Podcast appearances and mentions of larry holland

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Best podcasts about larry holland

Latest podcast episodes about larry holland

Dev Game Club
DGC Ep 427: Interstate '76 Interview with Sean Vesce and Zack Norman

Dev Game Club

Play Episode Listen Later Apr 23, 2025 74:45


Welcome to Dev Game Club, where this week we return with a bonus interview for our series on Interstate '76. We talk about shipping the game's predecessor, pulling together, and making something new. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:15 Interview 1:05:22 Break 1:06:00 Outro Issues covered: introducing the guests, having fun making games, great manuals, marrying video games and Hollywood, having more video game applicable experience than you realize, having to right the ship well into development, preordering a game you ended up working on, living in the office, getting enough memory to run the games, opening up space for something new, superheroics and glue, "high polygon counts," muscle cars with guns, being ahead of the curve, sims being in the blood, engine development, come back with your tenth idea, a 28-year scoop on engine work, "I can do that," optimizing and making things up as you go along, making a game like a movie or TV show, a soundtrack that helped drive the game, a team of 12 or 13 people, the few basic bits in a vehicle sim, the players don't know what you've cut, not being arena-based, vigilantes and comic-book heroes, the tools for making the world and a scripted objective system, building from scratch, mission structure, finite state machines and AI, having an identity and character, having a bubble, sticking to your passion, working on a new car game, hearing the chemistry, TTRPGs and alternate histories, our audience maybe not being born yet when this game came out, #minecraft-realm-life.  Games, people, and influences mentioned or discussed: Activision, Mechwarrior 2, 20After1, Cinemaware, Crystal Dynamics, Project Snowblind, Tomb Raider (series), E-Line Games, Never Alone, Colabee, Very Very Spaceship, Niantic, Live Aware, Jamdat, DoggyLawn, Atari 2600, David Crane, Stephen Cartwright, Commodore '64, Pitfall: The Mayan Adventure, Adventure, River Raid, Bobby Kotick, Mediagenic, Intellivision, Pong, SimCity, Alan Gershenfeld, Howard Marks, DOOM (1993), FASA Interactive, Battletech, Egghead Software, E3/CES, Tim Morten, LucasArts, Totally Games, Larry Holland, TIE Fighter/X-Wing, Star Wars: Starfighter, id Software, Epic, Julio Jerez, Airport '77, The A-Team, Third Eye Blind, Kelly Walker Rogers, Tim Schafer, Carmageddon, Twisted Metal, Watchmen, Jordan Weisman, Microsoft, Wing Commander, Falcon, Fallout, Tim Cain, Leonard Boyarsky, X-COM, Julian Gollop, Alex Garden, Homeworld, Dan Stansfield, Castle Falkenstein, Secret Weapons of the Luftwaffe, Minecraft, mors, LostLake, Kaeon, bvron, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Back to Fez Notes: Julio Jerez appears to be from Dominican Republic Twitch Discord DevGameClub@gmail.com

Stay Forever
Secret Weapons of the Luftwaffe (SF 145)

Stay Forever

Play Episode Listen Later Jul 28, 2024 135:00 Transcription Available


Es herrscht im Stay-Forever-Kanon ein leichter Mangel an Besprechungen zu Flugsimulationen, das ist möglicherweise ein bisschen den Vorlieben von Chris und Gunnar geschuldet. Diese Scharte wollten wir auswetzen und haben die Hörer gefragt, welche als Thema gewählt werden soll - und "SWOTL" setzte sich vor Red Baron und Falcon 3.0 durch. Das LucasArts-Spiel ist Teil und Höhepunkt einer inoffiziellen Trilogie von Luftkampfspielen mit Schauplatz Zweiter Weltkrieg, alle entstanden unter der Federführung von Larry Holland. Chris und Gunnar sprechen über das Gameplay und die Entstehung und den geschichtlichen Hintergrund. Unterstützer bekommen noch eine Folge "Wusstet ihr eigentlich ...? Infos zum Spiel: Thema: Secret Weapons of the Luftwaffe ("SWOTL") Erscheinungstermin: 1991 (USA) Plattform: MS-DOS Entwickler: LucasFilm Games / LucasArts Publisher: LucasFilm Games / LucasArts Genre: Flugsimulation Designer: Larry Holland, Peter Lincroft, Noah Falstein, Martin Cameron u.a. Musik: Michael Z. Land Podcast-Credits: Sprecher: Christian Schmidt, Gunnar Lott Audioproduktion: Christian Schmidt Titelgrafik: Paul Schmidt Intro, Outro: Nino Kerl (Ansage); Chris Hülsbeck (Musik) www.stayforever.de

