2006 roguelike management simulation video game
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Lords: * Alexei * Evan Topics: * Silt clouds & underwater visibility as a game mechanic * The bass pro shop pyramid and the utility calculations of weird buildings * What happens when your Firefox root certificate expires? * The Ailing Mirror-Smith * https://medium.com/@EvanBalster/the-ailing-mirror-smith-9c4b5a76cd#9520 Microtopics: * Roguelike Celebration. * Virtual conferences. * How to be in a conversation with one person in a room and not the whole room. * Drinking a polymorph potion to put a different animal emoji next to your user name. * Roguelikes and Roguelikers. * Topic munching and topic grazing. * How to design non-violent roguelikes. * Spending your paw prints on the "become water" skill so when a human tries to pick you up, you just flow out of their hands. * Imitone. * Abruptly tooting a horn. * Reading an email and then pointing at it and yelling "sold!" * DSP for game developers. * Video essays about maritime disasters. * Penetration diving. * Huge warning signs in front of every underwater cave. * Silt Warnings. * Guideline Entanglement. * Moving in more directional axes than you normally do. * Fast things that live underwater. * Panicking and forgetting that the game is turn based. * Playing Nethack with a screen reader. * Multi stage dives to deliver oxygen further and further into a cave system. * Retrieving the bell from the Edmund Fitzgerald. * Inventing special hells to put yourself through because the existing hells aren't good enough. * Gabe Newell's lack of fear response. * Remembering the time you blacked out and thinking "the brain is really cool." * Borrowing some time from your cat attack to give to the car crash. * Scout the Floof. * Running out of adrenalin and being extremely calm. * Entering and exiting Tennessee in a state of intense unreality. * Memphis, the ancient capital of Egypt. * The acoustic properties of a gigantic metal pyramid. * Getting married inside the Bass Pro Shop Pyramid. * Hotel rooms attached up the back of the giant fish. * Why the Egyptians built pyramids rather than other cooler shapes. * A procedurally generated lady in Canada. * Importing the Burning Man from Burning Man. * Stopping at Saskatchewan for gas. * Home of the World's Biggest Dad. * Building Ram Pumps in Dwarf Fortress. * Great Pyramid Ram Pump. * Mummy Tea. * A terrible waste of tax dollars that brings joy to children all around the world. * Firefox telling you "oh shit, you need to update now, dog." * Configuring Windows Firewall to not allow Windows Updates. * Protecting your users from malware by opening the floodgates of Internet ads. * Encino Man. * Handing Firefox a Baby Ruth and it's like "this tastes like plastic." * Picking tiny hills to die on as a way to remain mentally stable. * Escalating lack of politeness from a UK security firm. * Nitric Acid Piano: sounds great but hurts like heck to play. * 3D printing new fingernails right onto your bare cuticles every morning. * Working on a long project in which you see more potency than clarity of purpose. * Valorizing craft for the sake of craft, disconnected from the use of it. * In the worst case scenario, how could your tool be used? * Avoiding doing evil by making morally neutral art. * Sitting on multiple generations of Cold War techno-optimism. * Keita Takahashi's manifesto about being a video game romantic. * Designing things that people can do and enjoy in the world we want to live in. * Striving to bring people some small amount of a positive emotion. * Making curry for your colleagues and going totally overboard on it. * I'm going to go do evil with this curry. * Learning the flavors of new herbs and spices. * Fenugreek leaf. * The worst time in history to get enthusiastic about cooking quiche. * Trying to figure out how to post.
In this episode, more Switch 2 news (of course), South of Midnight, New Star GP, Astro Bot and a return to Dwarf Fortress. No funny blurb…
(00:00) Start och snack om naturgodis(05:25) Dagens innehållsförteckning(06:28) Phil Spencer och Game Pass(19:43) Hur mycket har vi spenderat på Steam?(21:21) EU och digitala spelvalutor(32:22) Skull & Bones, roadmap för spelets andra år(37:22) Henke hänger ut Andreas som korkad :)(43:52) Baldur's Gate 3 får sin sista stora uppdatering(46:57) Ghost of Yotei - trailer och releasedatum(59:37) Dwarf Fortress har sålts i en miljon exemplar(1:02:42) Xcloud kan nu strömma köpta spel(1:04:15) Google fimpar sin svenska domän(1:06:00) Spelsläpp: Forza Horizon 5 (PS5)(1:08:48) Spelsläpp: FragPunk(1:10:31) Spelsläpp: TowerborneMer information finns att läsa på vår hemsida https://www.gejmapod.seFölj oss gärna på X: https://x.com/gejmapodGå med i vår Discord: https://www.gejmapod.se/discordVår Youtube-kanal: https://www.youtube.com/@gejmapod
Blue Prince has got us falling through layer after layer of puzzles and notes still. Luckily Rami Ismail is here to update us on the health of the games industry in 2025! Nintendo finally locks down it's Tariff induced pricing for the Switch 2 in the US. The worst kept secret: TES: Oblivion is dropping soon and lots of Star Wars news plus much more! 0:00 - Intro1:00 - 4/203:40 - Lost in Blue Prince9:00 - Elder Scrolls: Oblivion remaster incoming13:25 - Dwarf Fortress sells over 1 million copies13:45 - The Switch 2 console will remain the same price (but not accessories)18:00 - The Marathon CBT will not be under NDA27:00 - Rami is here!32:30 - The state of the industry1:23:00 - Roblox did it first1:44:00 - The Last of Us season 21:50:00 - Star Wars: A New Hope1:56:20 - Star Wars Zero Company2:06:10 - Marvel Rivals adds chroma MTX2:11:00 - The EU on MTX2:24:10 - Overwatch 2 Season 162:25:50 - Marvel Rivals swimsuits2:30:10 - Blades of Fire2:47:40 - Lost Skies2:55:40 - Shoutouts See omnystudio.com/listener for privacy information.
W tym odcinku Push START zagłębiamy się w temat sztucznej inteligencji (AI) w grach komputerowych – od jej prymitywnych początków aż po najnowsze zastosowania i przyszłość.
