Dev Game Club

  • Autor: Vários
  • Narrador: Vários
  • Editora: Podcast
  • Duração: 644:34:50
  • Mais informações

Informações:

Sinopse

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.

Episódios

  • DGC Ep 256: Prince of Persia Sands of Time (part three)

    14/04/2021 Duração: 01h17min

    Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk about the Library, our problems with it, how we were misled, and how such things happen, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to "On the Ramparts" Issues covered: the Prince as a jerk, what did you call me?, feeling hamfisted but trying for the heart, a stepping stone to better-formed relationship in a game, inter-character action in later Ubisoft games, skipping to the end puzzle of a sequence as a possible goal, misunderstanding the point of the puzzle, skipping a chunk of stuff and being thrown off mentally, having to re-run the room to understand what was going on, building the puzzle piece-by-piece instead of holistically, wanting to see a pattern when it's just a series of steps, the language of the space, Tim loves his cisterns, recontextualizing a space, being able to compa

  • DGC Ep 255: Bonus Interview with James Ohlen

    07/04/2021 Duração: 01h02min

    Welcome to Dev Game Club, where this week we return to our series on Baldur's Gate with an interview with James Ohlen, who was lead designer on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:50 Interview 52:50 Break 53:21 Outro Issues covered: starting a comic book store at 19 right before the market crashed, the origin of Minsc, starting at BioWare, building an IP bible as a way to start, working the killer hours and becoming the lead designer, putting in the 25000 hours, getting lucky and selling millions of copies, the impossibility of faking love, the choice between real-time and turn-based leading to pause-and-play, being delayed by Diablo, having contributions from everyone for design, sharing credit, feeling of playing D&D more important than perfect translation, balancing being easy due to so many party members, feeling smart, finding patterns in your party, relying on save and load, random numbers, the

  • DGC Ep 254: Prince of Persia: Sands of Time (part two)

    31/03/2021 Duração: 01h16min

    Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk a bit about combat and especially the way the baths area expands the level design, despite a few visual language missteps. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Soldier's Mess Hall Issues covered: the physics of ponytails, trying to make the palace feel like a real place, deathtraps, major locations, a thin narrative, establishing a relationship between the Prince and Farah, who he's telling the story to, a charming rogue, differences with other similar heroes, the upcoming elevator scene, a companion character that is genuinely helpful, the scripting of Farah to be helpful, Farah as an element of the combat space, having different voice lines for small changes in order, the availability of further linearization, making your small choices make an experiential impact, not being forced to learn by

  • DGC Ep 253: Prince of Persia: The Sands of Time (part one)

    24/03/2021 Duração: 01h13min

    Welcome to Dev Game Club, where this week we begin a new series on Prince of Persia: The Sands of Time. We set the game in its time and studio, and then speak a fair amount about its holistic approach to design, its fluidity, and its contextualization of game mechanics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to defeating Demon Dad Issues covered: 2003 with lots of sequels and licenses, when you launch a new IP, a strange sort of gap year, the prior incarnation of the game, emulating Tomb Raider and feeling heavy, buliding one you can learn with, burning Jordan Mechner, UbiSoft becoming a bigger player, the continuation of the series into the next generation, maintaining IP rights, rebooting with your own flavor of a thing, partnering with Nintendo, branching out with outside the box thinking, UbiSoft model of layering in content, supporting four engines internally, the Jade engine, the feeling of flying, feeling like a

  • DGC Ep 252: Baldur's Gate (part five)

    18/03/2021 Duração: 01h32min

    Welcome to Dev Game Club, where this week we conclude our series on Baldur's Gate. We talk takeaways and then clean up a very full mailbag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: the long-term quest of the franchise, Baals everywhere, converting from D&D, not every rule translating well, limiting the story to a generic "Gorion's Ward," having different expectations for their other games, a full campaign, feeling like a bad adventurer, mechanical map support, fog of war, stories about the side content, the story picking up from the flooding of a mine, tactical hybrid combat, the wide variety of character choice, companion quests, addition of voice, closing off branches, RPG elements, holistic design and RPGs, the use of archetypes, the spectrum of being a role-playing game, companion pairs, richness for companions, leaning into the save system, the puzzle nature of the combats, the ideal in level design vs core mechanic

