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
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DGC Ep 196: Civilization III (part one)
29/01/2020 Duração: 01h29minWelcome to Dev Game Club, where this week we begin our discussion of the game series beginning in 1991, Civilization, through its 2001 incarnation Civilization III. We talk about it in time, the type of sim it is, some bits about "civilization" and lots of other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Medieval Age Issues covered: choosing your names, looking at the series as a whole, one more turn, the 4X (eXplore, eXpand, eXploit, eXterminate) genre, situating the game in two times, additions to the Civilization franchise, needing the manual, the PC as the home of the deeper simulation game (wargames and flight simulations), "a game is a series of interesting decisions," Sid Meier's studio history, game perspective and the God Game, Brett and insomnia and a number of turns, learning through failure and why people bounce off, high highs and low lows, having a hard time making the early decisions, getting
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DGC Ep 195: Bonus Interview with Kirk Hamilton
22/01/2020 Duração: 01h31minWelcome to Dev Game Club, where this week we welcome Kirk Hamilton, composer, podcaster, and retired writer/editor to the podcast to talk about music composition, working with licenses and licensed music, the way music and play work on our brains, and a host of other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:16 Interview 1:10:31 Break 1:11:00 Next game, announcement, etc. Issues covered: Kirk's early writings, using your ear training, picking up a saxophone, Brett's saxophone solo, getting a broad mandate, modeling on NPR podcasts, geeking out about NPR podcast intros, aerophone, jingles as condensed composition, working with synthesizers, programmer art for the theme, remembering the old themes, the hard work of working with composers as a non-musician, talking about intangibles, level reviews and music, working on established IPs, breaking the music, repeating music in older games, composing for player actions,
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DGC Ep 194: World of Warcraft (part three)
16/01/2020 Duração: 01h45minWelcome to Dev Game Club, where this week we return to Blizzard's 2004 classic MMORPG World of Warcraft. We discuss the focus required to work in groups, zone design and macro story choices, and delve into our first dungeon before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Into the mid-20s Podcast breakdown: 0:47 WoW talk 1:16:45 Break 1:17:16 Feedback Issues covered: shortcuts/acronyms for what's going on, our change in schedule, streamlining roles into tank/healer/dps, a first experience tanking, explosions of types of role-playing games, the interplay of innovation and risk/cost, being able to easily fall into a role, limitations on boss encounters due to role specificity, crowd control roles, elite feel for a game requiring harder roles, spreading abilities around to all classes, roles becoming automatic and rote, designing dungeons to the variety of player you actually have, building more com
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DGC Ep 193: Shenmue (part three)
08/01/2020 Duração: 01h49minWelcome to Dev Game Club, where this week we complete our series on 1999's Sega cult classic Shenmue. We spend a lot of time lifting cargo and putting it into place and also run pell-mell for the exit before we turn to our takeaways and some feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the game! Podcast breakdown: 0:44 Shenmue discussion 58:24 Break 59:03 Takeaways and Feedback Issues covered: why we're even working in the harbor anyway, being stuck in the harbor and not being able to free-roam, triggering scenes day by day, being committed to the forklift bit, warm-up racing, earning raises, giving in to the routine, turning off the open world and opt-in, being stuck at the harbor if Ryo had more to do, "the worst version of wandering around," being directed but not being able to directly forward the story, genre-bending, watching forklift operators and then feeling part of that machinery, playing anyt
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DGC Ep 192: Another Year Behind Us
01/01/2020 Duração: 01h16minNo show notes this week -- just our annual takeaways and recaps. Happy New Year -- let's make 2020 a good one, folks. https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
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DGC Ep 191: Shenmue (part two)
18/12/2019 Duração: 01h16minWelcome to Dev Game Club, where this week we continue our series on 1999's Sega cult classic Shenmue. We talk about waiting for time to pass, delve into similarities with other auteurist life simulation games, and get caught by guards ten times apiece. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until we're getting a job Issues covered: getting on the bus, missing the bus, watching the wheels on the bus go round and round, having that awkward moment trying to figure out how to get on the bus, imagining the design meeting, making concessions to the player with fast travel, a removed economic mechanic in Skyrim, always having to follow the schedules, looking at things on shelves in markets, the many mechanics around the focus, finding and having to put down the elixir of life, selling the father's back story, making things make sense in the fiction, picking up and buying stuff in the store, feeding the kitten, the cat disappe
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DGC Ep 190: Shenmue (part one)