¡Ni los simios destructores podran detenernos!¡Porque es lunes y SpreadShotNews Podcast ya llegó! En este episodio: Maxi continua a puro Xenoblade Chronicles X: Definitive Edition, y ademas sigue avanzando en el Castlevania: Order of Ecclesia. Nico mientras tanto continua con el Avowed y arranca el Half-Life 2. En el Rapid-Fire, tenemos noticias sobre Nightdive Studios que se encuentra listo para empezar a portear juegos de la gneracion de PS3 y 360, y los trabajadores de QA de Zenimax autorizan una huelga contra Microsoft. Para la Main Quest, repasamos la Nintendo Direct sobre la Switch 2 y hablamos del hardware, el software, el precio, geopolitica y mas. Para finalizar, en el Special Move, Maxi recomienda el episodio 3 del documental sobre Dwarf Fortress de Noclip y el watch along de Minnmax de la Direct con Shuhei Yoshida de invitado. Por último, recuerden que nos pueden escribir preguntas directamente a través de google forms en el siguiente link: spreadshotnews.com/preguntas
Handcrafted vs Procédural : La Création de Mondes dans le Jeu Vidéo et le JDR.Dans cet épisode, FibreTigre nous rejoint au coin du checkpoint pour explorer la génération procédurale et son impact sur la création de jeux vidéo et de jeux de rôle.Au programme :Comment ça marche ? Plongée dans les coulisses de la création procédurale : ses avantages, ses défis et ses limites. Debats et differents points de vue sur la question (nous remercions Jeff Vanelle de BioWare, pour son aide précieuse et ses explications !)Contenu fait main vs procédural : quelles sont les différences fondamentales et leurs impacts sur l'expérience des joueurs ? Comment ne pas essouffler le joueur avec un monde vide, qui manque de patte humaine ?Jacno explique comment la generation procedurale marche sur Houdini et/ou sur d'autres logiciels 3D pour creer par exemple des murs de brique ou des textures d'objets.Histoire et évolution des premiers jeux procéduraux (Rogue, Elite, Dwarf Fortress…) et notre première rencontre avec ces univers générés par des lignes de code (Rimworld, Minecraft, No Man Sky ou Caves of Qud).Débat joueur : une infinité de possibilités, mais un manque d'âme ? Peut-on être attaché à un monde conçu par un algorithme ?On finit par avoir de grandes discussions sur les IA et l'IA générative...Focus sur FibreTigre :Le projet abandonné qu'il aimerait revoir à la vie.Son point de vue sur le travail de Narrative Designer dans les jeux vidéo aujourd'hui.Si vous voulez suivre Fibre :son compte X/Twitter : https://x.com/fibretigre?s=21Bluesky : https://bsky.app/profile/fibretigre.comTwitch : https://www.twitch.tv/fibretigreEt son travail (multiple) : https://www.fibretigre.comRejoignez-nous sur les réseaux pour ne rien manquer de nos prochains épisodes et pour discuter avec nous de vos univers vidéoludiques et de vos favoris. Ensemble, faisons grandir la communauté Au Coin du Checkpoint !
Danny O'Dwyer, documentary maker and founder of NoClip, tackles some difficult questions, like how do you create truth in history, and some difficult prompts, like:PsychadelicA time-traveler arrives from the future to stop you from committing an unspecified act that leads to catastrophe on their timeline. The setting is flexible and can be determined by the adjective, but the player character should not have a conventionally powerful job or hobby, and the traveler should be as cagey as possible about the nature of the catastropheA game where you can't tell if you're playing or notThere's only one game you could make with prompts like this, and it's a time traveling game about repressing teen horniness! "Mood Ring: Edging of Tomorrow" put you in control of both fate and a smart house, which you'll use to prevent a future criminal (perhaps... yourself??) from being born!Follow Danny on Bluesky @DannyOdwyer! Check out the first episode of NoClip's Dwarf Fortress documentary, and then all the rest of the episodes after that! Pick up a Blu-Ray of the NoClip Hades documentary here.Check out Insert Coin at InsertCoinClothing.com!Visit the DFTBA Big Game Hunger merch shop at bit.ly/jennamerch. Support this show, and submit your OWN random prompts, by subscribing at Patreon.com/TheJenna. Gift subscriptions are now available at Patreon.com/TheJenna/Gift.Email the show at BigGameHungerPod@gmail.com.Big Game Hunger is part of the Multitude Collective of podcasts. Created and hosted by Jenna Stoeber.Big Game Hunger is a weekly video game podcast where Jenna Stoeber and a guest get three random prompts and have to make the big next game based on them.See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Dwarf Fortress is one of the most important video games, not the least of which because it doesn't hold your hand, and doesn't follow the Cult of Safety. GUEST → https://x.com/realUrbanHacker WATCHMAN PRIVACY → https://watchmanprivacy.com (Including privacy consulting) → https://twitter.com/watchmanprivacy → https://escapethetechnocracy.com/ CRYPTO DONATIONS →8829DiYwJ344peEM7SzUspMtgUWKAjGJRHmu4Q6R8kEWMpafiXPPNBkeRBhNPK6sw27urqqMYTWWXZrsX6BLRrj7HiooPAy (Monero) →https://btcpay0.voltageapp.io/apps/3JDQDSj2rp56KDffH5sSZL19J1Lh/pos (BTC) Music by Karl Casey @ White Bat Audio
Lords: * Jeff * https://dopeassvideogames.com/ * Danny * https://www.youtube.com/@NoclipDocs Topics: * What's happening on Bluesky. * Using Google Earth and YouTube to rid myself of Nostalgia of Places I've lived * Dad talk: what do we do about porn? Microtopics: * The Good Morning America series finale. * Covering video games online. * Getting married and feeling safe from people who run dating sites. * Nintendo Disasters. * Reviewing every individual version of FIFA 2011. * The Sega Master System catalog. * Choosing not to do something because someone else has done it before. * A Weird Slop of People. * The CD-32 version of Alfred Chicken. * The Noclip documentary about PiCoSteveMo. * Blood and Fear and Nolf and Shogo and Condemned. * A hardware Pico-8 solution. * Explaining how to and how not to reply. * Enjoying social media because you need a place to type your garbage. * An Eternal September Situation. * Repeating Daily Show jokes from five years ago. * An oral history of Bluesky users. * Jimmy Fallon posting a picture of himself holding a Nintendo Switch. * The Ford vs. Chevy argument over and over again until we're all dead. * Laying your employees off based on their Klout scores. * What aspects of social media you can leave behind once you get a goat farm. * Having goats and not even posting pictures of them. * Goats as a gateway drug to other ungulates. * Did I get drunk and order 20 snakes again? * Boxcars: Where the Hobos Go. * Jumping in a train car full of refined materials. * Reminiscing about the time you