POPULARITY
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
In this episode of Weird West Radio: The hosts review and discuss Fallout. Fallout is an American post-apocalyptic drama television series created by Graham Wagner and Geneva Robertson-Dworet for Amazon Prime Video. Based on the role-playing video game franchise Tim Cain and Leonard Boyarsky created, the series stars Ella Purnell, Aaron Moten, Kyle MacLachlan, Moisés Arias, Xelia Mendes-Jones, and Walton Goggins. Please show your support by pledging to our Patreon Page....
Critique Revolve Presents: Weird West Radio — The hosts review and discuss Fallout. Fallout is an American post-apocalyptic drama television series created by Graham Wagner and Geneva Robertson-Dworet for Amazon Prime Video. Based on the role-playing video game franchise Tim Cain and Leonard Boyarsky created, the series stars Ella Purnell, Aaron Moten, Kyle MacLachlan, Moisés Arias, Xelia Mendes-Jones, and Walton Goggins.
On this episode of the Story Archives Tv and Film Podcast, Mario and Zach give their review of Fallout, episodes 6, 7 and 8 to wrap up their season one coverage. In it, we learn more about Cooper Howard's past and about his wife's involvement at Vault Tec. We also learn more about Vault 4 and what they're up to with their attempt to integrate Lucy and Max. And we get one final showdown with Lee Moldaver where Lucy learns about her father's past. Fallout is an American post-apocalyptic (https://en.m.wikipedia.org/wiki/Apocalyptic_and_post-apocalyptic_fiction) drama (https://en.m.wikipedia.org/wiki/Drama_(film_and_television))television series created by Graham Wagner and Geneva Robertson-Dworet (https://en.m.wikipedia.org/wiki/Geneva_Robertson-Dworet) for Amazon Prime Video (https://en.m.wikipedia.org/wiki/Amazon_Prime_Video). Based on the role-playing video game franchise (https://en.m.wikipedia.org/wiki/Fallout_(franchise)) created by Tim Cain (https://en.m.wikipedia.org/wiki/Tim_Cain) and Leonard Boyarsky (https://en.m.wikipedia.org/wiki/Leonard_Boyarsky),[a] the series stars Ella Purnell (https://en.m.wikipedia.org/wiki/Ella_Purnell), Aaron Moten (https://en.m.wikipedia.org/wiki/Aaron_Moten) , Kyle MacLachlan (https://en.m.wikipedia.org/wiki/Kyle_MacLachlan) , Moisés Arias (https://en.m.wikipedia.org/wiki/Mois%C3%A9s_Arias) , Xelia Mendes-Jones (https://en.m.wikipedia.org/wiki/Xelia_Mendes-Jones) , and Walton Goggins (https://en.m.wikipedia.org/wiki/Walton_Goggins) . Amazon purchased the rights to produce a live-action project in 2020, and the series was announced that July, with Jonathan Nolan (https://en.m.wikipedia.org/wiki/Jonathan_Nolan) and Lisa Joy (https://en.m.wikipedia.org/wiki/Lisa_Joy) 's Kilter Films joined by Bethesda Game Studios (https://en.m.wikipedia.org/wiki/Bethesda_Game_Studios) in the production. Nolan directed the first three episodes. Bethesda Game Studios producer Todd Howard (https://en.m.wikipedia.org/wiki/Todd_Howard) , who directed various games in the series, signed on to executive produce alongside Nolan and Joy. Keep up with all things Story Archives Official Website: soapbox.house Email: contact@soapbox.house Join our newsletter: https://mailchi.mp/696a96e28b6f/newsletter Help us build the network by filling out a quick survey: https://forms.gle/AsBrAQD3zD3Ra6Qr7 Support this show: Spotify | PayPal Follow the hosts on Instagram: Mario Busto | Zachary Newton Additional show sponsors: 1992 Films | Zachary R Newton --- Support this podcast: https://podcasters.spotify.com/pod/show/story-archives/support
On this episode of the Story Archives Tv and Film Podcast, Mario and Zach give their review of Fallout, season 1, episodes 3 through 5. In it, Lucy is taken hostage by the ghoul while trying to get back the head, Max continues his cover up journey with a new squire by his side on the hunt for the same thing Lucy and the Ghoul are, Lucy continues following the golden rule, Norm makes a discovery about Vault 31 while an election takes place in Vault 33 that could decide the future of the vault-dwellers there, and Lucy and Max find themselves in a whole new vault altogether. Fallout is an American post-apocalyptic (https://en.m.wikipedia.org/wiki/Apocalyptic_and_post-apocalyptic_fiction) drama (https://en.m.wikipedia.org/wiki/Drama_(film_and_television))television series created by Graham Wagner and Geneva Robertson-Dworet (https://en.m.wikipedia.org/wiki/Geneva_Robertson-Dworet) for Amazon Prime Video (https://en.m.wikipedia.org/wiki/Amazon_Prime_Video). Based on the role-playing video game franchise (https://en.m.wikipedia.org/wiki/Fallout_(franchise)) created by Tim Cain (https://en.m.wikipedia.org/wiki/Tim_Cain) and Leonard Boyarsky (https://en.m.wikipedia.org/wiki/Leonard_Boyarsky),[a] the series stars Ella Purnell (https://en.m.wikipedia.org/wiki/Ella_Purnell), Aaron Moten (https://en.m.wikipedia.org/wiki/Aaron_Moten) , Kyle MacLachlan (https://en.m.wikipedia.org/wiki/Kyle_MacLachlan) , Moisés Arias (https://en.m.wikipedia.org/wiki/Mois%C3%A9s_Arias) , Xelia Mendes-Jones (https://en.m.wikipedia.org/wiki/Xelia_Mendes-Jones) , and Walton Goggins (https://en.m.wikipedia.org/wiki/Walton_Goggins) . Amazon purchased the rights to produce a live-action project in 2020, and the series was announced that July, with Jonathan Nolan (https://en.m.wikipedia.org/wiki/Jonathan_Nolan) and Lisa Joy (https://en.m.wikipedia.org/wiki/Lisa_Joy) 's Kilter Films joined by Bethesda Game Studios (https://en.m.wikipedia.org/wiki/Bethesda_Game_Studios) in the production. Nolan directed the first three episodes. Bethesda Game Studios producer Todd Howard (https://en.m.wikipedia.org/wiki/Todd_Howard) , who directed various games in the series, signed on to executive produce alongside Nolan and Joy. Keep up with all things Story Archives Official Website: soapbox.house Email: contact@soapbox.house Join our newsletter: https://mailchi.mp/696a96e28b6f/newsletter Help us build the network by filling out a quick survey: https://forms.gle/AsBrAQD3zD3Ra6Qr7 Support this show: Spotify | PayPal Follow the hosts on Instagram: Mario Busto | Zachary Newton Additional show sponsors: 1992 Films | Zachary R Newton --- Support this podcast: https://podcasters.spotify.com/pod/show/story-archives/support
On this episode of the Story Archives Tv and Film Podcast, Mario and Zach give their review of Fallout, season 1, episodes 1 and 2. In it, we are introduced to Lucy Maclean, Cooper Howard (aka the Ghoul), Max (Brotherhood of Steel), and the eclectic, post-apocalyptic world of Fallout. Fallout is an American post-apocalyptic dramatelevision series created by Graham Wagner and Geneva Robertson-Dworet for Amazon Prime Video. Based on the role-playing video game franchise created by Tim Cain and Leonard Boyarsky,[a] the series stars Ella Purnell, Aaron Moten, Kyle MacLachlan, Moisés Arias, Xelia Mendes-Jones, and Walton Goggins. Amazon purchased the rights to produce a live-action project in 2020, and the series was announced that July, with Jonathan Nolan and Lisa Joy's Kilter Films joined by Bethesda Game Studios in the production. Nolan directed the first three episodes. Bethesda Game Studios producer Todd Howard, who directed various games in the series, signed on to executive produce alongside Nolan and Joy. Keep up with all things Story Archives Official Website: soapbox.house Email: contact@soapbox.house Join our newsletter: https://mailchi.mp/696a96e28b6f/newsletter Help us build the network by filling out a quick survey: https://forms.gle/AsBrAQD3zD3Ra6Qr7 Support this show: Spotify | PayPal Follow the hosts on Instagram: Mario Busto | Zachary Newton Additional show sponsors: 1992 Films | Zachary R Newton --- Support this podcast: https://podcasters.spotify.com/pod/show/story-archives/support
"WAR NEVER CHANGES" shout out to Capital Chicken located at 8339 Richmond Hwy Alexandria, VA 22309 https://www.instagram.com/capital_chicken_/ 571-777-5767 Sunday 11:00 AM - 8:00PM Mon - Sat 11:00AM - 9:00PM Sup homies we talked about Fallout and the Amazon prime original series. Fallout is a media franchise of post-apocalyptic role-playing video games—and later action role-playing games—created by Tim Cain and Leonard Boyarsky at Interplay Entertainment. The series is set during the 21st, 22nd, and 23rd centuries, and its atomicpunk retrofuturistic setting and art work are influenced by the post-war culture of the 1950s United States, with its combination of hope for the promises of technology and the lurking fear of nuclear annihilation. A forerunner of Fallout is Wasteland, a 1988 game developed by Interplay Productions. Here we talked about vault lore and its disturbing background, also our thoughts on the game franchise as well. We later talked about the whole rap beef between Kendrick Lamar and Drake, so much happening on this beef Thanks For Your Support "Feo Fuerte y Formal" - Ghoul
