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Dev Game Club

Dev Game Club

512 episodes — Page 7 of 11

DGC Ep 207: Chrono Trigger (part five)

Welcome to Dev Game Club, where this week we complete our series playing Chrono Trigger. We discuss the handful of remaininig quests in "The Fated Hour" and defeating Lavos (as an afterthought) before turning to our takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finish the game! Podcast breakdown: 0:48 Chrono Trigger 1:27:22 Break 1:28:05 Feedback Issues covered: reforestation with Robo, being aware that certain characters have to be in your party, Robo's world sprite, seeing Robo on the world map, being able to have player theories, not deploying Robo as a player verb, Robo's theory, a Gaia hypothesis, the double-edged sword of optional content, time travel wish fulfillment, having trouble saving Lara, a moment by a campfire, Robo's evolution, Lucca's mini robot and the progeneration of the robots, collecting the highest power loot, hunting the moon stone, Tim discovers there's an in-game map, the Sun Keep boss and randomly selecting, hitting the right flame, having a different tactic to deal with the boss, clearly telegraphing the Sun Stone, the mayor whose kids hate him, the consequences of your actions, Sins of the Father visited on the sons, how you open up a game, open worlds vs Chrono Trigger, the stifling linearity of the early game of FFXIII, losing narrative cohesion, telegraphing important decision, how your game's goals close off other opportunities, replayability vs feeling the impact of player choice, doing everything the designers want you to do, freeing Cyrus's ghost, hating on Crono, Prometheus and Robo and Atropos, pouring one out for Toma, the court scene, bursting through the stained glass, the many endings, the developer ending, the bridge ending to Chrono Cross, the Dream Devourer and Lavos and Schala, the advent of New Game+, the various final weapons, Tim's water level theory, fighting science fiction elements, supporting the party as being important, supporting party experimentation, limited party combat vs full party combat, deepening characters, subverting the tropes, letting the hero die, strong female characters, a world structure that works, not worrying too much about paradox, The Three Wise Men and Magi vs Magus, Magus's lieutenants' names, the strengths and weaknesses of the combat, splitting Chrono Trigger into two games, tragedy vs comedy, goals for translations, the richness of this game and being able to investigate it over and over, squinting and seeing Frog as the hero of the game, silent protagonists in JRPGs, a story of a killed game, the strength of this game's New Game+, systemic games and story generation. Games, people, and influences mentioned or discussed: James Lovelock (obliquely), Rio Bravo (obliquely), Final Fantasy XIII, The Witcher 3, GTA III, Wasteland 2, Alpha Protocol, LMNO, Steven Spielberg, David Cage, Doug Church, Randy Smith, Breath of the Wild, Final Fantasy IX, Pinocchio, Boss Fight Books, Michael Williams, Akira Toriyama, Hironobu Sakaguchi, Chrono Cross, Silent Hill 2, Fallout, Persona 5, Kingdom Hearts, Earthbound, Mass Effect, BioWare, KotOR 2, irreverentQ/Nolan Filter, Warren Linam-Church, Patrick Holleman, Shakespeare, Ted Woolsey, Tom Slattery, Rick Butler, James Roberts, Charlie and the Chocolate Factory (obliquely), John Webb, Final Fantasy VII, Breath of Fire 3, Walker Farrell, NieR: Automata, Zimmy Finger, Civilization, Dwarf Fortress, The2ndQuest, Johnny "Pockets" Grattan, Marc LeBlanc, Ron Gilbert, X-COM, World of Warcraft, Metal Gear Solid 4, Kirk Hamilton, Aaron Evers. Link: The 1UP article about LMNO appears lost to time, but here's a contemporaneous Kotaku article reporting on that article Reverse Design: Chrono Trigger Dwarf Fortress The Hamlet of Tyranny Errata: Brett referred to Tom Slattery as "Shepherd." We regret the error. Next time: Another WoW Checkin Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub [email protected]

Apr 15, 20202h 37m

DGC Ep 206: Chrono Trigger (part four)

Welcome to Dev Game Club, where this week we continue our series playing Chrono Trigger. We hit the story notes first and doing things in your own order before turning especially to where the game goes once we reach "The Fated Hour." Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up into The Fated Hour Podcast breakdown: 0:50 Chrono Trigger 1:08:35 Break 1:09:07 Feedback Issues covered: the chapters at the end, the monomaniacal immortal queen and her daughter, underdeveloped queen nemesis, the cast of characters surrounding the queen, a battle with the Golem Twins, having bosses that are puzzles rather than slugfests, bringing in cosmic horror, fighting Lavos early, finding the locked chests organically... and not, finding the blue pyramid, a brief digression on the Ultimate Weapon, the revelation of the prophet, Chrono struggles to his feet and is obliterated, the fall of the floating continents, the party reacts to Chrono's death, choosing a new leader, losing and retrieving your stuff on the Blackbird, looking through grates, similarity to an adventure game, crashing the time ship after defeating Dalton, leveraging the history of the characters, Brett blows Tim's mind, "the black wind blows" and telegraphing Magus's identity, learning how everything came from one event, the gurus help you out, having an object out of order, bringing you full circle, having trouble with a mini game, more frustrations, QA being good at a thing, designing to the controller you have, another difference between the two versions, Brett and Tim talk about time paradoxes, whether you always have to have the main character, finding Ozzie's fortress by accident, assembling all the ingredients to fix the timelines, monsters and humans living in harmony, Brett theorizes about how to finish the desert quest, advice from the Civ 3 political advisor, modding and Civ 3, updates from the Greater East Asia Co-Prosperity Sphere, the appeal (or lack thereof) of developing a 4X game, worrying about the spreadsheet and chaos, not being sure you could go the distance, being able to tell a story about your game, replaying a JRPG and length, having more or less grind. Games, people, and influences mentioned or discussed: Timothy Dalton, James Bond (franchise), X-Men (series), Brian Taylor (obliquely), Final Fantasy (series), The Sneetches, Dr. Seuss, Metroid (series), Pulp Fiction, Wii/Virtual Console, Hironobu Sakaguchi, Xbox, Back to the Future, James Roberts, BioWare, Civilization 3, Wild Weazel, Soren Johnson, DOOM, Johnny Grattan, Sid Meier's Beyond Earth, X-COM, Julian Gollop, The2ndQuest, Legend of Zelda, Dragon Warrior, Shakespeare, Wasteland 2, Persona 5, World of Warcraft, Kirk Hamilton, Aaron Evers. Next time: Finish the game! For real, this time! Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub [email protected]

Apr 8, 20201h 35m

DGC Ep 205: Chrono Trigger (part three)

Welcome to Dev Game Club, where this week we continue our series playing Chrono Trigger. We talk about new modes of exploring the game, the tone of the translation between the two of us, some of the boss battles and go over the story bits for the week. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to "What Lies Beyond?" Podcast breakdown: 0:53 Chrono Trigger 1:14:42 Break 1:15:17 Feedback Issues covered: bowling balls and sashimi, slipping in jokey references, tone in translation, finding places for the game to be heavier, being caught off guard by differences in tone, the consequences of your actions, getting more information on Lavos and getting a sense of cosmic horror, being a little lost on the timeline, focusing on the linear story vs the ripple effect, other games dabbling with time travel, Tim moves to Wait mode, Wait mode and feeling like a better fit, using Marle's Haste ability and having her as a utility player, having many options for party make-up, what other JRPGs do with character roles and XP, the impact of the past, Tim moves to Wait mode, Wait being better balanced for menus and for exploring abilities, leaning on Marle's Haste ability, allowing the player to explore party makeup, XP side-leveling, party members as utility players, mixing in the characters you want to play with, Brett's long game, the spooky tone of the Magus's Castle, all the NPCs being faceless, controlling pacing, chasing Ozzie from room to room through traps, fighting a part of the environment, fighting the Magus and shifting elemental attacks, having a role for the whole party, Tim having the benefit of auto-combat, not being clear on why you go back in time, Lavos being summoned and learning more about his history in the world, finding and riding pterodactyls, exploring the world and finding breadcrumbs for later, Brett gets over-geared, Tim asks Brett about jerky things, stepping on buttons in the reptite castle, starting in on dual techs, fighting Nizbel again and being allowed to pass but not really, the arrival of the red star, portaling to our last time period, taking the bifrost, getting a new trope, a quick review of the royal house of the Enlightened ones, being sent away by Schala and powering the amulet Marle wears, coming back to the scientist who is building the ship, coming full circle with time, recordings from the Guru of Life, going through the Beast's lair to ascend Mt Woe, strategies for defeating Giga Gaia, the dragon counting down, ATB in various Square JRPGs, later exploration coming, a full Final Fantasy ATB survey, Tim getting a JRPG itch, the way tech conveys character, how you learn techs and prerequisites, the trade-off of a multi-character technique, forgetting where the magic chests are. Games, people, and influences mentioned or discussed: Final Fantasy (series), Avengers: Age of Ultron, Memento, Looper, Primer, Time Lapse, Rear Window, SNES, Ultima (series), Earthbound, Eternal Darkness, Legend of Zelda: Oracle of Seasons/Ages, Ocarina of Time, Shadow of Destiny/Shadow of Memories, Shenmue, Ni No Kuni, Pokemon, Errol Flynn, Ron Gilbert, Day of the Tentacle, Thor, Walker Farrell, Chrono Cross, Eric Anderson, Kingdom Hearts, Stardew Valley, Reed Knight, World of Warcraft, James Roberts, Wasteland 2, Torment: Tides of Numenara, Obsidian, inXile, Kirk Hamilton, Aaron Evers. Next time: Finish this game! Twitch: brettdouville, instagram:timlongojr, @timlongojr, and @devgameclub [email protected]