lived in London and remembering everything that sucks about living in London. * A warped melting representation of your childhood memories. * An emotional VR moment. * Floating in space and hearing a cacophony of national anthems screaming up at you. * That time they added your uncle's farm to Google Street View. * Looking back on previous eras of your life and remembering why you don't want that kind of life any more. * The guy you know who mined bitcoins on his CPU and then spent it on black market Provigil. * Why do something that's going to make money when you can do ridiculous bullshit instead? * Three year olds who know how to use a remote control. * Areas of human interaction that you are just not prepared for. * Just putting your Zip disk in the file server and grabbing whatever's there. * What kind of porn the owner of the video rental place is personally obsessed with. * Why do you never see porn scored with tracker music? * Deep appreciation of porn that is made for somebody else * Beavis and Butthead trading cards. * Scintillating pizza delivery. * Explaining to your child that porn is fictional, not a documentary, and leaving it at that. * Your daughter asking you questions about Sonic the Hedgehog that you're not prepared to answer. * Encountering boys who play Minecraft. * Deploying new words to the wrong people. * Laying in bed and cursing at ghosts to calm yourself down. * An entire generation who goes to the gym and doesn't just watch CKY2K and break things. * Doing all the drugs so that you can explain what drugs are like to your children. * Learning how to fall as a child so you can fall safely as an adult. * Smoking Ice and waking up in San Francisco. * Pulling over, opening the hood, and punching the engine block over and over. * A poem that somebody else will read. * Whether the money has changed the Dwarf Fortress developers.
Welcome to Dev Game Club, where this week we complete our series on 1999's Outcast. We talk a bit about the end of the game, the challenge of plate-spinning, gadgets we missed out on for much of the game, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished (Brett)... some more (Tim) Podcast breakdown: 00:47 Discussion 54:07 Break 54:36 Takeaways/Mailbag Issues covered: getting captured and losing your stuff, getting some ammo from your subquests, some of the other weapons, the silenced sniper tranquilizer, not fulfilling stealth, a difficult puzzle in the tree world, the deep sound puzzle of the forest world, getting one key from a complicated puzzle and then a physics puzzle, doing what you think is right for your goals, modest budgets vs today's indie and AAA, the lower development cost and the challenge of readability, making big hard decisions to collapse away a problem, market size, the delusion of ship when it's ready vs making what you can by the deadline, the podcast exposing us to some really great games, plate-spinning and tendrils spreading out, imagining the flowcharts, getting to the end of the Motazaar gauntlet, "your key is in another castle," the F-Link gadget and speeding play, the other gadgets, quest system being per-zone, story bits that cover the length of the game, "rules are meant to guide people, not contain them," narrative niceties, memorable and understandable NPCs, the two fishermen, NPC depth, greater empathy vs snark in Cutter Slade, describing the time shifty stuff, running through the story at the end of the game, a bold world structure, motivating and leveraging the connectivity, the voxel terrain, dynamic systems in play, the depth of the narrative space, legacies. Games, people, and influences mentioned or discussed: Indiana Jones, Beyond Good and Evil, Anachronox, Unreal, Nintendo Switch, Breath of the Wild, Shadow of the Colossus, Assassin's Creed (series), Tomb Raider (series), Uncharted (series), Team Ico, Fbrccn, Infogrames, Appeal, Blizzard, Warcraft (series), Dwarf Fortress, The Last Express, The Crying Game, John Carter/A Princess of Mars, Delta Force, Anthony Gallegos, Rebel FM, mysterydip, Pong, Belmont, Mark Garcia, Jedi Starfighter, Republic Commando, Castlevania, Dark Souls 2, BioStats, CalamityNolan, Kirk Hamilton, Aaron Evers. Next time: TBA! Links: The Ghost Racing Article Twitch: timlongojr Discord DevGameClub@gmail.com
Three folks sit around microphones and chat about Dwarf Fortress. Come along! Detailed Landscapes - the mod that Jonathan talks about with lots of grass tiles. Primitive Technology YouTube channel
We're back to talk a bit about Legends Viewer Next and the new version of Dwarf Fortress! Legends Viewer Next github page
Los Prietos se ponen a hablar sobre sus videojuegos indie favoritos y la historia completa del desarrollo de Stardew Valley. Juegos Mencionados: Kairosoft y sus juegos de administación, Katawa Shoujo como por tercera vez, Battle Bit Remastered, Dwarf Fortress, Recettear an Item shop tale, Hotline Miami, Varios de Devolver. Sitio Oficial: http://frikisprietos.com
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
Bienvenidas y bienvenidos a Recarga Activa, el podcast diario de AnaitGames en el que filtramos lo más relevante de la actualidad del videojuego en pildorazos de 15 minutos: El modo Aventura de Dwarf Fortress sale de beta el 23 de enero Splash Damage cancela Transformers: Reactivate y anticipa despidos en el estudio Los trabajadores que dejaron Annapurna Interactive han formado una nueva compañía que asumirá el portfolio de Private Division Suscríbete para recibir el siguiente episodio en tu gestor de podcasts favorito. Puedes apoyar nuestro proyecto (y acceder a un montón de contenido exclusivo) en Patreon: https://www.patreon.com/anaitreload ♫ Sintonía del programa: Senseless, de Johny Grimes Learn more about your ad choices. Visit megaphone.fm/adchoices
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