Spoiler Warning! Chris and Taylor review the post-apocalyptic drama television series, Fallout, created by Graham Wagner and Geneva Robertson-Dworet for Amazon Prime Video, based on the role-playing video game franchise created by Tim Cain and Leonard Boyarsky. In a future, post-apocalyptic Los Angeles brought about by nuclear decimation, citizens must live in underground bunkers to protect themselves from radiation, mutants and bandits. The series stars Ella Purnell, Aaron Moten, Kyle MacLachlan, Moisés Arias, Xelia Mendes-Jones, and Walton Goggins. Follow us on: Instagram: https://www.instagram.com/thepotentialpodcast/ Facebook: https://www.facebook.com/thepotentialpodcast Twitter: https://twitter.com/thepotentialpod Support us on Patreon: patreon.com/thepotentialpodcast Thanks to our sponsor: LetsGetChecked LetsGetChecked: Get 25% off your health test at trylgc.com/potential and enter promo code POTENTIAL25 --- Send in a voice message: https://podcasters.spotify.com/pod/show/taylor-sokol3/message
Ronnie Adams and Pat Mullin present their Fallout 2024 TV Show Series Review!Fallout is an American post-apocalyptic drama television series created by Graham Wagner and Geneva Robertson-Dworet for Amazon Prime Video. Based on the role-playing video game franchise created by Tim Cain and Leonard Boyarsky, the series stars Ella Purnell, Aaron Moten, Kyle MacLachlan, Moisés Arias, Xelia Mendes-Jones, and Walton Goggins.Amazon purchased the rights to produce a live-action project in 2020, and the series was announced that July, with Jonathan Nolan and Lisa Joy's Kilter Films joined by Bethesda Game Studios in the production. Nolan directed the first three episodes. Bethesda Game Studios producer Todd Howard, who directed various games in the series, signed on to executive produce alongside Nolan and Joy. Robertson-Dworet and Wagner were hired as the series' showrunners in January 2022, and Goggins and Purnell were cast in February and March, respectively.Fallout premiered on Prime Video on April 10, 2024. The series received generally positive reviews. Later that month, the series was renewed for a second season.Disclaimer: The following may contain offensive language, adult humor, and/or content that some viewers may find offensive – The views and opinions expressed by any one speaker does not explicitly or necessarily reflect or represent those of Mark Radulich or W2M Network.Mark Radulich and his wacky podcast on all the things:https://linktr.ee/markkind76alsoFB Messenger: Mark Radulich LCSWTiktok: @markradulichtwitter: @MarkRadulichInstagram: markkind76
'Fallout' TV Series (2024) Spoiler Free Review by Logan, Scotty, Andy, and guest Steven Walden. This clip is from the full Mostly Superheroes episode linked below: https://mostlysuperheroes.com/season-5/steven-walden-rebels-rogues-may-the-4th Here is summary of the "Fallout" TV Series (2024) along with information about the games it's based on: Title: Fallout (American TV series) Premise: Set in an alternate version of the United States, the series follows the aftermath of a nuclear exchange that occurred after World War II. The story takes place 200 years after the doomsday, where the descendants of those who sought refuge in luxury fallout shelters are forced to return to the irradiated wasteland. Genre: Action, Black comedy, Drama, Post-apocalyptic, Satire, Science fiction, Western Creators: Graham Wagner and Geneva Robertson-Dworet Cast: Ella Purnell, Aaron Moten, Kyle MacLachlan, Moisés Arias, Xelia Mendes-Jones, and Walton Goggins Premiere Date: April 10, 2024 Plot Summary: In the year 2296, a young woman named Lucy leaves her home in Vault 33 to venture into the dangerously unforgiving wasteland of a devastated Los Angeles. Her mission: to find her kidnapped father. Along the way, she encounters a Brotherhood of Steel squire and a ghoul bounty hunter, each with their own mysterious pasts and agendas. Game Origins: The series is based on the iconic role-playing video game franchise created by Tim Cain and Leonard Boyarsky. It draws inspiration from the Fallout games, which are set in a retrofuturistic universe where nuclear technology led to both societal collapse and bizarre mutations. Notably, the series continues game storylines and factions, such as the Brotherhood of Steel. Amazon Prime Video: Amazon purchased the rights to produce this live-action adaptation in 2020, and the series was officially announced in July of the same year. Jonathan Nolan and Lisa Joy's Kilter Films collaborated with Bethesda Game Studios for production. Todd Howard, the producer behind various games in the Fallout series, also joined as an executive producer. Critical Reception: The series received generally positive reviews, and it was renewed for a second season later in the same month. For more details, you can check out the Wikipedia page or visit the IMDb page. Additionally, enjoy the spoiler-free review of "Fallout" Season One here on Mostly Superheroes. Sources https://mostlysuperheroes.com/season-5/fallout-tv-series-2024 Fallout TV series 2024: Release date and everything you ... - Sportskeeda Fallout (American TV series) - Wikipedia Fallout (TV Series 2024– ) - IMDb Fallout (TV series) | Fallout Wiki | Fandom imdb.com Mostly Superheroes is an independent podcast owned and operated by Carrogan Studios in St. Louis Missouri. Hosted by Logan Janis, Andy Hunn, Scott Swanguarim Creative by Carrie Clark Design Music by Audionautix is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/by/4.0/ Artist: http://audionautix.com/ Funded in part by Paying Patrons – Early, Ad-Free, and Exclusive Episodes Funded in part by our Sponsors. https://mostlysuperheroes.com/ ©2024 Carrogan Ventures, LLC
Fallout is arguably the most lucrative IP that Xbox earned from its acquisition of Zenimax Media. Since the ink on that deal dried, the possibilities for that series seem endless. With brilliant Fallout minds underneath the Xbox umbrella such as Todd Howard, Brian Fargo, Feargus Urquhart, Tim Cain, and Leonard Boyarsky, it feels like we're primed for a special era in the franchise's lifecycle. While it sounds great, it looks like we're a ways out from any meaningful collaboration. A recent interview with Obsidian CEO Feargus Urquhart has resparked the famous "Fallout: New Vegas 2" conversation as there is a true hunger from within Obsidian to work on this franchise again. This dates back to 2013 with public pitches for a game by Obsidian, but now with so many answers available in-house; it feels inexcusable to not have something cooking for an objectively profitable series. We also get into the thick of things again with the CMA as well as Microsoft facing some layoffs. There are new details on Minecraft Legends that are beginning to shape up Xbox's early 2023 picture. Plus, we dive into the fiercely debated 30 FPS topic as well as the importance of the conversations surrounding pay for voicework in gaming. Learn more about your ad choices. Visit podcastchoices.com/adchoices
In the act of creation, no one ever knows if it will endure, much less be loved. But on October 10th, 1997 a game that was almost cancelled twice, created by a small team of passionate gamers and developers was presented to the world. Fallout. Two of its original creators join us for a 25th anniversary retrospective for charity, hosted by Oxhorn and myself. We're beginning this celebration by going back to in time… Join us at 6pm ET for a 2 hour Fallout (1997) Retrospective panel raising funds for St. Jude Children's Research Hospital. https://twitch.tv/chadfallout76podcast --- Send in a voice message: https://anchor.fm/fallout76podcast/message
