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Welcome to Dev Game Club, where this week we complete our series on 1999's Homeworld, the 3D space RTS from Relic Entertainment. We talk a bit more about dynamic difficulty, address the final missions, and turn to our takeaways before a couple of mails. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished (B) and almost (T) Podcast breakdown: 0:00:47 Discussion 1:05:45 Break 1:06:14 Email Issues covered: Defeating Games for Charity, Video Game History Foundation, watching someone blast Mother Brain, Tim streaming, streaming and getting paid, a chill Dark Souls player, enjoying playing with people, joyful weekend, not finishing a game, how to make the game interesting over and over again, carriers and docking, learning skills for one use, RTSes using the campaign to prepare for multiplayer, micromanaging, managing the brutal rescue of the trading ship, freeing up everything for the final assault, watching ships crawl through space, trial and error, punishment of failure, the appropriate story depth, avoiding elaborate storytelling, feeling like legend and myth, twice as many shorter missions, flexibility through resources, stately capital ships, early vs late game failure, ship control layout, satisfyingly destroying the enemy, cinematic presentation, high-stakes final mission, a human point of connection, naval/military chatter, doubling down on a thing, purity of spaceship focus, ship design, designing across civilizations, consistency of armament, the usefulness of salvage corvettes, being careful with dynamic difficulty, having options, turtle strategies, watching players use and discover tactics streaming, committing to 3D, having to relearn controls, having a light touch with the story, whether we should do a TTRPG primer, real space physics vs WWII space flight, Games, people, and influences mentioned or discussed: Kingdom Hearts III, Kaeon, Contra, Metroid, X-COM, Kyle, Dark Souls, LostLake, Bvron, Belmont, mysterydip, Artimage, Mark Garcia, BioStats, Calamity Nolan, D&D, Resident Evil Village, Phil Salvador, Rogue, Starcraft (series), Battlestar Galactica, Star Wars, Blizzard, Halo, Warcraft (series), Robocop, Avalon Hill, Civilization, Johnny Pockets, Eye of the Beholder, Baldur's Gate, Go, Senet, Mancala, John Woo, Andrew Enright, Anachronox, Final Fantasy VI, Kirk Hamilton, Aaron Evers. Next time: ??? Links: Defeating Games for Charity (a real website) Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we start a new series on 1999's Homeworld, from Relic Entertainment. We set the game in its time and then turn a little bit to the opening moments and the tutorial. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First couple of levels + tutorial Issues covered: a layered intro, our history with RTSes, the music hitting, transitioning to a console player, console RTSes, a new timeline, setting the game in its time, going against the norm, Relic and its RTS series, the big genre of the time but one that never grew, grognard capture, the appeal of online games, early e-sports, popularity in Korea, the feel of a space sim, checking all the boxes, how 3D it really is, switching views to elevate a target point, mouse and keyboard, doing their own thing with hotkeys, evolution working on games, presentational advantages, a graphics benchmark game, economical game development, elegant ship design, great silhouettes, maybe tessellating, editors that look like RTSes, spending budget on contrails, using specific things on PCs vs the graphics cards, camera and control, mining everything you can and building as you go, replacing inferior ships with new ones, finite people and resources reflecting themes, elegance in design, framing the camera well, the great use of the fleet commander and the magic of moving the camera, WWII space physics vs more accurate space physics, interestingly bad video games, finding those bad games, moon shots, imagining a deeper ecology, speedrunning Trespasser, a