Think you can handle a werebear hug? Or maybe you're just here for the were-rat cheese jokes? This week on the RPGBOT.Podcast, we're going fur-deep into lycanthropes in D&D and Pathfinder! From the terrifying to the downright ridiculous, we're talking werewolves, were-tigers, and, yes, even were-penguins. Brace yourself for: Full-moon transformation tips Curing curses (spoiler: wolfsbane doesn't smell great) Debates on infinite polymorph (trust us, it's a thing) And a healthy dose of “What on earth were they thinking?” were-creatures Tune in, laugh with us, and maybe howl at the moon a little. Summary In this beastly episode of the RPGBOT.Podcast, the hosts go fur-deep into the intricate and endlessly entertaining world of lycanthropes in D&D and Pathfinder! Dive in as they explore everything from the mythic origins to the quirky mechanics of these furry (and occasionally ferocious) creatures. Werewolves? Check. Werebears? Absolutely. Were-rats and were-tigers? You bet! They tackle the unique alignments, behaviors, and lore for each type, uncovering surprising personality traits—who knew a werebear's alignment could be so… complex? But it's not all snarls and bites. The hosts serve up plenty of laughs as they debate the absurdity of “lesser-known” werecreatures found in games like Dwarf Fortress. Who wouldn't want to face off with a were-penguin or a were-carp? They delve into the gameplay challenges of becoming a werecreature, including the dreaded curse, healing dilemmas, and whether the whole “infinite polymorph” theory is a brilliant hack or a cursed nightmare for DMs everywhere. From strategies for curing lycanthropy to tips for players eager to bring their inner were-creature to life, this episode packs in all the storytelling and character-building advice you need to make lycanthropy a howling success in your campaign. It's filled with insights, clever lore, and plenty of tabletop antics, so tune in, grab your wolfsbane, and prepare for a conversation that's part D&D myth and part midnight monster mash-up. Warning: May cause uncontrollable howling and urges to challenge nearby werebears to arm-wrestling. Links DnD 3.5 d20SRD.org DnD 5e Monster Manual (affiliate link) Guide to ravenloft Pathfinder 2e Monster Core (affiliate link) Wolfsbane Pathfinder 1e Archives of Nethys - Lycanthropy RPGBOT.Podcast Episodes How to Play Werewolf 1 How to Play Werewolf 2 How to Play Werewolf 3 How to Play Werewolf 4 How to Play Werewolf 5 Other Stuff Wikipedia: Belladonna Bebop and Rock Steady Street sharks Adolescent Karate Hamsters Dwarf Fortress Them! https://www.imdb.com/title/tt0047573/?ref_=fn_al_tt_2 Takeaways Lycanthropes bring both terror and intrigue to storytelling, with rich lore and mythology that deepen gameplay. D&D and Pathfinder offer unique mechanics for lycanthropy, with natural lycanthropes having more transformation control. Werebears are portrayed as nature's reclusive guardians, while were-rats and were-tigers have surprising alignments and clan dynamics. Lycanthropy's alignment shifts and curse mechanics add complexity to character arcs, often sparking moral dilemmas. Infinite polymorph mechanics and silver's role in combat highlight the quirks of playing (and fighting!) lycanthropes. Pathfinder allows for more player lycanthropy options, while D&D's lycanthropes lean toward evil alignments and Constitution-based curse resistance. Humorous moments—like Dwarf Fortress's random were-creatures—shine a light on the creativity of game lore and design. Hosts emphasize consent in curse-spreading, while cures like Belladonna add urgency and spice to the challenge. Lycanthropy creates both low-level threats and high-level triviality, urging balance between storytelling and gameplay simplicity. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati
Think you can handle a werebear hug? Or maybe you're just here for the were-rat cheese jokes? This week on the RPGBOT.Podcast, we're going fur-deep into lycanthropes in D&D and Pathfinder! From the terrifying to the downright ridiculous, we're talking werewolves, were-tigers, and, yes, even were-penguins. Brace yourself for: Full-moon transformation tips Curing curses (spoiler: wolfsbane doesn't smell great) Debates on infinite polymorph (trust us, it's a thing) And a healthy dose of “What on earth were they thinking?” were-creatures Tune in, laugh with us, and maybe howl at the moon a little. Summary In this beastly episode of the RPGBOT.Podcast, the hosts go fur-deep into the intricate and endlessly entertaining world of lycanthropes in D&D and Pathfinder! Dive in as they explore everything from the mythic origins to the quirky mechanics of these furry (and occasionally ferocious) creatures. Werewolves? Check. Werebears? Absolutely. Were-rats and were-tigers? You bet! They tackle the unique alignments, behaviors, and lore for each type, uncovering surprising personality traits—who knew a werebear's alignment could be so… complex? But it's not all snarls and bites. The hosts serve up plenty of laughs as they debate the absurdity of “lesser-known” werecreatures found in games like Dwarf Fortress. Who wouldn't want to face off with a were-penguin or a were-carp? They delve into the gameplay challenges of becoming a werecreature, including the dreaded curse, healing dilemmas, and whether the whole “infinite polymorph” theory is a brilliant hack or a cursed nightmare for DMs everywhere. From strategies for curing lycanthropy to tips for players eager to bring their inner were-creature to life, this episode packs in all the storytelling and character-building advice you need to make lycanthropy a howling success in your campaign. It's filled with insights, clever lore, and plenty of tabletop antics, so tune in, grab your wolfsbane, and prepare for a conversation that's part D&D myth and part midnight monster mash-up. Warning: May cause uncontrollable howling and urges to challenge nearby werebears to arm-wrestling. Links DnD 3.5 d20SRD.org DnD 5e Monster Manual (affiliate link) Guide to ravenloft Pathfinder 2e Monster Core (affiliate link) Wolfsbane Pathfinder 1e Archives of Nethys - Lycanthropy RPGBOT.Podcast Episodes How to Play Werewolf 1 How to Play Werewolf 2 How to Play Werewolf 3 How to Play Werewolf 4 How to Play Werewolf 5 Other Stuff Wikipedia: Belladonna Bebop and Rock Steady Street sharks Adolescent Karate Hamsters Dwarf Fortress Them! https://www.imdb.com/title/tt0047573/?ref_=fn_al_tt_2 Takeaways Lycanthropes bring both terror and intrigue to storytelling, with rich lore and mythology that deepen gameplay. D&D and Pathfinder offer unique mechanics for lycanthropy, with natural lycanthropes having more transformation control. Werebears are portrayed as nature's reclusive guardians, while were-rats and were-tigers have surprising alignments and clan dynamics. Lycanthropy's alignment shifts and curse mechanics add complexity to character arcs, often sparking moral dilemmas. Infinite polymorph mechanics and silver's role in combat highlight the quirks of playing (and fighting!) lycanthropes. Pathfinder allows for more player lycanthropy options, while D&D's lycanthropes lean toward evil alignments and Constitution-based curse resistance. Humorous moments—like Dwarf Fortress's random were-creatures—shine a light on the creativity of game lore and design. Hosts emphasize consent in curse-spreading, while cures like Belladonna add urgency and spice to the challenge. Lycanthropy creates both low-level threats and high-level triviality, urging balance between storytelling and gameplay simplicity. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati
Welcome to Dev Game Club, where this week we start a new series on 2006's Dead Rising, from Capcom. We situate the game a bit in its time and with Capcom and this generation of hardware before turning to the structure and feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours Issues covered: the early 360 era, throwing lots of enemies on the screen, console wars, an entry into console for PC developers, achievements and GamerScore, coming into a time-limited game, the deluxe remaster, carrying over Prestige Points, limited time quests, production benefits, a controversial structure, pushing your luck, going to the mall, horde management, Tim shows he actually knows more about football than claimed, camp, inventory management, learning the space, the feeling of losing a person right at the end, saving people, Onigokko!, Artimage's charity. Games, people, and influences mentioned or discussed: Xbox, Gears of War, Republic Commando, Crystal Dynamics, Tomb Raider: Legend, PlayStation, Capcom, Keiji Inafune, MegaMan, Onimusha, Resident Evil, Shinji Mikami, Dwarf Fortress, LoZ: Twilight Princess, Okami, Elder Scrolls: Oblivion, Final Fantasy XII, Guitar Hero 2, Rainbow Six: Vegas, New Super Mario Bros, Wii, Elite Beat Agents, Nintendo DS, Burnout: Revenge, Brain Age!, Call of Cthulhu: Dark Corners of the Earth, Condemned: Criminal Origins, Tomb Raider: Legend, Heroes of Might and Magic V, Dark Messiah of Might and Magic, Arkane, Prey, Dishonored, Nintendo Switch, ElectroPlankton, Groundhog Day, Dark Souls, Rogue, Dawn of the Dead, Chopping Mall, Night of the Living Dead, George Romero, Day of the Dead, Tim Ramsay, Harley Baldwin, Deathloop, Tony Rowe, Artimage, Minecraft, Gwyneth Paltrow, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Dead Rising! Links: Artimage's email is artimage84@gmail.com Twitch: timlongojr Discord DevGameClub@gmail.com
In the first installment of a new Into the Depths series, we dive into the brilliant Caves of Qud. This sprawling open-world roguelike has been in development since 2007 and Early Access since 2015, and we're celebrating it as it nears a v1.0 release. Doug and Rob, together with guest host and Qud-head Jack Schlesinger (Puzzmo, Knotwords, Good Sudoku), talk to Caves of Qud creators Brian Bucklew and Jason Grinblat all about post-apocalyptic worldbuilding, building an emergence-focused game engine, and what it takes to keep a project and partnership going for nearly two decades. Don't forget to join our discord and play along with the series. Try to get a character to Level 5 before our next episode, where we'll get into some basics around the early game and Qud's many interlocking systems. You can purchase Caves of Qud -- still in Early Access, for now -- on Steam or GOG. Discussed in this Episode Gamma World Dwarf Fortress Kitfox Games Data-Driven Engines of Qud and Sproggiwood, talk by Brian Bucklew @ IRDC 2015 A Data-Driven Object System, talk by Scott Bilas @ GDC 2002 ("Looks like the paper isn't available but here's a talk on the same subject matter") The Elder Scrolls III: Morrowind Ancient Domains of Mystery (ADOM) Tracery for context-free grammar generation Emergent Narrative in Dwarf Fortress, talk by Tarn Adams @ Progression Mechanics 2017 The Book of the New Sun by Gene Wolfe Clark Ashton Smith Sam Wilson (pixel artist) Craig Hamilton (OST)
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
This week, we actually played Dwarf Fortress! Drew has a cool new fort with some artifacts, and Kristin has a new fort that will be cool eventually, probably… hopefully? For the start of spooky season, Kristin talks about Mind Over Magic. And finally, Drew tells us all about Amazing Cultivation Simulator and how it doesn’t […]
Welcome to Dev Game Club, where this week we start a new series on Heroes of Might and Magic. We talk about the boardgame of it all and where the vibes are with this one, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Some standard, some campaign Issues covered: hearing the journey and thoughts of our listeners, deep regrets about Megaman, games that scare us, learning the patterns, hearing about the Final Fantasy thoughts, learning about FF15 at two different publishers, a game you can't pick up and play for an hour, seeking out a full game experience, dialing down the map challenge, a more dense map, lots of map options, seeing a new map, considering whether the maps are generated algorithmically, playing a little too disposably, how this game might be played, lack of boardgame clarity, extreme depth, depth of the tactical mode, opacity and complexity, the aesthetics of the time, dormant franchises vs active ones, lacking iteration and interaction on the design and with the players, possible outcomes from opacity, balance in defending the castles, how slowly should I move on the map, getting over the hump, getting services in The Sims, kind words about the 'cast. Games, people, and influences mentioned or discussed: Kaeon, Biostats, CalamityNolan, Megaman, Day of the Tentacle/Maniac Mansion, Contra, Cuphead, Andrew Kirmse, Full Throttle, Dark Souls, Belmont, Final Fantasy (series), Jason Schreier, Mark Garcia, LostLake, Metal Gear Solid V, Crystal Dynamics, Tomb Raider (2013), Square Enix, Eidos, Halo Infinite, 343 Industries, The Sims, X-COM, Soren Johnson, Civilization, Jurassic Park, Wizardry, Ubisoft, New World Computing, Infogrammes, Dwarf Fortress, Avalon Hill, Universal Paperclips, Frank Lantz, G, Tristan, Stone Librande, Kirk Hamilton, Aaron Evers. Next time: More of HOMM! Twitch: timlongojr Discord DevGameClub@gmail.com
We’re alive! We’ve returned briefly from our summer interlude to discuss what we’ve been up to, and Drew tells us all about his recent Rimworld experience. We’ll be back soon with more dwarfy goodness, we promise! Extra Info: Transcript (see README for more details)
The Year of Luigi may have been many Dark Moons ago, but the big man in green is back and his definition is high enough that Tommy's gone in to have a look at what Luigi is up to in that Mansion of his. Less high is the definition of the Dwarves in Dwarf Fortress, but still higher than they used to be, and it's been enough to entice Ben to see what they're up to in that mountain of theirs. Kinitsu-Gami: Path of the Goddess is nearly out too, so we've had a look at what the demo could be up to in that games console of...its? We've got some games to play this week is what I'm saying, as well as some news out of Capcom and Sega about Crazy Taxi going massively multiplayer, Dead Rising going remaster mode and development of Resident Evil 9 going ahead. We talk about all this and more, so come have a listen to what we're up to in that podcast studio of ours.
