microsoft Hiking Simulator, the bowling shirt, how long games took at the time, rising expectations, developing a software renderer, length of time and risk, entirely procedurally driving the critters, using a hill to escape a dinosaur, everything being a box, exploding physics boxes, choosing procedural animation, saying yes to too many things, a richer first person experience, locking the arm, emergent gameplay, a different context, building a separate demo level, overtime/double time/golden time, lack of friction, the floating plants, taking the blame, programming and managing at the same time, video game history and documenting game development, influences later, making it hard for game stores, dinosaur brains and subtlety, cranking up the anger, the importance of preservation, regressing bugs and test plans. Games, people, and influences mentioned or discussed: Star Wars, Call of Duty, Medal of Honor, Jurassic Park, Dreamworks, Electronic Arts, Spark Unlimited, LucasArts, Force Unleashed (series), First Assault, Drexel University, Greg Knight, Interweave, WayForward Technologies, Microshaft: Winblows 98, X-Fools, Star Warped, MYST, PYST, Parroty Interactive, Monopoly, Spielberg, Katzenberg, David Geffen, DOOM, Neverhood, Dark Forces, Skyrim, Indiana Jones and the Staff of Kings, PS3, Microsoft 360, Nintendo Wii, Nintendo DS, PSP, AMD, Quake, 3dfx Voodoo2, Dreamcast, PS2, Seamus Blackly, Looking Glass, Terranova: Strike Force Centauri, Richard Wyckoff, Austin Grossman, Andrew Grant, Tai-Fu, Small Soldiers, Crystal Dynamics, Noah Hughes, Kung Fu Panda, Unreal, Clive Barker's Undying, Fall Guys, 3D Studio MAX, Starfighter, Video Game History Foundation, Phil Salvador, Frank Cifaldi, UNESCO, Dinosaur Train, Terry Izumi, Clint Hocking, Far Cry 2, Half-Life 2, Octodad, Eidos, Spectre, Max Spielberg, Jet Lucas, Assassin's Creed, David Wolinsky, Apple ][, The Sims, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Links:  David Wolinsky's Interview with Steven Horowitz Twitch: timlongojr Discord https://t.co/h7jnG9J9lz DevGameClub@gmail.com

Dev Game Club
DGC Ep 390: Final Fantasy Tactics (part three)

Dev Game Club

Play Episode Listen Later May 15, 2024 74:52


Welcome to Dev Game Club, where this week we continue our series on Final Fantasy Tactics. We talk about the grind, job and abilities stuff, some tactics and end with a listener mail about balance. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played:  To end of Ch 2 (Brett), somewhere in Ch 1 (Tim) Issues covered: character representation in the sprites, enjoying the discovery of the macro, finding out how things interact, the Zodiac, why they ask for your birthday, information about turn order, things being unwieldy, a reactive strategy, how the brilliance starts coming in, the learning and grinding curves, an anecdote of the clockwork, achieving a Spelunky turkey and further digressions thereto, early grind, visiting cities and differentiating the shops, side missions for team members, having back-benchers, random encounters over time, the random table that each map draws from, how and whether the maps change, the importance of starting position, which environments we particularly enjoy, how the death mechanics work, preventing the enemies from getting the crystals, the min/max-ability, the revelation of the job matrix, the various roles and ways to augment your characters, auto-potioning, the story overwhelm, "Are we the baddies?", the progression to a more fantastic setting, how the story at the beginning of the game fits in, balance being overrated, the problem of pacing. Games, people, and influences mentioned or discussed: The Matrix, Mario + Rabbids, Clint Hocking, Splinter Cell, Spelunky, Mossmouth, Metal Gear (series), Assassin's Creed (series), X-COM, Pokemon (series), Mitchell and Webb (obliquely), Game of Thrones (obliquely), Taylor Swift, Drew, Nobuo Uematsu, Chrono Trigger, Magic: The  Gathering, Dominion, Marvel Snap, Fallout (series), Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More FFT! Links: "Are we the baddies?" Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com

Dev Game Club
DGC Ep 370: Trespasser (part one)

Dev Game Club

Play Episode Listen Later Nov 22, 2023 73:43


Welcome to Dev Game Club, where this week we begin a new series on 1998's Dreamworks Interactive title, Trespasser. We set it in its time (a year with many great games... and also Trespasser) and then discuss a bit of the games foibles and noble attempts. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First level or two Issues covered: an intro that works on many levels, repeating lines, games from this great year, a fan base that loves this game, Steven Spielberg bringing weight to bear, a relic, shooting for the stars, experimentation and memorability, the blase noting of dinosaurs, not reflecting a player's needs, learning from bad games, bringing in film people to do a game person's job, needing to get the game out, spotty voice acting, representing the character poorly, the weird IK and dinosaur behaviors, open spaces, committing to the bit, leveraging my hand, having to figure out how to solve a puzzle, outsmarting a procedurally generated raptor, other wonky games swinging for the fences, shipping a game without patches,  Games, people, and influences mentioned or discussed: Jurassic Park, Minnie Driver, Richard Attenborough, Ocarina of Time, Metal Gear Solid, Baldur's Gate, Half-Life, Thief, Starcraft, RE 2, Grim Fandango, Unreal, Myth II, Fallout 2, Descent: Freespace, Starfighter, Rogue Squadron, MediEvil, Gran Turismo, Starsiege Tribes, Banjo Kazooie, Steven Spielberg, Boom Blox, EA, Wii, Louis Castle, Seamus Blackley, The Dig, Gilmore Girls, Quake, Velvet Goldmine, Studio 54, Good Will Hunting, Circle of Friends, Big Night, RTX Red Rock, Austin Grossman, Spider-man 2, Jamie Fristrom, Clint Hocking, Far Cry 2, Wayne Knight, Jeff Goldblum, DOOM (1993), System Shock (series), Surgeon Simulator, Goat Simulator, Octodad, Getting Over It with Bennett Foddy, X-COM, Julian Gollop, Arkham City, Galleon, Toby Gard, Die By The Sword, Artimage, Bloodborne, Kenneth Baker, Sea of Stars, SNES, Chrono Trigger, Sabotage Studios, Twin Suns Corp, Nintendo, Switch, Tacoma, Maas Neotek, Space Oddity, David Bowie, Alan Wake, Epic, Omicron: The Nomad Soul, Quantic Dream, Microsoft, Quantum Break, Roy Orbison, The Coconut Song, Guitar Hero, Brutal Legend, Ozzy Osborne, AC/DC, Def Leppard, Megadeth, Metallica, Iron Maiden, Arkham Knight, Control, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: More of Trespasser Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord  DevGameClub@gmail.com

My Perfect Console with Simon Parkin
Clint Hocking, creative director (Splinter Cell, Far Cry 4, Watch Dogs Legion, Assassin's Creed Infinity)

My Perfect Console with Simon Parkin

Play Episode Listen Later Sep 12, 2023 81:18


My guest today is a Canadian video game designer and director. After graduating from the University of British Columbia with an MFA in creative writing, he joined Ubisoft Montreal where he co-wrote the script for Tom Clancy's Splinter Cell. In 2005 he directed a sequel to that game, Splinter Cell: Chaos Theory, and three years later released the oppressive and acclaimed sandbox shooter, Far Cry 2. In 2010 he left Ubisoft and joined LucasArts, then Valve, then Amazon Game Studios, before finally returning to Canada to work as creative director on the Ubisoft game Watch Dogs: Legion. A keen thinker on video games, my guest coined the term ‘ludonarrative dissonance' to describe when a game's story and mechanics sit at odds with one another. Today, he serves as creative lead at Ubisoft Montreal, the studio he first joined as a graduate, where is he working on Assassin's Creed Infinity.  Thank you for listening to My Perfect Console. Please consider becoming a supporter; your small monthly donation will help to make the podcast sustainable for the long term, contributing toward the cost of equipment, editing, and hosting episodes. https://plus.acast.com/s/my-perfect-console. Hosted on Acast. See acast.com/privacy for more information.

