Dev Game Club

  • Autor: Vários
  • Narrador: Vários
  • Editora: Podcast
  • Duração: 644:34:50
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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 236: Legend of Zelda: Ocarina of Time (part one)

    18/11/2020 Duração: 01h24min

    Welcome to Dev Game Club, where this week we begin a new series on one of the highest-rated games of all time, The Legend of Zelda: Ocarina of Time. We of course first situate the game in time, but especially start the discussion by talking about how ground-breaking and revolutionary it felt at the time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through meeting Princess Zelda Podcast breakdown: 0:50 Ocarina 1:01:05 Break 1:01:40 Feedback Issues covered: a man without a fairy, the antithesis of our last game, not being sure where we stopped, a surprising discovery, "I'm Mr. Rhythm," 1998 in games, release days in stores, seeing the character in 3rd person, a large team for time, the 64DD expansion, a mind-blowing impact, amazingly well-received, the revelatory step to 3D in this game, two giant cratering events in the year, approach of a Mario vs a Zelda in terms of problem space, cinematic choices, artful cinematics in-engin

  • DGC Ep 235: Vampire the Masquerade Bloodlines (part five)

    11/11/2020 Duração: 01h24min

    Welcome to Dev Game Club, where this week we finish our series on Vampire the Masquerade: Bloodlines. We talk about Chinatown, the end of the game, boss design, 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: Finished the game Podcast breakdown: 0:52 VtM: Bloodlines 1:01:03 Break 1:01:44 Takeaways Issues covered: the use of voiceover in RPGs at the time, the whole game Maguffin, some remaining events in Chinatown, confronting the Mandarin, referencing the G-Man, Brett's dancing werewolf at the Luckee Star, the linearity of Chinatown, development and cutting late in the game, the connectivity of the macroworld, Brett misses a shark boss, being violation free, the threat of losing to a violation, having more vampire hunters in the world due to violations, having more and more abilities but narrowing the actual game options (to combat), being unable to talk people out of combat, feeling like there shou

  • DGC Ep 234: Vampire the Masquerade Bloodlines (part four)

    04/11/2020 Duração: 01h05min

    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 locatio

  • DGC Ep 233: Vampire the Masquerade Bloodlines (part three)

    28/10/2020 Duração: 01h31min

    Welcome to Dev Game Club, where this week we continue our series on Vampire the Masquerade: Bloodlines. This week we talk a bit about how we're playing the game, what that suggests about its design, and continue to delve into all this vampire mythos. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Hollywood Podcast breakdown: 0:50 VtM: Bloodlines 57:41 Break 58:12 Feedback Issues covered: how we get from area to area, the Nosferatu primogen... Gary, sect and clan, getting to meet Grout (or not), meeting our first vampire hunter, playing to the tabletop fanbase, integrating the worldbuilding and servicing fans, getting caught up in the machinations, building a power base, sending the player back and forth between hubs, having dialog options that tie into the politics, feeling like a double agent, Nosferatu as the Shadow Broker, misreading Malkavian cues, including Tzimisce and whatever Pishi is, having a number of trope

  • DGC Ep 232: Vampire the Masquerade Bloodlines (part two)

    14/10/2020 Duração: 01h20min

    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

  • DGC Ep 231: Vampire the Masquerade: Bloodlines (part one)

    07/10/2020 Duração: 01h20min

    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 Mic

  • DGC Ep 230: Bonus Interview with Glenn Corpes

    30/09/2020 Duração: 01h31min

    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

  • DGC Ep 229: Populous the Beginning Bonus

    23/09/2020 Duração: 01h35min

    Welcome to Dev Game Club, where this week we talk about our Populous takeaways and then take a little bonus look at Populous: the Beginning, an RTS spinoff from the original games. We talk about how the game takes concepts from the originals and molds them into something new, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few missions Podcast breakdown: 0:56 Takeaways and Populous: The Beginning 1:12:48 Break 1:13:20 Feedback Issues covered: dreaming big, the one-sentence/high concept, buying on the box, the mindset you approach the game with now and at the time, creation vs destruction mechanics, your Old Testament gods, toys vs games academically, indirect control and influence, opacity of interface, being engaged even indirectly, board games as an influence, the interactions you have as a god, "when I get to mid-game, I flood the world," emergent strategy, simulated villagers, wanting the stories

  • DGC Ep 228: Populous (part three)

    16/09/2020 Duração: 01h23min

    Welcome to Dev Game Club, where this week we continue our series on 1989's genre-defining Populous. We take a little more time with the game and then think about how and why and it might have hit so big at the time, in addition to considering its principal designer, Peter Molyneux. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Several more battles Podcast breakdown: 0:50 Populous Discussion 51:30 Break 52:02 Feedback Issues covered: Tim's new podcast, the thinness of the game, the systems present in the game, minimal surfacing, settlers and food and buildings, getting a feel for systems rather than directly understanding or showing them, finding a formula, reinforcing castles as good but it maybe leading to a poor dynamic, indirect control, being unable to stop them from making castles, weird ant farm thoughts, overclicking, building up to flood them, speed-land raising by the AI, flooding rather than swamping, the OCD clean-up