Welcome to Dev Game Club, where this week we continue our series on Final Fantasy VI. We are deeply into the world of ruin, seeking out our friends, and relating our strange adventures, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More of the World of Ruin Issues covered: breaking the Internet, reaching the Dream Stooges, naming Cyrano, The Dark Chuckler, Tim's plan going off the rails, exploring Zozo, returning to places from the World of Balance, the sad story of the woman's departed beau, getting a lot of mileage out of small amounts of animation, not enjoying the battle system enough to avoid the feelings of interruption, the challenge of the dragon, Brett's unchanging strategy, Celes's Runic action, searching the map for Locke, the hidden stuff in Doma, getting into Cyan's dream, defeating the Dream Stooges, puzzles on the Phantom Train, being begged to save Cyan by his dead family, the tough battle against Wrexsoul, combats that challenge you more and play against expectations, combinations that lead to unexpected results, hidden bosses in Kingdom Hearts, secrecy of bosses changing over time, being at the top of their game, establishing an expectation of secret bosses, "the Internet ruins everything," pulling off more adult themes, having the unexpected in tabletop and in a JRPG, the big unresolved moment in Cyan's life, Esper management, exploitable combos, not knowing the usefulness of the other spells, picking out a weapon at the secret base... or not?, poking at the Tower, not liking the distance melee attacks, mechanics you bounce off the first time, not enjoying the disempowered controls of certain games, the focus on story in JRPGs, being co-located to play co-op, bugs and exploits in the game, Eastern European takes on Tolkien. Games, people, and influences mentioned or discussed: Mark Garcia, Cyrano de Bergerac, Kingdom Hearts, Final Fantasy (series), Chrono Trigger, Dungeons & Dragons, Hironobu Sakaguchi, The Two Towers, JRR Tolkien, MattSattam, Fallout, Ocarina of Time, Super Mario RPG, Square Enix, XenoGears, Dark Cloud 2, Ni No Kuni, Shadow of the Colossus, Reed Knight, Resident Evil, Nathan Martz, Fumito Ueda, Artimage, Pokemon, Diablo, Baldur's Gate, World of Warcraft, Elder Scrolls (series), BioWare, Mass Effect, Darren Johnson, John Stafford, Derek Filippo, Icewind Dale, Tim Cain, Leonard Boyarsky, Interplay, Earthbound, Brave New World, John Webb, Divinity (series), The Witcher (series), Death Stranding, Get Out, Us, Kirk Hamilton, Aaron Evers. Next time: Even more of the World of Ruin Links: https://finalfantasy.fandom.com/wiki/Vanish-Doom_bug https://finalfantasy.fandom.com/wiki/Sketch_bug https://finalfantasy.fandom.com/wiki/Evade_bug https://finalfantasy.fandom.com/wiki/Psycho_Cyan_bug Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we air our December interview with Vampire the Masquerade Bloodlines writer/designer Brian Mitsoda. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:48 Interview 1:11:02 Break 1:11:34 Outro Issues covered: wanting to start in screenwriting, playing a game that gets its hooks in you, overdressing for the interview, the low bar to QA entry, starting out testing RPGs, "don't crunch, kids," a game cancellation, the OC style, branching dialog, being given a lot of leeway, including mature language, generalizing across level design vs writing vs narrative design, two designers, bringing hubs to life with supporting characters, working to get the Ocean House scary, funneling the player subtly, the importance of audio to horror, sticking to your guns about keeping combat out, a necessary density, representing Santa Monica, thinking about who lives in a location, satisfying player expectations and wish fulfillment, filling in gaps and fixing things yourself, domain protection, not needing permission, balancing input and ownership, keeping the game in your head, a lived-in quality, how to branch effectively, focusing on player intent, the difference between writing and narrative design, 24 ways to say "ow," helping to design and build tools, guiding the experience, maintaining cohesion, how writing is delivered, prepping to work with a license, managing experienced players' expectations, bringing in players as a new vampire, avoiding a Chosen One story, thinking of clans as a mod, feeling important and unplanned delights, reskinning the game for Malkavians, thinking of characters as having lives that are interrupted by the player (not waiting for the player), overlap with theater. Games, people, and influences mentioned or discussed: Icewind Dale, Messiah, Interplay, Troika Entertainment, Obsidian Entertainment, Alpha Protocol, Torment: Tides of Numenera, Double Bear Entertainment, Dead State, Panic at Multiverse High, Bloodlines 2, Fallout, Black Isle Entertainment, Invictus, TORN, Planescape: Torment, Tim Cain, Leonard Boyarsky, The Writer Will Do Something, Matthew Burns, Tom Bissell, Universal Studios, TJ Perillo, Chad Moore, Jason Anderson, Ubisoft, Dungeons & Dragons, Halo, Half-Life 2, LucasArts, Legend of Zelda: Ocarina of Time, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Annual Takeaway Show! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on Vampire the Masquerade: Bloodlines. We delve into Chinatown, touch on some of the level design issues, and revisit some of the thinking of how RPGs and genres were starting to bleed into one another at the time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Chinatown Issues covered: level design in the Warrens, whether things were fully tested, leaning on what was new in the Source Engine, jamming barrels into spinning bits, sewage tunnels that go nowhere, leaning away from what the game is, likely lack of playtesting, the reservoir tank race, keeping the player on the right track through signalling, the simplicity of telling the player they are doing the right thing, possible solutions for visualization, body horror and the late 90s/early 00s, having to backtrack, being reminded of Lamplighter, enjoying the payoff of the Nosferatu den, having locations for all the clans, the Nosferatu hacker, Tim's choice of fighting style, supporting some styles and not others, trinkets and blood, being unable to visit a location again, being a game unlike others, dissolving genres, experimentation with first-person, expectations of first-person action today, having to teach the player, getting stuck in Chinatown as a player, Brett gets confused about how to get to the Nosferatu, a level design joke, good character design, leaning into a real place, connective tissue and cross-pollination of quest design, mapping that onto a 3D world, the lure of interconnectedness, the quality of the artwork in the tabletop and its translation into the game. Games, people, and influences mentioned or discussed: Dungeons & Dragons, Half-Life 2, Valve Software, Fallout 3, Nate Purkeypile, Hackers, Tomb Raider, Deus Ex, Thief, System Shock 2, Metroid Prime, Unreal, id Software, Cyberpunk 2077, CD Project Red, The Witcher (series), Gremlins, Blade Runner, The Misfits, Eli Wallach, Marilyn Monroe, Clark Gable, Montgomery Clift, The Good Bad and the Ugly, Hitman, Shenmue, Leonard Boyarsky, Ubisoft, Bethesda Game Studios, Microsoft (obliquely), The Outer Worlds, Tim Cain, Tim Bradstreet, White Wolf, Ralph McQuarrie, Kirk Hamilton, Aaron Evers. Next time: Finish the game! Errata: It's called "Little Lamplight," and its denizens are "Little Lamplighter." That other rose-colored glasses vampire is probably a Toreador. Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on Vampire the Masquerade: Bloodlines, from 2004. We talk especially about level and design density and the world structure, as well as tidbits of our playthroughs and of course, our names! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Downtown Issues covered: picking your character's name, insane vampires, the disposition of White Wolf, jokes that are timeless or not, having special abilities in dialog, how many clans there are, the way Malkavians speak, why you might play this game multiple times, level and design density in Santa Monica, quest and interaction density and opportunities in the world, staying on top of the side quests for XP, sprawl in 2D RPGs, knowing who to talk to, width rather than depth, discrete-ness of locations in other RPGs vs high degrees of interconnectedness, doors in video games, density of opportunity, limited depth of systems, lack of soft failure, sum of parts/grotty fish stew, inherent limitations of CRPGs vs tabletops, being able to take over a guard's mind, taking a cab to downtown vs having to use the sewers, how a cutscene had to be built, when it is safe to feed, combat and bosses pushed, checking out the license plates, computers in the game, the "aesthetic," the generational challenge, threading the needle of a particular vibe, doubling down on being the "adult RPG," cyberpunk and Cyberpunk, marketing/authoring missteps, cyberpunk's moment and playing a role at a time, timeless ideas and settings vs narrower ones, talking through things with people, how good the faces look, really good voice acting, the split personality sisters as an example of something that doesn't play well, handling women poorly, scummy characters, being scared by atmospherics, good camera shake in 2004, the quality of the Ocean Hotel, failing or not failing a quest, liking to feel smart, meeting Bertie Tung, enjoying the warehouse (or not), giving an old woman a heart attack, each player having their own high points, expectations of dialog vs systems, spending a lot of time reading, new areas on the website, the timeline, how long games are, being into MMOs, talking yourself into playing the game again, fine control in character creation, vectors for narrative, setting the scene with the question-based character creator, working around the limitations of being a Nosferatu (as a designer), having to pay attention to the dialogue. Games, people, and influences mentioned or discussed: Enola Holmes, White Wolf Publishing, CCP, Onyx Press, Paradox Interactive, Ian Watson, Vampire: The Requiem, Johnny Carson, Baldur's Gate (series), Wasteland 2, Planescape: Torment, GTA III, Deus Ex, Eidos Montreal, BioWare, Mass Effect, The Elder Scrolls (series), Fallout 3, Rubik's Cube, Prey, Dishonored (series), Hitman (series), Ken Levine, Half-Life 2, Twilight, True Blood, Charlaine Harris, Leonard Boyarsky, Cyberpunk, The Witcher 3, William Gibson, Bruce Sterling, Dungeons & Dragons, Robert Forster, Quentin Tarantino, Alien: Isolation, The Shining, Warren Spector, AwwwwwwYeahhhh, Conor, Final Fantasy IX, Castlevania: Symphony of the Night, Eternal Darkness, Johnny Grattan, Ben "from Iowa" Zaugg, Glenn Corpes, Mikael, Ultima (series), Kirk Hamilton, Aaron Evers. Next time: Through Hollywood! Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we return to our annual tradition: a series on a horror-themed game. This year we look at 2004's Vampire the Masquerade: Bloodlines, the last game from RPG developer Troika. We set the game in its time (and its crowded month) and talk about its license, how that compares with D&D in particular, and the opening moments of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Into Santa Monica Issues covered: our interview with Glenn Corpes, 2004 and especially November of that year, stiff competition, shipping on an untested engine, what engine support one can expect, the costs of building your own engine, delays in engine/game development, shipping Steam at the same time, why Valve isn't more of an engine company, founding and fall of Troika, the studio's earlier games, the full implementation of D&D 3.5, save-scumming through a final battle, the consolidation of RPGs under Microsoft Game Studios, southern California game developers, a differing style of tabletop RPG, lesser emphasis on statistics, heavier melodrama with more role-play focus, politics and diplomacy, ending the world of White Wolf, a modern setting, vampires living among us, "classic" settings in D&D, Dark Sun/Eberron side settings, a question of being less timeless, tying into a very specific aesthetic and time and place, anti-heroic settings and edginess, the Storyteller System, mission goals for small numbers of XP rather than around skill uses and cleverness, cinematic combat in tabletop, focus on intrigue, Greyhawk/The Forgotten Realms, timelessness in settings, the White Wolf MMO, the options for character creation, multiple-choice questions, vampire clans/archetypes, dancing around what we were picking, ending as Nosferatu, vampires as an analogy for disease, being staked and stunned, a big world-building moment, Camarilla vs Sabbat, a theater of the undead, the niche nature of the World of Darkness, not necessarily wanting to pick a Nosferatu, possibly feeling like a different game based on clan, the horror of becoming like Tim, designing a question system for RPG character creation, tournament selection and classes, points-based questions and answers, attributes: physical/social/mental, abilities: talents/skills/knowledges, feats as combinations of attributes and abilities, vampire magic as disciplines, experience points as skill trees purchases, not being able to have it all, the high quality of Smiling Jack as a focus and as a world-builder, various skills to introduce, learning powers and having multiple tutorial paths based on clan, simple passive tutorializations, watching a loop of the TV or listening to the radio, how much we both love LA. Games, people, and influences mentioned or discussed: Glenn Corpes, Populous, Kotaku Splitscreen, LucasArts, KotOR 2, Doom 3, Fable, Sly 2, Spider-Man 2, Ratchet & Clank: Up Your Arsenal, Jak 3, Pikmin 2, Paper Mario: The Thousand-Year Door, Beyond Divinity, Baldur's Gate 3, Medal of Honor: Pacific Assault, Everquest II, World of Warcraft, Half-Life 2, Halo 2, Metroid Prime 2: Echoes, Metal Gear Solid 3: Snake Eater, Counterstrike (Source), Legend of Zelda: Minish Cap, Rollercoaster Tycoon 3, Bejewelled 2, Epic, Unreal, Valve, Respawn, id Software, Deus Ex, Troika, Tim Cain, Leonard Boyarsky, Fallout (series), Interplay, Jason Anderson, Temple of Elemental Evil, Arcanum: Of Steamworks and Magick Obscura, Bethesda Game Studios, TES V: Skyrim, Andrew Meggs, Shadowrun, Dungeons & Dragons, Obsidian Entertainment, The Outer Worlds, inXile, Wasteland 2, Brian Fargo, The Bard's Tale, The Village of Hommlet, White Wolf, John Stafford, Crystal Dynamics, Call of Cthulhu, Werewolf: The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, Mummy: The Resurrection, Gary Gygax, Lord of the Rings, Anne Rice, Wizards of the Coast, Twilight (series), The Matrix, Ray Gresko, Richard Garfield, CCP, Ultima (series), What We Do in the Shadows, Nosferatu, System Shock 2, Ubisoft, Far Cry, Assassin's Creed, Horizon: Zero Dawn, Danny Trejo, Tom Cruise, Interview with the Vampire, AwwwwwYeeeaah, Kirk Hamilton, Aaron Evers. Next time: Through Downtown Note: White Wolf Publishing became defunct in 2018. We were unaware, which may speak to its niche nature. Errata: Nosferatu was 1922 and it is Count Orlok. Count Orloff/Orlov is a figure in Russian history. Twitter: @timlongojr and @devgameclub, Twitch: brettdouville, instagram:timlongojr, DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we conclude our series on Populous with a special guest interview with Glenn Corpes, the original programmer who came up with a little generator for height maps that ended up launching a whole genre; we'll talk about that and tons of other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview 1:18:41 Break 1:19:02 Next time Issues covered: how Glenn got in, seeing a computer for the first time, being a computer operator, getting a job for your woodgrain, getting hired as an artist, porting a game without the code, winging it on things like collision detection, being unable to port something and casting about for something else, writing a level generator to avoid writing an editor, having to add the ability to raise and lower land, having the whole world with a pixel per cell, the game on top being all Peter's, working backwards from mouse coordinates, having the original disk, the potential for the landscape to rise up over the interface elements, updating the map every frame, limiting the use of the blitter, size of Bullfrog at the time, the musician/salesman, understanding the "metal-bashing aspect" or not, three man weeks of graphics, blocks vs sprites, one thing per square and no more than 256 total, managing character state, no pathfinding, map steps: the opposite of pheromones, buildings based on the flat space around, people as groups of people, the interaction of weapons multipliers and population, getting an explanation of what all the bars mean, the most significant digits, the strategy for managing population, the strategy for clearing land, a clarifying button on