Dev Game Club
DGC Ep 383: Homeworld Bonus Interview with Alex Garden

Dev Game Club

Play Episode Listen Later Mar 20, 2024 78:28


Welcome to Dev Game Club, where this week we return to our series on Homeworld with an interview with special guest Alex Garden, who co-founded Relic and directed the title. We talk about the inception of the idea to the implementation difficulties and much more. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:52    Interview 1:03:49 Break 1:04:24 Outro Comments Issues covered: the history of our guest, distributing pirated games, the cold intro, testing games, dropping out of high school, selling the company and working for some years, fixing someone else's bugs, the crystal sphere, "Spaghetti Ball," the lightning bolt, focusing on the loss, pulling together the team, a 50000-line demo, starting with multiplayer to demo, demoing for gods, "this has changed how I'll make games," not knowing how to tell stories in space, creating a reference for the ships, believing you can overcome the difficulties, finding your home and knowing you were in the right, the gravity of the situation and losing people, every life being precious, you are not the target audience, making the story and the gameplay the same, lack of dynamic range, one revolution multiple evolution, changing the licensor, ships with fantastic shapes and colors, the main ship and why it has that design, ship scale on LODs, a frequency domain audio engine, doing a lot procedurally, clock radios, joining the rebellion, what sticks with you today, trusting your vision, expectations smashed, the new game gods, trying to make designers rock stars, knowing your collaborators. Games, people, and influences mentioned or discussed: Madden (franchise), Triple Play, The Divide, PlayStation, Impossible Creatures, Warhammer 40K: Dawn of War, Company of Heroes, Nexon, Xbox Live, Zune, Zynga, US Robotics, Distinctive Software, Chris Taylor, Don Mattrick, Omar Sharif On Bridge, Where in the World is Carmen Sandiego, Sega Genesis, Beavis and Butthead, Conceptual Interface Devices, Luke Moloney, Radical Entertainment, Electronic Arts, NASA/JPL, Ptolemy, Battlestar Galactica, Jon Mavor, Greg McMartin, Scott Lynch, Sierra, Valve, Erin Daly, Rob Cunningham, Aaron Kambeitz, Jane Jensen, Rob Lowe, Roberta and Ken Williams, Peter Molyneux, Black & White, Wing Commander, Chris Roberts, Star Citizen, The Breakfast Club, Blizzard, Starcraft, Republic Commando, Games Workshop, Blur Entertainment, Chris Foss, Peter Elson, Monkey Island, Shane Alfreds, Deus Ex, Warren Spector, Harvey Smith, Tim Cain, Fallout, Ion Storm, Ken Levine, Cliff Bleszinski, Killcreek (Stevie Case), John Romero, Hal Barwood, Wil Wright, Tim Schafer, Larry Holland, Gabe Newell, American McGee, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: ??? Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com

American Digger Relic Roundup
2023-09-11 - Larry Holland "A Reunification of Rings"

American Digger Relic Roundup

Play Episode Listen Later Sep 12, 2023 68:08


Larry Holland talks about his article "A Reunification of Rings" how Larry was persistent enought to reunite a ring and it's owner.Please visit our sponsors:American Digger Magazine: https://americandigger.com/Garrett Metal Detectors: https://garrett.com/welcomeHistory Seekers Metal Detectors: https://historyseekers.net/The Ring Finders: https://theringfinders.com/Eureka Treasure Hunters Club: https://www.eurekathc.org/

rings collecting reunification treasure hunting metal detecting larry holland american digger american digger magazine
Rocky Mount Baptist Church - Sermon Audio
The Urgency of Our Times - Rev. Larry Holland - Romans 13:11-14

Rocky Mount Baptist Church - Sermon Audio

Play Episode Listen Later Mar 5, 2023 34:34


urgency romans 13 larry holland
Rocky Mount Baptist Church - Sermon Audio
Camping at the Cross - Rev. Larry Holland - 1 Corinthians 1:18; Romans 5:6-8

Rocky Mount Baptist Church - Sermon Audio

Play Episode Listen Later Feb 12, 2023 29:57


Dev Game Club
DGC Ep 216: Republic Commando (part three)