Apr 1, 20201h 31m

DGC Ep 204: Chrono Trigger (part two)

Welcome to Dev Game Club, where this week we continue our series playing Chrono Trigger. We talk exploration vs following the story threads, delve deeper into the combat, chat about the game's difficulty and accessibility, along with story recaps and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Magus's Castle Podcast breakdown: 0:52 Chrono Trigger 1:30:48 Break 1:31:22 Feedback Issues covered: why Tim hates JRPGs, why Tim took a little longer this time, irascible exploratory Tim, getting to the top of the mountain and finding nothing, feeling discouraged from leaving the main path, what the rewards of the game are, having the prototype of what additional interactions would look like, exploring party make-up, when Ayla met Bobo, the blandness of Crono, being able to put yourself in the character, characters who start at the beginning of their story vs somewhere in the middle, party members standing out more, where you decide to spend your development time, swapping out party members and when you can, the pressure relief valve for difficulty, what is the real set of defaults for this game, having a more dynamic combat with Active Time Battle, developing your menu-diving skill, being forced into repetition and limiting ability exploration, wait mode as being more accessible, having higher highs in active mode, feeling like active mode is an experiment, having menu difficulties with Kingdom Hearts, the burden of memorizing key sequences, the timer as animation tell, having too many characters to manage to memorize things, escaping combat, using run as a means of skipping combat, dealing with status effects (Heal/Panacea), cutting out the searching for specific status healers, using specific attacks for elemental weaknesses, generally not needing to worry about weaknesses, using lightning to remove defense, fighting Spekkio, needing to restore the timeline, returning to a changed Medina, not knowing what we changed in the past, having weird interactions with monsters, localizing using stuff based on your real life, turning assumptions on their head, translation barriers, looking for Masamune, starting to subvert tropes, a kid who's no hero, a good boss battle, going to Melchior with both halves of the sword, meeting Ayla and having a big party, making Crono dance, echoes through time, losing the dreamstone via Kino, fighting Azala and the Megasaur, learning the history of Cyrus and... Glenn?, echoes of Tolkien, making a significant commitment to characters, having calls to action, integrating Glenn into the main quest, getting to equip the badge to Glenn, an update on Tim's hike, the responsible thing, stay safe and healthy, cultural references, beating up robots, variations in the courtroom and jail scenes, localization and emotional intent, the business case for localization, the high costs of localization, making choices about what content to keep in Yakuza and a design which accommodates players ignoring it, friction between an original market and a new market, growing to appreciate the underlying value of the business end, looking to journalism to fill in the gaps. Games, people, and influences mentioned or discussed: irreverentQ, Chrono Cross, The Outer Worlds, Fallout (series), Prey, Earthbound, Final Fantasy (series), Kingdom Hearts, Batman: Arkham (series), Pokemon (series), Ray Bradbury (obliquely), Narnia, The Clan of the Cave Bear, Ultima Underworld, Minecraft, The Two Towers/Return of the King, Mass Effect (series), Sam Thomas, Short Circuit 2, Westworld, The Terminator, James Roberts, Patrick Holleman, Gothic Chocobo, Persona 5, Andrew Dice Clay, Yakuza (series), Kotaku, Robert Downey Jr, Iron Man, Metroid Prime 2: Echoes, Wasteland 2, Kirk Hamilton, Aaron Evers. Links: Short Circuit 2 Hitchhiking Robot Beheaded Robot falls into fountain Reverse Design: Chrono Trigger Yakuza: Judgement replacing actor Next time: Up to "What Lies Beyond?" Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub [email protected]

Mar 25, 20202h 13m

DGC Ep 203: Chrono Trigger (part one)

Welcome to Dev Game Club, where this week we begin our series playing Chrono Trigger, the beloved 1995 SNES classic. We cover a lot of ground with this one, including the story, some of the combat, the way the game pays attention to you... all sorts of topics for a corker of a game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to The End of Time! Podcast breakdown: 0:51 Chrono Trigger 1:31:07 Break 1:31:41 Feedback Issues covered: COVID-19, SpaceWorld and E3, the year 1995 in games, the creative team, character design in hand-drawn art and intro, the Dream Team, the top-down look of a 16-bit era game, companions following around, combining the background and the foreground in the PlayStation era, the quality of the art direction, running right into combat vs modal play, lack of random battles, choice of battle mode, Active Time Battles, differences between active and wait styles, the overworld and entering spaces, influence of other games, the basic menu presentation, the "Sakaguchi style" and its culmination, being able to approach things fresh, getting on with it, the bouncy playfulness of childhood, Chosen One tropes, Mom waking you up trope, relatability, the princess incognito trope, mixing up a trope, feeling more surprises in FFIX, short-term goals vs long-term/Chosen One goals, signposting the Day of Lavos, whether or not we're able to choose to come back, having another JRPG pay homage, seeing the change in various timelines, enjoying our time with the Frog, the evil Chancellor, the Cathedral and Yakra's minions, having a moment of talking with the monsters, the juxtaposition of drama/horror and comedy, space for Japanese vs letters, returning to the present with Nadia and having a trial, referring back to things you did at the fair, the designer noticing you, the game is safe, the theme of our choices mattering for our future, wanting to be the paladin, the courtroom as setting, escaping the dungeons, a little scene in the warden's office and telegraphing importance to the player, possibly a stealth mechanic, the Dragon Tank on the bridge, affine transformations in the background, using atmospherics for setting tone, the computer telling the tale of Lavos, recruiting Robo, having to pass through Lab 32, the flamboyant Johnny, racing Johnny in Mode 7 to the end of the Lab, Johnny the Biketaur, Robo getting beat up by the other robots, the valiant robot who sacrifices himself for you, Brett gives Tim a hard time for ST: Nemesis, humanizing the non-human characters, gunbows and floral horrors, Tim's big hike, renaming in the new translation, the difficulties of translation, localization as its own art form, adding difficulty with IPs, machine translation, recognizing the great translators, testing your focus as much as your execution, repetitive learning, playground of moves, looping in failure to the style of play, board games and failure, higher highs, rubbing death in your face, worsening the traditional model, obfuscatory, dealing with people who wave their brains around, being open to looking foolish, "Caveman Tim" and being self-deprecatory to diminish status differences, asking simple questions repetitively, active listening, reflection as a means to learning in the moment, being in the moment, being okay with vulnerability. Games, people, and influences mentioned or discussed: Ted Woolsey, Tom Slattery, SNES, Dark Forces, TIE Fighter, LucasArts, Full Throttle, The Dig, Phantasmagoria, I Have No Mouth and I Must Scream, Warcraft, Command & Conquer, N64, Dracula X (Castlevania: Rondo of Blood), Twisted Metal, Super Mario World 2: Yoshi's Island, Super Bomberman 3, Kirby's Dreamland, Earthbound, Dragon Quest (series), Trials of Mana, Tales of Phantasia, Hironobu Sakaguchi, Final Fantasy (series), Yuji Horii, Akira Toriyama, Dragon Ball, Shonen Jump, Masato Kato, Xenogears, PlayStation, Shiren the Wanderer, Ninja Gaiden, Yasunori Mitsuda, Nobuo Uematsu, SquareSoft, Legend of Zelda: Link to the Past, Pokemon, Kingdom Hearts, GameBoy, Ni No Kuni, Ultima (series), Breath of the Wild, Skyrim, The Witcher (series), John Romero, Fallout, Wasteland, Enix, Activision/Blizzard, Dragon Warrior, Dungeons & Dragons, Jason Schreier, Chrono Cross, BioWare, Ocarina of Time, Aladdin, Diablo, Dragon Age, Baldur's Gate, Park Chan-wook, Bong Joon Ho, Day of the Tentacle, Tim Schafer, Dave Grossman, Mass Effect, Super Metroid, Super Castlevania IV, Wall-E, Shenmue, Mario Kart, The Mandalorian, Planetfall, Isaac Asimov, Star Trek: Nemesis, The Pacific Crest Trail, Cheryl Strayed, James Roberts, Stretch Armstrong, Boss Fight Books, Michael P. Williams, Republic Commando, Star Wars, Cyrano de Bergerac, Roxane, Douglas Hofstadter, Un Ton Beau de Marot, Love in the Time of Cholera, Edith Grossman, Margaret Jull Costa, Odyssey, Emily Wilson, Warren Linam-Church, Jeff Morris, Civilization, Mario 64, Dark Souls, Demon's Souls, Super Meat B