  • DGC Ep 251: Baldur's Gate (part four)

    10/03/2021 Duração: 01h40min

    Welcome to Dev Game Club, where this week we continue our series on Baldur's Gate, the 1998 D&D interpretation that put BioWare on the map, as it were. We talk about the end of the game based on our two approaches to play, some fun side content, and other issues! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Podcast breakdown: 0:48 Baldur's Gate 1:09:35 Break 1:10:06 Feedback Issues covered: names in reverse, a brief tour of one title in Brett's childhood library, side content, discovering someone swapped your Oil of Speed for a Potion of Confusion, when things were added to the map vs being actually playable, the potential for hitting the level cap, balancing to the save system, the sense of going out and finding stuff being missing for a non-completionist, the way the main story is much clearer, the journal as guide, the way we draw connections in the tabletop that make their own stories and how that cro

  • DGC Ep 250: Our First Adventures

    03/03/2021 Duração: 01h24min

    Welcome to Dev Game Club, where this week we celebrate our five years of podcasting by doing something a little bit different. We look at our first Adventures, the Atari 2600 Adventure and Colossal Cave Adventure. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: why we're doing the adventure games, the Mammoth Cave in Kentucky, birds and videos, connecting the printer to the modem, arcade games we played, action games, seeing a representation of a dungeon crawl, the dynamics of the simulation, clockwork and the surprising depth, a surprising story of a bat and a sword and a dragon, playing games with Dad, what you show the player and what you leave to the imagination, mapping problems, a score rush, muscle memory, wanting to explore to find new text, discovery, using text as game design and the emergence of narrative design, the ongoing life of interactive fiction, being able to page back through your work, other games of interest,

  • DGC Ep 249: Baldur's Gate (part three)

    24/02/2021 Duração: 01h43min

    Welcome to Dev Game Club, where this week we continue our series on Bioware's 1998 CRPG classic, Baldur's Gate. We talk a bit about the structure of the world, the difference between playing straight through on the main story and indulging in side quests, companions, and some about audio and music before turning to your feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Chapter 5 Issues covered: Brett explains Tim's intro, consistency of tone in the writing, economics in pop culture, considerations of what mixes badly with chocolate, the flow of Cloakwood, Brett makes a map, leaning into quicksaving, pulling back like a tactical map, how much time has been spent in-game, Tim's Cloakwood PTSD, CRPG arachnophobia, a few standout side areas, the slowness of D&D's progression mechanics, a well-written side character, companion characters from the beginning, adding in 3e backstab rules, the compositions of our partie

  • DGC Ep 248: Baldur's Gate (part two)

    17/02/2021 Duração: 01h25min

    Welcome to Dev Game Club, where this week we continue our series on Baldur's Gate. We talk about racing through versus following multiple sidequests, about tactical battling, and about the huge variance in verb sets for different party members, amongst other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Chapters Two and Three Podcast breakdown: 0:57 Baldur's Gate 1:02:11 Break 1:02:43 Feedback Issues covered: meeting Drizz't, chasing side quests and not knowing where to go, balancing with side content, the hidden cost of racing through, replaying battles, dynamic difficulty, JRPGs vs western RPGs for grinding XP, low XP rewards, getting too much data, potential fixes for allowing multiple styles of play, giving the player points to spend, discussing XP accrual when you choose not to level up, milestone-based leveling, giving the player options, enjoying the tactical battles, wanting more clarity as in an action point sys

  • DGC Ep 247: Baldur's Gate (part one)