11/12/2019 Duração: 01h41minWelcome to Dev Game Club, where this week we start a new series on 1999's Sega cult classic Shenmue. We've visited 1999 before, so we briefly set it in context before moving on to the salient question: What even is this game? We talk about the way the story begins, the environment interactivity, and the "open world" and time, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until we're looking for Warehouse 8 Issues covered: what this game was relative to 1999, the most expensive title of its day, lack of commercial success, a strange turn for Yu Suzuki, the importance of SEGA in the industry at the time, how much of Ryo's story has been told, Dreamcast's weird experiments, the change of the Japanese market, not even really knowing what this game was, starting from scratch even from a genre perspective, "full reactive eyes entertainment" or FREE, getting into the cold open, motivating the player, giving you a
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DGC Ep 189: World of Warcraft (part two)
04/12/2019 Duração: 01h08minWelcome to Dev Game Club, where this week we return to Blizzard's 2004 classic MMORPG World of Warcraft. We talk a bit about the grind, a notable MMO moment, some differences with world layout and characterization over time and character, 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 level 20 Issues covered: hitting the Classic grind, fetch quests, zone refinements in modern, finding the right quests for your level, not leading you by the nose (vs not knowing the best way to go), having a sense of mystery, going from Coldridge to Dun Morogh, having curiosity about the world, being conditioned to a reward schedule of a different type, buying a weapon due to slow positive reinforcement, limits of combat mechanics, feeling like you had to grind out levels, lacking an equivalent to the Barrens, the variety of locations in Stormwind, running into a player who helped us find and finish a quest, having th
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DGC Ep 188: Eternal Darkness Bonus Interview with Brad Furminger
27/11/2019 Duração: 01h36minFollowing on from our DGC series on 2002's Eternal Darkness, we talk with designer Brad Furminger, who got his start at Silicon Knights working on Eternal Darkness and an earlier version of Too Human. We talk about design choices on Eternal Darkness and get lots of little stories. Podcast breakdown: 0:42 Interview segment 1:03:35 Break 1:04:06 Feedback Issues covered: getting in with geographical luck, progressively getting into deeper discussions with a future employer, becoming second party with Nintendo, being at a teaching developer, diversity of background and interests, structuring for various characters, studying the game bible, working with tough tools, the "glamour" of game development, having an intense crunch, what doesn't kill you makes you stronger, not being able to show fear, having a learning moment that lasts, a four-room prototype, meeting ED, building worlds and universes and not just individual games, a universe with mystery, diversity of characters, a strong positive female role model, th
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DGC Ep 187: World of Warcraft (part one)
20/11/2019 Duração: 01h22minWelcome 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 a
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DGC Ep 186: DOOM Bonus Interview with John Romero
14/11/2019 Duração: 01h54minFollowing on from our DGC series on 1993's DOOM, we've been lucky enough to get connected with John Romero to talk about his early career and how id and DOOM came to be. We hear all sorts of stories about those early days, and we hope you enjoy it. Podcast breakdown: 0:42 Interview segment 1:40:30 Break 1:41:00 Next time Issues covered: a brief history of John Romero, playing games at the arcade and on a mainframe, programming without being able to save them, living with hyperthymesia, learning BASIC and 6502, hand-assembling without a computer, bailing from college, selling games to a bartender, meeting a fellow programmer for the first time, zeroing in on Origin Systems, co-opting a demo PC, Origin in New Hampshire, overlapping between John and Brett, being up against other Commodore programmers, killing the interviews, making every life change at once, making your own hardware and writing your own protocol, getting your first raise, the death of 8 bit, learning PC and moving house, missing out on your chan
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DGC Ep 185: Eternal Darkness (part four)
06/11/2019 Duração: 01h36minWelcome to Dev Game Club, where we this week we complete our play and discussion of 2002's GameCube horror adventure Eternal Darkness: Sanity's Requiem. We discuss re-use and when it doesn't quite work here, but highlight the end of the game 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: 0:39 Segment 1 -- ED discussion 59:30 Break 60:00 Takeaways and Feedback Issues covered: Tim talks about his surprise trip, leaning into spells as lock and key mechanisms, having to use the dominant color, systems that are more simply multiplicative, the portraits of the human archetypes, committing to personification, rune descriptions and lore, Lovecraft's racism, natural opposition in different archetypal systems, the fourth playthrough, Pious's purple dispel, learning at the same rate as Alex, setting the final rune and soft failure, having a hard time knowing what to do, u
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DGC Announcement 10-30-2019
30/10/2019 Duração: 01minJust a quick announcement to let people to know we're on what we hope is a brief hiatus.