Welcome to Dev Game Club, where this week we start a new series on 2000's The Sims. We first set the game in its time, and then turn almost immediately to what happened with our Sims. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours Issues covered: spiders and ant farms, last few episodes, our interview with Michel Ancel, games from 2000, all-time sales by brand, an expansion-pack driven business model, games that don't end, a precedent, building up to simulating people, our memories, jumping in without the manual, following the tutorial, talking about Bob and Betty Newbie, a little shade on the console version, what you learn in the tutorial, getting a job, roleplaying the newbies, being visited by the Goths, an interview with John Romero, another visit from the Goths, Tim diving into level design, making messes, options for reading, promoting experimentation, people eating all over the place, Bob and Betty dividing up labor, Bob the freeloader, the people in your neighborhood, horror movie on the TV, kids running in the streets, Mrs Goth collecting her child, the bed against the wall, building versus micromanaging, finding our own fun, comedy factory, inter-system friction, Maslow's hierarchy of needs, spinning the plates, "some dude got water everywhere," discussing how the pathfinding might work, keeping it clean, our Easter Egg, the Aw Jeez files. Games, people, and influences mentioned or discussed: BioStats, Calamity Nolan, Ben from Iowa, Mark Garcia, Michel Ancel, SW: Starfighter, Final Fantasy IX, Deus Ex, THPS 2, SSX, Perfect Dark, NOLF, Baldur's Gate 2, Vagrant Story, Diablo 2, Banjo-Tooie, Spyro: Year of the Dragon, Majora's Mask, Crazy Taxi, Counter-Strike, Thief II, PlayStation, Pokémon, Tetris, Assassin's Creed, Legos, Minecraft, FIFA, Grand Theft Auto, Call of Duty, Mario, Game Boy, Little Computer People, Seaman, Tamagotchi, Amiga, Atari, David Crane, Rich Gold, Pitfall!, Famicom, Will Wright, Raid on Bungeling Bay, Maxis, EA, Final Fantasy Tactics, Donald Pleasance, SimCity, Dwarf Fortress, John Romero, Spore, Mr Rogers, The Exorcist, George Lucas, Far Cry 2, Abraham Maslow, Dave K, Final Fantasy VI, Kirk Hamilton, Aaron Evers. Next time: More The Sims! Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub Discord DevGameClub@gmail.com
We’re back from summer break! Kind of! Indiana is going crazy in the heat, yo, but we’re staying cool with Dwarf Fortress, Rimworld, and all the good settlement games available right now. Extra Info:
Welcome to Dev Game Club, where this week we complete our series on Final Fantasy Tactics. Before we head to our takeaways, we talk about the story and themes and about the puzzle nature of some of the story missions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Near finished (B), Near finished Ch 2 (T) Issues covered: Tim's retirement guide, continued therapy sessions, side quests, Aeris on the critical path, requiring a guide, finding the various jobs, the story according to Brett, objects of power, the quest for the Zodiac stones, a random battle that went bad, Barinten thrown off a roof, a story mission that I had to replay and replay, leveling vs the main story, puzzle-y missions, the best fit button, wanting a little more feedback about systems, reasons to grind, lack of difficulty levels in older games, the overwhelm of the story, more intentional combat, the job system and making hard decisions, playing for the achievements, production notes. Games, people, and influences mentioned or discussed: Final Fantasy VII, Kingdom Hearts, Mark Garcia, The Room, Six Feet Under, Control, Shakespeare, Game of Thrones, Star Wars, Dwarf Fortress, Kyle, Baldur's Gate 3, Divinity: Original Sin, Indiana Jones and the Last Crusade, Drunk History, Advance Wars, Kirk Hamilton, Aaron Evers. Next time: An Interview! Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub Discord DevGameClub@gmail.com
¿Te gusta Reload? Apóyanos en Patreon (https://www.patreon.com/anaitreload) para acceder a contenidos exclusivos, recibir los episodios dos días antes y hacer posible que sigamos adelante
Cette semaine : Mode Aventure pour Dwarf Fortress, du PSN dans Ghost of Tsushima PC, un hack chez Void Interactive (Ready or Not), PS5 Pro pour la fin d'année ?, Nintendo Indie World, Hitman World of Assassination DLC, avalanche d'émulateurs sur l'AppStore Apple, AltStore, Firefox 125.0.1, Epic vs. Google, et l'arnaque Humane AI Pin. Lisez plutôt Torréfaction #292 : Mode aventure pour Dwarf Fortress, PS5 Pro cette année (?), Hitman tue Sean Bean, émulateurs sur iOS + AltStore et l'arnaque Humane AI Pin avec sa vraie mise en page sur Geekzone. Pensez à vos rétines.
