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 307: Dark Souls (part five)
05/05/2022 Duração: 01h21minWelcome to Dev Game Club, where this week we continue our series on Dark Souls. We catch you up a little bit on where we are in the game, leveling weapons, and the mix and match of combat, to name a few topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Brett: Level 80, 77 hrs Tim: Level 41ish, 27 hrs Issues covered: defeating the Iron Golem, finding the bonfire, discovering you can dash and jump, watching a giant drop rocks into a hole, killing a hydra, switching back to the leather armor, fighting the nerves, fiero, pushing it too hard, a scripted invasion, one-shotting the gaping dragon, seeing a space and then fighting in it, the game clicking, a game of patience and intent, having a mace for a long time, transient curses, getting all the moves at once in some games, feeling like you push to a place where you farm things, twinkling titanite, lot of cool armor sets, walking with the silent ring, considering some souls alre
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DGC Ep 306: Dark Souls (part four)
28/04/2022 Duração: 01h29minWelcome to Dev Game Club, where this week we continue our series on 2011's Dark Souls. We talk about some bosses, exploration, and our quest for humanity. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Brett: 66h, level 75 Tim: 21h, level 30ish Podcast breakdown: 0:48 Dark Souls 1:01:57 Break 1:02:23 Feedback Issues covered: that dang mimic, Brett's fistful of rings, Tim the Tree and moth killer, production budget, the cost of polishing any given encounter, making specific choices about your systems and how they interact with the level design, forcing the player to think about how to use the space, farming to have equipment, the things Tim has that I don't have, running through the Firelink Shrine to get elsewhere, the game trolling you with resources, rushing and pushing too hard and dying, Tim one-shots the Butterfly trading off with a bow, the area beyond the Crest of Astorias, changing strategy mid-game, being able to self-ba
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DGC Ep 305: Dark Souls (part three)
20/04/2022 Duração: 01h17minWelcome to Dev Game Club, where this week we continue our series on Dark Souls. We talk about how we use our souls, where and how we farm for resources, the player's goals, the variety in any given encounter, and much more! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Tim: ~15h, Brett: ~52h Issues covered: worrying about the level cap, the variety of a single encounter, farming for arrows, fighting down in Quelaag's lair, the satisfaction of escaping Blighttown, recontextualizing spaces, the flow of the world design, convincing smoke and mirrors, brains and memory, getting time away and confidence, the huge help of an NPC in a battle, when and whether you want to fight the dragon on the bridge, finding sets of armor, feeling locked in to your choices, the curse mechanics, the choice of a lack of a map, having to earn the bonfire every time, the two weapon slots, not being able to buy miracles, clearing up the weapon confusion,
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DGC Ep 304: Dark Souls (part two)
13/04/2022 Duração: 01h17minWelcome to Dev Game Club, where this week we continue our series on Dark Souls. We talk about how progress is made, the run-based approach, and the mix of player skills and RPG stats, amongst other discussions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Brett: ~29h, Tim: ~12h Issues covered: the melodramatic NPCs, enjoying the architectural setting, seeing dragons, not knowing there were tree creatures, the bosses Brett has seen, being different from other RPGs with equipment and loot, mixing player stats and player skill, having trouble with the parry, having to memorize enemy attacks, learning and losing the timing on counters, feeling like you are learning to speed-run the sections you enter, cheesing a boss, whether or not you click, the cost of upgrading a low stat because of the XP costs, the XP system granting the same number of souls for an enemy type, the sense of progress and accomplishment being in the player and n
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DGC Ep 303: Dark Souls (part one)
06/04/2022 Duração: 01h37minWelcome to Dev Game Club, where this week we begin a new series on Dark Souls, the 2011 breakout from From Software. We briefly set it in its time before going on to make our characters and discuss the outset of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours (Brett: 3, Tim: 6) Podcast breakdown: 0:49 Dark Souls 56:52 Break 57:25 Reviews & Feedback Issues covered: an exception, the thing we mention all the time, the look of Western fantasy tropes by Japanese developers, exaggerated architecture and the third person perspective, working on the same style of game for so long, picking female characters, pushing against normal choices, picking classes and not understanding what all the stats mean, cheesing the final boss in Demons's Souls, picking a rogue character, figuring out what the builds are, not being a transparent game, accentuating the moment to moment, punishing gratification, allowing players to c
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DGC Ep 302: The Elder Scrolls III: Morrowind (part nine)