Dev Game Club
DGC Ep 360: Eye of the Beholder (part five)

Dev Game Club

Play Episode Listen Later Sep 6, 2023 112:40


Welcome to Dev Game Club, where this week we complete our series on Eye of the Beholder. We talk more about D&D adaptation, spend some time with a sequel, and get to our takeaways before emptying the mailbag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: which levels count in the sequel, killing lots of beholders, whether you could have killed Xanathar in the original, striation of hit point values, scaling for sense of power, paying off on the quests, finding all the beholders, beholder physiology, having more fun with beholders as designers, bulettes and basilisks, "just keep going," being trained for level navigation, designing towards the player understanding, wanting coordinates, using simple concepts well, modular repeatable and combinable concepts, leaning into the limitations, an onion layer level, "mapping matters," loving drawing maps, sanding off of friction (various ways of telling the player how to get there), being more embodied in the dungeon, the more you take out the less the experience becomes, allowing for abstraction and having to draw you in other ways, translating D&D, why simulate the math, a bad game to simulate, "what is a saving throw?," using video games to inform the evolution of your tabletop game, emphasizing the human, a more elegant system, dice variance, a useless party experience, usability issues, bad games that were influential on us, remembering movie moments but not the gameplay, even bad actors are better than what we could do at the time, digging into all the RPGs, not knowing what to do in SimCity, DOS vs Mac music and early audio, a craftman's respect for audio, warm analog music, hearing multiple versions of the same soundtrack, not playing a lot of real-world games, physics in games and pitting against fun, wanting to get to specific rides vs how you build a park, Tim gets turned off on the CRPG book, building on foundations and the legacies they carry, business concerns, shipping code passing cert, climbing uphill to make changes, maintaining the feel. Games, people, and influences mentioned or discussed: Eye of the Beholder II, Winnie the Pooh, The Dungeon Run, Metal Gear Solid (obliquely), Wolfenstein 3D, DOOM (1993), Gary Gygax, PS5, Xbox Series X, Dark Souls, Temple of Elemental Evil, Indiana Jones (series), Far Cry 2, Starfighter, Jurassic Park, Ultima Underworld, God of War, Baldur's Gate (series), World of Warcraft, William Shatner, Vampire: the Masquerade, Call of Cthulhu, Mechwarrior, Mechassault, Warhammer, Morrowind, Fallout, Diablo, Westwood, Ashton Herrmann, Kyrandia (series), Lands of Lore, Trespasser, Clint Hocking, Assassin's Creed (series), Darkstone, Neverwinter Nights, Kingdom Hearts, Twisted Metal Black, Warcraft II, Quake, MYST, Grim Fandango, The 7th Guest, NextGen, Sam Thomas, The CRPG Book, Skyrim, The Bard's Tale, Disco Elysium, Rogue, Betrayal at Krondor, Cobra Mission: Panic in Cobra City, Andrew, SimCity 2000, GameBoy, MegaMan, NES/SNES/N64, Grant Kirkhope, GoldenEye 007, Metroid (series), Half-Life (series), Rollercoaster Tycoon, The Matrix, Disneyworld, Great Adventure, Canobie Lake Park, Dungeon Master, Chris, Populous (series), Dungeon Master, Fallout 3, mysterydip, Commander Keen, Dwarf Fortress, Metroid Prime, Bethesda Game Studios, Halo (series), Bungie Studios, Tomb Raider, Galleon, Toby Gard, Redguard, Reed Knight, Todd Howard, Starfighter, Grand Theft Auto (series), Starfield, Unreal (series), Gears of War, Republic Commando, Jack Mathews, Mark Haigh-Hutchinson, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Our next game? Links: The CRPG Book Dungeon Master Encyclopedia and video Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord  DevGameClub@gmail.com

Dev Game Club
DGC Ep 333: Rogue (part one)

Dev Game Club

Play Episode Listen Later Jan 4, 2023 64:14


Welcome to Dev Game Club, where this week we begin a new series on 1980's seminal and genre-naming title, Rogue. We set the game in time and talk about what constitutes the genre before diving into some particulars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few runs Issues covered: buying the game in a box, being disappointed in the ASCII, being turned off by procedural games, the differences in later games, the lore of the game, playing on a mainframe, the roots of so many games in text format, a top 50 achievement in games, the elements of the Rogue-like, procedural generation, inventory, randomized items, permadeath, getting over the hurdles in types of games, a chain reaction of bad things, clicking with a specific experience, simulating the rogue-like, a long shadow, playing to get a feel, being terrified of letters, trying things at random, a voyage of discovery, knowledge, renaming everything, consistent descriptions, thinking about strategy, the cumbersome bow mechanics, more depth than expected, the possibilities of emergence, anecdote factory, "wait, there are bear traps?" Games, people, and influences mentioned or discussed: Adventure, Atari 2600, Colossal Cave Adventure, Dungeons & Dragons, Egghead Software, Moria, Nethack, Jamie Fristrom, ADOM, Angband, Zork, Infocom, Mystery House, On-Line Systems, Sierra Online, Ken and Roberta Williams, Hunt the Wumpus, Star Trek, Pac-Man, Battlezone, Missile Command, Space Invaders, Activision, Taito, LucasArts, Space Quest/King's Quest, Michael Toy, Glenn Wichman, Ken Arnold, DARPANET, World of Warcraft, Mario (series), Dark Souls, Rogue Legacy, Epyx, Spelunky, Oblivion, Morrowind, PSP/Vita, Andy Nealen, Diablo, Calamity Nolan, Dead Cells, Eggplant (podcast), mysterydip, Clint Hocking, Patrick Redding, Mark Garcia, Artimage, LostLevels, Kirk Hamilton, Aaron Evers.  Next time: Get that Amulet of Yendor! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord: https://t.co/YVZOe7ZygI DevGameClub@gmail.com

Dev Game Club
DGC Ep 332: A Year In Review

Dev Game Club

Play Episode Listen Later Dec 22, 2022 69:04


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

twitch kirk hamilton mark garcia clint hocking dev game club
Furidashi Game Design Academy
92. Ludonarrative Harmony?

Furidashi Game Design Academy

Play Episode Listen Later Nov 14, 2022 5:54


Nicholas tries to help Lauryn exorcise all those academic demons that still haunt her brain, as they look back on her thesis project re: ludonarrative harmony and try to reconceptualize it based on what they've learned over Furidashi's two years of existence. Clint Hocking on "Ludonarrative Dissonance" Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nicholas: https://twitter.com/academicality

clint hocking
Dev Game Club
DGC Ep 326: Dead Space (part one)

Dev Game Club

Play Episode Listen Later Nov 2, 2022 73:28


Welcome to Dev Game Club, where this week we begin a new series on 2008's EA space horror game Dead Space. We position it in a change in Electronic Arts at the time (having just done another game from 2008) and then get into the spookiness of it all. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Chapter 1 Issues covered: Halloween Longo shenanigans, doubling down on 2008, the limits of the podcast, Electronic Arts at the time, shifting to new IP and building creative teams, conservatism as a publisher, building the IP and then owning it, starting with the horror, being direct vs being baroque, overly antagonistic actors, setting up the story by using existing tropes, the janitor, another version of diagetics, excellent character design, a third-person character who doesn't speak, cohesive character, picking science fiction influences from places, rough spots on the onboarding, being cohesive with character and setting, constraints driving their design and resources, a single location story, fish out of water but using the tools you have, building survival horror into the bones, holographic UI, technical benefits, who was the innovator, stealing like an artist, committing to the bit, a short but sweet review, hearing your language in a game, permadeath and Far Cry 2, Extra Life. Games, people, and influences mentioned or discussed: Jean-Luc Picard, Aw Jeez, Dark Souls, Lord of the Rings, EA Spouse, Star Wars, Bioware, John Riccitello, Mirror's Edge, Dante's Inferno, Harry Potter, Warner Bros, George Lucas, Resident Evil (series), Bill Paxton (RIP), Far Cry 2, BioShock, Visceral Entertainment, God of War, The Evil Within 2, Wolfenstein: The New Order, Callisto Protocol, Alien, Sunshine, Event Horizon, Glen Schofield, Ian Milham, Prey, System Shock 2, Republic Commando, Gears of War, Kill Zone, Kill Switch, Max42357, Raymond, SimCity 2000, Masuhiro Sakurai, Jeffool, Clint Hocking, Manveer Heir, Ben Abraham, Extra Life, Artimage, Lani Lum, Ocarina of Time, Monolith, Dungeons & Dragons, Joel Gifford, Troy Mashburn, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Chapter 2-5 Links: Masuhiro Sakurai's YT English link Destructoid on Far Cry 2 and permadeath Ben Abraham's FC2 Permadeath Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 325: Far Cry 2 Bonus Interview with Patrick Redding