Mar 18, 20202h 21m

DGC Ep 202: Bonus Interview with Jeff Morris

Welcome to Dev Game Club, where this week we finish our Civilization III discussion with an interview with Jeff Morris, producer on Civilization III and long-time producer in the industry. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:47 Interview 1:09:53 Break 1:10:25 Feedback Issues covered: not being suited to programming, being part of the problem, the huge shadow of Origin growing up, getting a job through the hospitality suite, the game culture in Austin, the game dev scene of a city, rivalry between studios, sinking the MicroProse battleship, QAing a flight simulator, the difference between single-vehicle and survey sims, falling in love with modern air combat, Baltimore as actual flight sim town, loosening up or not, learning about the American Civil War, embedding in QA from remote, the number one job in QA, wearing multiple hats, only being able to get better as a producer working with a team, the team not needing design input, keeping a firewall between production and design, different kinships between QA and design or production, the difference between done and good, learning the tools of production, looking at Civilization as a war game, Baltimore and Avalon Hill, reading the effin' manual, boardgame legacy, localization complexity, what's in the manual vs not, rewarding a style of play, loving the early and middle game, where the one more turn comes up from mixed levels of goals, Sid's Dinosaurs game transforms, "the manual for Civilization is in your brain," shipping, the benefits of programmer + designer as one person, fast iteration, being able to predict when assets would be done, feeding scheduling data back in, keeping track of people and their implementation rate, difficulty of scaling, being rewarded for neglecting certain programmers, paying the production tax and getting something for it, getting Civ II experts involved, doing everything possible in a game being impossible, compliance testing machines, having bug reports from dev heroes, being driven by playtest, playtesting with post-its, shipping your 518th implementation, "wouldn't it be cool if," spending time in the right places, streamlining the advisors, the elasticity of production titles, in the trenches production, making mistakes into small bumps in the road, insomnia Civ play, the influence of where you've been on what you do, playing the game every day, production notes, reasons for designers to be programmers, the mix of people on a project, avoiding obfuscation, trusting your experts, what Tim will do on the trail, the Superman hate minute, we review Olrox, Tim's JRPG education. Games, people, and influences mentioned or discussed: Origin Systems, Janes (military sims), Ultima Collection, Firaxis, Sid Meier's Alpha Centauri, Epic Games, Unreal Tournament (series), Gears of War, Red Five, Planet Moon, Crystal Dynamics, LucasArts, Kabam!, NCSoft, Free Range Games, Ultima Underworld, Apple ][, Warren Spector, Starr Long, Richard Garriott, Steve Jackson Games, MicroProse, Longbow, US Navy Fighters, Advanced Tactical Fighters, Top Gun, Marine Fighters, NATO Fighters, A-10 Warthog, F-15, Larry Holland, Battlehawks 1942, SWotL, Autoduel, Moebius, Andy Hollis, EA, Sid Meier's Gettsyburg, Jeff Briggs, Soren Johnson, Jason Coleman, JACKAL, Avalon Hill, Empire, Pool of Radiance, SSI games, Beyond Earth, Sid Meier's SimGolf, Maxis, Pat Dawson, Blizzard, Casey O'Toole, Microsoft Project, Tim Train, Brian Reynolds, Alan Emrich, Computer Gaming World, Bruce Shelley, Absolute Quality Incorporated, Archon, Jon Freeman, Bethesda Game Studios, Aaron Loeb, Star Wars Uprising, Ed Catmull, Pixar, Lulu LaMer, Daron Stinnett, Spotify, Stitcher, Derek Achoy, Josh Harding, Oliver Uvman, Designer Notes, Idle Thumbs, Scratch, GameMaker, Doom (1993), Minecraft, Portal, Noita, Richard Feynman, John Lethbridge, Ben Zaugg, Superman, The2ndQuest, Batman: Arkham Knight, Chrono Trigger, John Romero, SIGIL, Hironobu Sakaguchi, Final Fantasy IX, SNES, Dragon Warrior, Dragon Quest, Eye of the Beholder, PlayStation, Kingdom Hearts, Spider-man. Next time: The beginning of Chrono Trigger! Links: Scratch programming language Twitch: brettdouville, Instagram:timlongojr, Twitter: @timlongojr, and @devgameclub [email protected]

Mar 11, 20201h 53m

DGC Ep 201: Bonus Interview with Soren Johnson

Welcome to Dev Game Club, where this week we continue our Civilization III discussion with an interview with Soren Johnson, Civilization III designer and programmer and head of Mohawk Games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:49 Interview 1:39:20 Break 1:39:54 Feedback Issues covered: surprises on the 200th episode, getting into games, mispronouncing a California city, computer science as a term, figuring out where to work, being into history, getting away from games in college, the troubled history of Civ III, preferring not to do sequels, bad choices at MicroProse, not thinking about walking away from IP, a rights battle, getting Sid Meier to make a Civ game, Brian Reynolds turning away from Civ games, brain drain, a golden opportunity, "the adults had disappeared," evolving into designer-programmer, the beginning of a franchise, switching away from adding proper nouns to the game, incorporating culture as a fountain to establish borders, design ideas that feel like they should have always been there, adding strategic and luxury resources, pushing trade and tension through resources, the advantages of particular historic civilizations and that not being a good fit for Civ, game play coming from map generation, lacking a single AI technique, starting the AI by starting at the beginning of the game, keeping hard-coded values out of the AI, making things data-driven, mod-ability, adapting the AI to changes and iteration in development, whether an AI is "cheating," being careful with how the AI interacts with the player, the intricacy of a naval invasion, how to choose a good city for your invasion and how players subvert that, making small decisions plausible, having no firewall between AI and game data, scaling for difficulty by bonuses and penalties, beating the opponent vs providing behaviors as a challenge, the inherent difficulty of diplomacy, AI as NPC, the negotiating table, AI career beginning when Civ III released, optimizing the fun out of the game, you don't give up anything to trade technologies, limiting what the AI is allowed to do, Civ is a game about math, giving up floating point math, balancing the numbers through Early Access now but patches in the past, being on the frontier of live games, holding the game together via time with the audience, discovering the perfect strategy for asymmetrical games via iteration, re-examining the 4X with his next game, automating as a poor solution, removing unnecessary vestigial stuff, taking away decision-free micromanagement, being afraid of changing mainstays, revisiting your prior design ideas, working like film and being out-of-order vs starting at the beginning, GDC postponement, Irene of Athens, Tim's love for Civ stories, manga and comics, the variety in the Japanese games market, the prevalence of handheld and mobile in the Japanese market, greater variety of games in smaller budgets, the value of common language, Tim's charity pledging. Games, people, and influences mentioned or discussed: Mark Sean Garcia, EA, Knockout Kings, Firaxis, Maxis, Spore, Dragon Age Legends, Mohawk Games, Offworld Trading Company, Adam Saltsman, Designer Notes, Idle Thumbs, Commodore 64, Amiga, Black Isle Entertainment, Avalon Hill, Sid Meier, MicroProse, Brian Reynolds, Spectrum Holobyte, Sid Meier's Gettysburg, Sid Meier's Alpha Centauri, Activision, Infogrammes, Hasbro Interactive, Sid Meier's Dinosaurs, Starcraft, Age of Empires: Age of Kings, Tim Train, Jason Coleman, David Inscore, Railroad Tycoon, Pirates, X-COM, Julian Gollop, Jake Solomon, Jeff Briggs, Bohnanza, Settlers of Catan, Guns Germs and Steel, Warcraft, Paradox Interactive, Crusader Kings, Europa Universalis, A Few Acres of Snow, Dominion, Ten Crowns, Empire, Beyond Earth, John Romero, SIGIL, DOOM (1993). Warren Linam-Church, Oedipus, Shakespeare, Johnny Grattan, Maus, PlayStation 2, Mr. Mosquito, Xbox (original), Prey (2017), Batman: Arkham Knight. Next time: Another interview?! Links: Playing to Lose, GDC 2008 Irene of Athens Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub [email protected]

Mar 4, 20202h 8m

DGC Ep 200: Beyond Earth Bonus and 200th Episode!