Bienvenidas y bienvenidos a Recarga Activa, el podcast diario de AnaitGames en el que filtramos lo más relevante de la actualidad del videojuego en pildorazos de 15 minutos:1️⃣ Singularity 6 ha despedido al 35% de su plantilla tras el lanzamiento de Palia en PC2️⃣ Novedades en Xbox: Kareem Choudhry se va, y se crean dos nuevos equipos centrados en experiencia de usuario y en aumentar la compatibilidad3️⃣ Dwarf Fortress ha vendido más de 800.000 copiasSuscríbete para recibir el siguiente episodio en tu gestor de podcasts favorito. Puedes apoyar nuestro proyecto (y acceder a un montón de contenido exclusivo) en Patreon: https://www.patreon.com/anaitreload♫ Sintonía del programa: Senseless, de Johny Grimes Hosted on Acast. See acast.com/privacy for more information.
Drew and Kristin talk about how things are going too well at their forts. Also sorry for the talk of dissection of animals in a school context at the end. Idk, it’s Dwarf Fortress! Extra info: Transcript (see README for more details)
And where does the apostrophe go when fortress is possessive? We have fort updates, goblin animal trainers, and a deep dive into story progression and endgame in simulation games. Plus, poetry corner and disappointing artifacts! Extra info: images Transcript (see README for more details)
I mistake from my learns.Jules Gill presents 10 Video Games You Play For Hours And STAY A Beginner... Hosted on Acast. See acast.com/privacy for more information.
This week, we’ve got tons of dwarfy news, musings on how Dwarf Fortress allows for so much creativity, and updates from our forts. Kristin has a wereracoon problem, and Drew’s mayor has a vendetta against mandrake juice. Plus, we’re both very tired and silly for this Monday recording, so enjoy some digressions into dwarven poetry […]
Drew makes Kristin compare Dwarf Fortress to other logistics / survival base building games. Spoiler alert: Dwarf Fortress is better. Also, for the SEO: Palworld, Palworld, Palworld. Meanwhile Kristin’s fort goes artifact crazy, while Drew’s fort turns into a drunken tavern nude elf orgy. Speaking of, we also recommend the (elf-loving) anime Frieren, which gets […]
We’re back, this time with mods! After a long break, we’ve spun up new Dwarf Fortress worlds and are getting back into the swing of things. Come for Dwarf Fortress talk, stay for our discussion of other games we’ve played during the break. Digressions include dralthas and how decapods wear shoes. Extra info: Transcript (see README for […]
Hello everyone! This episode we talk about version 50.11 of Dwarf Fortress, and 50.11-r2 of DF Hack.
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
Welcome to Dev Game Club, where this week we add a bonus to our series on Metroid Prime by looking into Metroid Fusion, before turning to the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Almost all of it Issues covered: the space jump boots, connectivity with the GBA, Metroid nostalgia, a hardcore game, GBA architecture, moving goalposts, kinship between Metroid and Legend of Zelda, snacking on Dread, an A bug in a final room, code save states, a limited control set and linear upgrades, having keycards/security access, Samus's lack of agency, changing what you think about the character, enjoying the setting, not knowing where to go, not thinking about space in a particular way, host origin stories, roles we've had, leaving for opportunities, burning out, a book club for games, keeping up with technology, learning languages, not being able to share what we're doing yet, how we keep going, hitting versions of writer's block, context shifting, being good with just a small amount of work, project doldrums, mental thinking, sometimes you just need idle time, gaining perspective via sharing, asking why questions, shifting between productivity approaches, disguised linearity, games where the level design pulls you along, trusting the developers and trusting your players, player empowerment, games we didn't get, not enjoying the controller for FPSes but changing later, getting revved up by programming and needing cooldowns. Games, people, and influences mentioned or discussed: Blarg42, TheSecondQuest, Game Boy Advance, Pokemon Stadium, Zelda: Four Sword, Crystal Chronicle, PacMan, Splinter Cell, Tingle Tuner, Legend of Zelda, Mercury Steam, Dead Space, Event Horizon, Team Ninja, Tomonobu Itagaki, Kyleanderror13, Republic Commando, Star Wars: Starfighter, LucasArts, Tomb Raider, Jonathan Williams, Bethesda Game Studios, Fallout 3, Mario (series), Rebel FM, Naughty Dog, Looking Glass, System Shock 2, Irrational Games, Soren Johnson, Civ 3, GamaSutra/Game Developer, Sixty Second Shooter Prime, Jamie Fristrom, PlayStation Vita, Commander Keen, Luke, RPG Maker, Bvron, Fumito Ueda, Shadow of the Colossus, The Last Guardian, Ocarina of Time, Link to the Past, Arcane Studios, Dishonored, Prey, Death Loop, Planescape: Torment, Castlevania, Dead Cells, Hollow Knight, Ori and the Blind Forest, Dark Souls, Jarkko Sivula, GoldenEye, Demon's Souls, Resident Evil, Nathan Martz, Final Fantasy (series), Dungeons & Dragons, Trespasser, Skyrim, Minecraft, Dragon Quest Builders, Valheim, Dwarf Fortress, Joel Burgess, Capy Games, Ubisoft, Watch Dogs, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on GoldenEye 007. We talk about the shelf-level event, running towards the end, and some wonky controller stuff. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the SP game! Issues covered: Moneypenny presentation, illness, leveraging the Switch N64 save states, the scene on the train, using the laser watch, not how trains work, lack of lock-on, camera assist, twenty brackets, getting a head start on the puzzle, the feel of the train, designing for your strengths rather than throwing in something new, the pains of playing retro games, the maximum throw vs the minimum throw, overcorrection due to overacceleration, autoleveling, tuning the sticks before hitting the emulator level, the three Cs -- character/camera/controls, typical Nintendo re-releases vs emulation, leaning into the fantasy fulfillment of being Bond, the diagetic interface of the watch, the health/shields in full-screen and reflecting the watch, being in your face about critical information, levels becoming more linear at the very end, affordances for the game, a survey of the last few levels, trying to reflect the movie, secret agent levels you want to be in, the final setting and a good pay-off, the real dish, scaling the difficulty with objectives, relying on QA, the fantasy satisfaction of relentlessly heading towards the end, not crediting the face scans, evolving crediting