diversion into speedrunning. Games, people, and influences mentioned or discussed: Starfighter, Starcraft (series), Total War (series), Warcraft (series), Quake, Halo, Battlestar: Galactica, DOOM, Diablo, PlayStation, Age of Empires (series), Pikmin, Brutal Legend, Tim Schafer, Johnny "Pockets", System Shock 2, Legacy of Kain: Soul Reaver, Planescape: Torment, Shenmue, Owen Wilson, Command and Conquer (series), Westwood, Tim Curry, Sid Meier's Alpha Centauri, Final Fantasy VIII, Chrono Cross, Silent Hill, Rayman 2: The Great Escape, Quake III Arena, Omikron: The Nomad Soul, David Cage, Asheron's Call (series), D&D Online, LotR Online, Turbine Entertainment, Derek Flippo, Sega, Creative Assembly, Blizzard, Ensemble Studios, Total Annihilation, Impossible Creatures, Dawn of War, Company of Heroes, Warhammer: 40K, Myth, Bungie, Call of Duty (series), LucasArts, Galactic Battlegrounds (series), Force Commander, Andrew Kirmse, TIE Fighter (series), Descent: Freespace, Wing Commander, Colony Wars, Elite, Star Citizen, Star Wars: Squadrons, Star Trek: Wrath of Khan, GoldenEye: 007, Metroid Prime, Resident Evil (series), Eric Johnston, X-COM, Julian Gollop, Baldur's Gate, Troy Mashburn, Trespasser, Biostats, Belmont, Reed Knight, Dragon's Dogma, Bethesda Game Studios, D&D, Black and White, ARK: Survival Evolved, Valheim, Half-Life 2, GameThing, Dave Wolinsky, Pippin Barr, Control, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: A few more levels! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we begin our series playing Chrono Trigger, the beloved 1995 SNES classic. We cover a lot of ground with this one, including the story, some of the combat, the way the game pays attention to you... all sorts of topics for a corker of a game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to The End of Time! Podcast breakdown: 0:51 Chrono Trigger 1:31:07 Break 1:31:41 Feedback Issues covered: COVID-19, SpaceWorld and E3, the year 1995 in games, the creative team, character design in hand-drawn art and intro, the Dream Team, the top-down look of a 16-bit era game, companions following around, combining the background and the foreground in the PlayStation era, the quality of the art direction, running right into combat vs modal play, lack of random battles, choice of battle mode, Active Time Battles, differences between active and wait styles, the overworld and entering spaces, influence of other games, the basic menu presentation, the "Sakaguchi style" and its culmination, being able to approach things fresh, getting on with it, the bouncy playfulness of childhood, Chosen One tropes, Mom waking you up trope, relatability, the princess incognito trope, mixing up a trope, feeling more surprises in FFIX, short-term goals vs long-term/Chosen One goals, signposting the Day of Lavos, whether or not we're able to choose to come back, having another JRPG pay homage, seeing the change in various timelines, enjoying our time with the Frog, the evil Chancellor, the Cathedral and Yakra's minions, having a moment of talking with the monsters, the juxtaposition of drama/horror and comedy, space for Japanese vs letters, returning to the present with Nadia and having a trial, referring back to things you did at the fair, the designer noticing you, the game is safe, the theme of our choices mattering for our future, wanting to be the paladin, the courtroom as setting, escaping the dungeons, a little scene in the warden's office and telegraphing importance to the player, possibly a stealth mechanic, the Dragon Tank on the bridge, affine transformations in the background, using atmospherics for setting tone, the computer telling the tale of Lavos, recruiting Robo, having to pass through Lab 32, the flamboyant Johnny, racing Johnny in Mode 7 to the end of the Lab, Johnny the Biketaur, Robo getting beat up by the other robots, the valiant robot who sacrifices himself for you, Brett gives Tim a hard time for ST: Nemesis, humanizing the non-human characters, gunbows and floral