Welcome to Dev Game Club, where this week we engage in a little bonus talk about 2014's Sid Meier's Civilization: Beyond Earth. We talk about the game's strengths and iterations over Civ III and also the things that particular work for the hosts in the game, before turning to a brief celebration of our episode 200 and some feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of Beyond Earth (9 for Brett, 15 for Tim) Podcast breakdown: 0:57 Beyond Earth Discussion 40:31 Break 41:16 Ep 200 and Feedback Issues covered: how much Beyond Earth we played, getting its hooks in, knowing you've lost, many types of victories, pursuing victory types, not stacking units, board game simplicity, being mocked by other leaders, having a good set-up for interest if not for victory, being condemned for violence against aliens, getting over the hump, the huge benefit of tooltip additions, integrating advisors into the UI, the web of technology rather than the linear development, more visually parsable tech web, colorblind settings in Civ III, affinity colors and positions, exploring the tech web, adding RPG elements/progression to units, expanding your city, preferring the tone and setting, putting money into an opening cinematic, Brett's Book Recommendations, 200th episode surprises, the castle flip, being into the JRPG nonsense, our good fortune in interviews, spending time with immersive sims, Brett unwraps a thing, our poster with six Easter Eggs (true video game fashion), a heartfelt thank you from a listener, our own thank you to our listeners, some gentle ribbing about our ability to count, whether designers should be programmers, not being held back by what you know to be possible, being able to communicate clearly between design and engineering, the value of communicating and terminology, Caveman Tim, finding a way to say yes as an engineer, laying out logical steps for programmers, following up on older episodes, why Shenmue contracts down to having a job, autobiography in Shenmue, the Civilopedia being what you can do and not what you should do, Civilopedia as a legacy feature, a fantasy Civ. Games, people, and influences mentioned or discussed: Sid Meier's Alpha Centauri, Jurassic Park, Dark Souls, Confucius, Boris Johnson, Shenmue, Simon Parkin, A Game of Birds and Wolves, The New Yorker, Metroid (series), Castlevania (series), Alex Neuse, SNES, PlayStation, Kingdom Hearts (series), Disney, MYST (series), Final Fantasy (series), Persona 5, Prey (2017), David Brevik, Robyn Miller, Ken Levine, Bill Roper, King's Quest, Space Quest, Mark Crowe, DOOM (1993), Diablo, Quake, System Shock II, Hitman 2, Deus Ex, Thief, Ultima Underworld, Arkane Studios, Dishonored (series), Giant BeastCast, Vinny Caravella, Aaron Evers, Mark Sean Garcia, Devil May Cry, Mario 64, Halo, Skyrim, Fallout, Gothic Chocobo, Pokemon, Game Maker's Toolkit, Johnny Grattan, John Romero, Murray Lorden, Roberta Williams, David Perry, Shiny Entertainment, Republic Commando, MDK, Ben "from Iowa" Zaugg, Warcraft (series), Jedi Starfighter, GTA III, Bill & Ted Face the Music, Yu Suzuki, Björn Johannson, Magic: The Gathering, Warren Linam-Church, Mikael Danielsson, Master of Magic, GOG.com, MicroProse, Ultima VII, SimTech, Master of Orion, Wargaming, Star Control II. Brett's Book Recommendations: For Civ III: A Game of Birds and Wolves by Simon Parkin For Shenmue: What I Carry by Jennifer Longo Next time: more Civ bonuses! Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub [email protected]

Feb 26, 20201h 50m

Ep 199DGC Ep 199: Civilization III (part four)

Welcome to Dev Game Club, where this week we complete our discussion of Civilization III (and of the Civilization series generally). We talk about Tim bending the game to his will and falling down the game's rabbit hole before turning to takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Modern Era! Issues covered: Brett just can't play the game, making a very specific game, finding the ceiling of your audience, sticking with the series, interacting with the game at a narrative level, our rabbit holes, OCD: The Game, pursuing the space race victory, Tim leaving a perfectly good planet, techno-utopianism, the final frontier, espionage and the information fog of war, losing to the United Nations wonder, trying to get to a victory as fast as possible, skipping unnecessary tech, turning to another game in the series, setting your own goals and being drawn into a game, "all games are the same," building a society of the industrious and unhappy, choosing your Civ to suit, building a rocket in 1890, not being able to copyright gameplay, interlocking systems and numbers, balance and cost/benefit and personality, politics and responsibility, how bad American history education is, emerging stories due to interlocking systems, the strength of the AI, kudos to us, what we play and why, considering more recent AAA and indie games, being mindful of our positions in the industry, looking forward to next episode (our 200th!). Games, people, and influences mentioned or discussed: Telltale Games, Apple ][, Ancient of Art of War, Rob Zacny, Waypoint, Three Moves Ahead, Star Trek, Skyrim, Fallout, Leonard Tolstoy, Fyodor Dostoevsky, The Brothers Karamazov, Anna Karenina, Elon Musk, SpaceX, Dominion, Jurassic Park, Worlds of Ultima: Martian Dreams, Nellie Bly, Sigmund Freud, Jules Verne, H. G. Wells, Nikolai Tesla, Beyond Earth, LOOM, Bruce Shelley, Age of Empires, Avalon Hill, MicroProse, Firaxis, Jon Shafer, Barbarians at the Gates, Soren Johnson, Offworld Trading Company, World of Warcraft, Mike Morhaime, Rob Pardo, Civ Revolution, Ani_Mitchell, Jesse, John Romero, MYST, Return of the Obra Dinn, Undertale, Fez, Zack, Breath of the Wild, God of War (2018), Pokemon Let's Go, Final Fantasy VII Remake, Final Fantasy IX, Death Stranding, 343 Industries, Sid Meier's Alpha Centauri, Persona 5, Prey (2017), Spider-Man (2018). Next time: Beyond Earth Bonus! And Episode 200! Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub [email protected]

Feb 19, 20201h 21m

DGC Ep 198: Civilization III (part three)

Welcome to Dev Game Club, where this week we continue our discussion of Civilization III. We talk about Tim triggering a World War, the slow-down in the mid-game, Brett as a war criminal, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Modern Era Issues covered: Rome gets what it deserves, having more vs fewer Civs, running out of time/hitting a point of no return, not knowing what to ask for when you're suing for peace, wanting more feedback, being the type of game you need to figure out in a time when games wouldn't hold your hand, wanting a shallow end of the pool, having suggested scenarios, do they lean on old players, wondering if culture wins are possible against military might, experimenting to figure out the rules, getting an army and not knowing what to do with it, having military history vs not, fantasy/science fiction settings and the burden to teach, educating a player as they follow the series, Tim triggers a world war through diplomatic agreements, talking about history, trade and the economy, the weird ending screens, democracy hating war, appreciating the craft, this being a forever game, whether Brett would get a game with a different skin, bouncing off this style of play because it's not escapist, watching the AI and learning from that. Games, people, and influences mentioned or discussed: Star Trek, Fallout, Civilization: Revolution, Dominion, Magic: The Gathering, Beyond Earth, Madden (series), Daron Stinnett, Final Fantasy (series)/ Final Fantasy Tactics, Sid Meier's Alpha Centauri, Sid Meier's Pirates, Balance of Power, Risk, Starcraft, Persona 5. Next time: Finish the game/additional games! Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub [email protected]

Feb 12, 20201h 2m

DGC Ep 197: Civilization III (part two)

Welcome to Dev Game Club, where this week we continue our discussion of Civilization III (and of the Civilization series generally). We talk a bit about the middle game generally, why it doesn't catch on with Brett as much, and especially address the layers of game play and how they interact. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Medieval period Issues covered: converting members of the population to entertainers, lowering taxes instead, fighting overpopulation, filling out a tech tree to trigger the next age, bouncing off this game again and again, managing complexity, educating yourself with the Civilopedia, finding the decisions less interesting, lack of simulation pressure, having found a boring game and having less to worry about, fighting over every resource, having all the spice, cascading effects over resource distribution, thinking about how the AI might work, characteristics of nations and persons, thinking too hard about civilization breaks the game down a bit, the horrors of balancing, the benefits of iterating a franchise, running into the turn limit, the types of victories, a clash of simple systems, low complexity of any individual system, games of conflict and domination, turn-based combat and domination, putting faces to the civilizations, playing characters as caricature, marketing with Gandhi, personification and putting naming things, the pros and cons of having associations, competition games generally, the astonishing level of achievement here, generating little stories about your civilization, personalizing your board game, what do you bring into your game, visualizing your relationships with other civs, preferring "your" version of a game, playing games linearly but developing them out of order, interpreting the title (and possibly irony), how we teach history in America, sanitizing history, understanding causes, sitting back and evaluating rather than being in it, procedural rhetoric, mirroring it history, games in other areas that focus on different civilizational histories, getting to games. Games, people, and influences mentioned or discussed: Star Wars, Dune, Diplomacy, Risk, Fallout, Bill & Ted's Excellent Adventure, Phil Simms, The Osbornes, Dominion, Balance of Power, Chris Crawford, Mario Kart, Pandemic Legacy, Risk Legacy, X-COM, Rob Daviau, Matt Leacock, PRACTICE, Jeffool, Final Fantasy (series), Sam Thomas, Europa Universalis, Ester Olsen, MicroProse, The Aristocrats, Paradox Interactive, Persona 5, Ben "from Iowa" Zaugg, Day of the Tentacle, Tacoma. Links: Rob Daviau, Designing a Legacy Game Sun Tzu's War Academy The Apollo Program Next time: Finish a game! Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub [email protected]

Feb 5, 20201h 27m

DGC Ep 196: Civilization III (part one)

