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Welcome to Dev Game Club, where this week we extend our time with 1996's Diablo with an interview with Condor/Blizzard North co-founder and Diablo lead programmer and designer David Brevik. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:39 Interview 1:21:19 Break 1:21:51 Wrap-up Issues covered: falling in love with games as a young person, learning how to program, finding out you could make a living making games, typing in programs from magazines, sticking with games, clip-art discs, founding Condor, Diablo pitch document, meeting people at CES, genre calcification and RPGs, working on a fighting game and finding out the SNES and Genesis games were being developed independently, switching to PC games, having the whole gang up to get a pitch, starting with Rogue and adding graphics, the short life of claymation-based graphics, signing as turn-based but Blizzard wanting real-time, getting a 3D0 contract for a football game on the M2, a side distraction into baseball and other sports, cutting turns up fractionally, being all-in on the turn-based/permadeath nature of Rogue-likes, strategy games going to real-time, squeezing more money out of the publisher, getting real-time running in a couple hours, stealing from X-COM's graphics, having a moment when the clouds part and the angels sing, democracy works, having an "I've never seen this before" moment, moving away from D&D tropes and getting darker, having internal hockey tournaments, lowering "time to killing monsters," removing complexity from potions and also verbs, pen and paper requiring character development and games less so, stealing the attributes/requirements loot properties from Angband, getting away from Tolkien and towards the Gothic from the art direction, the contribution of music to the tone, trading player-oriented drama for immediacy, constraints leading to a cornerstone of the series, simplification of the good and the evil, having the stories you get from playing rather than from dialog and designer-written story, running around in multiplayer, getting owned by The Butcher, tackling lots of big new programming stuff on Diablo including networking, having a tutor in Pat Wyatt, inventing Battle.Net, coming in with the multiplayer very late, peer-to-peer model and notifying others, non-deterministic model and rampant cheating, erring on the side of being generous, uniting people on the Internet, the huge impact of Diablo's designs on gaming as a whole, David's latest project, going from CEO to a one-man-show, the huge impact David's had on the industry, transformative games. Games, people, and influences mentioned or discussed: Iguana Entertainment, Condor/Blizzard North, Flagship Studios, Hellgate: London, Gazillion Entertainment, Marvel Heroes, Graybeard Games, It Lurks Below, Pong, Apple ][+, Richard Garriott, Ultima, Inside (magazine), Intel, FM Wave, Tramiel family, Atari/Atari Lynx, Gordo 106, Sunsoft, Acclaim, 3D0, Justice League Task Force, SNES, Sega Genesis, Silicon & Synapse, Warcraft, Davidson & Associates, Math Blaster, Reading Blaster, Allen Adham, Mike Morhaime, Pat Wyatt, Chris Metzen, Rogue, Nethack, Moria/UMoria/Angband, Primal Rage, Dune 2000, Baldur's Gate, X-COM, Starfighter, Mortimer and the Riddle of the Medallion, J. R. R. Tolkien, Dungeons & Dragons, NHL '94, DOOM (1993), Erich and Max Schaefer, Matt Uelmen, Dragon magazine, Amazon, Total Entertainment Network, Daron Stinnett, Dark Forces, Loderunner, Terraria, Starbound, Zork, Don Tomassello (now that's random), Planescape: Torment, PS4, Nintendo Switch, Bill Roper. Next time: An additional bonus episode with Diablo III! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
A fascinating bit of Super NES technology fails to match its one-of-a-kind visual approach with equally unique gameplay. There are probably worse racers on the system, but R.P.M. Racing feels particularly disappointing given the unconventional graphical approach it takes and the impressive legacy that lay ahead for developer Silicon & Synapse. It one-of-a-kind bit of tech for Super NES, and it includes the system's first custom level creator complete with battery back-up, but it just isn't fun.