Dev Game Club

Play Episode Listen Later Oct 26, 2022 89:34


Welcome to Dev Game Club, where this week we turn to a second bonus interview with Patrick Redding, credited as Story Designer on Far Cry 2, though we would tend to call that a Narrative Designer today. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview 1:16:50 Break 1:17:20 Outro Issues covered: happening to start listening at the right time, a background in physics, avoiding computer programming, applying problem-solving skills, hearing about new media, exploring story and design through tabletop, thinking about how to incorporate story into existing games, coming on to an existing team, getting thrown into the deep end, why you'd drop the PS2, string of pearls, wanting to reinvent the wheel, tearing apart the macro structure of the game and piecing it back together, moving from camera designer to narrative designer as a field promotion, shipping another retail game while joining a second, not designing the story but tightening the linkage between authored content and player-driven play, waterfall vs iterative and maintaining consistency, making a shooter and not an rpg, systemically reflecting the choices of PCs and growing out that modularity to the whole game, hitting thresholds and dealing with levels of chaos to expose the Jackal, freedom being required in time *and* space, anteing up your buddies, counterpressure and infamy, analog parameters becoming indistinguishable from random, the main wager of putting your buddy in play, a real deal-breaker for the PC, carrying through everything to achieve a pressure dynamic, having far more underlying variables to affect, the simulation of sensibility, offloading computation to the player brain for narrative meaning, creating a narrative from a sports team, the difficulty of getting parseable human interactions in games, thinking about the approach and where the tension is coming from, pie-slice approach and shells of interaction, the emotional whiplash of going from closing mode and tempo to passivity, the big switch, enjoying the camaraderie, narrative design vs writing, the emergence of narrative design in the industry, changing expectations when you ship. Games, people, and influences mentioned or discussed: Clint Hocking, UbiSoft, Splinter Cell (series), Gotham Knights, Apple ][e, Dungeons & Dragons, GURPS, Xbox, PS2, Greg Gobbi, Jeff Hattem, Tuque Games/Invoke Studios, Hasbro, Nic Eypert, Richard Dansky, Tom Clancy, Red Storm Entertainment, White Wolf, Republic Commando, The Island of Dr. Moreau, Black, Jean-Francois Dugas, Eidos Montreal (Onoma), Guardians of the Galaxy, Deus Ex, Heart of Darkness, Yojimbo, Red Harvest, Dashiell Hammett, Call of Duty 2, Battlefield 1942, Jonathan Morin, Watch Dogs (series), Thief, The Walking Dead, Telltale Games, Metal Gear Solid V (or V), Dead Space, The Callisto Protocol, Glen Schofield, Striking Distance, Dark Souls, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Dead Space (2008) Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 324: Far Cry 2 Bonus Interview with Clint Hocking

Dev Game Club

Play Episode Listen Later Oct 19, 2022 77:27


Welcome to Dev Game Club, where this week we discuss Far Cry 2 with none other than Creative Director Clint Hocking. We talk about his early career before getting into the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:43 Interview with Clint Hocking 1:07:12 Break 1:07:37 Outro Issues covered: starting out in writing, taking a terrible pay cut, good fortune, taking on many jobs, tough development cycles, making a perfect version of the first game, making the game in the last six months, reacquiring a brand, finding something fresh in the prototypes, open worlds and RPGs, taking new ground, fertile ground, "of course there's a game here," what you do when you don't have a corridor, playing on a harder difficulty, a world that's hostile wherever you go, forward pressure, enjoying playing your own game, making the better movie in the game than what's in your head, surfing the wave, the anecdote factory, playing at concert speed, the PC version vs the console versions, committing to the game, punctuating the sentence or the musical phrase, going all the way as developers, everything working together to create a physical bond that works towards just one or two moments in the game, holistic design, picking the place, reading up on colonial issues, not knowing if you'd make the game again, the exigencies of the medium, the difficulty of approaching some topics, a game that sparks different sorts of questions, bringing topics and concepts to an audience who might not encounter them, an actually mature game, the future creeds. Games, people, and influences mentioned or discussed: Splinter Cell (series), Assassin's Creed (series), Ubisoft, LucasArts, Valve, Amazon, Watch Dogs: Legion, Edge Magazine, Unreal Tournament, Crytek, Crysis, Prince of Persia, DOOM (1993), Castle Wolfenstein, GTA III, Morrowind, Oblivion, Medal of Honor, Call of Duty, Battlefield 1942, Half-Life, John Romero, Resident Evil, Dead Rising, Tomb Raider, Alexandre Amancio, Black Hawk Down, Trespasser, Legend of Zelda (series), Dark Souls, Kirk Hamilton, Aaron Evers, Mark Garcia. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Castle Super Beast
CSB 184: The Final Slur

Castle Super Beast

Play Episode Listen Later Sep 13, 2022 196:07


Download for Mobile | Podcast Preview | Full Timestamps Zoning laws in Space The Jojo binge is the least hype way Mama Mia Final Fantasy PTR: Potato Time Raids Bleach Fans are Eating Good Vacation Fantasy Vs Reality You can watch us record the podcast live on twitch.tv/castlesuperbeast Go to http://bombas.com/SUPERBEAST and use code SUPERBEAST at checkout for 20% off your first order. -- Download the DoorDash app and use code CASTLE2022 to get 25% off your first order of $15 or more. -- Go to http://hellofresh.com/SUPERBEAST16 and use code SUPERBEAST16 to get 16 free meals across 7 boxes AND 3 free gifts! -- Go to http://joinhoney.com/SUPERBEAST to get Honey for free. Bleach: Thousand-Year Blood War Arc -- Official trailer (Coming on October 10th, 2022 in Japan) Ubisoft clears up confusion over listing which claimed Assassin's Creed Mirage had "real gambling" Assassin's Creed: Codename Red is the next big flagship AC title, taking place in feudal Japan Ubisoft Montreal is working on a new flagship AC title as well with Clint Hocking called Assassin's Creed: Codename Hexe Assassin's Creed future roadmap Empty Clip Studios has announced Gargoyles Remastered, a remastered version of the November 1995-released Genesis game for “modern consoles” and PC. Marvel Studios' Special Presentation: Werewolf By Night

Dev Game Club
DGC Ep 319: Far Cry 2 (part one)

Dev Game Club

Play Episode Listen Later Sep 7, 2022 65:14


Welcome to Dev Game Club, where this week we begin a new series on UbiSoft's 2008 series-establishing classic, Far Cry 2. We set it in its time, and talk a bit about shifting engine wars and attendant publisher/developer drama, before briefly getting into the tutorial. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The Tutorial Issues covered: the UbiSoft open world formula, picking your UbiSoft ur-game, engine wars, branched engine work, getting into or out of the engine game, the open world first person shooter, a brief overview of Clint Hocking's career, games of 2008, grindhouse games, commitment to the first-person aesthetic, picking your character, setting their games in fictional countries, embracing African conflict, expositional value, setting up the chaotic situation, the diagetics of the game, mercenaries coming in, malarial effects, showing the systems, fire propagation, wishing they'd lean into the politics, disclaiming the team diversity to avoid political, having your cake and eating it too, tending to avoid modern realistic settings as players, the sales of the historical era, video game tourism, presenting variables, the diagetic map, the implicit simulated world and how the games get away from that, the onboarding, performance and enemy count and music, gatekeeping around what's a game, games where the interactivity shines through or justifies the choice to make it a game, putting clues together, simple choices that personalize, accretion effects, moments of calm, taking your decisions forward, being forced to the golden path. Games, people, and influences mentioned or discussed: SimCity, Xbox 360, UbiSoft, Prince of Persia, Assassin's Creed (series), Ghost Recon (series), Watch Dogs (series), Rainbow 6 (series), Rayman, Beyond Good & Evil, Michel Ancel, CryTek, CryEngine, Dungeons & Dragons, Crysis, Dunia Engine, Hunt: Showdown, Lumberyard, id Software, Epic Games, Unreal Championship, Quake 4, Source Engine, Clint Hocking, Patrick Redding, Splinter Cell (series), Gotham Knights, Fallout 3, Tomb Raider: Underworld, Eric Lindstrom, Harley Baldwin White-Wiedow, Republic Commando, Left 4 Dead, GTA IV, MGS 4, Devil May Cry 4, Condemned 2: Bloodshot, Alien: Isolation, Rock Band 2, Fable II, Gears of War 2, Little Big Planet, Dead Space, Mirror's Edge, Braid, World of Goo, Nintendo Wii, Mario Kart Wii, Super Smash Bros: Brawl, Spore, Army of Two, Kane and Lynch, Wet, BGS/Zenimax, Prince of Persia (2008), Half-Life, The Stanley Parable, Call of Duty (series), Megaman 3, Oliver Uv, mysterydip, Castlevania IV, Final Fantasy VI, Will Wright, Ashton Hermann, The Red Strings Club, Deconstructeam, The Witcher III, Gone Home, Firewatch, The Walking Dead, Uncharted 2, Raiders of the Lost Ark, Mass Effect, June, Dark Souls, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Far Cry 2 Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Eggplant: The Secret Lives of Games
89: Elden Ring roundtable with Jake Kazdal (17-Bit)