Welcome 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 a better understanding of the early game by having a good roll, not knowing how far apart to place things, not cracking the manual, not knowing what to do, the difference between Civ and some other styles of Sim game, transparency of numbers and systems, the distinction of toys vs games, limited automation in Civ, digging into the Civilopedia, genre-defining creation of its own choice space, what you read in the Civilopedia, playing against harder AI levels, reading as a min-maxer, applying concepts as relatable, being pushed away from the "realism/historicity," colonialism and Western civilization as the framework, limiting historical tribes as "barbarians," scope and production realities, warping reality, using peoples as pure resources, colonialism and barbarians and their inherent game limitations, layering systems, leveling units against barbarians, limiting what you ask of an old game, being curious about a ruler, finding an essentialism in a representative leader, arguing that different civs might have an opportunity to rule, seeing another Civ pass through a first time, early game tranquility and the end of innocence, creating a story around a single resource, shifting to a new form of government, establishing Pax Romana, the simple power of names, layers of ironic naming, "the past is never dead, it isn't even past," film and games, not being part of the cultural conversation, the mystery of games to people, Oscars and Pulitzers and prizes, marketing and games, proud self-support, staying away from a side-hustle, a couple of well-wishes, Tim's charity walking. Games, people, and influences mentioned or discussed: Metal Gear (series, obliquely), Nintendo, Sonic the Hedgehog, Avalon Hill, Computer Gaming World, Sid Meier, Link to the Past, Super Mario World, Street Fighter II, Monkey Island 2, Metroid (series), Super Castlevania IV, id Software, Bungie, Blizzard/Silicon & Synapse, 3D0 Corporation, SNES, World of Warcraft, Neverwinter Nights, Stormfront Studios, SSI, Gold Box Series, Ico, Final Fantasy IX, Doom (series), Soul Reaver (series), Star Wars: Starfighter, Devil May Cry, Silent Hill 2, Halo: Combat Evolved, Jak & Daxter, Max Payne, Red Faction, Serious Sam, TIE Fighter, MicroProse, Spectrum HoloByte, Hasbro Interactive, Infrogrammes, Firaxis, 2K Games, Take-Two Interactive, SimCity, Populous, Will Wright, Maxis, Peter Molyneux, Bullfrog Productions, Sid Meier's Pirates, Istanbul (not Constantinople), They Might Be Giants, Flood, Soren Johnson, Puerto Rico (board game), UFO: Enemy Unknown, StarCraft, Requiem for a Nun, William Faulkner, Ben "from Iowa" Zaugg, Candy Crush, Fortnite, Lady Gaga, Geoff Keighley, The Economy of Prestige, James English, Alexander, Luke Theriault, The Revenant, Persona 5. Next time: Civ III to the Industrial Age Twitch: brettdouville, instagram: timlongojr, @brett_douville, @timlongojr, and @devgameclub [email protected]

Jan 29, 20201h 29m

DGC Ep 195: Bonus Interview with Kirk Hamilton

Welcome 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, iMUSE and music blending in between states, game audio with multiple sound cards, preserving game audio, CD-ROM game audio/Redbook audio, the excellent audio and voice department of LucasArts, the many cool influences of Peter McConnell, artists at play, the evolution of the human brain, playing with your prey, the mix of lyrics and music and story and game play, the need for technical understanding in game composers, writing for an environment, adding data to music tracks, scheduling audio to play at the exact right moment, building a dynamic game play system and finding a way for music to match that, how Zelda music has changed over time, being aware of the creative vision of the game, Japanese game development, the mismatch of the opening vs the play of a game reflected in its music, feeling the play, the Tomb Raider menu music, Lara Croft in media vs Lara Croft in the game, the loneliness and promise of the menu music, the exploration of Tomb Raider vs the pulp of Raiders, licensing music, matching a soundtrack to the game's moment, using the right soundtrack that reflects the music, dropping in some Miles Davis or Sonny Rollins, Brett overshares his saxophone history, Kirk's projects, feedback about how we should set up each episode, going from game/book club vs discussing and analyzing games, what's next, Tim's big adventure. Games, people, and influences mentioned or discussed: Gamer Melodico, Kotaku, Strong Songs, Kotaku Splitscreen, Maddy Myers, Jason Schreier, Red Dead Redemption, Aaron Evers, NPR, RadioLab, Fresh Air, This American Life, Morning Edition, All Things Considered, World Saxophone Quartet, Matthew Burns, JukeDeck, Slate Culture GabFest, Succession, Nicholas Britell, Star Wars, Tomb Raider, Halo, Jason Graves, Republic Commando, Jesse Harlin, John Williams, David Collins, Ludwig Göransson, MIDI, Michelle Hinners, iMUSE, LucasArts, Monkey Island 2: LeChuck's Revenge, Dark Forces, Nintendo, GameBoy, The Secret of Monkey Island, Michael Land, MYST, Curse of Monkey Island, Grim Fandango, Full Throttle, George Lucas, Peter McConnell, Psychonauts, Double Fine Entertainment, Metallica, ProTools, David Byrne, How Music Works, Austin Wintory, Journey, That Game Company, Flower, Uncharted, Zelda (series), Legend of Zelda: Link to the Past, Koji Kondo, Legend of Zelda: Breath of the Wild, Manaka Kataoka, Crypt of the Necrodancer, Cadence of Hyrule, Danny Baranowsky, Super Meat Boy, Mario (series), Super Mario Sunshine, Super Mario Odyssey, UFO: Enemy Unknown/X-COM, John Broomhall, Timothy Michael Wynn, The Avengers, Morgan Grey, Indiana Jones, Crystal Dynamics, GTA (series), UbiSoft, Watch Dogs, Martin Scorcese, Birth of the Cool, Miles Davis, Saint Thomas, Sonny Rollins, The Lost Boys, Phillip from Copenhagen, Pokemon, World of Warcraft, Kingdom Hearts, Shenmue, Eternal Darkness, Rebel FM, DDR, Civilization III, SimCity, Sid Meier, Alpha Centauri. Next time: Civilization III Links: Kirk and the Secret of Monkey Island Gameplay and Story Are Exactly Like Music and Lyrics Strong Songs Patreon https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jan 22, 20201h 31m

DGC Ep 194: World of Warcraft (part three)

Welcome 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 complex MMO behaviors, limiting mechanical complexity, using position as an element in combat for boss design, adding puzzles to dungeon instances, being a part of a bigger raid, the perfect tank build, designing zones to slowly push you to the tough challenges, randomly encountering folks tackling the tough challenge, naturally pushing people to the same locations and forcing social interactions, quest lines that cycle you past places you've been, having long-term enemies and macro stories, having your endgame tie into characters you've seen before, breadcrumbing storylines, seeing higher level characters and having aspirations, returning to new player areas, Tim uses the B word, trying to find a group via server-wide channels, how busy the servers are, modern and match-making, name collisions on the server, being over-leveled for the dungeon, being overwhelmed to fulfill the role, getting careless or pulling badly, switching tactics for a dungeon, high highs and low lows, knowing your role while you're in a 5 person raid, surprises along the way with different types of characters, designing like an amusement park, having surprising visual moments, going out on an adventure, why there aren't lots of games like Shenmue, the historic hangover due to lack of diversity in AAA games marketing, making a game to reach our parents' generation, reaching Tim's mom, discoverability, attach rates and consoles, modern games with deep Shenmue vibes, mobile and casual games, availability of "classic" mobile games, game portals. Games, people, and influences mentioned or discussed: Dungeons & Dragons, Destiny, Everquest, Final Fantasy XII, Left 4 Dead, Valve, Sekiro, Lord of the Rings (obliquely), Disneyland, The Goonies, Dark Age of Camelot, Shenmue, Robin, Resident Evil, The Sims, LucasArts, Star Wars, Indiana Jones, Nintendo, Wii, Wii Sports, Persona (series), Tokyo Mirage Sessions, Red Dead Redemption 2, GTA (series), Nick McCormick, Spider, Drop 7, Osmos, Andy Nealen, Big Fish, Diner Dash, Crazy Taxi, Plants vs Zombies, World of Goo, Peggle, Alchemy. Links: Shenmue on the Saturn Next time: Our (delayed) interview with Kirk Hamilton! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jan 16, 20201h 45m

DGC Ep 193: Shenmue (part three)

Welcome 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 anything, having a first job, feeling communion with Ryo more and with the characters with whom he interacts, whether Death Stranding derives from this, having timelines with Nozomi and Goro and Mai, wondering what we missed, having to rush to the docks at midnight, connecting to the schedules, hopping on a motorcycle, a late timed challenge, getting into the Mad Angels' hideout, a music video returning Nozomi home, having to fight Gui Zhang, having to fight everyone who hangs out in the docks at night, leeching drama from a scene through repetition, Tim getting into the move set, wanting a little more from the fighting game parts, going half-way and lacking camera and HUD support, an aside into Japanese gang sartoria and Hong Kong cinema, missing out on Lan Di, having the final conflict, incorporating more fight moves in the final fights, finding scrolls and being taught the moves, suddenly dropping in narration, an abrupt ending, the life simulator, succeeding at building a living world, the real-time clock, lacking character state in unscheduled interactions, having rewarding moments off the beaten path, how the notebook fills in and not being able to use that to explore the world, "interactive cinema" and how that drove the game and industry, paralleling certain cinema tropes, embracing the mundane, crafting as mundane, having the mundane to balance and buoy the action, setting the game in its time again from fans, technical achievements of Shenmue, things feeling a little stilted, Brett not remembering the names of stuff, spending time on side things, looking ahead. Games, people, and influences mentioned or discussed: Yu Suzuki, Ian Bogost, Play Anything, Death Stranding, Metal Gear (series), John Woo, Jackie Chan, Oldboy, Virtua Fighter, The Warriors, LucasArts, Full Throttle, Persona (series), Left 4 Dead (series), Top Gun, David Cage, Heavy Rain, World of Warcraft, DreamCast, Guy Morgan, Lloyd Parker, Soul Calibur, PlayStation 2, Final Fantasy VIII, XBOX, John Carmack, DOOM 3, Daniel Louks, Animal Crossing, Assassin's Creed, Skyrim, The Witcher 3, Kirk Hamilton, Aaron Evers. Next time: An interview with Kirk Hamilton about the new theme! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jan 8, 20201h 49m