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DGC Ep 184: Eternal Darkness (part three)
23/10/2019 Duração: 01h29minWelcome to Dev Game Club, where we this week we continue our play and discussion of 2002's GameCube horror adventure Eternal Darkness: Sanity's Requiem. We talk up the magic system as well as the level design writing checks that the camera and perhaps the tech can't quite cash, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: 6-9 (Brett, nice), 6-8 (the other guy) Issues covered: Tim gets a reference, the Spanish Inquisition, levels getting more complicated, returning to locations you've been to before, having additional things bolted on, reconfiguring a space, visiting cities that have built upon themselves, every location having something beneath it, uncovering the past, small differences between color playthroughs, the predator/prey color wheel and a mnemonic for it, where Tim got blocked by the camera, putting too many items in a camera frame, missing the lectern/podium, Nintendo lessons of learning and
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DGC Ep 183: Eternal Darkness (part two)
16/10/2019 Duração: 01h29minWelcome to Dev Game Club, where we this week we continue our play and discussion of 2002's GameCube horror adventure Eternal Darkness: Sanity's Requiem. We talk a lot about the structure of the game, how it differentiates the choice we made last time, and also discuss the variety of player characters and how cleverly they get mileage out of some decisions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Levels 3-5 Issues covered: achieving the pulp aesthetic, the structure of using Alex to find pages to enter more stories, linear storytelling hidden by apparently useful skills, running into well-placed insanity effects, having more insanity effects than you realize, having the work you put into a game pay off for someone, lack of efficiency in an open world game, efficiency of mechanics in Eternal Darkness, efficiency in design vs development, embracing a system team-wide, changing audio with low insanity, changing play when you d
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DGC Ep 182: Eternal Darkness (part one)
09/10/2019 Duração: 01h09minWelcome to Dev Game Club, where we this week we turn to the start of our annual spooky game content by looking at 2002's GameCube horror adventure Eternal Darkness: Sanity's Requiem. We situate the game in time a bit and talk about its critical and commercial reception, as well as the GameCube, before turning to the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first three levels Issues covered: how names appear backwards, our horror tradition, this year in games, Nintendo and close third parties, the mythology around a good GameCube game that disappeared, moderate sales but critical success, the Nintendo horror gap, Japanese lens on sales, understanding the mind of Nintendo, finding the comic spookiness rather than true horror, avoiding mature stuff for first party, cosmic horror, not connecting with Lovecraft, Mantorok the Corpse God, paying plenty homage to Lovecraft, Brett's tax on game lore, taking itself s
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DGC Ep 181: DOOM Bonus: DOOM (2016)
02/10/2019 Duração: 01h39minWelcome to Dev Game Club, where we this week we turn to the start of our bonus content about DOOM. We look at 2016's re...boot? Reimagining? Re...launch? of DOOM and talk about its modernization of mechanics and its resource loop, before turning to catch up on the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First few levels Podcast breakdown: 0:41 DOOM talk 40:30 Feedback Issues covered: Tim likes to get into the lore and how this supposedly ties all the DOOMs together, Tim's free time, what it's like rebooting something, how do you deliver a modern version of a classic game, infinite interconnected positive reinforcement resource skill loops, drawing you in with glory kills, combat stats and finite enemies, how DOOM feels visceral, risk/reward in the glory kill mechanic, the limits of long-range combat in other shooters, dealing with the Hell Knights and being forced retreat, orthogonal enemy design, being put off b
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DGC Ep 180: DOOM Bonus: SIGIL and Thy Flesh Consumed
25/09/2019 Duração: 01h13minWelcome to Dev Game Club, where we this week we turn to the start of our bonus content about DOOM. We look at 1995's added fourth episode "Thy Flesh Consumed" as well as John Romero's 25th anniversary megawad SIGIL. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Thy Flesh Consumed & SIGIL Podcast breakdown: 0:40 TFC & SIGIL 47:26 Break 47:59 Feedback Issues covered: shooting a lot of eyes, who worked on what with Thy Flesh Consumed, difficulty level, level design propelling you forward, having to jump gaps by moving fast, open sight lines and being fired upon, more death surfaces, seeing the evolution of level design and discovery of emergent mechanics, having moments of surprise, Brett's rendering issues, the experiments in this game space, playing with expectations and making you feel like you know the level, circling back to the same place, seeing John Romero's style, being able to convey a level from memory in a singl
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DGC Ep 179: DOOM (part three)
18/09/2019 Duração: 01h24minWelcome to Dev Game Club, where we this week we complete the main game in our series on 1993's seminal FPS DOOM. We talk about the level design some more as well as the use of maps and other topics before turning to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Episode Three: Inferno! Podcast breakdown: 0:39 Segment 1: Inferno 57:32 Break 58:04 Segment 2: Takeaways Issues covered: the feel of the new levels as the descent into Hell continues, use of terrain and more Gothic elements, the arc in DOOM II, BSP-ing symbols into the walls, being unclear about landmarks vs puzzles, the Unholy Cathedral and puzzle teleporters, personal pacing then and now, Slough of Despair and the spare room, where we got our BFGs, Brett makes his first Cyberdemon/Baron of Hell mixup and keeps doing it all episode (sorry), contrasting arenas with corridors, comparing Gromesh Mines, BSP improvements, 2D topology and mapping vs fully 3D ma
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DGC Ep 178: DOOM (part two)
11/09/2019 Duração: 01h15minWelcome to Dev Game Club, where we this week we continue our series on 1993's seminal FPS DOOM. We spend some time especially on level design and the environments and specifically how they feel different from the first, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Episode two! Issues covered: figuring out where we actually are, Hell bleeding through, chaotic and asymmetric geometry, non-critical path key use, additional exploration, pace of play then and now, Tim uses the "I-word" on a non-explicit podcast, immersion then and now, speed of play in the 2016 sequel, cover and higher lethality in modern shooters, reasons shooters slowed down, getting use out of smaller amounts of play-time, the authoring of levels then and now, expectations of differing business models, wanting to live in the space for longer, using the keys to get weapons rather than just to get to the exit, communicating change to the pl