Eggplant: The Secret Lives of Games

Play Episode Listen Later Mar 11, 2022 116:31


Our friend Jake Kazdal (17-Bit) joins us for a (spoiler-free!) roundtable discussion of Elden Ring, in which we compare our experiences in FromSoftware's latest monsterpiece, consider the inseparable nature of its community, and deliberate its bolder design decisions. Show notes:  Jake Kazdal 17-BIt Elden Ring Souls (series) Resident Evil 7 Nick's home invasion thread Clint Hocking on the virtues of exploration Lord of the Rings (films) Assassin's Creed Odyssey: Discovery Tour There's no such thing as an Elden Ring cheese Halo Infinite Bill Mudron on player summoning

IGN.com - Daily Fix (Video)
Apple Makes More Money From Games Than Xbox, PlayStation, and Nintendo Combined - IGN Daily Fix

IGN.com - Daily Fix (Video)

Play Episode Listen Later Oct 4, 2021


On today's IGN The Fix: Games, Although Apple hasn't many games of its own, the tech giant is now taking more profits from games than Xbox, PlayStation, and Nintendo combined. And while Apple Arcade is still a great value, it's not the reason for their success in the gaming space. Massive titles like Fortnite and Honor of Kings bring in tons of revenue in the form of a 30% that Apple takes for listing these titles in their App Store. Ubisoft has confirmed a long-held fan theory about the villain of Far Cry 2, the Jackal, and how he connects to the original Far Cry story. "The Jackal is actually supposed to be Jack Carver from the original Far Cry," said Clint Hocking, Far Cry 2's Creative Director, while talking to IGN for the latest Inside Stories documentary, How Far Cry's Iconic Villains Were Created. Carver is an ex-U.S. Army Special Forces and the protagonist in the first Far Cry along with the spinoff Far Cry Instincts. According to Capcom's COO Haruhiro Tsujimoto, the company behind Resident Evil, Monster Hunter, Street Fighter, and many more is planning to "mainly focus on PC software" in the future. As reported by VGC, Tsujimoto was speaking to Nikkei and shared that the success of its PC software has been "driving global sales" and that he thinks "PCs will be the next big thing after smartphones." Daemon has all that in your Daily Fix!

The Nextlander Podcast
005: Shinra Switches Get What They Deserve

The Nextlander Podcast

Play Episode Listen Later Jul 8, 2021 152:20


Well, that new Switch model sure did get announced. It surrrrrre did. Assassin's Creed is going live-service, Dan Houser might make more video games, we're all giving Final Fantasy 7 Intergrade another shot, the xCloud beta seems pretty good, a three-wheeled car is a questionable purchase, and Vinny's running out of room for Transformers. All this and more, discussed within! CHAPTERS 00:00:00 Intro 00:00:36 Weather Report 00:01:55 The struggles of collecting Transformers 00:03:43 Midlife crisis Fortress Maximus 00:04:17 Best midlife crisis car 00:08:19 Cars are expensive 00:12:17 Bigger baller purchase. Train or plane? 00:14:27 Dirigible, Train, or Submarine 00:17:04 20,000 Karats Under the Sea 00:19:06 Run of Show 00:20:01 The news 00:20:23 There's a new Switch coming 00:23:22 What's new with this Switch? 00:28:12 Will we get another Switch as well? 00:32:35 The reaction to the news 00:38:23 Previous attempts at upgrades 00:42:47 Assassin's Creed Online? 00:47:50 Warning: Mild AC Valhalla story talk 00:49:18 End of Mild AC Valhalla story talk 00:49:26 The state of Assassin's Creed's narrative 00:51:31 Will this game be a product in the actual AC lore? 00:53:48 Clint Hocking and the NEW GAME GODS 00:55:19 Former Rockstar founder Dan Houser starts a new company 01:02:16 Sony buys another dev studio 01:04:14 My Life for [Internet] Ire 01:04:58 What IS news really? 01:08:02 There really is a new Ghost of Tsushima release coming 01:10:32 Pricing for Ghost of Tsushima Director's Cut 01:13:12 Final Fantasy Pixel Remasters dates and price 01:17:49 What about RoboCop? 01:19:13 New game from the makers of Zeno Clash? 01:20:26 Break 01:20:54 The Video Games! 01:21:29 Final Fantasy 7 Remake 01:56:11 What other Final Fantasy game should be remade? 02:02:54 Project xCloud Beta 02:06:58 Playing with a wired Xbox 360 controller 02:09:55 Use cases for streaming 02:16:42 Ratchet and Clank: Rift Apart 02:23:53 Thank You and check out our other stuff 02:25:00 Our latest show, Here Decay, Gone Tomorrow 02:28:35 Mysterious Benefactor Tier Shoutouts! 02:31:01 Farewell and see you next week.

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

Dev Game Club

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

The AIAS Game Maker's Notebook
Watch Dogs: Legion with Ubisoft's Clint Hocking

The AIAS Game Maker's Notebook

Play Episode Listen Later Jan 29, 2021 67:23


Ted Price chats with Ubisoft's Clint Hocking about the societal commentary behind Watch Dogs: Legion; how the world around us is changing and how Legion reflects this; the inspiration behind Legion's feature that lets players take control of any character they meet in the game; and Clint's advice to aspiring creative directors.  Clint Hocking is the Creative Director behind 2020's Watch Dogs: Legion and started his career on other big Ubisoft hits such as Tom Clancy's Splinter Cell,  Tom Clancy's Splinter Cell: Chaos Theory, and Far Cry 2. 

Checkpoint Magazine Documentaries
What videogames can teach us about big data

Checkpoint Magazine Documentaries

Play Episode Listen Later Dec 2, 2020 25:16


In this audio documentary, Tamer Asfahani speaks to a number of experts on the impact that big data is having on our lives and how games, such as Watch Dogs Legion, foresee our future should we continue to share all of our personal information on the web.Guests include: Professor Alan Woodward, Alexis Conran, Sam Lake, Cameron Labine, Clint Hocking and Kent Hudson. Produced and edited by Tamer AsfahaniDialogue editor Tony RickettsA Magdoos Media Limited production for Checkpoint Magazine ★ Support this podcast on Patreon ★

Pantalleros, el podcast
Bienvenidos a la resistencia WTL

Pantalleros, el podcast

Play Episode Listen Later Nov 17, 2020 102:29


Hay muchas cosas por hablar, por eso la duración del episodio. Primero nos enfocamos en el nuevo juego de Ubisoft Watch Dogs Legion del cual hacemos un profundo análisis y les decimos si vale la pena. Además entrevistamos a Clint Hocking, director creativo de Watch Dogs, y nos cuenta todos los pprmenores del desarrollo del nuevo juego. Pero no paramos ahí, también ya están las nuevas consolas en el mercado y hablamos de nuestras expectativas, emociones y preocupaciones acerca de lo que la gente que ya las tiene está hablando de ellas. Y finalmente leemos los mensajes que nos enviaron relacionado al episodio de la PS2. Un poco largo pero vale la pena. Bienvenidos... Para Escuchar: 3:00 Entrevista Clint Hocking18:20 Reseña Watch Dogs Legion59:57 Nueva generación de Consolas1:32:06 Leemos mensajes del episodio de la PS2 ¿Cómo te pareció este episodio? ¿Quieres decir algo o hacernos alguna pregunta? Escríbenos en Twitter con el #PantallerosELPODCAST y en nuestras cuentas de Instagram y Twitter @juancaortiz14 y @luisca_guerrero  y recuerda suscribirte al podcast, darle seguir y compartirlo. Gracias.