Dev Game Club

Play Episode Listen Later Jun 17, 2020 108:33


Welcome to Dev Game Club, where this week we conclude our series on the 2005 squad-based shooter Star Wars Republic Commando, on which both hosts worked. We talk about some of the difficulty unevenness of the game, some of the process of building the game, a bit about enemy and squad AI, and especially how we came to differentiate the characters and inject some humor. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Kashyyyk Issues covered: leaving characters behind, the length of development and how it changes your longer-term plans, having George give feedback on your game, the overly grim version of the game, ignoring feedback given once, the difference of dealing with George vs dealing with LF Licensing, caring more about story than lore, the huge impact on production, the value of the feedback, being on each side of the question of whether to push out a schedule, having Robin Williams suggested for the game, needing the balance of comedy, the use of gallows humor, the impact of voice on a game's budget and schedule, RPGs and text vs voice, the additional cost of well-known names, finding actors more in line with characterization, enriching the script by specificity, having an off-site to plus up the game, looking at the game during in production, facilitating discussions, getting ideas from everyone, stepping back from development to get enough distance, going to Kashyyyk, incorporating another film character in General Tarfful, seeing the ragdoll bug, climbing up to the treetops, fitting this game on a Xbox, having good technology internally, being unclear about objectives, not having characters to rely on for storytelling, reusing enemies etc, having only two people write all the AI but carrying other engineering tasks, how you would approach this today, leveraging gaps in time to get across the bridge, delaying the pay-off to force the player to see it, the milestone process, not having enough investment in the product over the process, cutting part of the bridge level, failing a milestone and using that to improve, needing more spectacle and spit and polish, the AIs throwing grenades back and forth, leaning on the linearity of the game to make the squad seem smarter, "bread-crumbing," behavior trees, multiple path voting, AI and level design working together, finding the edge of AI, how you design for roguelikes instead, adapting to the needs of the game as they went, having a little bit of everything at the end, a notable cameo, the interviews, difficulty in games and different ways to achieve it, toy development timelines, the success of the game as a surprise, the team gift, a team delivering a solid first product, the possible follow-on titles, Delta Squad as canon, how tech could have supported the game better, Tim admits that he is a jerk, a good game with a lot of potential, figuring out how to make the game vs making the game, the strength of second titles, the greatness of the team, who gets design credit on the games, having the opportunity to work on different types of games. Games, people, and influences mentioned or discussed: George Lucas, Clone Wars (TV Show), Genndy Tartakovsky, Samurai Jack, Dave Filoni, Chris Williams, Daron Stinnett, Robin Williams, Shakespeare, Law and Order, Tomb Raider, Jill Murray, Ken Rolston, Morrowind, Oblivion, Patrick Stewart, Liam Neeson, Max von Sydow, Temuera Morrison, Ryan Kaufman, Mike Stemmle, John Hancock, Unreal, Xbox, PS2, Epic, Starfighter, Patrick Sirk, Half-Life 2, Hacky Sack, John Hancock, Nathan Martz, Remnant: From the Ashes, Harley Baldwin, Thief, TIE Fighter, Larry Holland, Reed Knight, Darren Johnson, Blarg42, Raymond Cason, BoxBoy, Curse of Monkey Island, Resident Evil 4, Mark Brown, Dawfydd, Karen Traviss, West End Games, Dylan Thomas, Jim Ward, Gentle Giant, Greg Knight, Battlefront II, Grand Theft Auto (series), Jedi Knight, Fallout (series), The Mandalorian, Dave Collins, David Norton. Mass Effect (series), Uncharted (series), Assassin's Creed (series), Kirby's Epic Yarn, Epic Mickey. Next time: Bonus Episodes! Link: Dynamic Difficulty in Resident Evil 4 Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 202: Bonus Interview with Jeff Morris

Dev Game Club

Play Episode Listen Later Mar 11, 2020 113:27


Welcome to Dev Game Club, where this week we finish our Civilization III discussion with an interview with Jeff Morris, producer on Civilization III and long-time producer in the industry. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:47 Interview 1:09:53 Break 1:10:25 Feedback Issues covered: not being suited to programming, being part of the problem, the huge shadow of Origin growing up, getting a job through the hospitality suite, the game culture in Austin, the game dev scene of a city, rivalry between studios, sinking the MicroProse battleship, QAing a flight simulator, the difference between single-vehicle and survey sims, falling in love with modern air combat, Baltimore as actual flight sim town, loosening up or not, learning about the American Civil War, embedding in QA from remote, the number one job in QA, wearing multiple hats, only being able to get better as a producer working with a team, the team not needing design input, keeping a firewall between production and design, different kinships between QA and design or production, the difference between done and good, learning the tools of production, looking at Civilization as a war game, Baltimore and Avalon Hill, reading the effin' manual, boardgame legacy, localization complexity, what's in the manual vs not, rewarding a style of play, loving the early and middle game, where the one more turn comes up from mixed levels of goals, Sid's Dinosaurs game transforms, "the manual for Civilization is in your brain," shipping, the benefits of programmer + designer as one person, fast iteration, being able to predict when assets would be done, feeding scheduling data back in, keeping track of people and their implementation rate, difficulty of scaling, being rewarded for neglecting certain programmers, paying the production tax and getting something for it, getting Civ II experts involved, doing everything possible in a game being impossible, compliance testing machines, having bug reports from dev heroes, being driven by playtest, playtesting with post-its, shipping your 518th implementation, "wouldn't it be cool if," spending time in the right places, streamlining the advisors, the elasticity of production titles, in the trenches production, making mistakes into small bumps in the road, insomnia Civ play, the influence of where you've been on what you do, playing the game every day, production notes, reasons for designers to be programmers, the mix of people on a project, avoiding obfuscation, trusting your experts, what Tim will do on the trail, the Superman hate minute, we review Olrox, Tim's JRPG education. Games, people, and influences mentioned or discussed: Origin Systems, Janes (military sims), Ultima Collection, Firaxis, Sid Meier's Alpha Centauri, Epic Games, Unreal Tournament (series), Gears of War, Red Five, Planet Moon, Crystal Dynamics, LucasArts, Kabam!, NCSoft, Free Range Games, Ultima Underworld, Apple ][, Warren Spector, Starr Long, Richard Garriott, Steve Jackson Games, MicroProse, Longbow, US Navy Fighters, Advanced Tactical Fighters, Top Gun, Marine Fighters, NATO Fighters, A-10 Warthog, F-15, Larry Holland, Battlehawks 1942, SWotL, Autoduel, Moebius, Andy Hollis, EA, Sid Meier's Gettsyburg, Jeff Briggs, Soren Johnson, Jason Coleman, JACKAL, Avalon Hill, Empire, Pool of Radiance, SSI games, Beyond Earth, Sid Meier's SimGolf, Maxis, Pat Dawson, Blizzard, Casey O'Toole, Microsoft Project, Tim Train, Brian Reynolds, Alan Emrich, Computer Gaming World, Bruce Shelley, Absolute Quality Incorporated, Archon, Jon Freeman, Bethesda Game Studios, Aaron Loeb, Star Wars Uprising, Ed Catmull, Pixar, Lulu LaMer, Daron Stinnett, Spotify, Stitcher, Derek Achoy, Josh Harding, Oliver Uvman, Designer Notes, Idle Thumbs, Scratch, GameMaker, Doom (1993), Minecraft, Portal, Noita, Richard Feynman, John Lethbridge, Ben Zaugg, Superman, The2ndQuest, Batman: Arkham Knight, Chrono Trigger, John Romero, SIGIL, Hironobu Sakaguchi, Final Fantasy IX, SNES, Dragon Warrior, Dragon Quest, Eye of the Beholder, PlayStation, Kingdom Hearts, Spider-man. Next time: The beginning of Chrono Trigger! Links: Scratch programming language Twitch: brettdouville, Instagram:timlongojr, Twitter: @timlongojr, and @devgameclub DevGameClub@gmail.com