Join the Acquired Limited Partner program! https://kimberlite.fm/acquired/ (works best on mobile) Ben & David cover the creation of the gaming world’s equivalent of the 70’s rock supergroup: the 2008 merger of Blizzard and Activision. We tell the story from the Blizzard perspective, tracing the history of one of the most innovative companies in the business from humble beginnings at the hands of UCLA undergrads, to surviving multiple acquisition rollups (including at one point being owned by the French national water company), to joining ultimately with Activision to form the largest gaming company in the world, all while inventing multiple game genres that define the industry as we know it today. Click here to take the 2017 Acquired Survey. It takes 5-10 minutes, and you may win a pair of AirPods (woo!) Topics covered include: Blizzard’s founding in 1991 as "Silicon & Synapse” by recent UCLA grads Allen Adham, Frank Pearce, and Mike Morhaime The team’s first projects making ports for other games, including Battle Chess on the Commodore 64 Early success on the Super Nintendo with Rock & Roll Racing and The Lost Vikings Origin of the Real-Time Strategy game genre (“RTS”) and Blizzard’s fist mega-hit, Warcraft Blizzard’s crazy corporate ownership changes over the years Development of further legendary game franchises like Diablo and Starcraft, along with sequels to Warcraft and the rise of the rise of player modding Emergence of the Multiplayer Online Battle Arena genre (“MOBA”) from the Warcraft III modding community, and its growth into one of the biggest sectors in the games and esports industries today Blizzard’s role in developing the concept of online gaming, from early hacks to play against friends to World of Warcraft and Massively Multiplayer Online Role-Playing Games (“MMORPG’s”) The 2008 merger with storied gaming company Activision Growth and success since the merger, including the launch of new game franchises Hearthstone, Heroes of the Storm and Overwatch The Carve Out: Ben: Dick Costolo on Vanity Fair’s Inside the Hive podcast David: Nellie and Joe's 100% Natural Key Lime Juice (tip: buy in bulk from Walmart/Jet) Sponsor: Thanks to Silicon Valley Bank for sponsoring this episode. If you'd like to learn more or start a banking relationship, you can get in touch with Shai Goldman here.
Saludos Killbiters !! Programa especial el de esta semana, de contenido muy concreto. Gracias al trabajo del gran Kaiser_77 os traemos un programa dedicado en exclusiva a la saga Starcraft, creada por Blizzard hace casi 20 años. Con la ayuda también de Uree de la Assmociació Arcade, damos un denso repaso a los orígenes de la compañía, los distintos juegos que sacó al mercado, a la saga Starcraft, expansiones, betas, spinoffs, libros, merchandising, etc.... Tambien aprovecharemos después para realizar las secciones: - La Voz del Oyente - Cosas que Hemos Jugado Y finalizaremos como siempre con las despedidas y adioses en el ending. Os dejamos ahora un seguido de enlaces de interés cortesía del amigo Kaiser_77 par aque podais indagar mas a fondo sobre contenido que no ha sido incluir en el programa por motivos de tiempo. Referencias www.ign.com/articles/2010/10/22/the-history-of-blizzard http://www.computinghistory.org.uk/det/14524/Silicon-Synapse-founded/ https://indie-games-ichiban.wonderhowto.com/news/before-blizzard-warcraft-there-was- silicon-synapse-0128234/ http://eu.blizzard.com/es-es/ (y sus variantes en inglés o español) http://eu.blizzard.com/es-es/company/about/b20/timeline.html https://www.unseen64.net/ https://www.polygon.com/2014/9/23/6833039/blizzard-canceled-unreleased-games http://es.starcraft.wikia.com/wiki/ http://starcraft.wikia.com/wiki/ http://www.starcraft-esp.com/ http://www.ivoox.com/starcraft-el-club-vintage-audios-mp3_rf_1623052_1.html http://www.kaiserland77.com/blog/?p=1413 http://www.kaiserland77.com/wikigc77/propios/cancelados.php Gracias a todos por seguir ahí cada semana escuchándonos y os seguimos animando a que os unáis a nuestro Supergrupo de Telegram, para charlar y debatir con otros oyentes y nosotros mismos todo tipo de temas. https://t.me/killbitspodcast Un saludo a todas y todos de parte de los que han hecho posible este último programa, y en especial al amigo KAISER_77 por todo el currazo que se ha pegado preparando el programa, y hasta el próximo Killbits amig@s!!