Pantalleros, el podcast
Pantalleros: Bienvenidos a la resistencia WTL

Pantalleros, el podcast

Play Episode Listen Later Nov 17, 2020


En el episodio hay muchas cosas por hablar, por eso la duración del episodio. Primero nos enfocamos en el nuevo juego de Ubisoft Watch Dogs Legion del cual hacemos un profundo análisis y les decimos si vale la pena. Además entrevistamos a Clint Hocking, director creativo de Watch Dogs, y nos cuenta todos los pprmenores del desarrollo del nuevo juego. Pero no paramos ahí, también ya están las nuevas consolas en el mercado y hablamos de nuestras expectativas, emociones y preocupaciones acerca de lo que la gente que ya las tiene está hablando de ellas. Y finalmente leemos los mensajes que nos enviaron relacionado al episodio de la PS2. Un poco largo pero vale la pena. Bienvenidos...Para Escuchar: 3:00 Entrevista Clint Hocking18:20 Reseña Watch Dogs Legion59:57 Nueva generación de Consolas1:32:06 Leemos mensajes del episodio de la PS2¿Cómo te pareció este episodio? ¿Quieres decir algo o hacernos alguna pregunta? Escríbenos en Twitter con el #PantallerosELPODCAST y en nuestras cuentas de Instagram y Twitter @juancaortiz14 y @luisca_guerrero  y recuerda suscribirte al podcast, darle seguir y compartirlo. Gracias.

7 out of 10
7 out of 10 Episode 29 - Old Blood and Morning Glory

7 out of 10

Play Episode Listen Later Oct 25, 2019 86:35


In this episode, Wilks and Wildgoose are joined by games writer and academic, Dan Staines to talk Clint Hocking's mysterious 12 year absence from releasing games and what the possible legacy of the rumoured Batman: Arkham Legacy could be. In games news, Wildgoose champions the alcoholic RPG, Disco Elysium and the trio dig deep into one of the best games in recent years (some would even say ever), From Software's masterpiece, Bloodborne. Does Wilks screw up the intro and say that this is episode 30?  Did Staines keep misnaming a monster as a polite euphemism for morning wood? Does Wildgoose need to use his outside voice?   The only way to find out is to listen!   7 out of 10 is a proud member of the AlottaGreen Podcast Network. You can find it and a host of other great shows at www.alottagreen.com.au   *Apologies if the audio is a little choppy in this episode. It's been levelled and corrected as much as possible, but it's still not pristine.

Spawn On Me
E3 2019 - Clint Hocking - Watch Dogs Legion Interview

Spawn On Me

Play Episode Listen Later Jun 15, 2019 8:52


We sit down with the legend Clint Hocking to talk about how Watch Dogs Legion is revolutionizing open world gameplay. We talk about how moving from San Francisco to London offers up new gameplay changes and much much more!!  

Dev Game Club
DGC Ep 154: Diablo (part three)

Dev Game Club

Play Episode Listen Later Mar 13, 2019 82:49


Welcome to Dev Game Club, where this week we continue discussing Blizzard Entertainment's 1996 classic Diablo. We talk a bit about macro pacing issues and how other systems tie into that, changes in enemies as you go deeper, and some tight spot anecdotes. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Caves Issues covered: going after the Lord of Terror with the Horadrim, cutscenes tying together two games (end of one to beginning of next), Brett gives a Kingdom Hearts update, the side games of KH, getting Mickey and Donald and Goofy as you play, limited inventory slots, emotional peaks and valleys in the dungeons, tranquility of the town and resetting your emotional baseline, the loop of magical drops and identify, reducing anxiety, music reinforcing the emotional state of the area, limited resources and resource sinks, how inventory stacks and filling it with gold or potions or what-have-you, encumbrance systems and negative reinforcement, balancing the loot loop with resource sinks, monster reskinning and reuse, converting sculpture into 3D models, using 3D models to make 2D images, having a different walk cycle in town, your weapon palette changing when your armor does, transmogrification and aesthetics in WoW, mixing and matching enemy stats, enemy types and managing mana use, recharging staves, immunity and bosses, how to generate a monster, getting cornered and having to manage your potions closely, continuing to play when UI tabs are up, multiplayer requirement, the best implementation winning history, moving to controller use on the PC, playing widely, inspiring designers from games off the beaten path, drawing inspirations from unexpected places, playing our failures, Diablo on Good Old Games, pacing vs action in town visits, approachability and the need for breaks, Diablo II's ongoing community, being a dad with Pokémon, separating character from save, profile character vs save character, next time. Games, people, and influences mentioned or discussed: Kingdom Hearts: Re: Chain of Memories (et al), Dominion, Magic: the Gathering, Metal Gear Solid (series), Game Boy Advance, Resident Evil, Jill Murray, Kirk Hamilton/Strong Songs, Dungeons & Dragons, Skyrim, Fallout, DOOM, Dark Forces, World of Warcraft, Dark Souls, Dan Smith, an opinion haver, TurboGrafx/PC-Engine, Dungeon Explorer, N64, Operation Winback, Ultima 8, LoZ: Ocarina of Time, Gauntlet, Gears of War, Trespasser, Clint Hocking, Far Cry 2, Richard Lemarchand, Uncharted 2, Dear Esther, LucasArts, Henry David Thoreau, Hearthstone, Andrew Henninger, Jamie Zucek, Pokémon, Warren Linam-Church, Plato. Next time: Finish the game! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Designer Notes
Designer Notes 44: Clint Hocking - Part 2

Designer Notes

Play Episode Listen Later Dec 31, 2018 101:23


In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games always need three months at the end, how he feels about his crunch on Chaos Theory, and how they choose Africa for Far Cry 2.

Dev Game Club
DGC Ep 140: GTA III (part three)

Dev Game Club

Play Episode Listen Later Nov 28, 2018 88:56


Welcome to Dev Game Club, where this week we continue our discussion about Grand Theft Auto III. We talk a bit about mission structure, failure states, learning through failure, and a host of other things. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: About a dozen missions into Staunton Podcast breakdown: 0:47    GTA III discussion 55:12  Break 55:45  Feedback Issues covered: homophones, the intermediate position between cartridges and hard drive, saving when you're "done for the night," tension between mission design and world design, building up your arsenal, adding to your mission setup loop, memory cards and the hardship of working with them, choosing your save spots in an open world game, Vita Chambers vs save spots, the weakness of the PC port, "quality of life stuff," the assassination of Salvatore, learning through failure, escalation missions, individual mission stories, sniping on the PC, aim assist for consoles and stealing from a common place, learning the map, playing the radar game, eyes being drawn low for the radar but being unable to follow landmarks as a result, the cool moment of knowing a place, usability to support the story missions, putting yourself back in 2001, wishing you could program for the PS2 again, being frustrated by timers, using the systems and tools you have rather than building new stuff for every mission, getting janky because of having few tools, bending tools to your will, capture the flag mission from humble beginnings, Rube Goldberg machines, how far can you bend a system before it's no longer in line with what your game's about, timers don't support the chaos engine that the game is, punishment for being poor with the controls, finding your lanes and staying in them, maybe missions aren't really the point, the player type that pushes the boundaries, using achievements or trophies to push you in directions you might otherwise miss, the cars being much better on Staunton, being put off by the driving model, world systems fighting your driving, fingers deep in Cheetos, no one in the game fighting for anything, finding a character you can hold on to, the value of Aristotelian structure, putting different points of view around an issue, needing stakes and counterpoints, punk rock requires an opposing authority, punching down, wanting more meaning from your choices, examining what games should be trying to do, our super-fan, host-appropriate T-shirts. Games, people, and influences mentioned or discussed: Banjo-Kazooie, Rare Replay, Nintendo, PS2, Tomb Raider, Bioshock, Hitman (2016), The Terminator, Halo, Starfighter, PS3, Thief, Unreal, Republic Commando, Jedi Starfighter, John Drake, The Incredible Machine, Casey's Contraptions, Rube Goldberg, Red Dead Redemption 2, Dark Souls (series), Ninja Gaiden (series), GTA V Online, Crazy Taxi, Batman: Arkham (series), The Witcher 3, Mazirian the mag, Mikkel Lodahl, GTA San Andreas, Bojack Horseman, Waypoint, Austin Walker, Patrick Klepek, Danielle Riendeau, Rob Zacny, Natalie Watson, Baldur's Gate, Jurassic Park: Trespasser, Microsoft, XBOX, Bill Gates, Dreamworks Interactive, Far Cry 2, Clint Hocking, Aaron Evers, Dungeons and Dragons, Tomb of Horrors, Star Wars. Links: Seamus Blackley and Trespasser Sorry, I could not find Clint Hocking's Trespasser talk... :( Next time: Finish the game! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Designer Notes
Designer Notes 43: Clint Hocking - Part 1