    03/02/2021 Duração: 01h28min

    Welcome to Dev Game Club, where this week we begin a new series about Baldur's Gate, the 1998 CRPG from BioWare that revitalized the genre. We situate the game in time, talk about BioWare as a company, and then turn to a lot of Dungeons & Dragons nerdery. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Chapter 1 Issues covered: explaining Brett's intro, flashbacks, 1998: a great year in games, the setting, 2nd edition AD&D, founding BioWare and "the doctors," different flavors of CRPGs, how the backgrounds hold up, feeling like your way through an explorable world, talking a little bit about methodical combat, hiding some of the complexity of combat scheduling, the varieties of turn-based combat, how they might have gotten to the combat, how we're using combat, scripted AI characters, the (new?) tutorial, THAC0 explained, table-driven combat and war-games, discussing the difficulty levels in this and the other game

  • DGC Ep 246: So Long, 2020

    27/01/2021 Duração: 01h10min

    Welcome to Dev Game Club, where this week we look back on the podcast year of 2020 (because we'd like never to think about the year in general ever again). We talk over our takeways, largely drawn from our interviews but also bringing in themes from the games we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: Tim's non-trip, COVID/US tragedies, playing a bunch of sims, every day is problems, better people means better problems, getting a lot out of making yourself play games deeply, being in school/structure, listening to the series you're interested in, how we approach our takeaways, games with holistic merging of aesthetics/dynamics/mechanics, "done is not the same as good," "wouldn't it be great if," production as a tax, the cube and the stickers, putting the aesthetics together with the mechanics, the questions Nintendo ask themselves, making the mundane into a fun source of game design and delightful experience, applyi

  • DGC Ep 245: VtM Bloodlines Bonus Interview with Brian Mitsoda

    20/01/2021 Duração: 01h13min

    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 a

  • DGC Ep 244: Ocarina of Time Bonus Interview with Lani Lum

    13/01/2021 Duração: 01h44min

    Welcome to Dev Game Club, where this week we explore Ocarina of Time a bit more through an interview with industry Executive Producer Lani Lum. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:48 Interview 1:07:25 Break 1:07:54 Feedback Issues covered: nerd markings, "why are you studying anthropology?", drawing the short straw, transferring into production, unsung heroes, "this is a game about a girl?", video games being marketed towards boys, still waiting on a female protagonist, making programming a male job, art becoming specific with graphical power, a female arm for CounterStrike, opening doors, a less linear feeling game, the comfort of early childhood encounters, a game you can trust, room for so much debate, rolling onto Hyrule Field and the model, revelatory moments, struggling with camera control, overcoming the feeling of size, introducing the game to a new generation, listening to the music in your life, the diffi

  • DGC Ep 243: Legend of Zelda Ocarina of Time (part eight)

    06/01/2021 Duração: 01h48min

    Welcome to Dev Game Club, where this week we conclude our series on The Legend of Zelda: Ocarina of Time. We talk takeaways and then catch up on our feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:50 Takeaways 48:18 Break 48:45 Feedback Issues covered: the Master Quest version of the game, the 3DS version, transitioning to 3D, coming up with mechanics to answer new questions, the evolution of block puzzles, the wow I'm a genius moment, object-oriented quest design/chunky progress, list-based vs tangibility in quests, gating in different designs, "true adventure" and sense of space, tricking the player into how big a space is, a richer space and a sense of adventure, overlaying side quests everywhere, the keys that aren't keys, the ocarina key-ring, tying the colors of ocarina songs, the music, looking at the manual, Brett's Book Recommendation, jumping the Lon-Lon Ranch fence, critical path objects that don't appear

  • DGC Ep 242: Legend of Zelda Ocarina of Time (part seven)

    30/12/2020 Duração: 01h26min

    Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk about a lot of side quests and then turn to the end of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the Game! Issues covered: playing games too fast, the tension of verbs and shortcuts, loss of discoverability, taking note of where things are (or not), where to find remaining skulltulas, feeling like you are in a place and finding everything, wanting to live in the world, knowing where things are, feeling like an epic adventure, translating the epic from 2D, knowing the gravekeeper (you know, to talk to), emulating a game vs emulating a movie, simulating a world vs simulating empty places for adventure, Nintendo's approach to an RPG, a series of rooms that test everything you can do, rewards that are less useful, the final exam, lending the character to the Gerudos, realizing what the mask of trut