horrors, Tim's big hike, renaming in the new translation, the difficulties of translation, localization as its own art form, adding difficulty with IPs, machine translation, recognizing the great translators, testing your focus as much as your execution, repetitive learning, playground of moves, looping in failure to the style of play, board games and failure, higher highs, rubbing death in your face, worsening the traditional model, obfuscatory, dealing with people who wave their brains around, being open to looking foolish, "Caveman Tim" and being self-deprecatory to diminish status differences, asking simple questions repetitively, active listening, reflection as a means to learning in the moment, being in the moment, being okay with vulnerability. Games, people, and influences mentioned or discussed: Ted Woolsey, Tom Slattery, SNES, Dark Forces, TIE Fighter, LucasArts, Full Throttle, The Dig, Phantasmagoria, I Have No Mouth and I Must Scream, Warcraft, Command & Conquer, N64, Dracula X (Castlevania: Rondo of Blood), Twisted Metal, Super Mario World 2: Yoshi's Island, Super Bomberman 3, Kirby's Dreamland, Earthbound, Dragon Quest (series), Trials of Mana, Tales of Phantasia, Hironobu Sakaguchi, Final Fantasy (series), Yuji Horii, Akira Toriyama, Dragon Ball, Shonen Jump, Masato Kato, Xenogears, PlayStation, Shiren the Wanderer, Ninja Gaiden, Yasunori Mitsuda, Nobuo Uematsu, SquareSoft, Legend of Zelda: Link to the Past, Pokemon, Kingdom Hearts, GameBoy, Ni No Kuni, Ultima (series), Breath of the Wild, Skyrim, The Witcher (series), John Romero, Fallout, Wasteland, Enix, Activision/Blizzard, Dragon Warrior, Dungeons & Dragons, Jason Schreier, Chrono Cross, BioWare, Ocarina of Time, Aladdin, Diablo, Dragon Age, Baldur's Gate, Park Chan-wook, Bong Joon Ho, Day of the Tentacle, Tim Schafer, Dave Grossman, Mass Effect, Super Metroid, Super Castlevania IV, Wall-E, Shenmue, Mario Kart, The Mandalorian, Planetfall, Isaac Asimov, Star Trek: Nemesis, The Pacific Crest Trail, Cheryl Strayed, James Roberts, Stretch Armstrong, Boss Fight Books, Michael P. Williams, Republic Commando, Star Wars, Cyrano de Bergerac, Roxane, Douglas Hofstadter, Un Ton Beau de Marot, Love in the Time of Cholera, Edith Grossman, Margaret Jull Costa, Odyssey, Emily Wilson, Warren Linam-Church, Jeff Morris, Civilization, Mario 64, Dark Souls, Demon's Souls, Super Meat Boy, Beyond Earth, DOOM, Batman: Arkham Knight, Soren Johnson, Maas Neotek Proto, The Turbo Encabulator, Obduction, MYST, Metroid Prime II: Echoes, Bloodstained: Ritual of the Night. Next time: Up to The Magus's Castle Errata: Brett said RPGs when clearly he meant RTSes. We regret the error. (It's Tim's fault.) Links: John Romero on Chrono Trigger Tim's Charity Webpage Pacific Crest Trail Association Big City Mountaineers The Turbo Encabulator Anime Intro Movie Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our fourth episode in our series examining Warcraft: Orcs and Humans. We finish off our discussion of the game, discussing the last few missions and turning to our takeways and pillars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Humans 10-12 and Orcs 10-12 Podcast breakdown: 0:36 Segment 1: Last four missions 32:35 Break 1 33:12 Segment 2: Takeaways, pillars, and next time Issues covered: big army missions, Brett's final strategy: wizards and warlocks FTW!, demons and elementals as hero units, level design as scheduling, cheating AI, Brett the programmer nerd: using a unit as a counter variable, constraints inspire creativity, finding the fun, player-centric design, mission customization in later RTSes, unique locations at the end of the game (Stormwind Castle and Blackrock Spire), limiting need for upgrades at end of game, "more" instead of "different," turning drama into tedium, Warcraft nerd-out time, Warcraft radio drama, embracing micromanagement, focusing a challenge due to street-to-street fighting, stationed units, variety in mission types, light narrative elements as motivating force, DOS technical