DGC Ep 192: Another Year Behind Us

No 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 [email protected]

Jan 1, 20201h 16m

DGC Ep 191: Shenmue (part two)

Welcome 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 disappears and can be found, Brett's issue with Nozomi, running up against the boundaries of the sim and caring, having a sense of things, it becoming Christmastime and the town, meeting Santa, why can't I thank Nozomi, mysticism maybe slipping in, bringing in wire movement from kung fu cinema, having a cool moment in the dojo, pocketing a family heirloom, an infinite inventory, using the flashlight again, how to get the scene with the father's memory over breakfast, missing things, systems vs spaghetti scripts, what David Cage owes to Yu Suzuki, building scenes vs world building, in theater: why is this the day or period of this character's life, choosing the most important day in Hamlet's life, padding a game and not fully motivating it, providing contrast, the map of the old warehouse district updating, filling in the homeless man's map, adding in the guard patrol paths, the forklift meme, trying to get into a warehouse and thinking you need a forklift, Quick Time(r) Events, a brief digression on laserdisc games, having a soccer ball kicked at you, lots of mini-moments, mapping QTEs to natural motions, using direction vs button presses, having the right player logic. Games, people, and influences mentioned or discussed: Seaman, Phantasy Star Online, Sega Pro Bass Fishing, World of Warcraft, Yu Suzuki, Skyrim, Big Trouble in Little China, Rockstar, David Cage, Heavy Rain, Omikron: The Nomad Soul, Anachronox, Fahrenheit/The Indigo Prophecy, William Shakespeare, Hamlet, LA Noire, Chekhov, Dragon's Lair, Space Ace, Cliffhanger, Badlands, Don Bluth, Game Boy Advance, God of War (2005), Tomb Raider (2013), Metal Gear Solid 4, God of War (2018), Persona 5. Next time: End of year bonus! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Dec 18, 20191h 16m

DGC Ep 190: Shenmue (part one)

Welcome 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 an in to the mystery and the start of play, player and character motivations tightly linked, slowly introducing you to the world, removing some of the mechanics of mourning, the Band-Aid of power, "pointless interaction," little cutscenes with his father, methodical slow initial pacing, being worried about a full inventory, quickly removing a picture from the wall, a sort of tech fetishization, attention to detail, feeling like a simulation, what kind of simulation this is, very elaborate per-character scripting, the sorts of ways we simulate these days, the cost of developing a game like this, other highly scheduled games of the time, day-night schedules, always having the clock on the HUD, lack of time manipulation, learning to know your location, learning the schedules of characters, seeing a character leave or arrive at his apartment, being able to theorize about what characters it made sense to talk to, calling back to text adventures, process of elimination vs logic-ing out, systemic conversation options, automating something similar to Ultima keywords, spaces in the notebook, having cultural aspects in the story, integrating into a foreign culture, likely personal goals for the game, an allegory for certain clashes, the fortune-teller, upsetting the DAoC economy, staying away from the WoW economy, making crafting more or less optional, encouraging interaction between players or not, insider training in WoW, real world money, getting around in WoW, playing modless, finding a place again a decade later, having those moments you can't have any other way, being aware of your market and building budget-appropriate. Games, people, and influences mentioned or discussed: Charlie Chaplin, System Shock 2, Planescape: Torment, Legacy of Kain: Soul Reaver, EverQuest, Rainbow Six: Rogue Spear, Counterstrike, Alien vs Predator, Rollercoaster Tycoon, Team Fortress Classic, Half-Life, Quake, Final Fantasy VIII, Medal of Honor, The Longest Journey, Sierra, Unreal Tournament, Homeworld, Silent Hill, Super Smash Bros, Mario Party 2, Dreamcast, Crazy Taxi, The Offspring, Soulcalibur, Yu Suzuki, Hang-On, Space Harrier, Virtua Racing, Virtua Fighter, Out Run, Afterburner, SEGA, Blue Dragon, Phantasy Star Online I & II, Sonic Adventure, Blue Stinger, Seaman, Samba de Amigo, Rez, Ikaruga, PlayStation 2, Red Dead Redemption 2, Trespasser, Gone Home, The Sims, Majora's Mask, Groundhog Day, Ocarina of Time, GTA III, Assassin's Creed (series), Bethesda Game Studios, Skyrim, Deadline, Witness, LucasArts, Ultima (series), Yakuza (series), Godzilla, jesusfreak144000, Eric Fox, Dark Age of Camelot, World of Warcraft, EVE Online, Makendi/Aaron, Twitch, Curse, Ashton Herrmann, Morrowind, Dark Souls, Game Maker's Toolkit, Dead Space (series), Frank Gibeau, Mark Brown. Next time: Up until the end of the next open world section Links: Could not find the gold farmer article, sorry!

Dec 11, 20191h 41m

DGC Ep 189: World of Warcraft (part two)

Welcome 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 the network of other players to guide you to content, building a world, broadness but not depth in character, traveling long distances, playing co-op even with strangers, complementary character builds, tank/dps/healing triumvirate, flying over a very dangerous area and the exhilaration of what you'll see some day, like visiting a whole new place, progressing from very small to small to absolutely enormous, transitions from place to place, limitations of Westfall as an area, transition from Coldridge up into Ironforge, designing around when you transition zones, stretching quests a little too thin around Thelsamar, order of continent design, limitations of the Alliance, curiosity about retention, Tim's theory about humans as most retained race, approachability of the familiar, wanting different experiences the more games you've played, worrying about money, controlling what's purchasable, the importance of money, getting abilities for free, having to make interesting or hard decisions about money, running out of money, cutting off experimentation because things are expensive, evolving into multiple currency types, auto-sorting things into bags, the nightmare of inventory management, grognard capture and approachability, setting graphics to the WoW look, getting into a dungeon. Games, people, and influences mentioned or discussed: Dark Age of Camelot, Dr. Seuss, Disneyland, Gone Home, Firewatch, Dungeons & Dragons, Dragon Age: Inquisition, Bethesda Game Studios, Everquest, Brad Furminger, Eternal Darkness, Nintendo, Shenmue, Dreamcast, Austin Walker, Waypoint Radio, Makendi. Next time: A new game: Shenmue (check Twitter for how far) (And to 30 for a future WoW episode) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Dec 4, 20191h 8m

DGC Ep 188: Eternal Darkness Bonus Interview with Brad Furminger

Following 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, the ancient ones and their machinations, establishing the importance of places in the world, building and rebuilding the world, returning to a place and knowing where to go, blending the player and character experience, the meta effects, the adventure game beginnings, sanity effects coming from the whole team, incorporating good ideas as a designer, Brad's favorite meta sanity effect, the difficulty of going low sanity, "You need keys that aren't keys," illustrative koans, finding ways to connect Alex through the chapters as keys, teaching the player to navigate the unknown, Nintendo's excellent QA department, finding a weird.... hardware bug?, PEBCAC, sacrificing a feature to make the game a little more approachable, seeing the flaws in our own work, making not enough use of the body part targeting, having to change to Pargon for Japanese, the magic system, developing around four plays, the percentage of people who finish a game having started it, hoping rather than expecting people would play more than once, making changes that cut down on differentiation of playthroughs but benefited QA, getting into teaching, getting experimental in classes, the impact of 9/11 on Eternal Darkness, Bush invoking the Crusades, incorporating development lessons into teaching, a game recommendation, the impact of fans in keeping games alive and playable, usability testing and playtesting, getting information about the whole player, blind testing, having that discomfort and not saying anything about play, getting a sense of what the player is experiencing, giving voice to what you're playing, pushback on playtesting, using different departments to playtest, seeing and not reading, usability issues again. Games, people, and influences mentioned or discussed: World of Warcraft, Silicon Knights, Metal Gear Solid: Twin Snakes, Too Human, Bedlam Games, D&D: Daggerdale, George Brown College, Toronto Film School, Denis Dyack, Legacy of Kain: Blood Omen, Full Sail, DigiPen, Sandbox Studios, Digital Extremes, PlayStation 1, Nintendo 64, GameCube, Nintendo, Ted Travor, Sierra, King's Quest, Space Quest, Robyn Miller, MYST, Lovecraft, Shigeru Miyamoto, Trevor Fencott, Runbow, 13AM Games, Jedi Starfighter, DLC Podcast, Jeff Cannata, Christian Spicer, Alynne O., FromSoft, Shadow Tower Abyss, Metroid Prime, Half-Life 2, King's Field, Dark Souls/Bloodborne, Owen Lawson, TIE Fighter, X-Com, Dark Forces, Planescape: Torment, Star Control 2, Stardock, Lucas Rizoli, Microsoft, Republic Commando, Michael Abbott, Valve, Blizzard, Jeffrey Sondin-Kung (Pinecone), LEC-Game Theory, Zachary Crownover, Johnny Pockets, John Romero, Persona 5. Links: Patrick Klepek on Mizzurna Falls Next time: Up to level 20 (?ish) in World of Warcraft https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Nov 27, 20191h 36m