As part 2 of our 150th episode celebrations, the guys look at some of the early games produced by the legendary game development house Blizzard, or Silicon & Synapse as they were once known.
Welcome to our final episode in our series examining Warcraft: Orcs and Humans, where we welcome guest Bill Roper! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Quick show note: We had some technical difficulties with Bill's mic, so he's a little quiet. Apologies. It is worth boosting your headphones to hear him. Podcast breakdown: 0:38 Bill Roper Interview 1:12:41 Break 1 1:13:06 Outro, next game Issues covered: Blizzard pre-Warcraft, how Bill got in, voice over, joining up to do anything, having empathy for orcs, manual symmetry, making investments in quality, notepads add heft, guerrilla marketing, "Growing up Blizzard," inclusivity and the "Mom test," getting into the RTS market, raising the bar back and forth with Westwood, SVGA resolution, LAN multiplayer, desynchronization bugs, pushing the capabilities of the engine, stringing missions together into a story, constant iteration of game writing, ebb and flow of mission types, longer development time for 1993, everything going right for Warcraft 2, emergence of the multiple click voice lines, letting the team find a new feature, AAA production focus vs indie innovation ability, planning for innovation and leadership buy-in, great ideas come from everywhere, Blizzard culture and design credited to the team, flip-side: killing your babies, everybody playing the game, the quote board, the world's most expensive QA team, meritocracy, Blizzard's influence on the industry and its inclusivity, simple to learn/difficult to master, supporting approachability with humor and aesthetics, grognard capture, free multiplayer clients with the single-player game, genesis of Battle.Net, pay-to-play multiplayer services, the influences that led to the orcs, the origins of Medivh's name, exiling the wolf riders, characterizing units through voice and portraiture, embedding character into the gameplay, telling side stories because you don't know what the player looks like, audio cues as feedback system, economical design, micro-management, building on roads, mini-map choices: essentially just an alert, no playing the game off the mini-map, trolling pro players, avoiding mini-map distraction, design discipline. Games, people, and influences mentioned or discussed: Warcraft series, Starcraft series, Diablo series, Champions, Star Trek Online, Blizzard, Silicon & Synapse, Justice League Task Force, Lost Vikings, Rock n' Roll Racing, Dune 2, Herzog Zwei, Blackthorne, Mars: Bringer of War (Hölst), Glenn Stafford, Allen Adham, Mike Morhaime, Magic: The Gathering, Jeopardy, MAD magazine, Davidson & Associates, Bethesda Game Studios, Oblivion, Command & Conquer, Westwood Studios, Ron Millar, id Software, Epic Megagames, Starfighter games, Bob Fitch, Republic Commando, Daron Stinnett, Dave Brevik, Erich and Max Schaefer, Farmville, Mafia Wars, Mario Kart, Hearthstone, Chris Metzen, Wing Commander, Skyrim, Myth series, Stu Venable, GURPS, Happy Jacks, Poxy Boggards. Links: You should follow @BillRoper on Twitter! Check out his podcast, Happy Jacks RPG Podcast! Or their website! Bliss out to the RennFaire strains of the Poxy Boggards! Next time: Super Metroid! Play until you get the charge beam (save around that) @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Few companies have dominated the gaming scene as Blizzard Entertainment has for over 20 years, and their logo has become synonymous with top-notch innovative games that are unquestionably worth your money. Blizzard, known as Silicon & Synapse in the early 1990's, are today known for franchises like WarCraft, StarCraft and Diablo, but we also take a look at their older classics, like Lost Vikings, Rock n' Roll Racing and Blackthorne. ALL OUR EPISODES ARE AVAILABLE IN ITUNES! Subscribe to have our latest episode downloaded to your preferred device, and please leave us a review! Follow Passion for Pixels on Facebook to join the retro gaming discussion! Have an opinion? Tweet us @passion_pixels or send us an e-mail at passionforpixels@thesofaiswaiting.com.