31/03/2022 Duração: 01h16minWelcome to Dev Game Club, where this week we complete our series on Morrowind, giving our takeaways and then trying to get to the bottom of our mailbag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: 103 hrs (Brett) vs 36 hrs (Tim) Issues covered: Brett destroys the heart of Lorkhan and meets another god, games that don't end, wondering about what would happen with the quests, grandmaster quests, not caring about the prophecy, the ur-game, building up a lot of game over time, a leveled-up version of Morrowind, slimming down the dialog options and NPCs, the potential to do everything, approaching the MMO grind loop, feeling like you're in the same game, delivering on the dragons, the sense of a real living world in the abstract and in the experience, the art direction, naming rules, the time to push back to strange, useful frictions, systems you can experiment with, not being handholdy, going big but going built, being in the righ
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DGC Ep 301: The Elder Scrolls III: Morrowind (part eight)
24/03/2022 Duração: 01h11minWelcome to Dev Game Club, where this week we continue our series on Morrowind. We thought we were so close, but neither of us has finished and so we talk about some late quest stuff. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Brett 102 hrs, Tim 36 hrs Issues covered: losing a quest item, Brett spends many hours playing weekend games, having no next steps for a quest, having guild quests to finish, not obvious when there's more stuff, having to talk to everybody, the journal breaking under it's own weight, not remembering names, voice anchoring you to a character, skipping stuff in the world and not being curious, having the idea of the space but not quite having enough support to see the transitions, not being able to identify the current quest for yourself, a good formula to build upon, becoming acclaimed by all the councilors, speaking to the Gods, having to buy a slave in the main quest, the main quest being a whole game o
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DGC Ep 300: The Elder Scrolls III: Morrowind (part seven)
16/03/2022 Duração: 01h15minWelcome to Dev Game Club, where this week we continue our series on Morrowind and briefly celebrate 300 episodes of Dev Game Club. We've mostly devolved into discussing what has happened in our individual playthroughs at this point, but what else is one to do with an RPG this substantial? Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Tim: 29 hrs, Brett: 90 hrs Issues covered: 300 episodes, Thermopylae, skill-based play, Brett finishes the Assassin's Guild, having the writs to get off easy, economical use of the mechanics they have, wanting the NPCs to cross your path more so you have a bigger moment when they intersect with the main story, feeling lost in the main quest, nothing handed to you on a silver platter, readability with a pixel-perfect font, the correlation between level advancement and guild advancement, being unable to get in to the Houses, not knowing what to do to become Hortator, opacity to figure out what to do,
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DGC Ep 299: The Elder Scrolls III: Morrowind (part six)
09/03/2022 Duração: 01h08minWelcome to Dev Game Club, where this week we continue our series on Morrowind. We talk about the role-playing feeling of the game, how the guilds have a sense of real progression and reputation, and motivating play. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Brett to 71 hrs, Tim to 24 Issues covered: Tim decides he's going to be a good assassin from now on, having to kill the leads of guilds I'm head of, a level design soapbox moment, not leveraging symmetry, getting lost in Vivec City, victory in the Arena, self-guided missions, feeling like some quest-givers gave meaner quests, going to various locations for guild quests, doing work for the Night Mother, the squabbling over artifacts, an assassination behind locked doors, "the most Mel Brooks assassination," being OP for the game, feeling like the later games are more generic, feeling like you are really playing the role, infiltrating a base for a target, backbiting amongst
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DGC Ep 298: The Elder Scrolls III: Morrowind (part five)
02/03/2022 Duração: 01h21minWelcome to Dev Game Club, where this week we continue our series on Morrowind. We talk a little bit about the systems and friction, our individual stories, and Brett solves his Magicka problem. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Just more hours of Morrowind Issues covered: not sharing the same experience, we compare hours played, a Chocobo Paradise situation, finding where the UI tells you what factions want from your skills, joining the Imperial Legion, working on my long blades, paying off your murders, the weird reveal of the fog of war, very specific usability in terms of having to talk to people, the strangeness of the setting, the friction of the navigation of literal space and its basis in tabletop, wanting to get more usable and sacrifices are made, pure open world design, Eurojank with systems and friction, physical movement in the 3D space, discovering a community of vampires, being guided to points of inter