the SNES, near-launch title, sales and the UK Chart, multiplayer only until shortly before ship, communicating through a networked file, writing the game in 7 months, watching two AIs play each other, the ways in which AI difficulty is managed, reimplementing all the gameplay in two weeks, faking out the AI because it will always attack your oldest building, AI speed, responding to flood, the manna rules, going into a manna debt and paying it off, making inroads for the knights, stuck messages, adding a campaign two weeks from the end, having an accountant QA the game, the most difficult level of the game: Biloord, how to beat "Biloord: The Hardest Level in Populous," slowing the game vs arcade-ing it up, faking out a sphere, making the cube without the stickers, flat land as currency, synergy and serendipity, revolutionary gameplay from an unexpected place, last minute additions, fights on Populous: The Beginning, heretical choices in game development. Games, people, and influences mentioned or discussed: Bullfrog Productions, Magic Carpet, Dungeon Keeper, Syndicate, Lost Toys, Moho, Battle Engine Aquila, Kuju, EA, Weirdwood, 22 Cans, Edge, Topia, Fat Owl with a Jet Pack, Ground Effect, powARdup, Commodore PET, ZX-81, Sinclair, Telex, Amiga, Taurus, Peter Molyneux, DPaint, Druid 2: Enlightment, Gauntlet, Spectrum, Fusion, The Ultimate Database, Atari ST, Commodore 64, Alienate, Knight Lore, Spindizzy, Marble Madness, Dungeon Master, Ultima Underworld, Andrew Bailey, Dene Carter, Big Blue Box, Fable, Lionhead, Kevin Donkin, Powermonger, GDC, SNES, The Sentinel, The Promised Lands, LEGO, Black&White, Godus, Sean Cooper, Civilization, Alan Wright, Alex Trowers, Command & Conquer, Ernő Rubik/Rubik's Cube, X-COM, Wayne Frost, Julian Gollop, Vampire the Masquerade: Bloodlines, Leonard Boyarsky, Fallout, Tim Cain, The Outer Worlds, Obsidian, Microsoft, Dungeons & Dragons, Kirk Hamilton, Aaron Evers. Next time: Vampire: the Masquerade: Bloodlines (up through.... some of Santa Monica) Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
This is a release from behind our Patreon paywall. It's a great interview Pete and Trevor from No Cartridge did with two of the most revered game devs working today
In which Pete and Trevor from No Cartridge sit down with two very special guests: Tim Cain and Leonard Boyarsky, the creative minds behind Vampire the Masquerade: Bloodlines as well as many, many other games
Welcome to Dev Game Club, where we this week we start a new series with a bit of a different goal: a game we'll play for an initial couple of episodes and then return to from time to time. We discuss 2004's seminal and crowning MMORPG World of Warcraft, discussing the year in which it came out, a history (personal and not) of MMOs, and then dig a bit into the initial hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until level 8 Issues covered: revisiting our chat with John Romero, looking at 2004 in games, a live game model in EverQuest, self-cannibalization, early history of MUDs, a sad discovery, reflecting on Brad McQuaid's career, sharing games as source, MUDs and theming, talking through the history of a number of MMOs, talking about the market and approachability of other MMOs, peak users, the influence of other Blizzard games on WoW, Brett's confession, introducing characters through the RTS, modding and Warcraft III, launch and WoW, pulling the games from the shelves, server queues, revenue gross, Brett does some on-the-fly math, Activision-Blizzard merger, the starting area for gnomes and dwarves, inviting you into the world like a DM, learning the design language of the game, usability of the quest system, shifting the focus to quests (vs combat grinding), doing multiple things with the quests and rewards, changing your character's look, each race having its own animation set, differentiating races strongly, pre-rendered introduction, RTS influence again, seeing your first human (on a horse), simplifying WoW in the modern version, having to read the text to understand where to go, adding user interface mods, increasing intrinsic reward through difficulty, managing your own grouping, growing the scale of what you see, scale of towns and villages, growing up with the world through exploration, experience ramp. Games, people, and influences mentioned or discussed: John Romero, LucasArts, Republic Commando, God of War, Shadow of the Colossus, Half-Life 2, DOOM 3, Metal Gear Solid 3, Fable, Halo 2, Far Cry, Chronicles of Riddick, Katamari Damacy, Vampire: The Masquerade: Bloodlines, Source Engine, Troika Entertainment, Tim Cain, Leonard Boyarsky, The Outer Worlds, EverQuest & EverQuest II, 989 Studios, Sony Online Entertainment, Rob Pardo, MUD, Roy Trubshaw, Richard Bartle, DikuMUD, Brad McQuaid, Zork, Adventure, MOO, Pantheon, Saga of Heroes, Habitat, LucasFilm Games, Randy Farmer, Chip Morningstar, Meridian 59, Ultima Online, Dark Age of Camelot, Asheron's Call, Raph Koster, Star Wars Galaxies, Ultima Underworld, Turbine Entertainment, Lord of the Rings Online, Mythic, EA, Star Wars: The Old Republic, Blizzard, Warcraft: Orcs and Humans, Bill Roper, Diablo, David Brevik, Warcraft III, Chris Metzen, DotA, Icefrog, Riot Games, Dark Souls. Next time: To level 20 https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Mit Timothy Cain und Leonard Boyarsky versuchen zwei Rollenspiel-Veteranen mit The Outer Worlds ihr Solo-RPG-Meisterwerk abzuliefern. Ob das im Steampunk-Futurismus gekleidete First-Person-RPG zu überzeugen weiß erfahrt ihr in dieser Ausgabe des Rebell.at-Gaming-Podcasts.
Leonard Boyarsky joins host Ted Price to talk about his career, creating Fallout, his approach to design and storytelling, lessons learned while working on Diablo III, and his new game, The Outer Worlds. Boyarsky is the co-game director at Obsidian Entertainment. He is best known for his work on Fallout and Diablo III. For news and info on the AIAS, follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
Developers Leonard Boyarsky and Nitai Poddar come on the show to talk about the development of The Outer Worlds, Boyarsky's feelings on Fallout 3, and more. Plus, Mike talks about his review of the game. It's an all Outer Worlds podcast as we go in-depth on this spiritual successor to Fallout.
On this week's episode of The Game Informer Show podcast, we talk about some interesting news stories before Brian Shea talks about playing the first 1.5 hours of Pokémon Sword and Kimberley Wallace explains why she loves the new Trails of Cold Steel III. The director (Warren Arnold) of the excellent Push the Button from Jackbox Party Pack 6 then joins the show to talk about the game's development and then we dive in deep on how to write a game review with Game Informer's reviews editor Joe Juba. After some great community emails, we interview The Outer Worlds' co-game director Leonard Boyarsky and narrative designer Niati Poddar about getting the exciting RPG across the finish line. You can watch the video above, subscribe and listen to the audio on iTunes or Google Play, listen on SoundCloud, stream it on Spotify, or download the MP3 at the bottom of the page. Also, be sure to send your questions to podcast@gameinformer.com for a chance to have them answered on the show. Our thanks to the talented Super Marcato Bros. for The Game Informer Show's intro song. You can hear more of their original tunes and awesome video game music podcast at their website. To jump to a particular point in the discussion, check out the time stamps below. 6:26 - Riot Games' new games 12:08 - Fortnite Chapter 2 13:50 - Analogue Pocket 16:24 - Pokémon Sword and Shield 23:30 - Trails of Cold Steel III 31:22 - Jackbox Party Pack 6's Warren Arnold 48:17 - Writing Game Informer's reviews with Joe Juba 1:34:00 - Community emails 2:19:20 - Obsidian's Leonard Boyarsky and Nitai Poddar on creating The Outer Worlds
We're joined by two developers from The Outer Worlds, the new first-person RPG from new Xbox first-party studio Obsidian Entertainment: co-director Leonard Boyarsky and narrative designer Nittai Poddar. It launches on October 25 (including straight into Xbox Game Pass!). We discuss the origins of the project with respect to Boyarsky's Fallout background, crazy things that have happened during playtesting, the importance of The Outer Worlds' deep character creator, and more!