Rocky Mount Baptist Church - Sermon Audio
Welcome Rev. Larry Holland

Rocky Mount Baptist Church - Sermon Audio

Play Episode Listen Later Jun 24, 2018 34:02


Welcome

larry holland
Dev Game Club
DGC Ep 111: God of War (part two)

Dev Game Club

Play Episode Listen Later May 2, 2018 72:08


Welcome to Dev Game Club, where we are on to the second of our series on 2005's God of War. We talk about what a fully scripted camera allows you to do, where it breaks down in implementation, as well as touching on the over-the-top nature of the game and its light RPG elements. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Challenges Podcast breakdown: 0:43 Segment 1: God of War 51:40 Break 52:20 Segment 2: Feedback Issues covered: Birthdays, Sierra interview, the academic/theoretic side of making games, the early days, the Yosemite photograph, cameras and third-person action-adventure, level design and the camera, scripting the camera throughout the game, conceptually 2D in some ways, freeing up the right thumb, flicking to roll, managing the space well for the camera in combat, sewer camera problem, "God of War Camera," altitude in combat, telegraphing the camera through player control vs designer control, exploring a space from multiple directions, being clear about what space you're in and whether you've been there before, not knowing where you can go, were levels and camera being designed at the same time?, lack of telegraphing of direction to follow, not having supporting mechanics to know you've missed things, possibility of thinking you have to do something local to solve a puzzle, sense of scale, having to trust the game, using the camera to hide secrets, gigantic sense of scale, capturing sense of scale with a closer third person, over-the-top violence, combining scale and animation and camera cohesively, pairing button mashes to animation speed, herky-jerky and stop-motion animation, sacrificing a soldier, pushing Kratos's inhumanity, toxic masculinity, toxic masculinity/anti-heroes and pop culture, wanting to play as a hero, lack of choice, light RPG elements, stringing combos together, leveling the Artemis sword, balancing weapons with XP, liking to power up the base weapon, just using the cutting laser in Dead Space, the ranged blades of chaos, compelling weapon design due to flexibility, combo-based games, watching skilled players, playing for stream, power escalation and enemy introductions, adding multiple enemies of a newly introduced type, foreshadowing the moment of Kratos's jump, whiskey-fueled voices, looking at your user experience to support tutorialization, taking the easy way out at the end of production, implicit tutorials and learning, real-time and turn-based tutorials, implicit tutorials and iteration, not hand-holding for experienced players, players don't read, also: podcast listeners don't read show notes, prove me wrong, send us an email :) Games, people, and influences mentioned or discussed: Sierra, King's Quest/Space Quest, Mark Crowe, John Romero, Larry Holland, Julian Gollop, Tim Schafer, Dave Grossman, Soul Reaver, Super Mario 64, Ico, Shadow of the Colossus, Prince of Persia (2008), Devil May Cry, Crystal Dynamics, Tomb Raider (series), Republic Commando, Super Metroid, Ray Harryhausen, Jason and the Argonauts, The 7th Voyage of Sinbad, DOOM, Cory Barlog, The Sopranos, Breaking Bad, Dead Space, Bioshock, Rygar, Bayonetta, Resident Evil, Plasticman, Mr. Fantastic, Ninja Gaiden Black, Boy.Pockets, Tom Waits, Gilmore Girls, Zachary Crownover, Chevy Chase, SpaceChem, FTL, Detention, Red Candle Games, The Last Door, Nintendo, Civilization, Fallout. Next time: Finish God of War (2005)! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 107: Space Quest (part one)