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DGC Ep 297: The Elder Scrolls III: Morrowind (part four)
23/02/2022 Duração: 01h20minWelcome to Dev Game Club, where this week we continue our series on Morrowind. We spend some time catching each other up on our successes and failures, talk about it as a preparation game, and the interconnectedness of the lore. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More hours of Morrowind Issues covered: Brett finds Tim's yurt, "Dare I continue," being out at the boundaries of the systems, a preparation game and not a find the things you need on the way, finding things to be too difficult, the mercenary who couldn't follow me, asking the game to cheat, Tim having Divine Interventions from early in the game, paying to teleport, Morag Tong sharing quests around, needles in haystacks, carrying armor back to sell, Dark Elven Barbarian Ashlanders, reuniting the clans, defeating the Dwemer, the feeling of richness of the world, creating mysteries and webbing them together, quests as direction rather than reward, white folks w
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DGC Ep 296: The Elder Scrolls III: Morrowind (part three)
16/02/2022 Duração: 01h16minWelcome to Dev Game Club, where this week we continue our series on 2002's Morrowind. We talk about our own weird experiences some more, since we are essentially playing different games, and how we are feeling the intersection of different quest lines. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Another handful of hours Issues covered: down and out in Vivec City, getting around in an oddly constructed city, weather effects, lava in dwarven ruins and by the side of the road, whether there are arenas in every game, feeling like you found something secret, the way the writing tricks you about being special, assassination writs, getting map markers vs directions, chaining silt strider vs boats to locations, the most Bethesda hour and a half, finding a way out of Suran, walking your dad all the way through the world in Fallout 3, QAing while you play, bursting at the seams, you never forget your first assassination, a little short
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DGC Ep 295: Morrowind (part two)
09/02/2022 Duração: 01h23minWelcome to Dev Game Club, where this week we continue our series on The Elder Scrolls III: Morrowind. We talk a little bit about how leveling appears to work, finding quests and using the journal, and just heading off on your own. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More hours Issues covered: two roads diverging in a wood, the various Tongs, having some fantasy etymology and naming conventions, the emergence of groups and politics, a huge leap forward from prior Bethesda games, clear analogies to Forgotten Realms, the Dark Brotherhood quest lines, murder triggering a quest line, quests being tied to guilds, worrying about the flexibility of the game to support player choices, grinding reputation in an MMO as opt-in, the QA/dev speedrun challenge, game exploits vs bug exploits, fictional identity to align quests vs clear differences between main and side quests, getting lost on the "roads," modularity and reuse, going d
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DGC Ep 294: Halo Bonus Interview with Jaime Griesemer
26/01/2022 Duração: 01h28minWelcome to Dev Game Club, where this week we add a bonus to our series on Halo with a chat with designer Jaime Griesemer, whose sniper rifle talk we referenced in the series. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:01 Interview 1:13:02 Break 1:13:37 Outro Issues covered: looking up Halo lore for the intro, going to school to be a physicist, blackmailing someone for a studio tour, quickly leaving QA by making multiplayer maps, teams stacked with talent, refusing to return the keys, building the level before the play, enjoying the economy-free RTS, "sci-fi Myth," the early version being mostly vehicle- and exterior-based, finding the fun with multiplayer first, having long single rounds, Microsoft seeing something in Halo, how the demo worked, rehearsing to capture one long take, having no sound engine and covering it with music, desperation is the mother of intervention, a hair's breadth from disaster, FedEx-ing the dis
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DGC Ep 293: The Elder Scrolls III: Morrowind (part one)
19/01/2022 Duração: 01h22minWelcome to Dev Game Club, where this week we begin a new series on The Elder Scrolls III: Morrowind, Bethesda Game Studios RPG classic from 2002. We situate it in time and then dive right in, having been released from imprisonment and sent on a specific mission. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of play Issues covered: 2002 in games, Todd Howard's first mainline game as director, a little about Bethesda, Tim's history with the series, early games feeling open world, finding the titles generic, Brett confesses, not playing just the main quest, directing the player via POIs, self-motivated quests, interview homework, the prophecies, something is going on in Vvardenfell, name/job, situating you in the world with character creation, the census bureau, the clever setups, tutorial and usability, the death of Ultima as a franchise, Brett the battlemage, being able to pick up anything, we try to find the names of