Is there a positive correlation between replay value and quality? We explore what replay value means to us, and how some of our favorite games implement replay value. Trending news includes EA struggling with being the bad guys, announcement of the Nintendo Switch Lite, and Outer Worlds creative director Leonard Boyarsky talks politics.Support the show (https://www.patreon.com/arcadianmedia)
Topic timecodes: 3:18 - Cuphead is getting a Netflix show 8:27 - Responding to criticisms of Leonard Boyarsky's statements about keeping The Outer Worlds "non-political" 20:40 - Cyberpunk 2077 news: 1/3 of PC preorders made on GOG; Will there be more celebrity actors?; Game is well-optimized for low-end hardware 33:37 - Warframe news: tons of new features announced at TennoCon 2019 1:09:39 - New Lord of the Rings MMO announced from Amazon and Leyou #cyberpunk2077 #cdpr #cdprojektred Subscribe on YouTube to catch the podcast live ► https://www.youtube.com/channel/UCMWKb-id2icjihQdTL0btuw?sub_confirmation=1 JOIN THE LEAGUE! - Join our Discord community ► https://discord.gg/WDQJTJw - Join the support team ► https://www.patreon.com/TheTripleSLeague CYBERPUNK 2077 STUFF ► https://www.youtube.com/playlist?list=PLBV81U7BXltVLiT_edqOAhs2Kturywc3R Augmented Reality is a video game news, gaming fan & nerd info podcast. Each week, we take a critical and humorous look at the latest in gaming news, technology and nerdy pop culture stuff. See our full video library (game guides, comedy, reviews & more) on YouTube! Podcast theme music: Hellcat (NCS Release - https://youtu.be/JSY6vBPunpY) by Desmeon (http://www.youtube.com/iamdesmeon)
iTunes: https://goo.gl/CMv4fr Google Play: https://goo.gl/3Z3egeThe Most HorsePowerful Podcast On The Internet, The Xbox Drive is back with Episode 64! Sean played Fallout 76, Battlefield V, and is nearing the end of Assassin's Creed. Luke tried his first Final Fantasy game ever, tackled some ID@Xbox titles, and continues to enjoy Black Ops 4 with friends. Buckle up and drive safe.What We're PlayingLuke: Steamworld Dig 2, FFXVPE, and Horizon Chase Turbo.Sean: Fallout 76, The Long Journey Home, Battlefield V, Star Link.Braking NewsGames With Gold has been announced for the month of December. Qube 2 (X1), Never Alone (X1), Dragon Age II (X360), Mercenaries (OGX) https://majornelson.com/2018/11/27/xbox-live-games-with-gold-for-december-2018/This is the first time an OG Xbox title has been released as a Games With Gold title.Assassin's Creed Odyssey gets endless “Mastery Levels” for endless upgrading.https://www.windowscentral.com/assassins-creed-odyssey-mastery-levels-allow-you-level-till-end-timeAssassin's Creed Odyssey Legacy of the First Blade, Episode 1: Available December 4. Episodic post-launch content available with $40 Season Pass or with Gold Edition.https://www.gamespot.com/videos/assassins-creed-odyssey-first-dlc-releases-next-we/2300-6447437/Battlefront 2 free with EA Accesshttps://www.windowscentral.com/star-wars-battlefront-ii-joins-ea-access-vaultXbox Onesie available on Friday. Fallout 76 version also available.https://www.windowscentral.com/xbox-onesie-back-and-time-you-can-buy-oneObsidian will reveal new game from two of the original Fallout's creators, Tim Cain and Leonard Boyarsky.https://www.windowscentral.com/obsidian-entertainment-teases-upcoming-space-rpg-steampunk-adsinXile working on Wasteland Remaster. Inspired Fallout series.https://www.windowscentral.com/inxile-entertainment-working-original-wasteland-remasterPit Stop TopicsGames we're genuinely planning to get to over the next month (not just backlog stuff)Luke: Sniper Elite 4Sean: Red Dead Redemption 2Game Pass spotlight: Darksiders 1 & 2 are both available via Game PassThe Car Pool - Listener QuestionsFrom Adam Leonhardt: I want to know one thing @MLSReserves hates about the Xbox. There HAS to be something. No backing out just because you're the most positive person on the face of the planetFrom @Jim7 - I want to carpool. Have you ever used your phone or tablet as a controller?Games with GoldBattlefield 1 (11.1 - 11.30)Race The Sun (11.16 - 12.15)Assassin's Creed (11.1 - 11.15)Dante's Inferno (11.16 - 11.30)Upcoming Titles:Battlefield V (11.20)Darksiders 3 (11.27)Just Cause 4 (12.4)Ace Combat 7: Skies Unknown (1.18.18)Resident Evil 2 (1.25.18)Kingdom Hearts 3 (1.25.18)PlugsLuke:http://twitter.com/MLSReserveshttp://mixer.com/insipidghostSean:http://twitter.com/seancaprihttp://twitch.tv/seancapri
Welcome to Dev Game Club, where we are finishing 1995's Star Wars: Dark Forces. We talk a bit about the final levels of the game while punching dragons and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: We finished the game! Podcast breakdown: 0:44 DF Discussion 59:08 Break 59:38 Takeaways Issues covered: the Kell dragon, entirely too much discussion of dragon types, being unsure what to do, not matching up with the fantasy, puzzle elements in fighting, having a role-playing moment in an action game that you don't often have in an RPG, starting as a Luke Skywalker game, lacking a hook for why it's Jabba's ship, enemy types, cuts later in games, the iso chamber maze puzzle, making the level itself into an interesting space, bending constraints to your will, not having anyone to tell you you can't do a thing, lowering risk, shifting towards production realities, the cost of a pivot raising aversion to risk, distinctions between studios (tech-driven vs design-driven vs art-driven), having to compete on all three, "you are fighting Boba Fett, so that's pretty cool," player skill puzzles, executing on a plan that's working, minimal story telling, television vs films, build up and implication, filling in a lot yourself, leaning on the films, the only source of Phrik in the galaxy, unmotivated space, the conveyor belt action bits, gaminess of a level, placing obstacle courses at the end of games, denouement and falling action, climax and the lack of remaining action, remaking the game, level design high water mark, being evolutionary rather than revolutionary, elevating through design and Star Wars bits, gadgetry and secondary mechanics, introduction of the Dark Trooper, high quality music, using Jedi in games, what you choose to build into your design, cornering the market in the Auction House, picking a setting that supports the fantasies, the MDA framework. Games, people, and influences mentioned or discussed: The Force Awakens, Return of the Jedi, TIE Fighter, Jon Knoles, Mysteries of the Sith, Final Fantasy IX, The Witcher, Baldur's Gate, Rebel Assault, Republic Commando, Ingar Shu, Kevin Schmitt, Reed Knight, Duke Nukem 3D, Steve Chen, Starfighter (series), John Drake, id Software, Epic MegaGames, Half-Life, Unreal, Quake, Outlaws, Jedi Knight, Indiana Jones and the Infernal Machine, Fallout, Leonard Boyarsky, Tim Cain, Obsidian, Chris Avellone, Planescape: Torment, Justin Chin, Mario, Ratchet & Clank, Battlefront II, Clint Bajakian, John Williams, @notmyviews, Star Wars Galaxies, Star Wars: The Old Republic, Everquest, Ultima Online, Raph Koster, Dungeons & Dragons, Gary Gygax, Knights of the Old Republic, Bioware, Tomb Raider, Wolfenstein. Next time: Bonus interview! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk with Chris Avellone about the genesis of the game and its development and themes, and he drops lots of lovely design gems. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:43 Segment 1: Avellone interview 1:03:45 Break 1:04:20 Segment 2: Taste test, Next time Issues covered: how the opening areas were designed, Hive as playground, leveling up along with the city, building an engine and Black Isle lacking skills to do so, licensing engine from Bioware, Interplay's financial woes, The Birth of Avellone, interview, the forehead of Zeus, turning tropes on their heads, having the franchise before you had an idea for a game, crafting a vision document, players being smarter than publishers give them credit, Fargo having faith in his developers, Fallout dev issues and Fargo's support, recording FF effects and using that to help, changing the death mechanic because it makes you stop playing, death as a tool, flexibility of alignment shifts, what kind of player are you?, not judging the answers, Chosen One vs Broken One, causing problems across the Multiverse, story/adventure/puzzle heaviness, IWD as a cash-in attempt, writing a story in a weekend, IWD a step back rather than a step forward, "an unconscious bad choice," working around the combat if you want, unbalanced combat system, gratification from dialog choices, using experience points as systemic reinforcement of story importance, chunky dialog options, balancing, building your own Fortress of Regrets, fearing for the end of your career, localization costs, Fargo sticking up for the writing, expensive localization because of all the writing, possible loss of the companion dialog, New Vegas companions not being tied to storyline, lost opportunities, attempt to trade versatility, conveying the spine of a story via companion commentary, doing more vs doing quality, allowing polish to shine through, memorable stories, trying to do one thing really well, System Shock 2, Avellone freelancing, XP on its head, how it came to be, companions wrapped in story, number of 2D companions vs 3D companions, taste test. Games, people, and influences mentioned or discussed: Interplay, Conquest of the New World, Starfleet Academy, Fallout 2, Descent to Undermountain, Planescape: Torment, Black Isle, Icewind Dale, Feargus Urquhart, Obsidian Entertainment, Neverwinter Nights 2, Alpha Protocol, KotOR II, Prey, Divinity: Original Sin II, BioWare, Infinity Engine, Unity, Unreal, Baldur's Gate III, Throne of Baal, Dungeons & Dragons, Marco Green, Brian Fargo, Tim Cain, Leonard Boyarsky, Final Fantasy, Wasteland 2 & 3, GURPS, Steve Jackson, Jason Anderson, Chris Taylor, Ken Lee, Robert Holloway, Gold Box series, Dragon Age, Mass Effect, Fallout: New Vegas, The Walking Dead: Season 1, Halo 6, Prey, Arkane Studios, Rafael Colantonio, Swen Vincke, Night Dive Studios, System Shock (reboot), Shodan, Ken Levine, Ricardo Bare, Jason Schreier, Nick Hadsel-Mares, Blue Bandana Chocolate, Operation Neptune, Ancient Empires, Super Maze Wars, Half-Life, Mr. Eric Anderson, The San Francisco Kid. Links: Blue Bandana Chocolate Next time: Half-Life! Up to: "We've Got Hostiles" @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club Bonus Content. We've both played a little bit of The Evil Within and here we lovingly render our verdict in stunning HD. Usually, Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary, but here in Bonus Content we just chat about something descended from one of our main games and talk about the directions it's gone. Podcast breakdown: 0:35 Bonus Content: Evil Within and Feedback 58:27 Bonus Bonus Content from Brett Issues covered: action horror vs slower-paced, text description, gore overload, stealth elements, using fire to your advantage, putting carts before horses, the agony crossbow, Mikami's tropes, story scale/scope, the Japanese factor in melodramatic amp-up, the hospital hub, empathy work in horror games and slasher films, keys to the lockers, fictionalizing all the game mechanics, expensive progression system, getting all the progress, brief encounters with chainsaws, tight level design, look of specific technology (idTech 5, Unreal), character design, NPC companions, PS1 controls, film and Resident Evil, New Years Resolutions. Games, people, and influences mentioned or discussed: Resident Evil 4, Silent Hill series, Tomb Raider, Rage, DOOM (2016), Uncharted series, Far Cry series, Assassin's Creed series, Hitman, Alien Isolation, Bethesda Game Studios, Shinji Mikami, Capcom, Bioshock, Quentin Tarantino, Halloween I and II, Destiny, Republic Commando, Chris Williams, Wolfenstein: The New Order, BattleTankBob, Final Fantasy VII & IX, Robin Sakai, Metal Gear Solid, Hideo Kojima, Greg Naughton, Fallout, UnderTale, Underrail, Troika Games, Tim Cain, Leonard Boyarsky, Kill Screen, TIE Fighter, Mortimer and the Riddle of the Medallion, XvT, X-Wing, Chris Suellentrop, JJ Sutherland, Shall We Play A Game podcast, Chris Metzen, Blizzard Entertainment, The Instance podcast. Next time: TIE Fighter, the first three battles Notes: The early "ARG" Brett refers to from the 1980s was called "Treasure: In Search of the Golden Horse." @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our first episode examining 1996's survival horror classic Resident Evil. We discuss many of the features that are evident from the beginning of the game that set it apart from other sorts of 3rd person games of the time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until the Residence (in theory) Podcast breakdown: 0:24 Segment 1: History and themes 58:07 Break 1 58:35 Segment 2: Reader mail and next time Issues covered: last episode's interview, removing player empowerment, bold decisions in design, can this game be made in the US in 1996, other cultures borrowing genres and reinventing them, frustrating the player and the impossibility of getting this game made today, impatience vs methodical play, subverting player expectation, map coverage and "safety", a systemically light game, jump scares, vulnerability, accumulation of small details, resource management, feeling every shot, inventory management, inability to drop, will this character actually survive, playing the tank controls version and panicking, modern control setup, having a separate character control the camera in Super Mario 64, interesting camera angles, showing less can be more, short cinematics to reinforce emotional focus, giving back control after a moment of zombie first-person, indie space, the inversion of having a bad-ass who is having trouble surviving, discussion of trophies and achievements, having a todo list. Games, people, and influences mentioned or discussed: Gilmore Girls, Tim Cain, Leonard Boyarsky, Wasteland 2, Fallout, Alone in the Dark, Night of the Living Dead, The Thing, Solaris, Stalker, Jimmy Stewart, John Wayne, The Good the Bad and the Ugly, Quake, Marathon, Time Crisis, Tomb Raider, Star Wars Republic Commando, Nathan Martz, Dead Rising, Grand Theft Auto III, System Shock 2, Resident Evil 4, Dressed to Kill, Fear Effect series, Devil May Cry, Super Mario 64, Friday the 13th, Alien: Isolation, Scream, Mr Futile, Jan Braunsberg, Assassin's Creed series, Arkham series, Firewatch, Gone Home, Walking Dead, Prototype 2, Guacamelee, Double Fine, Head Lander, Costume Quest, Grim Fandango, DotT, Drew_Homan, RebelFM. Next time: Play until you get to the tunnels Notes: Alone in the Dark came out in 1994. Dev Game Club regrets the error. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our fifth and final episode examining 1997's classic RPG Fallout. We are lucky enough to interview Tim Cain and Leonard Boyarsky, Producer/Lead Programmer and Art Director respectively on Fallout as well as two of the three founding members of Troika Games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:38 Interview with Tim Cain and Leonard Boyarsky! 