Dev Game Club

Play Episode Listen Later Apr 4, 2018 73:10


Welcome to Dev Game Club, where we continue to discuss a pair of very early Sierra adventure games, now turning to Space Quest 1: The Sarien Encounter. We talk a little bit more about adventure games and general and talk about some specific ways this game differs from King's Quest, including its use of space. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Planet Kerona Podcast breakdown: 0:45   Segment 1: SQ1 37:19 Break 37:43 Segment 2: Feedback Issues covered: humor in adventure games, obvious influences, nostalgia for Tim, playing adventure games as a shared experience, getting stuck, linear vs open structure/points of no return, not getting the cartridge, stealth game play, fearing death and rushing through the game, quick beginning to the game, how you measure play time, designing around player death, embracing shorter game length, frustration points, inability to predict puzzle pain points, prodding the edges out of frustration, how you QA or player test a game like this, how to innovate or adjust in light of success, knowing whether you can fail, the market at the time, extending a specific audience rather than trying to grow the whole audience, attention to detail and commitment to a consistency of the world, requiring less knowledge from the player, discovery at the same pace as the character, Guybrush Threepwood, from Space Zero to Space Hero, characters who change or that don't, character development over a series, humor, fish out of water, Tim gives Brett a hint (survival kit), use of screen space, explorable spaces, payoff on finding nothing vs keycard, using splitscreen, economical screen use, text adventure structure, dramatic tension, having fun with death and exploring that, double whammy of enemies you can't kill and a timer, the daily chase of the most recent releases, learning as much if not more from an old game, doing a lot with a small team, legendary games we missed out on, picking between systems, classic strategy wargames, getting a survey vs playing in depth, games history and film history, playing the history at LucasArts, the tip line, ickiness of 1-900 numbers. Games, people, and influences mentioned or discussed: Sierra, LucasArts, Hitchhiker's Guide to the Galaxy, Star Wars, Tacoma, The Walking Dead, Telltale, Deadline, Republic Commando, Monkey Island, Leisure Suit Larry, Gabriel Knight, Phantasmagoria, Quest for Glory, Al Lowe, Anachronox, Tom Hall, Outlaws, Daron Stinnett, Indiana Jones, Tomb Raider, Super Metroid, Out of this World/Another World, Planescape: Torment, Dan Hunter, Guernsey College, Fallout, Skyrim, Zachary Crownover, Unity, Unreal, Derek Achoy, Aaron Evers, Raphael Cornford, Mikkel Lodahl, Dungeons and Dragons, Temple of Elemental Evil, Keep on the Borderlands, Ultima Underworld, M.U.L.E., Commodore 64, Mario (series), Megaman, Bomberman, NES/SNES, Sega Genesis, Flashback, PS2, Atari, IntelliVision, Vectrex, Chuck E. Cheese, Avalon Hill, Art of War, Panzer (series), Larry Holland, HMS Pegasus, Will Wright, Raid on Bungeling Bay, SimCity, SimEarth, SimAnt, Guy Morgan, XCOM, Soul Reaver, Game Boy Pocket, Link's Awakening, Discworld, Psygnosis, Activision, Infocom, Vivendi. Next time: Finish Space Quest! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 093: At Year's End, Two

Dev Game Club

Play Episode Listen Later Dec 27, 2017 51:47


Welcome to Dev Game Club, where we have a very special, year-end blast where we talk about some top take-aways and interview moments from the past year. And it's been a busy one, with six interviews and ten games discussed. Thanks for joining us this year. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: defeating Darth Vader, the complexity of the world and reflecting that in TIE Fighter, taking a twist on the Chosen One, developing the character of Gordon Freeman and ultimately cutting the cutscenes, having a scene of level designers competing with one another and also with other companies, making single-player content be moment-to-moment excellence, the enemy AI playing against you in X-COM, flying under the radar, adding dynamic difficulty at the last possible moment, Tim loses his X-COM save file, thematic and story integration, holistic design (between control/mechanics/camera/space), less is more, individual effort shining through, homogenization of game development, nailing the 3D camera, shipping your experiments. Games, people, and influences mentioned or discussed: Anachronox, Darren Johnson, Reed Knight, TIE Fighter, Dan Connors, Mark Cartwright, Larry Holland, X-Wing vs TIE Fighter, Republic Commando, Planescape: Torment, Chris Avellone, Half-Life, Marc Laidlaw, Chuck Jones, Dario Casali, Fallout, Sin, Daikatana, Quake II, Titanfall 2, Respawn Entertainment, Chris Blohm, Julian Gollop, X-COM: UFO Defense, Microprose, Phoenix Point, Star Wars: Starfighter, Fumito Ueda, Ico, Shadow of the Colossus, Legacy of Kain: Soul Reaver, Legend of Zelda: A Link to the Past, Super Mario World, Silent Hill 2, Super Mario 64, Battlefront II, Metal Gear Solid, The Last Guardian, Fred Markus, Aaron Evers. Next time: We return to Anachronox and go down to the surface of Democratus! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 091: Anachronox (part one)