  • DGC Ep 227: Populous (part two)

    09/09/2020 Duração: 01h17min

    Welcome to Dev Game Club, where this week we continue our series on 1989's Bullfrog Productions hit and originator of the God Game genre, Populous. We talk about using the mouse in 1989 and dive into particular strategies and the surprising depth of the game, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Another... 5? Levels Issues covered: the tutorial just going on, restarting a conquest, having a false sense of security in the tutorial, generating more manna early in the tutorials, games being more keyboard-only at the time, evolving use of home computers for games, adventure games/text adventures and interfaces, figuring out the input interface, hard-to-use mouse input, the Taurus/Torus mix-up that gave us Bullfrog Productions, the PC platform space in 1989, RTS improvements to help navigate, keyboard controls, figuring things out on the second or third game, unanticipated phases to the game, avoi

  • DGC Ep 226: Populous (part one)

    02/09/2020 Duração: 01h31min

    Welcome to Dev Game Club, where this week we begin a series on the Bullfrog classic Populous. We set the game in its time and place and talk a little bit about Bullfrog and the different directions simulation games were going, driven by different designers, before talking a little bit about the weirdnesses of this game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Tutorial and First Battle Podcast breakdown: 0:51 Populous 1:03:48 Break 1:04:17 Feedback Issues covered: welcoming Tim back and a discussion of his trip, 1989 in video games, a little discursion into Midwinter, creating the God Game, the immense sales of Populous, the Bullfrog game legacy, absorbing smaller developers into a larger publisher, the different directions that simulations were going under different developers, geographic distinctions, creating genres, limitations in processing power and UI representations, trying Populous in 1992 without a manual,

  • DGC Ep 225: Phoenix Wright Ace Attorney (part three)

    19/08/2020 Duração: 01h33min

    Welcome to Dev Game Club, where this week we finish our series on Phoenix Wright: Ace Attorney. This week we talk about the final original case, particularly looking at the growing complexity of the story, and then turn to our takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Turnabout Goodbyes Podcast breakdown: 0:48 Phoenix Wright Case 4 59:57 Break 1:00:34 Takeaways and Feedback Issues covered: being novelistic and weaving through multiple narratives, intricate backstories coming together, wanting the macro arc, ending on a high note, developing character empathy, the impact of one event on many lives, wanting to have a character introduced earlier, feeling a greater sense of the world, the Castlevania-lookin' character, goofy gourds, Edgeworth staying a little too quiet, potential professional embarrassment and guilt and shame, a common setup for a mystery, turning expectations on its head, where is this

  • DGC Ep 224: Phoenix Wright, Ace Attorney (part two)

    12/08/2020 Duração: 01h35min

    Welcome to Dev Game Club, where this week we continue our series on Capcom's 2001 Japanese GBA title/2005 US DS title Phoenix Wright: Ace Attorney. We revisit the history just a bit before diving into this next case, talking about "detectiving" and adventure game tropes (and how/whether they work here), as well as various ways in which the game pushes its mechanics before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Case 3 Issues covered: a bit of correction and elaboration, the cost or lack thereof of pressing, the kid with no respect for the law, quick case recap, a slight change in structure, wondering whether Phoenix was defending a murderer, the personal stake in the case, demanding a lot of the legal system, growing the space you investigate, expanding into a detection game, deductions that are there to confound you, tricking the player, having to revisit places just to move characters, rebuilding log

  • DGC Ep 223: Phoenix Wright, Ace Attorney (part one)

    05/08/2020 Duração: 01h33min

    Welcome to Dev Game Club, where this week we begin a new series on Capcom's 2001 Japanese GBA title/2005 US DS title Phoenix Wright: Ace Attorney. We talk a bit about the year, the visual novel as a form we're not all that familiar with, although we've each played at least one, and then dive into the game properly before turning to reviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Cases 1 & 2 Podcast breakdown: 0:48 PW Discussion 1:02:38 Break 1:03:16 Reviews & Feedback Issues covered: looking at the history of the visual novel, crime scene base, the combination of visual novel elements with other action elements, companion quests as visual novel, the split between adventure game types from different cultures (like RPGs and JRPGs), the limits of a handheld vs the early 80s PCs, good fit for the DS, the rampant sexism, the distraction of the sexism, stereotypes/archetypes used to involve the player efficiently, lack