Designer Notes

Play Episode Listen Later Nov 24, 2018 113:43


In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his early time as a Dungeon Master informs his design work, how he took a huge pay cut to join the games industry, and how the Splinter Cell team was conflicted over dynamic gameplay vs. set piece content.

Dev Game Club
DGC Ep 124: Deus Ex (part five)

Dev Game Club

Play Episode Listen Later Jul 25, 2018 86:28


Welcome to Dev Game Club, where we are finishing out our discussion of 2000's Deus Ex. In our fifth episode in the series, we talk a bit about the game's viewpoint(s) and turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game at last Issues covered: Tim's marathon of M:I, the othering of Anna and Gunther as well as Walter Simons and Bob Page, building a sense of place and history, the inhumanity of JC Denton, a game about the grey area of decision-making, Tim merges with the AI, choosing a little less globalization, wealth operating in secret, playing the good guy, turning off the Illuminati-sicle, pulling the opposing threads back further into the game, the gas station level, Tim finds a prototype AI, mashup of genres, robust optional content, stealthing the end of the game, using thermoptic camo, leveling up the sword, a fully-realized Vandenberg Base, flying the drone and blowing up the robots, using the AI's rules to stealth through, doing the mission impossibly, like we're playing two different games, emergent design, using tools for mayhem vs success, paying off on story choices/the game watching and keeping track of little things you do, the RPG lineage, projecting onto the character because of flat affect, allowing Paul to live, Tim likes the trains to run on time, bringing in all the various conspiracy theories, tracking things and setting up the sorts of things that we track today, choosing story beats instead of being able to fully get through non-lethally, level design feeding into emergence, the saga of BobPage51, adding surrealism to everyday life, the modern Deus Ex games, lockpicking and time, knucklehead stealth and limited playtime, assigned roles vs created roles, player tracking, internal vs external, expectations of privacy, the challenge of interpreting player data, heat maps and ways to tie the data together, justifying any decision, tracking and part of the competitive landscape. Games, people, and influences mentioned or discussed: Mission: Impossible, Terminator (series), RoboCop, Peter Weller, The Witcher 3, Fallout, Warren Spector, Far Cry 4, X-COM: UFO Defense, Kindergarten Cop, Jack Black, Nacho Libre, Grand Theft Auto III, Ultima Underworld, Dragnet, Sgt Pepper's Lonely Hearts Club Band, Starfighter (series), Rick Butler, Metal Gear Solid V, Splinter Cell (series), Thief, Ben from Iowa, Clint Hocking, Aaron Evers, Assassin's Creed: Black Flag, UbiSoft, God of War, Tomb Raider, Jumanji, 343 Industries, Microsoft, Halo 5, World of Warcraft, Overwatch, League of Legends, DotA 2, Fortnite, Unreal Engine, Unity, Prey. Next time: A big chunk o' Prey @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Radio Rôliste
Radio Rôliste #77 : La dissonance monstro-draconique

Radio Rôliste

Play Episode Listen Later Mar 14, 2018 112:15


Au sommaire de ce numéro : Introduction (00m00s – 1m43s)Coup de projecteur (par Gherhardt) : Les Voix d'Altaride et Discord (1m44s – 9m16s)Critique (par Gherhardt) : Monsterhearts 2 (9m17s – 46m07s)Dossier (par Steve) : La dissonance ludo-narrative (46m08s – 1h16m44s)Critique (par Fabrice) : DragonDead (1h16m45s – 1h37m57s)Nos lectures du moment (1h37m58s – 1h50m56s)Les choses mentionnées dans ce numéro :Monster of the WeekL'article de Clint Hocking sur BioshockLa série de jeux vidéo UnchartedCOPSNotre critique de ProsopopéeBreaking the IceAux Marches du PouvoirLe système FateSpirit of the CenturySphynxPlaguesL5RTriumph of DeathThey are BillionsSymbaroumUndyingLa série télé Baron noirLe livre 40 ans de jeu de rôle de la Cour d'ObéronGood SocietyGoblin Quest

Radio Rôliste
Radio Rôliste #77 : La dissonance monstro-draconique

Radio Rôliste

Play Episode Listen Later Mar 14, 2018 112:15


Au sommaire de ce numéro : Introduction (00m00s – 1m43s)Coup de projecteur (par Gherhardt) : Les Voix d'Altaride et Discord (1m44s – 9m16s)Critique (par Gherhardt) : Monsterhearts 2 (9m17s – 46m07s)Dossier (par Steve) : La dissonance ludo-narrative (46m08s – 1h16m44s)Critique (par Fabrice) : DragonDead (1h16m45s – 1h37m57s)Nos lectures du moment (1h37m58s – 1h50m56s)Les choses mentionnées dans ce numéro :Monster of the WeekL'article de Clint Hocking sur BioshockLa série de jeux vidéo UnchartedCOPSNotre critique de ProsopopéeBreaking the IceAux Marches du PouvoirLe système FateSpirit of the CenturySphynxPlaguesL5RTriumph of DeathThey are BillionsSymbaroumUndyingLa série télé Baron noirLe livre 40 ans de jeu de rôle de la Cour d'ObéronGood SocietyGoblin Quest

Radio Rôliste
Radio Rôliste #77 : La dissonance monstro-draconique

Radio Rôliste

Play Episode Listen Later Mar 14, 2018 112:15


Au sommaire de ce numéro : Introduction (00m00s – 1m43s)Coup de projecteur (par Gherhardt) : Les Voix d’Altaride et Discord (1m44s – 9m16s)Critique (par Gherhardt) : Monsterhearts 2 (9m17s – 46m07s)Dossier (par Steve) : La dissonance ludo-narrative (46m08s – 1h16m44s)Critique (par Fabrice) : DragonDead (1h16m45s – 1h37m57s)Nos lectures du moment (1h37m58s – 1h50m56s)Les choses mentionnées dans ce numéro :Monster of the WeekL’article de Clint Hocking sur BioshockLa série de jeux vidéo UnchartedCOPSNotre critique de ProsopopéeBreaking the IceAux Marches du PouvoirLe système FateSpirit of the CenturySphynxPlaguesL5RTriumph of DeathThey are BillionsSymbaroumUndyingLa série télé Baron noirLe livre 40 ans de jeu de rôle de la Cour d’ObéronGood SocietyGoblin Quest