Dev Game Club

Play Episode Listen Later Dec 13, 2017 70:36


Welcome to Dev Game Club, where we are beginning our new series on 2001's quirky Western-built Japanese-style RPG Anachronox. We set it in its time, and discuss how we decided to play it and then spend a lot of time on its world-building. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Bricks Podcast breakdown: 0:40    Anachronox in time, Initial discussion 38:36  Break 39:04  Thanks and feedback Issues covered: Games of the Year, how we came to choose Anachronox, 2001 in PC games, mash-ups, lack of character creator, is the character a Chosen One, possible character antecedents, world-building in simple ways and picking up things as you go, avoiding the lore bombs, dialogue trees vs continuing dialogue, progenitor race tropes, technology we don't understand but make use of, more character antecedents, film noir tropes, Boots as sad sack, layout of the introductory area and not getting lost, mix of architectural styles, moving city blocks around, putting ideas into games more quickly, investing in mechanics to make them pay off multiple times, boat action sequence, mini-games, shifting audience expectations, less forgiving audiences, changing suspension of disbelief, character names, a codex with all the names of stuff, potential fragility of scripting, thank yous, German B-thing, Tim's phone audio, musical touches in Mario 64, Brett's favorite Mario 64 levels, games we replay, Brett and Freud, picking games and timing, interviews, difficulty in getting Japanese devs, next time. Games, people, and influences mentioned or discussed: Alien Isolation, Nintendo Switch, What Remains of Edith Finch, Breath of the Wild, Super Mario Odyssey, Horizon: Zero Dawn, Assassin's Creed Origins, AC Unity, AC Syndicate, id Software, Quake II, Mass Effect, Silent Hill 2, Max Payne, Clive Barker's Undying, Oni, Bungie, Soul Reaver 2, AVP, Star Wars: Starfighter, Halo, Final Fantasy, Deus Ex, Blade Runner, Omikron: The Nomad Soul, David Cage, David Bowie, Starcraft, Isaac Asimov, Poul Anderson, Gateway, Rendezvous with Rama, Babylon 5, Geoff Jones, Frederick Pohl, J. Michael Straczynski, Firefly, Sam Spade, Bob Hoskins, Who Framed Roger Rabbit?, Grand Theft Auto III, Dark City, City of Lost Children, Alex Proyas, Rufus Sewell, Unreal, Half-Life, Dario Casali, John Romero, DOOM, Chase Thompson, Super Mario 64, Aaron Evers, MDK, Giants: Citizen Kabuto, Good Old Games, Metal Gear Solid, Mark Garcia, Gamer Lawyer, Skyrim, Fallout (series), Bioshock (series), Hitman (series), Grim Fandango, Full Throttle, Mario Kart, World of Warcraft, Tim Dore, Sigmund Freud, Thief: The Dark Project, Bullfrog, Dungeon Keeper, Theme Hospital, Silent Hill 2, Portal, TIE Fighter, Star Wars: Rogue One, Legend of Zelda: Link to the Past, System Shock 2, X-COM: Enemy Unknown, Oddworld: Abe's Oddyssey, Ashman86, Jason Schreier, Kotaku: Splitscreen, Republic Commando, Chris Avellone, Julian Gollop, Marc Laidlaw, Reed Knight, Darren Johnson, Larry Holland, The Phantom Menace, AddictArts. Next time: Up to (and possibly through) Votowne Corrections: Arthur C. Clarke wrote Rendezvous with Rama. We regret the error. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 044: TIE Fighter Interview with Larry Holland

Dev Game Club

Play Episode Listen Later Jan 11, 2017 80:10


Welcome to a special interview episode examining 1994's Star Wars classic TIE Fighter. We welcome Larry Holland and discuss the overall arc of his career building games for LucasArts and specifically TIE Fighter. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. TTAJ: Podcast breakdown: 0:31       Interview with Larry Holland 1:05:53  Break 1:06:21  Outro/Next time Issues covered: early career, educational background and focus in anthropology, love of history, military simulation, World War II trilogy, shift to IBM PC, CGA->EGA graphics, reliving history from both sides and controversy, life and death struggles, manuals to support games, combat focus vs flight/avionics focus, switching to a fictional history, quiet around the Star Wars property, moving to 3D from rotating and scaling sprites, adding a 2D cinematic engine, film "history," reflecting the environment as an attempt to be immersive, WWII air combat speeds and gun camera footage vs BVR fighting, life-and-death and pilot knowledge, craft systems management, challenging players with choices, situational awareness, adding mission complexity driving specialized targeting commands, managing franchise complexity, site targeting, multi-level goals and showing players what they were, completion fanatics, origin of the level editor, "beware of the designer's second game," sleeping at Kerner, turning QA into mission designers, learning how to build games while building games, building behaviors, orders and choreography, the agent of the Emperor, a secret society, moral grayness vs the stark black and white, partisan politics and points of view, discussion of what's next and focus. Games, people, and influences mentioned or discussed: Totally Games, Reed Knight, Darren Johnson, Super Zaxxon, HESWare, Noah Falstein, Maniac Mansion, Zak McKracken, PHM Pegasus, Strike Fleet, Battlehawks 1942, Their Finest Hour ("BoB"), Secret Weapons of the Luftwaffe ("SWotL"), Falcon series, Spectrum Holobyte, F-16, Microsoft Flight Simulator, Timothy Zahn, Peter Lincroft, Ed Kilham, John Glenn, Halo, David Wessman, David Maxwell, Rogue One, The Righteous Mind, Jonathan Haidt, SW Republic Commando, Phil Rosehill, Super Metroid at AGDQ, Ico, Shadow of the Colossus, Fumito Uedo, The Last Guardian, Team Ico/genDesign, Japan Studio, Loco Roco, Patapon, From Software, Demons's Souls, Echochrome, Gravity Rush, Tokyo Jungle, Puppeteer, Knack. Next time: We begin Ico! Play up until you have passed the Windmill. Links: Awesome Games Done Quick Shall We Play A Game? GOTY episode @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 043: TIE Fighter Bonus, the QA Perspective