limitations, ending cinematics, whole team as design credit, scoring ranks, rhythm and timing and time as a currency, tension in real-time vs turn-based, RNG vs determinism. Games, people, and influences mentioned or discussed: Cary Grant, The Bachelor and the Bobby-soxer, Labyrinth, Chess, Dawn of War II, Company of Heroes, Starcraft II, Dark Forces, Sid Meier, Civilization, Doom, ARMA, Starfighter, Star Wars, Daron Stinnett, Rogue Squadron, Rogue Leader, Warcraft III, Starcraft: Brood War, DotA, Relic Entertainment, Reed Knight, World of Warcraft: Legion, Cataclysm, Star Trek: The Next Generation, Deep Space Nine, The Trouble with Tribbles, Chris Metzen, Samwise Didier, Dune 2, Diablo, Bungie, Myth series, Command & Conquer, Tetris, Drop 7, Conan, Warcraft II, XCOM, Gold Box series, Bill Roper, Disney, Hellgate: London, Flagship Studios. Next time: Special guest BILL ROPER! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our second episode in our series examining Warcraft: Orcs and Humans. We specifically discuss unit introduction and the evolution of the genre and how it does and doesn't parallel tabletop wargaming. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Four more of each campaign -- Human 3-6, Orc 3-6 Podcast breakdown: 0:31 Intro and segment 1 37:11 Break 1 37:31 Segment 2 1:05:08 Break 2 1:05:34 Next time Issues covered: destroying bases, unit introduction as enemies and as friendlies, unit costs as a bar to trying out new types, usability issues, Tim's difficulties with having to restart, preconceived notions, seeding towns with units for difficulty, ranged strategy and pull radii, abusing pathfinding, similarity to tower defense, playing orcs differently from the humans, Tim's changing style of play, micromanaging formations, tuning difficulty for different speeds of play, archers vs catapults, Brett thinking about how to actually build games like these, scripted pathing in Starfighter, interface challenges vs the AI player, inner workings of the Starfighter AI, dungeon levels, influence of dungeon levels here on later Blizzard games, parallels between RTSes and wargaming and early tabletop role-playing, story in Blizzard games, National Conventions and Lothar 2016, purification of genres, friction between mechanics and dungeon levels, multiplayer and game masters and playing like a machine, WarCraft 2 arriving so soon after, Blizzard development model, Blizzard maintaining corporate identity under Activision, alternating levels, playing campaigns one after the other. Games, people, and influences mentioned or discussed: Pokémon Go, Geocaching, Command and Conquer, StarCraft, Final Fantasy IX, System Shock, WarCraft 2, Bungie, Myth, Hitman 2, Hitman (2016), Starfighter, World of WarCraft, WarCraft III, WarCraft (2016 film), Samwise Didier, Chris Metzer, Michael Morhaime, Bill Roper, Disney, EverQuest, Overwatch, Dark Souls, Demon's Souls, Descent: Journeys in the Dark, Falling, Activision, EA, Origin, Bullfrog, Lionhead, Treyarch, Bobby Kotick. Next time: Play three more of each campaign (if you'd like): Human 7-9, Orc 7-9 @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
In this first episode of our series discussing Warcraft: Orcs and Humans, we examine the relevance of the original game to the series as a whole and its genre in particular and begin delving into the mechanics on display in the first few levels of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First two levels of each campaign: H1, O1, H2, O2 Podcast breakdown: 0:32 Intro and segment 1 (relevance, personal and industry wise) 33:55 Break 1 34:23 Dev and mechanics talk 1:07:05 Break 2 1:07:32 Quick additional topic and next time Issues covered: committing to the division of Orcs and Humans, reading the freaking manual, what went into manuals and not, training the player and avoiding the manual, credits in the PS2 era, what did you need a manual for, the Indie Box, tooltips and in-game instruction, story development inside of Blizzard games vis a vis