standards, playing multiplayer, Tim the spirit animal, the Big Wheel, trying to focus on the thing that's new, taking my retirement in stages, Tim and his dang bandit knife, earning every mile, asymmetrical multiplayer, difficulty and objectives, mutators and other means of changing difficulty, multiplayer customization, arcade transition. Games, people, and influences mentioned or discussed: Daniel Craig, Naomie Harris (apologies to Thandiwe Newton and Ms Harris), Uncharted, Dead Space, Wolfenstein: The New Order, Okami, Dwarf Fortress, LucasArts, Ocarina of Time, Super Mario 64, GameCube, Half-Life, Valve, Deus Ex (series), Halo, Republic Commando, Jedi Knight, Fallout 3, Matt Tateishi, Adventure, Colin "The Shots" Tougas, Shenmue, Dreamcast, Indiana Jones, UbiSoft, Dark Cloud 2, Travis McGee, Dark Souls, Death Stranding, Bounty Hunter, Outlaws, Jeffrey Sondin-King (Pinecone), Troy, Crystal Dynamics, Celeste, System Shock 2, Silent Scope, Dino Crisis, Kingdom Hearts, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: GoldenEye MP Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord invite DevGameClub@gmail.com
This week, host Isaac Butler talks to Tarn and Zach Adams, two brothers who've been continually crafting and updating the video game Dwarf Fortress for two decades. In the interview, Tarn and Zach discuss the earliest versions of the game, which were available online for free in the early 2000's and served as an important influence for games like The Sims and Minecraft. Tarn and Zach also discuss the intricate details of the game and the gigantic number of narrative possibilities that players can experience. After years of tinkering, the “fortress mode” of the game is finally available for purchase, and “adventurer mode” won't be far behind. After the interview, Isaac and co-host Karen Han talk about what happens when a project starts to evolve into something unexpected. In the exclusive Slate Plus segment, Tarn and Zach explain how Dwarf Fortress ended up in the Museum of Modern Art. Send your questions about creativity and any other feedback to working@slate.com or give us a call at (304) 933-9675. Podcast production by Cameron Drews. If you enjoy this show, please consider signing up for Slate Plus. Slate Plus members get an ad-free experience across the network and exclusive content on many shows—you'll also be supporting the work we do here on Working. Sign up now at slate.com/workingplus to help support our work. Learn more about your ad choices. Visit megaphone.fm/adchoices
It's the holiday season and we here at Waypoint are giving y'all our first gift! We've had the chance to interview Robert Ashley, creator of one of the seminal video game podcasts: A Life Well Wasted. After nearly a decade, he's releasing a new episode and we're here to ask how it feels to return to a project after so long, how the podcast got started in the first place, and how being online has changed since the podcast started. Before we dive in though, Ren's got new updates on her Dwarf Fortress fort, Patrick's not feeling particularly high on High on Life, and Rob's wishing there were maybe a little more strategy in Triangle Strategy. 26:44 Dwarf Fortress, 34:57 High on Life, 44:08 Cyberpunk 2077, Triangle Strategy 45:04, Interview with Robert Ashley 53:59, The Question Bucket 2:10:49 Hosted on Acast. See acast.com/privacy for more information.
Last week the FTC surprised everyone when they actually took action towards stopping the Microsoft/Activision merger. So much so that Rob had to reach out to an expert to get into the nitty gritty about what this really means. He interviewed Matt Stoller, author of “Goliath: The 100-Year War Between Monopoly Power and Democracy,” and they discussed the history of monopolies in the US, and how Microsoft history weighs heavily on the FTC's decision. But first, Ren has stories to tell from her time playing way too much Dwarf Fortress, including a late breaking story of a young dwarf that just loves to carry gems around. Patrick's wrapped on Immortality, and while he's had a great time with the game, he does wonder if it wouldn't have benefited from something akin to Return to Monkey Island's hint system. After the break, we dip into the question bucket to hear more pronunciation goofs, and our worst, potentially job-losing gaming habits. Hosted on Acast. See acast.com/privacy for more information.
With the game awards wrapped, 2023 is looking ... overwhelming. We discuss how, what we're looking forward to, our big question marks, and also chat about Choo Choo Charles, Dwarf Fortress, Forspoken, and plenty more. This week's music: August Burns Red - O Come O Come Emmanuel
It's finally here, the biggest release of 2022, a game decades in the making: Dwarf Fortress is finally released! Cado's been checking the game out and is finding it much easier to parse after trying once back in 2008. Then we break the news that much to our surprise the FTC has actually filed a lawsuit to block the Microsoft/Activision merger. After the break, we check in with Patrick's end of year sprint as he's finishing Metal Hellsinger and starting Immortality. Then we dip into the question bucket to hear all about everyone's personal “pseudonym” type mispronunciations. Hosted on Acast. See acast.com/privacy for more information.
With GOTY in the distance we gather around to chat about Callitsto Protocol, trying to make sense of Dwarf Fortress, detailing the updates to Fortnite, a ToeJam and Earl movie, and even more!
With GOTY in the distance we gather around to chat about Callisto Protocol, trying to make sense of Dwarf Fortress, detailing the updates to Fortnite, a ToeJam and Earl movie, and even more!This show is part of the Spreaker Prime Network, if you are interested in advertising on this podcast, contact us at https://www.spreaker.com/show/5928697/advertisement
Magic swords, Viking legends, dwarves, ice queens, and enchanted rose gardens, this story of Dietrich of Bern and the Dwarf King Laurin has a bit of everything. The creature this week is the Samodivi, the reason why you should be going out to the club each night. -- Scoundrel! New episode of Scoundrel out about Black Bart, the Gentleman Outlaw. Check it out at https://myths.link/scoundrel -- Sponsors SimpliSafe: Get 40% off your order at http://SimpliSafe.com/LEGENDS Shopify: Sign up for a free trial at http://shopify.com/legends (all lowercase!) Canva Pro: Get a free 45-day extended trial at http://Canva.me/MYTHS -- Music: "Lead Shroud" by Blue Dot SessionsSupport the show: https://www.mythpodcast.com/membershipSee omnystudio.com/listener for privacy information.