DGC Ep 187: World of Warcraft (part one)

Welcome 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 and Warcraft III, launch and WoW, pulling the games from the shelves, server queues, revenue gross, Brett does some on-the-fly math, Activision-Blizzard merger, the starting area for gnomes and dwarves, inviting you into the world like a DM, learning the design language of the game, usability of the quest system, shifting the focus to quests (vs combat grinding), doing multiple things with the quests and rewards, changing your character's look, each race having its own animation set, differentiating races strongly, pre-rendered introduction, RTS influence again, seeing your first human (on a horse), simplifying WoW in the modern version, having to read the text to understand where to go, adding user interface mods, increasing intrinsic reward through difficulty, managing your own grouping, growing the scale of what you see, scale of towns and villages, growing up with the world through exploration, experience ramp. Games, people, and influences mentioned or discussed: John Romero, LucasArts, Republic Commando, God of War, Shadow of the Colossus, Half-Life 2, DOOM 3, Metal Gear Solid 3, Fable, Halo 2, Far Cry, Chronicles of Riddick, Katamari Damacy, Vampire: The Masquerade: Bloodlines, Source Engine, Troika Entertainment, Tim Cain, Leonard Boyarsky, The Outer Worlds, EverQuest & EverQuest II, 989 Studios, Sony Online Entertainment, Rob Pardo, MUD, Roy Trubshaw, Richard Bartle, DikuMUD, Brad McQuaid, Zork, Adventure, MOO, Pantheon, Saga of Heroes, Habitat, LucasFilm Games, Randy Farmer, Chip Morningstar, Meridian 59, Ultima Online, Dark Age of Camelot, Asheron's Call, Raph Koster, Star Wars Galaxies, Ultima Underworld, Turbine Entertainment, Lord of the Rings Online, Mythic, EA, Star Wars: The Old Republic, Blizzard, Warcraft: Orcs and Humans, Bill Roper, Diablo, David Brevik, Warcraft III, Chris Metzen, DotA, Icefrog, Riot Games, Dark Souls. Next time: To level 20 https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Nov 20, 20191h 22m

DGC Ep 186: DOOM Bonus Interview with John Romero

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Following 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 chance to make a great 8-bit game, wanting to make games all day, hiring an artist based on musical taste, knowing a coder from the game, Carmack renting a PC to port his own RPGs, getting your own room and making your own games, two games in a month, becoming the game everyone in Pakistan and India played, dividing up the work, vertical scrolling vs smooth horizontal scrolling, getting stuff done in a night, knowing when it's time to move on, pitching a game to Nintendo, mistaking fan mail, making deals through the mail, making bank and cutting a deal to avoid a lawsuit, nearly selling the company, shareware just taking off, moving into the black cube, writing a... strong press release, riding the rocket, being fluent in code and creativity at the same time, multi-user editing, breaking out of a rectilinear world, getting out of the intellectual model, no room could have been made in the prior game, having to solve unknown problems, coding everything into the editor and coming up with the needs, programming all sorts of wild secrets, goals for SIGIL, coming up with new ideas that are reasonable extensions, someone stealing your thunder, flipping switches to get from multiplayer to single player, loving designing stuff, the Empire RPG, dream game with the dream team, spending time with John Romero, working on 90 games, working solo, the history of games in one man's head, June calls out, we talk our next game, SWotH. Games, people, and influences mentioned or discussed: Sigil, Origin Systems, Softdisk, John Carmack, Adrian Carmack, Tom Hall, id Software, Commander Keen, Wolfenstein 3D, Quake, ION Storm, Daikatana, Deus Ex, Anachronox, Monkeystone Games, Midway, Slipgate Ironworks, Gazillion, Loot Drop, Brenda Romero, Romero Games, Empire of Sin, Poison Cookie, Hunt the Wumpus, Nim, Adventure, Robert Lavelock, Will Wright, Dr. Cat (David Shapiro), David Crane, Capital Ideas Software, Apple ][, Nibble Magazine, Scout Search, InCider Magazine, AppleFest 1987, UpTime, Jay Wilbur, Cocktail, Epic Software, Lane Roathe, Ultima I, ManPower, John Fachini, Denis Loubet, Robert Garriott, Ultima Underworld, Mapping the Commodore 64, Inside Out Software, Might & Magic 2, Tower Toppler/Nebulous, Epyx, Lynx, Crush Crumble Chomp, Temple of Apshai, Alien, Dark Castle, Ideas from the Deep, Al Vekovius, Karateka, LodeRunner, Choplifter, PlayStation 2, LucasArts, Gamer's Edge, Sub Stalker, Tennis, Mark Crowe, Paul Lutus, GraFORTH, Catacomb, SuperNES, Mario, Zelda, Dangerous Dave, Solitaire, Minesweeper, Slordax, Michael Abrash, Captain Cosmic, Nintendo, Scott Miller, Kingdom of Kroz, Commander Keen, Aliens Ate My Babysitter, FormGen, Sierra, Ken and Roberta Williams, Wolfenstein 3D, Spear of Destiny, Kevin Cloud, NextSTEP, Wizardry, REKKR, Civilization, Paradox, The Irishman, Martin Scorcese, Francis Ford Coppola, Skyrim, World of Warcraft Classic. Next time: World of Warcraft Classic (up to level 5) Links: Making of SIGIL https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Nov 14, 20191h 54m

DGC Ep 185: Eternal Darkness (part four)

Welcome 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, usability fighting fiction, getting into a designer's head, describing the WWI bosses, communicating how to fight the boss, timing with the seven-part magical attack, scripting-heavy bosses, playing against your instincts, our go-to spells, objects showing up in the trapper world, running past because your sanity is low, the most repetitive points of the game, using the towers as an amplifier, good camera use, finding a cyclical story for production benefits, the final fight as a restatement of the rest of the game, starting the game as Pious, villainous consistency, learning to hate Pious with Alex, phases of the fight, getting lucky with the ghosts, Brett's Book Recommendation, the strength of the structure of the game, the statues in the walkway, finding a story that allows for production benefits, finding additive bits via the insanity systems, adding coats of paint to levels, water cooler talk, viral marketing, generating surprise, insanity effects and a conflict with a resource, interplay with difficulty, Alex slowly going insane, the magic system and its visual and experiential representation, gender and racial representation, a note about our book club feel, lighting in DOOM vs gzDoom, lighting complementing emotion, level design and lighting, fidelity and lighting, using light as a landmark to propel the player, photorealism and its interplay with design, remembering you're making a game, lightening the load on the player. Games, people, and influences mentioned or discussed: Brian Taylor, HP Lovecraft, Prince of Persia: Sands of Time, Hamlet, Victor LaValle, The Ballad of Black Tom, Waypoint Radio, Austin Walker, The Night Ocean, Paul LaFarge, Metal Gear, Diablo, Dejan Josifović, DOOM, Sigil, John Romero, Alan Wake, Dead Space 2. Next time: An Interview! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Nov 6, 20191h 36m

DGC Announcement 10-30-2019

Just a quick announcement to let people to know we're on what we hope is a brief hiatus.

Oct 30, 20191 min

DGC Ep 184: Eternal Darkness (part three)

Welcome 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 acting, teaching spells earlier, things getting away from you, where Brett gets stuck, the characters looking at objects, missing a critical object, putting too many things in a room, level design and camera design must work together, being constrained by your tools, scripted spline cameras, the difficulty of good camera tools, being worried about breaking your scripts, runes with meaning you can explore in the magic, sentences in older and younger languages, the god speaking the spell, the timing mechanic, the elegance of putting time into the spell-casting, the ways it can be interrupted, insanity effects, returning back to Alex, Pious Augustus using the same spell language, tying voice work between related characters, voice acting coming into its own, large number of characters, models being unable to emote and thus relying on voice acting, using tricks to make the lack of emotion work, is a handheld good for horror, requiring time to build tension, how baring mechanics works against horror, having space to move preventing horror vs claustrophobia, feeling capable and having power mechanics, insanity effects as titillation, the camp bathroom system in Dead Rising, frustration working against horror, seeing extra content, achievements, how the Internet changes game designs, streamable and giffable moments, finding the pearls of the game that are shareable. Games, people, and influences mentioned or discussed: Monty Python, Far Cry 2, Nintendo, Grim Fandango, Breath of the Wild, Dungeons and Dragons, Crystal Dynamics, DOOM (1993), Jennifer Hale, Mass Effect, Soul Reaver, The2ndQuest, Resident Evil, Stargate SG-1, Fatal Frame, Resident Evil 4, Nintendo Switch, Nintendo Wii, Luigi's Mansion, PT, Dark Souls, Bloodborne, Sekiro, Demon's Souls, Zachary Crownover, Metal Gear Solid, Silent Hill 2, HP Lovecraft, Edgar Allan Poe, Dead Rising, Alan Wake, Gothic Chocobo, Arkane Studios, The Outer Worlds, PUBG, Minecraft. Next time: Finish the game! Links: IGN pushing ED sales https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Oct 23, 20191h 29m