Westwood, CD-ROM and FMV, mission type variety, mods as aid to development, unit grouping count, small squads vs large armies, moving towards hero focus, MOBAs born from heroes, prioritizing even derivative lore and the potential benefits, reading 8 to 10 Warcraft novels, beneficial aesthetics, humor, self-seriousness and camp, playing with your toys, discovering games on shared computers, multiplayer culture in RTSes and FPSes, using multiplayer for develop, pathfinding and the Dining Philosophers problem, lack of formation, micromanagement for tactical gain, counting frames and managing combat closely, unsignaled progress, energy and efficiency, levels of fog of war and the Eye of Kilrogg, the weight of individual units, build speeds, deliberate pacing (lack of click-to-move), contextualization and automation debates in the mid-90s, "the game playing itself," automating those things which are not the focus, stylization and exaggeration in visual design, minimum spec. Games, people, and influences mentioned or discussed: Dave Grossman, Tim Schafer, Uncharted 4, Day of the Tentacle, LucasArts, Starfighter, Dark Souls, Gone Home, Dune 2, XCOM, Westwood, Command & Conquer, Starcraft, Wing Commander, The 7th Guest, Rebel Assault, Starcraft 2, Warcraft 3, Sid Meier, Dawn of War II, Company of Heroes, Relic Entertainment, Defense of the Ancients, J. R. R. Tolkien, Gary Gygax, Bill Roper, Chris Metzen, Samwise Didier, Michael Morhaime, World of Warcraft, Hearthstone, Games Workshop, Dungeons and Dragons, Patrick Stewart, Dark Forces, DOOM (original and 2016), Castle Wolfenstein, Prince of Persia, Myth: The Forgotten Lords, Bungie, Starcraft 2: Legacy of the Void, Starship Troopers, Little King's Story, Legend of Zelda: Ocarina of Time, Wayne Cline, Ultima IX, Tomb Raider, Super Mario 64, Indiana Jones and the Infernal Machine, Hal Barwood, Overwatch, Diablo III, Disney, Nintendo, Pokemon Go. Next time: Play four more from each campaign, still alternating Humans and Orcs! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Jake, Eric, Bryan and Zac talk about South Park - the stick of truth, YouTube videos, deadweight lifts, brave young pups, exploding biceps, GCfanfic EP1 The Face part 1, fecal bacteriotherapy, RTSes, Gravity Rush, MGS vita collection, Resi 4, booze-store stories, casinos suck, hot-sauce stories, natto stories, Lunar Silver Star Harmony, Secret of the Magic Crystals, 50 shades of grey and the Olympics. Seinfeld art by our buddy Jim Ether from Perisarc!Episode 14 - Street Intersection Overlord (Brave Young Pup)
Troy, Tom and Rob look at the big 4 RTSes coming out this year (Command & Conquer 4, Starcraft 2, Supreme Commander 2 and RUSE) as well as the return of Norb Timpko, the future of Facebook games, the battle between Victorian Age games. And Tom makes Troy sing. Apologies for the sound issues. It was a bad connection that we tried to fix a couple of times without much success. Greed Corp Scourge of War: Gettysburg Sid Meier talks to Julian Murdoch Paradox buys AGEod Vainglory of Nations Victoria Developer’s Diaries
This week, a full panel deals with the question of getting started in strategy gaming. Should people approach the genre from first principles (The Murdoch Method) or through a topic they are interested in (The Goodfellow Approach)? How important is the visual immersion compared to the mechanics? Bonus: Everyone is called an idiot by someone else at least once. The Qt3 thread that inspired this chat Tom’s column on RTSes for newcomers
Soren Johnson drops by to talk to Troy, Tom and Julian about how the future of strategy games is online - whether you like it or not. He drops some hints about what he is working on at EA, talks a little bit about Civ and why RTSes have to die in order to be reborn. Julian sells iPhones to everyone, too.We also conclude with our regular Dominions 3 update - there could be a war a-brewin'. Tom predicts the future course of the game.TravianIkariamQuarantine 2019Nile OnlineLeague of LegendsSoren's Blog