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DGC Ep 292: Goodbye 2021
12/01/2022 Duração: 01h11minWelcome to Dev Game Club, where this week we reflect on the year that was, looking back at the interviews and lessons we took away. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: work and long hours, how we generate our lists, more keys that aren't keys, the tangibility of character sheets, the impact of D&D campaigns, your love and fun translating into what you make, labors of love, feeling games that no one felt a spark making, feeling like your hard work paid off, cancelling projects, ideas coming up again later, maintaining the fragile connection between player and character, a perspective on the effort that it takes to deliver a great experience, trailblazing a new feature, thinking about a camera, camera design is like puzzle solving, good camera work being invisible, Uematsu loves prog rock, accessibility, "the team makes the game," sharing credit, bringing in all your players, collaboration, finishing games you hadn't
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DGC Ep 291: Halo Takeaways / Halo Infinite Bonus Episode
05/01/2022 Duração: 01h17minWelcome to Dev Game Club, where this week we really wrap our series on Halo by providing our takeaways, and then dive in and out of feedback to talk Halo Infinite. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of Halo Infinite Issues covered: being stuck with the helmet silhouette, 30 seconds of fun, the feel of the controls, elevating lesser elements, world-building and an iconic character, compelling people through mystery, the feeling of the epic, bringing the world to life through physics, verticality and memorability, knowing where you are in the outdoors, mixing up enemies for AI variability, directing the player, possible physics changes, things that the graphics changed, playing with your son, sampling some types of missions, the tank simulation, resetting the story of the series, picking Master Chief out of the debris, having a grappling hook, returning to the spirit of the first game, revealing the ring, re
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DGC Ep 290: Halo: Combat Evolved (part three)
29/12/2021 Duração: 01h26minWelcome to Dev Game Club, where this week we finish our series on Halo: Combat Evolved. We talk about some of the major story beats here towards the end, the repetitive aspects good and bad, letting the fights play out in front of you, music, and more! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: why is the Flood on Halo, a floor wax and a dessert topping, how do you prevent people from visiting dangerous places, proper noun series, wiping the galaxy of food, Sentinels working for and against you, the deeper meaning of Halo and religious resonance, dealing with big archetypes and lending timelessness, explaining/contextualizing as you move on, losing the mythic, having to get Keyes's authorization codes, using the enemies against one another, engaging and becoming the focus, detecting when the player should be the focus of attention, sandboxes and thinking you can do more than you actually can
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DGC Ep 289: Halo: Combat Evolved (part two)
22/12/2021 Duração: 01h21minWelcome to Dev Game Club, where this week we continue our series on Halo: Combat Evolved. We talk vehicles, architecture, lore, and level design before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Library! Issues covered: the ungainly Marine vehicles vs the sleek Covenant vehicles, enjoying the shooting quite a bit, the driving model of the Warthog, camera-based driving, driving into walls and off edges, co-op driving, the freedom of driving in the sandboxes, checkpointing based on logic vs location, promoting experimentation, having the feel of an RTS and having the freedom to move around, component-based mix and match, watching an RTS fight from both sides, having the ability to use the damage model to your advantage, having two guns and not constantly refilling just one or two weapons, knowing what weapons you can pick up, orthogonal weapon design, high-level play, the feeling of the different
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DGC Ep 288: Halo: Combat Evolved (part one)
15/12/2021 Duração: 01h16minWelcome to Dev Game Club, where this week we begin a new series about Halo: Combat Evolved, Bungie's seminal 2001 FPS on the Xbox. We set it in time, discuss its development history, and delve into tutorialization. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to rescuing Keyes on the Truth & Reconciliation Issues covered: 2001 in games, lull in PC shooters that year, Bungie history, the astonishing development, seeing the migration in the game from the units on the battlefield, betting big, other shooters on consoles, the unexpected internal hit at Microsoft, Oni's complex combat system, the seminal paper on first-person controls, aim acceleration, the big impact of being purchased, the audacity of a PC-focused developer muscling into the market, the library advantage of Sony, lack of distinguishing system sellers, the sole mascot, the enterprise/application/services mentality, the alienation of PC games, DirectX as a un