Nautilus Link
Nautilus Link #06 - Lados Esquecidos de Debates Saturados

Nautilus Link

Play Episode Listen Later Mar 13, 2018 83:16


Qual o verdadeiro impacto de jogos violentos? Existe uma maneira certa de se jogar, e seria justo o jogo te punir por isso? Jogos de Kickstarter e Early Access merecem o preconceito que têm? Bruno; Ricardo; Lucas e Vinícius debatem essas perguntas e muito mais no sexto episódio do Nautilus Link! Blocos: Violência nos Jogos - 00:04:35 Jogos que Reagem ao Jogador - 00:31:09 O Mercado de Jogos de Early Access e de Kickstarter- 0:54:37 Agradecimentos: Nescal Marcelo Pedro Martins Músicas: RSPN - Blank & Kytt Snow Driven - Akira Yamaoka (Silent Hill Shattered Memories) City Chicks - Patrick Catani (Pit People) Rock - Blank & Kytt Moody's Shuffle - Hideki Naganuma (Jet Set Radio) PEPSIMAN - James & Gang (Pepsiman) Links: Palestra do Robert Yang sobre os seus jogos - https://www.youtube.com/watch?v=YSFi8VeVf4w Artigo do Simon Parkin sobre como jogos financiam a indústria de armas - http://www.eurogamer.net/articles/2013-02-01-shooters-how-video-games-fund-arms-manufacturers Resenha do Reid McCarter sobre Ghost Recon Wildlands - https://www.pastemagazine.com/articles/2017/03/tom-clancys-ghost-recon-wildlands-is-a-frightening.html Texto do Reid McCarter sobre a falácia da precisão histórica de Kingdom Come: Deliverance - https://unwinnable.com/2018/03/02/deliverance-myth-making-and-historical-accuracy/ Texto do Clint Hocking onde ele define dissonância ludonarrativa - http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html Texto da Laura Kate Dale sobre Celeste e a sua acessibilidade - http://www.kotaku.co.uk/2018/03/06/how-celeste-nurtures-player-skill Palestra sobre as escolhas de Alpha Protocol - https://www.youtube.com/watch?v=5owJbBO1CT4 Campanha e explicação do orçamento dos personagens extras de Skullgirls - https://www.indiegogo.com/projects/keep-skullgirls-growing Entrevista da Failbetter sobre o estado atual do Early Access - https://www.mcvuk.com/business/failbetter-games-on-whether-steam-early-access-curiosity-is-dwindling

Dev Game Club
DGC Ep 080: X-COM: UFO Defense (part four)

Dev Game Club

Play Episode Listen Later Sep 27, 2017 83:57


Welcome to Dev Game Club, where we are in our third in a series of episodes about 1994's X-COM: UFO Defense. We talk about our plans of attack for the game, whether the game is reacting to our plans, and how sim games make an argument. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Who even knows anymore? Podcast breakdown: 0:31 Game discussion 39:19 Break 39:45 Feedback/email Issues covered: Tim's death of dysentery, Tim's approach and Brett's approach, reserving time for opportunity fire, how time units scale, ranking soldiers and hierarchy, mastery of sims, taking down a much larger UFO, is it dynamically scaling?, algorithms and tables, board game systems, complexity from simplicity, how a simulation makes an argument, visibility of rules and systems, how X-COM promotes anxiety, lack of telegraphing, wasting a player's time, the RNG and drama, strategy and planning and percentages, entertainment vs anxiety, do aliens panic?, flocking/herding/schooling behaviors, learning the AI's rules, looking forward to a modern version, exploits vs learning behaviors, empowerment of setting a trap, naming your troops and telling stories about them, streaming's impacts on games development, increasing player customization as a means of authoring, MOBAs as streaming games, shooters having difficulty crossing over, randomness in games, rewarding success because of the possibility of failure, RNG and the level layout, accessibility vs complexity and depth, transparency and mystery, over-indexing on accessibility working against aesthetics, diving deeper into games, thinking ahead to making a sim game of my own. Games, people, and influences mentioned or discussed: Oregon Trail, Ken Levine, Pandemic, Sim City, Mario vs Rabbids, Sid Meier, Randy Quaid, Johan Huizinga, Pac-Man, Clint Hocking, XCOM: Enemy Unknown, Ubisoft, Super Mario World, Final Fantasy IX, Dan Hunter, The X-Files, Julian Gollop, RebelStar Raiders, Laser Squad, Dark Souls, Guernsey College (of Further Education), No One Lives Forever, Warcraft, Edge of Tomorrow, Player Unknown's BattleGrounds, Minecraft, Nuclear Throne, Vlambeer, Forza, Overwatch, Lucas Rizoli, D&D, Invisible Inc, World of Warcraft, Spelunky, Bjorn Johannson, Firaxis, GTA III, Recettar, Receiver, Surgeon Simulator, Reed Knight, Trespasser, Jurassic Park, Far Cry, Civilization, Michael Sew, Hitman 2, Hitman 2016. BrettYK: 1 TimYK: 45 Next time: Finish the game? (Narrator: They will not finish the game.) Links: https://www.rockpapershotgun.com/2017/07/05/no-one-will-sell-no-one-lives-forever-so-lets-download-it/ @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 19 with special guests Dave Grossman and Tim Schafer

Dev Game Club

Play Episode Listen Later Jul 13, 2016 71:33


In this final interview episode discussing recently remastered LucasArts classic Day of the Tentacle, we welcome two guests, DOTT co-leads Dave Grossman and Tim Schafer! We had a fascinating time talking with the two of them and getting their insights on what they were trying to do and where some of the decisions came from. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Production note: Some of Brett's voice cut out during recording, and so there are a couple places where that is patched up. Podcast breakdown: 0:39 Interview with Dave Grossman and Tim Schafer 1:01:55 Segment 2: Next time on DevGameClub! Issues covered: long introductions of our interviewees, holding your breath for ten minutes, the puzzles you remember when you revisit a game, openness in adventure game design, the lessons of inexperience, three- and four-act structures, puzzle miasma, non-linearity and agency, "Why Adventure Games Suck," backwards puzzles, "how's the player supposed to figure this out?," pizza orgies, playtesting, usability, origin of the time travel motif and mechanic, Kerner buildings and ILM and the paradise of Skywalker Ranch, the turtle sweater puzzle and bitter tears, interface puzzles, low execution barrier, Monkey Island 2 air tube and available interface vocabulary, tiny cutthroat pool, dialogue puzzle, when a puzzle is broken, what's allowed when you use something only once vs ten times, branches and offshoots of adventure games, the adventure game headspace and how things aren't necessarily represented on the screen but in the player's head, having time to play, making systems vs crafting a few minutes at a time, sweet spot for puzzle difficulty, prequels and business realities, "I love this fucking game!," pacing in Telltale Games, "hero rooms," procedural narrative, computer-written Mozart, levels of narrative, macro vs micro, injecting the player into the story, red herrings, the obvious solution never works, guiding the player back, the mummy as helpdesk, what these gentlemen are up to today. Games, people, and influences mentioned or discussed: Monkey Island series, LucasArts, Humongous Games, Hulabee, Telltale Games, Earplay, Full Throttle, Grim Fandango, Psychonauts, Brütal Lëgënd, Broken Age, Tim Delacruz, Jonathan Ackley, Ron Gilbert, Noah Falstein, Gary Winnick, Die Hard 2, Gwen Musengwa, Gone Home, Infocom, Zork, Hitchhiker's Guide, Star Wars, Sierra, Republic Commando, Uncharted 4, Left 4 Dead, Chris Crawford, Clint Hocking, Hal Barwood, Peter Chan, Larry Ahern, Pete McConnell, Clint Bajakian, Jory Prum (RIP), Codename Cygnus, Pokemon, Futurama: Game of Drones. Links: Tim Schafer mentions a Hamlet text adventure that's web-based Tim and Dave refer a couple times to them playing the game, and you can watch that on YouTube Codename Cygnus  Futurama Game of Drones Day of the Tentacle iOS Next time: Warcraft, the RTS that launched a whole universe! Play the first four episodes, playing Human 1, Orc 1, then Human 2, Orc 2. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Critical Distance Confab
Episode 29 - Shoot Them!