  • DGC Ep 222: SWRC Bonus Interview with Jeremie Talbot

    29/07/2020 Duração: 01h37min

    Welcome to Dev Game Club, where this week we at last complete our series on Republic Commando, with an interview with technical artist Jeremie Talbot, now at Pixar as a Characters Supervisor. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:53 Interview 1:12:01 Break 1:12:35 Feedback Issues covered: growing up in Canada, going to college in the states, interning for Alias, bartering skills with a weather station, starting at a company that dissolved, joining up with LucasArts, maintaining family relationships through video games, "When you're working on a game, nothing is done until it ships," breaking the game every day, team alchemy, people who didn't fit into silos, the various aspects of character art, "The Puppet Department," specialization, the lubrication that makes it go, the technology in the way, becoming technical to get it out of the way, just wanting to make the thing, "nobody knew what they were doing," losing con

  • DGC Ep 221: SWRC Bonus Interview with Two Surprise Guests

    22/07/2020 Duração: 02h49s

    Welcome to Dev Game Club, where this week we continue to flog the dead tauntaun of our series on Republic Commando, through a pair of interviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:53 Interview One 54:05 Break One 54:17 Interview Two 1:46:40 Break Two 1:45:55 Feedback Issues covered: starting out as a theater geek, finding a job in the newspaper, faking co-op via phone, QA as the breeding ground for designers and producers, needing to staff a project after folks left, finding management talent in QA as well, the benefits of a theater education in level design, the historical areas of the Indiana Jones game (including the Aetherium), using similar research as for set design, theatricality and 3D spatial design, matching believability with fun, reallocating resources to JK's ex-pack, scripting cutscenes, Leia/Marcus engine, the long crunch of Indy, figuring out how to ship a game, sharing design amongst Daron and pr

  • DGC Ep 220: SWRC Bonus Interview with David Bogan

    15/07/2020 Duração: 01h35min

    Welcome to Dev Game Club, where this week we just keep on rolling about Republic Commando, on which both of your hosts worked. This week we talk with lead animator Dave Bogan, about his journey into the industry and what stuck out for him on this project, among many other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:44 Interview 1:19:32 Break 1:20:05 Feedback Issues covered: our rampant professionalism, stepping in the right potholes, taking an early liking to art, half arts school/half regular high school, finding out you're not a draftsman, learning about animation, having industry professionals for teachers, not knowing you can work in games, putting in the devotion and the time, a little who's who of great LucasArts artists, making a choice based on comedy and drawing, early experience on CMI and other titles, getting a title axed, finding roles for people rather than laying them off, getting involved in a proje

  • DGC Ep 219: SWRC Bonus Interview with Greg Knight and Paul Pierce

    08/07/2020 Duração: 01h55min

    Welcome to Dev Game Club, where this week we are beginning to come dangerously close to spending longer talking about Republic Commando than we did playing it. This time, we get a look behind art development for Star Wars through the eyes and voices of two artists who worked on the title: Greg Knight, who was the principal concept artist for the game, and Paul Pierce, who designed the look and feel of the user interface. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview segment 1:14:39 Break 1:15:14 Feedback Issues covered: how Paul got his start, web design in the 90s, learning 3D modeling, how Greg got his start, the ubiquity of LucasFilm in Marin, making an important connection and getting an unstoppable recommendation, the importance of art in establishing a game, the design of HUDs and menus, the distinction between UX and UI, how UI art got into the game, iterating the UI in response to the game you're buildin

  • DGC Ep 218: SWRC Bonus Interview with Harley Baldwin

    01/07/2020 Duração: 02h09min

    Welcome to Dev Game Club, where this week we welcome another interview, this time with industry veteran and current VP of Design at Schell Games, Harley Baldwin. Harley talks about her path through the industry and about her time especially at LucasArts and Republic Commando, on which she served as a level designer. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview 1:25:23 Break 1:25:51 Feedback Issues covered: how Harley got her start, planning to get into photographic printing, crashing a friend's interview, knowing a tuck-in top from a hang-over top, figuring out technical art challenges, getting a programmer to do some interpolation, emergence of digital cameras, the unsung heroism of technical art, making one kind of data into another kind of data, overlapping art and engineering, figuring out how to blend animations for locomotion, learning from designers via over-the-shoulder watching, the three-point slice,

  • DGC Ep 217: SWRC Bonus Interview with David Collins and Jesse Harlin

    24/06/2020 Duração: 01h53min

    Welcome to Dev Game Club, where this week we delve deeper into audio and music on Republic Commando, via our interview with David Collins and Jesse Harlin, the audio lead and composer for the game, respectively. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:48 Interview 1:45:20 Break 1:45:56 Outro Issues covered: going from film scoring to games, writing a column, dealing with the suits, getting the games at a discount, getting exposed to the hard work of audio and games, interviewing the composer, the turnover at LucasArts in the early 00s, being focused on audio and music in games, Redbook audio, having no one to learn from, having to figure out how to fit all the music on different consoles, parallels to silent film and MIDI, the development of iMUSE and having to replicate it, trying to find middleware for audio, hot-rodding the engine for audio, splitting sound and voice and the history, having lots of departments that

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