Dev Game Club

Play Episode Listen Later Jan 4, 2017 84:55


Welcome to a bonus episode examining 1994's Star Wars classic TIE Fighter. We welcome two guests, Reed Knight and Darren Johnson, who worked in QA on the original titles and co-led the QA team on the Collector's Edition. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. TTAJ: 14:24 Podcast breakdown: 0:29        Interview segment 1:10:00   Break 1:10:22   Outro, Next time Issues covered: Tim introduces QA as a discipline, Reed self-introduction, QA being in start credits of Full Throttle, Tim's interviews, Darren self-introduction, early history of Reed and Darren in QA, games that are fun to test months in, score competition, day in the life of a tester, bug entry process, having only one computer for entering bugs, "anti-speed runs," thinking in terms of triggers or events, gluing events together, getting the editor and looking for bugs, finding voice lines that had never fired in original TIE Fighter, finding bugs that weren't literally visible in-game, non-crash "A" bugs, Reed disputes Brett's account of an "A" bug, Darren defeating Darth Vader, best gaming moments, the lengths you go to to break a game, "SUM PIN TO DO," missing a bug because you haven't gone far enough, fighting for bugs on behalf of the player, suggesting technical solutions from QA, healthy tension between departments, "upstairs," Kerner Blvd, adversarial advocacy vs. regulatory capture, maintaining objectivity, balancing games from test, lead tester importance as ship date looms, maintaining loyalty to the QA team, turning to the Dark Side, getting QA consensus, "once a tester always a tester," humility vs arrogance, direct discussion with testers, every 1000th bug, golden age, free range testing, working on a platform title (due to license holder requirements), compatibility, quantity of bugs in modern day, playing console manufacturers off against one another, day one patches, usability issues, playing XvT co-op as former QA, TuneIn and Amazon Echo. Games, people, and influences mentioned or discussed: Rogue One, Toy Story, Buzz Lightyear, Emperor Zurg, Dark Forces, Full Throttle, Tim Schafer, Metal Warriors, Big Sky Trooper, Jedi Knight, Indiana Jones and the Infernal Machine, Stormfront Studios, Eragon, Don Daglow, Smithsonian, Leap Frog, Duke Grabowski, Bill Tiller, Gene Mocsy, Hal Barwood, Zelda, Indiana Jones Desktop Adventures, Yoda Stories, Afterlife, Day of the Tentacle, Dave Grossman, Mad Otter Games, Disney, Brian Kemp, Larry Holland, Totally Games, Dan Connors, Mark Cartwright, The Last Starfighter, Fallout 3, Todd Howard, Daron Stinnett, Starfighter, Brett Tosti, Galactic Battlegrounds, Battle for Naboo, Obi-Wan, Bill Roper, Tim Cain, Bethesda Game Studios, Nintendo 64, Shadows of the Empire, Livia Knight, Telltale Games, Sean Clark, Tabitha Tosti, Battlehawks 1942, Their Finest Hour, Secret Weapons of the Luftwaffe, Ico, Fumito Ueda, BlueTieCasual. Next time: Interview with Larry Holland! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 038: TIE Fighter

Dev Game Club

Play Episode Listen Later Nov 30, 2016 78:07


Welcome to our first episode examining 1994's Star Wars classic TIE Fighter. We talk a lot about the Star Wars presentation, simulation depth and choices, and touch a bit on the story. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Battles 1-3 Podcast breakdown: 0:29      Segment 1, Felis Interruptus 20:35    Quick Break 20:40    Segment 2 Issues covered: six degrees of Bill Bixby, Holland's WWII series, alternate histories, showing the perspective of the bad guys, multiplayer and technical feasibility, Star Wars presentation, cockpits in the films, cookie-cutter bureaucracy of the Empire, linear narratives driving things forward in other games, simulating a military career, voice work, Star Wars melodrama and narrative glue, leaning on the films' fiction, secret society of the Emperor, bonus objectives, naming your pilot, save structure, opening cinematic, propaganda, paralleling the films, the Thrawn trilogy, color choices in the HUD, key confusion, level of difficulty, playing like a puzzle game, flight simulation dead ends, genre lulls, flight sims as technical showcases, grognard capture, flying the F-22, moving to flight action, Warthog sims, simulators everywhere, bridging to more accessible games, configuring the complex flight stick, roll and pull configs, guiding the mouse, pulling you back to Star Wars, flying a variety of craft, basis of the Assault Gunboat and the Tydirium Shuttle, introducing the TIE Advanced, vulnerability in the popcorn ship, managing difficulty, energy management, "where's my lasers?", flight model, player skill payoff of deep simulation, roguelikes and punishment, mission length, finishing the primary objectives and moving on, player agency with extra content. Games, people, and influences mentioned or discussed: That Darn Cat, Disney, Bill Bixby, Incredible Hulk, Marvel, Star Wars, Larry Holland, LucasArts, Ron Gilbert, Tim Schafer, Day of the Tentacle, Chuck Yeager, Falcon series, Secret Weapons of the Luftwaffe, Battlezone, Indiana Jones series, Battlehawks 1942, Their Finest Hour, Wing Commander, X-Wing, Totally Games, X-Wing vs TIE Fighter, Rogue One, Dark Forces, Starfighter, James Taylor, Yoda, Deus Ex, Bob Page, Republic Commando, Timothy Zahn, Heir to the Empire, Reed Knight, Star Citizen, Descent, ARMA, F-16, Daron Stinnett, Spectrum Holobyte, Shadows of the Empire, Rogue Squadron, Microsoft Flight Simulator, Call of Duty, Starcraft, Return of the Jedi, Battlestar Galactica, Souls series, Bioshock, System Shock 2. Next time: Battles 4 through 7 Errata: "That Darn Cat" featured Dean Jones, not Bill Bixby. DevGameClub regrets the error. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 16: Day of the Tentacle