  • DGC Ep 241: Legend of Zelda Ocarina of Time (part six)

    23/12/2020 Duração: 01h33min

    Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk about the ability to play things out of order and the precursor dungeons and temples of this section of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: through the Spirit Temple Issues covered: the possibility for going out of order to dungeons, being able to get all the tools, how to speedrun this, not being sure about what map stuff means, being stumped by side quests, watching Tim Schafer beat the boss, visiting the Gerudo area as a child, being confused by the carpenters, only knowing when you have done a thing, Brett gives a hint, the 3D representation adding a level of epic feel, reproducing progress in the save file, seeing the beginnings of lots of 3D adventure and puzzle tropes, the potential influence of Tomb Raider, teaching you how to think with the Lens of Truth, not enjoying the magic drain of t

  • DGC Ep 240: Legend of Zelda Ocarina of Time (part five)

    16/12/2020 Duração: 01h34min

    Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We dive into the Water Temple (see what I did there?) as well as elaborating more about some topics we touched on last time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Water Temple Issues covered: what Tim means when he talks about Hyrule Field, lack of prior art for 3D hub and spoke, the beginnings of an open world, sight lines for blocking and enticing, breaking the prior structures, physically representing the choice space of macro decisions, looking at a level in a tool to get a sense of scale, getting different perspectives, seeing the DNA of 3D Zelda, getting a sense of a space, a return to Goron City, revisiting areas with new tools, stealing object-oriented quest design, filling in the slots and a sense of accomplishment, gaining levels or using an economy for reward, hybrid systems, allowing for playe

  • DGC Ep 239: Legend of Zelda Ocarina of Time (part four)

    09/12/2020 Duração: 01h28min

    Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk a lot about cluing direction, small keys, and the two dungeons we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Fire Temple! Issues covered: what brings out the email, developing a relationship with Sheik, having trouble figuring out how to go back and forth in time, getting stuck in the Goron City, weird cluing, the lingering effects of a critical path mini-game, not knowing there's a verb in the graveyard, the inconsistency of the grab/pull verb, signalling critical path via text, the expanding set of verbs and the expanding amount of space they can be used in, "horse teeth," where your head goes when the puzzle logic is vague, stumbling upon a critical key and not knowing that's what it was, trying to figure out the what the key is from the shape of the lock, discussing where the bottles are, t

  • DGC Ep 238: Legend of Zelda Ocarina of Time (part three)

    02/12/2020 Duração: 01h27min

    Welcome to Dev Game Club, where this week we continue our series on Legend of Zelda: Ocarina of Time. We look at some of the snags around the Zora domain as well as its main dungeon, chat about mechanic literalization, and then Tim explodes a Lore Bomb. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Until becoming the Hero of Time Issues covered: the undercurrent of masculine tropiness, the canonical relationship between Ruta and Link, not loving the Zora section, ignoring the critical path minigame, solving a puzzle in different ways, running around for an hour because of presentation, experience with the series hampering you, the usability problem presented by longevity, Tim connects the dots for Brett, not wanting to enter the Lost Woods, looking for another way to get a fish, not having the Rumble Pack, showcasing the rumble add-on, an elaborate fishing mini-game, the Game Cast 'Cast, whether or not the message in the bottle

  • DGC Ep 237: Legend of Zelda Ocarina of Time (part 2)

    25/11/2020 Duração: 01h26min

    Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk a bunch about mechanics big and small in this one, focusing on things that come up through the first dungeon as well as some audio chat and themes of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Death Mountain Issues covered: adorable Gorons, audio hardware, voice emotes, the unappreciated half of an audiovisual medium, memory cost of voiceover, ambient dungeon music, hearing Saria's Song near the entrance to the Lost Woods, using stereo music to guide you through the woods, being able to map out the Lost Woods (rather than randomization), the opportunity to get stuck, getting a hint from the King's guard, modern design vs two decades ago, many people having one thing to say, seeing a 2D representation of a ruin moved to 3D, games keeping track of things, inspiring creativity in the music through a

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