1:01:10 Break 1:01:35 Geek-outro Issues covered: the Wild West of early studio game development, the meta-installer, making engines in your spare time, tabletop after-hours, abstracting the operating system, GURPS character generator, working you way up, pizza and game dev, RPG renaissance, bold theme choices, filtering passionate ideas, making your dream game, career paths into game development, clubhouse Interplay and a creative atmosphere, business incursion, from the garage to the office park, right place right time, QA preferring your game over being paid, By Gamers For Gamers, making your colleagues laugh, companions in scripting, wearing multiple hats, making a Tarrasque into a Death Claw, making heads from clay and digitizing, cavalier oblique and making the tools work, bringing various sensibilities to the game, throwing a party for your return, a family of talking raccoons, finding your creative partners, system and story *should* work together, what makes good level design, digging yourself a big hole, exposing variables and state to designers, managing teams of small size, ambient music, art influences, Vault Boy instead of icons, voice talent, everything coming together, consequences, "games should be fun," freedom, setting the world on fire, Tim Cain's grandfather and mother, constraints and necessity, Fallout DNA. Games, people, and influences mentioned or discussed: Interplay, Maxis, Stonekeep, Troika Games, Arcanum, Vampire: The Masquerade, Blizzard, Diablo III, Obsidian Entertainment, Grand Slam Bridge, EA, Star Trek: 25th Anniversary, Jason Anderson, Carbine Studios, Wildstar, Rags to Riches, Lord of the Rings, D&D, GURPS, Earthdawn, Baldur's Gate, Icewind Dale, Black Isle, Wasteland, Tolkien, Mad Max, Doom, Nintendo, David Byrne, How Music Works, CGBG, LucasArts, Super Metroid, Star Wars, The Simpsons, Chris Taylor, BioShock, Ken Levine, Ambient Isolationism, Aphex Twin, Brian Eno, Depeche Mode, Monopoly, Richard Dean Anderson, Richard Moll, Tony Shalhoub, Ron Perlman, David Warner, CCH Pounder, Night Court, Monk, Wings, Fallout 2, The Inkspots, Butch Cassidy and the Sundance Kid, Dr. Strangelove, Fallout 3, Jonah Lobe, Temple of Elemental Evil. Next time: Resident Evil! Play up until the Residence (past the shed). @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our fourth episode examining 1997's classic RPG Fallout. We finish off the game, discussing our various choices, and then turn to the various pillars we draw from it. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The base and the Cathedral Podcast breakdown: 0:35 Segment 1: Finishing Fallout 45:12 Break 1 45:50 Segment 2: Pillars and Feedback Issues covered: going back to the Glow, voice acting, sharing assets between various animated characters, criminal underworld quests, the liberation of playing and letting the chips fall where they may, missing out on content, growing an audience by offering multiple play styles, murderous Tim Longo, blowing up the base, satisfying cinematic resolution, getting stuck on the force fields, obscure solutions to big problems, the many uses of the radio, close quarters rocketry, stealthy super mutants, inventory loophole and managing weight limits, hardened power armor, carrying useless items until the end of the game, stopping in empty tiles (including the ocean), UFO, multiple ways to resolve the Master, holodisks and the Pipboy, accounting for followers and not, tying off storylines with little snippets, character consistency and leaving the Vault for good, melancholy, fascist Vaults, selfishness and survival, unintended consequences that matter and hard decisions, the RPG renaissance, permitting risk in RPG settings, mature themes and elements, Senate hearings on violence in videogames, filling a story-telling vacuum, avoiding the good/evil binary, giving characters meaningful motivations, getting XP for non-violent actions, reader feedback, Bonus Content: Wasteland 1 & 2, Games, people, and influences mentioned or discussed: Keith David, Dishonored, Bioshock, Fallout 2, Citizen Kane (obliquely), Fallout 3: Mothership Zeta, Final Fantasy X, Super Metroid, Star Wars (obliquely), Mad Max, JRR Tolkien, Bioware, Icewind Dale, Black Isle, D&D, Arcanum, Troika Games, Tim Cain, Leonard Boyarsky, Jason Anderson, Temple of Elemental Evil, Vampire: Bloodlines, Mass Effect, Ultima series, Ultima VIII/IX, Lionheart, Planescape: Torment, Baldur's Gate, Bard's Tale series, Wayne Cline, LucasArts, ESA, Mortal Kombat, War and Peace, Brian Luzietti, sixty second shooter prime, Jamie Fristrom, Day of the Tentacle, Telltale Games, Double Fine Productions, Fallout: New Vegas, System Shock 2, The Witcher series, GURPS, Stefan Schmidt, Neo_Ouija, Cat-charlie, Mikael Danielsson, MrFutile, Swinlo44, Resident Evil, Kitty Horrorshow, Chyrza. Next time: For our next series, we will be playing Resident Evil! Looking for an interview for next week. Links: Brett's Twitch channel Brett's YouTube channel Brett's Streaming Horror from a couple years back @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our first episode in our series examining 1997's Fallout. We talk a bit about the RPG renaissance it seemed to kick off and then delve into the first few hours. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until you reach Junktown Podcast breakdown: 0:37 Segment 1: Relevance 32:11 Break 32:36 Segment 2: Towards Junktown 1:08:46 Break 1:09:17 Segment 3: Listener feedback, next time Issues covered: Brett's workshopping and quotes collection, RPG resurgence in the late '90s, Interplay and other RPG-maker troubles, a new direction for Western RPGs, getting away from the high fantasy setting, accessible turn-based combat, supporting text, return to apocalypse, enabling a variety of settings, tabletop RPGs, hexagonal and rectilinear grids, maturity, relatability, gruesome deaths, archetypes, humor, RPGs vs RPG elements, numerical traits and skill systems, player agency over character destiny, filling out the trees, flexible specialization, progression vs role-playing, character creation anxieties, watercooler talk, grim humor in the introduction, bravery and commitment in world-building, licensed titles, 1950s optimism taken forward, the pleasantly clicky UI, encountering Shady Sands en route to Vault 15, two-headed cows, the emergence of voice, the little pocket DM, finding ropes, feedforward loops, barter is broken, Tim's uphill battle, speedrunning Super Metroid, secrets. Games, people, and influences mentioned or discussed: Star Wars, Mortimer and the Riddle of the Medallion, Ultima series, JRPGs, Gold Box series, Interplay, Wasteland, Tim Cain, Stonekeep, Eye of the Beholder, Troika Interactive, Arcanum: Of Steamworks and Magic Obscura, Atari, Sierra, Gathering of Developers, Leonard Boyarsky, Jason Anderson, Mad Max, Diablo series, Bard's Tale, Dungeonmaster, Sherlock Holmes Consulting Detective, Brian Fargo, The Walking Dead, Fury Road, Baldur's Gate series, Fallout 2, Icewind Dale series, Planescape: Torment, Lionheart, Temple of Elemental Evil, Vampire: Bloodlines, Dungeons and Dragons, GURPS, J. R. R. Tolkien, Call of Duty series, Bethesda Game Studios, DOOM, Skyrim, Assassin's Creed series, Far Cry 3/4, World of Warcraft, Batman: Arkham series, Prototype 2, LucasArts, Day of the Tentacle, Grim Fandango, Ken Rolston, Elder Scrolls series, Liam Neeson, Patrick Stewart, Raiders of the Lost Ark, Super Metroid, Jeremy Fischer, Phil Rosehill, Doug Thorpe, BattleTankBob, Daniel Johansson, Chase Chamberlain. Next time: Play until you have resolved the water chip quest Links: Tim Cain in the GDC Vault (how appropriate!) Super Metroid Speed Runs: Super Metroid - 100% run in under 80 minutes Super Metroid - any% race (4 runners - ~44 minutes) Super Metroid - any% - 2 players, 1 controller Super Metroid - any% - Reverse Boss Order Another 100% run @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com