Dev Game Club

Play Episode Listen Later Jun 15, 2016 104:59


In this first episode discussing recently remastered LucasArts classic Day of the Tentacle, we talk about the influence of adventure games generally and the reputed mis-reporting of games being dead, as well as talking about the format of this game in particular. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Note: Brett keeps referring to Monkey Island 2 and Secret of Monkey Island kind of interchangeably. We regret the error. Sections played: Hard to say! But we both tried to get to where Laverne drapes herself in the flag, about three hours of play. Podcast breakdown: 0:33      Intro and segment 1 41:50    Break 1 42:17    Segment 2: intro to game, usability, format 1:24:10 Break 2 1:24:41 Segment 3: next time, FF9 follow-up, Hitman follow-up, outro   Issues covered: Hosts' early history with adventure games, playing text adventures on a 200 baud modem, calling hint lines, how to get hired at LucasArts, "death of the adventure game," exploring new directions for the genre, nostalgia factor and moving on from adventure games in 1993, usability issues in adventure games, grognard capture (and the audience base), exploration and getting into the head of the designer, player vs simulation, keeping the adventure game alive and evolving it this millennium, user-facing features and a request for reader input, wish fulfillment in your adventure games, immediacy of power fantasy in 1993, enthusiast press and what they focus on, Gold Guy animations, opening credits, building on existing technology vs building new technology (and the 3D revolution), no Star Wars games at LucasArts, art style for DoTT to preserve a look rather than lose it through low resolution, sparseness of initial playable environment -- tutorialization? or just lucky..., expanding the possibility space, puzzle threads, repetitive dialog as hints and lack of that in the inventory items, puzzles as quests but without a supporting journal or log, clarity or consistency of object or puzzle state, figuring out the weird constraints of time travel, level design thoughtfulness, a mechanical misstep that induces a lot of repetitive play, fighting the game, a jigsaw puzzle where you're not sure you have all the puzzle pieces, film references, choice of language and what's important to reinforce themes, maintaining consistent vision and the difficulties that team size present. Games, people, and influences mentioned or discussed: Double Fine Productions, Zak McKracken and the Alien Mindbenders, Secret of Monkey Island, Maniac Mansion, Defenders of Dynatron City, Tim Schafer, Zork, Sierra On-Line, King's Quest, Space Quest, Infocom, Advent.exe, The Wizard and the Princess, On-Line Systems, Mystery House, King's Quest, Full Throttle, Grim Fandango, Daron Stinnett, Aric Wilmunder, Ray Gresko, Steve Dautermann, Starfighter, Curse of Monkey Island, Escape from Monkey Island, Jonathan Ackley, Larry Ahern, Final Fantasy IX, Resident Evil, Myst, The 7th Guest, Phantasmagoria, Gabriel Knight series, Police Quest series, Manhunter series, Doom, Ultima Underworld, Ultima IX Ascension, Sean Clark, The Dig, Mike Stemmle, Minecraft, Dave Grossman, Ron Gilbert, Sam and Max Hit the Road, Humongous Entertainment, Freddi Fish, Pajama Sam, Putt-Putt, Spy Fox, Wadjet Eye, Emerald City Confidential, Blackwell series, Sam and Max Freelance Police, Kevin Bruner, Telltale Games, Dan Connors, Obi-Wan, The Walking Dead, Wallace and Gromit, Uncharted, Tomb Raider, Brütal Lëgend, Psychonauts, Dead Space, Pixar, Metal Gear Solid, Wayne Cline, Indiana Jones and the Infernal Machine, Haden Blackman, Vince Lee, Rebel Assault, X-Wing, TIE Fighter, Larry Holland, Fractalus, Habitat, Peter Chan, Broken Age, Minecraft: Story Mode, Majora's Mask, Daniel Johanson, Josh Arman, Jon Hassan, Doctor Who, Jason Schreier, Hitman (2016), Echochrome, Remember Me, Don't Nod, Life Is Strange, David Cage, Mirror's Edge. Next time: Another 3 hours or so of the game! Look on Twitter to see what's what. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Free Art Friday Atlanta Podcast
Episode 8 - Larry Holland - @larryholland1

Free Art Friday Atlanta Podcast

Play Episode Listen Later Aug 16, 2013 34:42


I interview Larry Holland inside my running, air condition blowing, kid taxi. He shares how he got involved in setting up FAFAtl shows for the artists at Trackside Tavern. He tells us about the upcoming show with Skateraid and the Third Thursday art show at Mindzai Creative. I hope you enjoy!