Critical Distance Confab

Play Episode Listen Later Sep 16, 2015 56:56


This month we turn our attention to the genre anthology book, Shooter. Edited by Patrick Lindsey and Reid McCarter, the book bought 15 essays and a forward by Clint Hocking placing a wide variety of shooter video games in a historical and cultural context. We discuss their focus on a broad genre as opposed to a single game, what they were trying to say with the book and the process of putting together such an anthology. Unlike previous books, as this one is an anthology and in that spirit we decided to get some of the writers for some micro interviews. Thank you to Robert Rath, Corey Milne and Javy Gwaltney for making the time. CAST Patrick Lindsey: Han Freaking Solo Reid McCarter: Digital Love Child Robert Rath: Rob Writes Pulp Corey Milne: The Serious Work of Play Javy Gwaltney: Antagonize The Horn/p> SHOW NOTES Shooter Opening Theme: 'Close' by The Alpha Conspiracy Closing Theme: 'Wishing Never' by The Alpha Conspiracy

shoot edited shooters patrick lindsey clint hocking reid mccarter javy gwaltney
GameEngineStart Podcast
GameEngineStart Podcast – Jecht Shot

GameEngineStart Podcast

Play Episode Listen Later Apr 8, 2014 104:45 Transcription Available


Why was there never an actual Blitzball game? I would play the crap out of a yearly EA Sports Blitzball title on some next gen tech. The continual roster updates might be a problem though... On this episode... We Played... Euan dives back into Rapture in the Bioshock Infinite Burial at Sea DLC, farms 2D bad guys for guns in Mercenary Kings and goes pixel hunting with the iPad remake of Broken Sword 2 Calum rediscovers FTL: Advanced Edition and continues to get that phat loot in Diablo 3: Reaper of Souls, while trying to not be dragged down with a group of people falling back into World of Warcraft In News... Facebook buys Oculus VR for $2 billion, and the internet freaks out Attempting to turn a Game Jam into a reality show causes most of the participants to walk out within 24 hours Amazon continues to hire talent for it's game studios, picking up Kim Swift of Portal fame and Far Cry 2 designer Clint Hocking. A number of Sony studios lose prestigious staff members including Uncharted writer Amy Hennig and game director Justin Richmond Shadow of Mordor (or Assassins Creed: Middle Earth) gets a date of October 7th Developer of the awesome mobile shouting simulator Spaceteam sets up a Kickstarter to fund "a year of free games" 16 year video game media veteran Adam Sessler leaves Revision 3 Nintendo are doing another Nintendo Direct tonight at 11pm all about Smash Brothers Forza Motorsport developer Turn 10 get a BAFTA nomination, certificate gets sent to Codemasters by accident. Twitter hilarity follows A kickstarter for Outcast HD appears and get both Euan and Calum's money instantly. A documentary is going to try and dig up all those ET cartridges supposedly still buried in a New Mexico desert. Intro Music - There It Is - Kevin MacLeod (incompetech.com) Outro Music - Honey Bee - Kevin MacLeod (incompetech.com) News Sting - News Intro - Maximilien (soundbible.com) All Licensed under Creative Commons: By Attribution 3.0

Tone Control
Tone Control 4: Clint Hocking

Tone Control

Play Episode Listen Later Dec 1, 2013 111:23


It's what all Idle Thumbs readers have been waiting for: a personal appearance by none other than the man behind that legend of legends, FAR CRY 2. Roll this pod down a hill into your ears and observe as a procedural conversation emerges in your brain. This is what video games are all about.

hPod
hPod #240

hPod

Play Episode Listen Later Sep 3, 2010


Redakce: Friedrich natočen při činu, Pět tisíc plných her na Hrej.cz, Tlapy na Gothic 4 Telegraf: 16 konců Zaklínače 2, Far Cry 3 a Clint Hocking v LucasArts, Návrat do budoucnosti jako herní seriál Událost týdne: Michal Křivský reportuje o Kinectu Aréna: Kane & Lynch 2 Faridovo mládí: Worms Dotazy: Progaming a my, Hodně o Mafii 2 Soutěž: Witcher 2: Papercraft of Kings

hPod
hPod #240

hPod

Play Episode Listen Later Sep 3, 2010


Redakce: Friedrich natočen při činu, Pět tisíc plných her na Hrej.cz, Tlapy na Gothic 4 Telegraf: 16 konců Zaklínače 2, Far Cry 3 a Clint Hocking v LucasArts, Návrat do budoucnosti jako herní seriál Událost týdne: Michal Křivský reportuje o Kinectu Aréna: Kane & Lynch 2 Faridovo mládí: Worms Dotazy: Progaming a my, Hodně o Mafii 2 Soutěž: Witcher 2: Papercraft of Kings

hPod
hPod #240

hPod

Play Episode Listen Later Sep 3, 2010


Redakce: Friedrich natočen při činu, Pět tisíc plných her na Hrej.cz, Tlapy na Gothic 4 Telegraf: 16 konců Zaklínače 2, Far Cry 3 a Clint Hocking v LucasArts, Návrat do budoucnosti jako herní seriál Událost týdne: Michal Křivský reportuje o Kinectu Aréna: Kane & Lynch 2 Faridovo mládí: Worms Dotazy: Progaming a my, Hodně o Mafii 2 Soutěž: Witcher 2: Papercraft of Kings

Brainy Gamer Podcast
Brainy Gamer Podcast - Episode 24

Brainy Gamer Podcast

Play Episode Listen Later Jul 19, 2009 68:56


This edition of the Brainy Gamer Podcast features an interview with Clint Hocking, Creative Director at Ubisoft Montreal (Far Cry 2, Splinter Cell, Splinter Cell: Chaos Theory). In the second half of the show we're joined by Manveer Heir, Lead Designer at Raven Software and Borut Pfeifer, Lead AI Programmer at EALA. Show links: Click Nothing - Clint Hocking's blogDesign Rampage - Manveer Heir's blogThe Plush Apocalypse - Borut Pfeifer's blog

The Experience Points Podcast
EXP Podcast #33: The Decision Dilemma

The Experience Points Podcast

Play Episode Listen Later Jul 9, 2009 41:16


Last month, outspoken game designers Clint Hocking and Manveer Heir held a little cross-blog discussion regarding the design and implementation of ethical choices in video games. We are accustomed to making decisions about weapons, strategies, and the color of our Sim hairstyles, but meaningful choices with moral weight are relatively rare. Even when faced with potentially tough moral dilemmas, the current nature of video games may dilute the effect. Heir suggests in-game permanence (which has created various interesting experiments), while Hocking eschews authorial influence in favor of ludic solutions. It is tough topic, so we decided to we decided to call for backup. This week, we have are honored to welcome Nels Anderson, author of the excellent Above49 blog and gameplay programmer for Hot Head Games. Join us while we discuss permanence, harvesting children, Choose-Your-Own-Adventures, readability, and the future of moral choices in games. With three of us at the table, we made this podcast slightly longer than normal, but extra time is well spent on a very complicated and contentious subject. We encourage you to read the Hocking's and Heir's original articles in the show notes, along with supplementary pieces we discuss in the show. As always, feel free to weigh in with your thoughts in the comments. Some discussion starters: - Have you ever faced a difficult in-game discussion that stemmed from moral concerns? If so, did you translate this into simply mechanical outcomes? Did you approach is role-playing as the protagonist?- If your in-game decisions were permanent, would they be more meaningful? What techniques add add weight to a decision?- To what extent is in-game decision making impacted by real-world experiences?  Do you carry your personal set of ethics into a game? To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right. Show notes: - Run time: 41 min 13 sec - "Ethical Decision Making," by Clint Hocking, via Click Nothing - "Designing Ethical Dillemas," by Manveer Heir via Design Rampage - "Ludonarrative Dissonance in Bioshock," by Clint Hocking - Rescuing vs. Harvesting Little Sisters Graph, via Escapist Magazine - Music provided by Brad Sucks

decision run dilemma heirs bioshock exp hocking brad sucks choose your own adventures nels anderson clint hocking manveer heir
Gaming Steve
Gaming Steve Episode 1 – 03.09.2005

Gaming Steve

Play Episode Listen Later Mar 9, 2005 51:24


Today was the first day of the Game Developers Conference (GDC) began and I try to cover all the madness. This is my 6th GDC and in this first podcast I talk about the differences from this year and past years. I also cover “ConfQuest,” the real-world massively multiplayer RPG I’m playing at the GDC, Microsoft’s keynote (will they unveil Xbox 2?), the “Game Design Challenge” where Clint Hocking, Peter Molyneux, and Will Wright try to design a game based upon the life of Emily Dickinson, Peter Molyneux’s new games, an interesting speech by Raph Koster, boozing it up on the Expo floor, the GDC Awards ceremony, and so much more. Get the podcast here: Gaming Steve at the GDC Day 1. You can also subscribe to the weekly podcast.

microsoft xbox expo gdc emily dickinson peter molyneux will wright raph koster game developers conference gdc gdc awards clint hocking game design challenge