DGC Ep 183: Eternal Darkness (part two)

Welcome 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 don't care about your insanity, Tim's trouble with enemies, being under-resourced, feeling painted into a corner, save strategies, game play derived from that early choice, expectations of the player, being punished by a powerful enemy, how enemies differ across color, playing different characters due to the structure, a variety of endings for characters, the conspiracy to kill Charlemagne, having a fatal flaw that comes around to get you, good puzzles and showing you the states, hiding the locks and keys, the death of Charlemagne, revisiting the shrine where Pious Augustous became a lich, Karim's ending with a ghost, joining up eternally to protect some artifacts, having a freeze frame on the twist death, seeing Maximilian's ghost, going back to a different stage of the mansion, the weakening penmanship of A. Roivas, the secret entrance to the library, the pattern of the pulps, a long discussion of controllers and fighting games, we talk about our use of combo again, thinking differently about a game for the podcast. Games, people, and influences mentioned or discussed: HP Lovecraft, Alan Moore, Providence, League of Extraordinary Gentlemen: The Black Dossier, Hamlet, Shakespeare, Warren Spector, Deus Ex, Breath of the Wild, Shadow of the Colossus, Starfighter, Resident Evil, Dark Souls, Thief, The Passion of Joan of Arc, Creepshow, EC Comics, Amazing Stories, Stephen King, George Romero, The Nameless City, Alone in the Dark, Dark Corners of the Earth, Charles Dickens, Robert Howard, Conan, HKris7, Warcraft, Derek from Spokane, DOOM, Chex Quest, Street Fighter, Sega Genesis, Marvel vs Capcom 3, Call of Duty, Chrono Trigger, Republic Commando, The Matrix, Alan Wake. Next time: Levels 6-9, nice. Links: Angry Video Game Nerd on Chex Quest The Hit Box Mike "BrolyLegs" Begum https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Oct 16, 20191h 29m

DGC Ep 182: Eternal Darkness (part one)

Welcome 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 seriously, minimal insanity effects, Brett's never-empty bar, Tim describes an insanity effect, describing the initial experience, reading the Tome of Eternal Darkness and as a result playing the game, writers and writing and their madness, ancient history and its influence on modern day, using libraries to find information and history books, seats of American academia, delving into memory, using an Animus vs a book version, the Necronomicon, changes to Alex as to whether she's astrally projected, having multiple interpretations, Pious Augustus's transformation, making an uninformed choice, making better informed choices in Kingdom Hearts, starting to see the structure, being in the same location across multiple time periods, whether or not one required a manual, the forces for and against manuals, slowly adding mechanics in a Nintendo way. Games, people, and influences mentioned or discussed: Resident Evil, Silent Hill 2, Thief, Nintendo GameCube, Metroid Prime (series), Resident Evil 0, Legend of Zelda: Wind Waker, Animal Crossing, Super Mario Sunshine, Kingdom Hearts, Hitman 2, Splinter Cell, Ghost Recon, Jedi Starfighter, Ratchet and Clank, Sly Cooper and the Thievious Raccoonus, Warcraft III, PlayStation 2, LucasArts, Silicon Knights, Denis Dyack, Tatsuya Hishida, Hiro Yamada, Shigeru Miyamoto, Satoru Iwata, Resident Evil 4, Capcom, Retro Studios, Nintendo Switch, Mother 3, Kirby Dream Course, SNES Classic, Disneyland, Haunted Mansion, Luigi's Mansion, Devil May Cry, Bayonetta (series), Cthulhu, HP Lovecraft, Edgar Allen Poe, In the Mouth of Madness, Assassin's Creed, Evil Dead 2, Alan Wake, Dungeons & Dragons, Kingdom Hearts, MYST, Super Mario Bros, Bill Roper, Lurking Horror, Infocom. Next time: The next three levels (until Lurking Horror) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Oct 9, 20191h 9m

DGC Ep 181: DOOM Bonus: DOOM (2016)

Welcome 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 by the demo, leaning into the heavy metal, corridor/arena design and length, having characters to interact with, thinking about the game when you're not playing, difficulty, how the game improves as level design starts to get more abstract, being a little at odds with itself, lack of aim-down-sites, lower maximum ammo, appreciating tight tuning, the NPC similarities, influence of art direction, having a space make sense as a place you've been, not stopping to think, playing as a designer, Tim vs Brett as how they play and disconnect if they can, WASD becoming a thing, what control schemes and controllers might work, VR controls, MOBAs and ability triggering, naturally using your hands, eye-tracking as another improvement in interfaces, finding the one game that encapsulates all sorts of play, player-created narrative vs authored narrative, "welcome to the Nether," teaching game design, using analysis to get at mechanics and their connection to dynamics and aesthetics, source ports, multiplayer being important to a campaign, being in communication with players through knowledge vs social media, the uniqueness of SIGIL, games as products, having multiple player types, figuring out your relationship with players, .plan files, designer/developer interaction through plan files, Usenet, art and games as a gift, being able to give more to your players, Brett's Book Recommendation, expansion and contraction in game design, the natural rhythm of play matching breathing, natural pacing, AI story direction to manage tension, focusing on a single enemy as a contraction. Games, people, and influences mentioned or discussed: id Software, Prey, Dishonored, Call of Duty, Zenimax/Bethesda Game Studios, Republic Commando, Rage, Quake (series), Wolfenstein (series), Machine Games, Raven Software, Half-Life 3, Bioshock, Terminator 2, Total Recall (1990), Viktor Antonov, Unreal Engine, Cry Engine, The Evil Within, Resident Evil, Tacoma, Gone Home, System Shock 2, Austin Powers (series), Logan's Run, Michael York, Gilmore Girls, LucasArts, Daron Stinnett, Tomb Raider, Mike Vogt, Apogee, Dark Forces, GOG, Ingar Shu, Valve Software, Kinect, DoubleFine Studios, StarCraft, WarCraft, Facebook, Oculus, Horizon Zero Dawn, Mass Effect, Mikkel Lodahl, Minecraft, Nintendo, Legend of Zelda (series), Mario (series), Metroid (series), Disney Infinity, Project Spark, Little Big Planet, This War of Mine, Sam Thomas, SIGIL, Unreal Tournament, LEC-Quake, Ryan Troock, John Romero, Mario Maker, Halo (series), Ken Levine, John Carmack, SiN, Levelord, George Broussard, 3DRealms, John Yorke, Masters of DOOM, James Franco, The Disaster Artist, Tom Bissell, Paul Reiser, Mad About You, Oscar Fiasco, Link's Awakening, Day9, Super Mario 64, Starfighter, Left 4 Dead, Silent Hill 2, Thief: The Dark Project, Eternal Darkness, Nathan Martz, Alan Wake, Control. Next time: Either a guest... or a bit of Eternal Darkness, check your local listings (i.e. Twitter) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Oct 2, 20191h 39m

DGC Ep 180: DOOM Bonus: SIGIL and Thy Flesh Consumed

Welcome 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 single sentence, masterful manipulation of geometry, increasing detail and nuance, teaching you about the eye triggers, Baron backstabbing, Tim talks about the level with the three paths with the colored keys, being fully immersed in a level, squeezing every drop of blood from a design stone, being a master of your techniques, feeling a little too agitated, playing with a controller vs a mouse and keyboard, aim assist and magnetism, playing with highest resolutions and hardware, speed of controller games vs mouse & keyboard games, better tools and using DOOM as a learning tool, a lesson from the Pokemon series, the huge reach of the biggest franchise, Nintendo games as exemplars of good design, games we've been inspired by despite not having played much, the granularity of game bits, mental mapping in Will Wright's games, mea culpa mea maxima culpa, playing with a controller vs a mouse with the most recent game. Games, people, and influences mentioned or discussed: Tim Willits, id Software, Kevin Cloud, John Romero, American McGee, GZDoom, Shawn Green, Hexen, 3D Realms, Daikatana, Nintendo, Switch, XBLA, nickmcco, Pokemon, Pokemon Go, GameCube, N64, JC Porcel, Super Crate Box, Final Fantasy (series), The Sims, Richard Evans, Will Wright, Mark Brown, The Game Maker's Toolkit, GTA III, Matt Ackeret, Apple ][, Atari 2600, The Witcher III, DOOM (2016). Next time: DOOM (2016) Links: MiniDOOM 2 Trailer Download link for Mini DOOM2 https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Sep 25, 20191h 13m

DGC Ep 179: DOOM (part three)

Welcome 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 maps these days, feeling like you can lean on the map, what companies do with maps, underestimating the needs and use of the map, the map as crutch, avoiding blood-locking through good level design, blood-locking and speed, speed as score attack, death animations and audio, the exploding Pinky in alpha, mechanical information conveyed through death feedback, persistent bodies and landmarking, the memory and performance expense of dead bodies in modern 3D shooters, favorite moments, using the chainsaw, punching Barons, the rabbit ending, heads on pikes, lap claps, big steps in first-person level design, story and level design, video games growing up, bringing Hell to Earth, unapologetically being what you are, going over the top, propulsive play, the importance of technology, Tim speaks to the younger generation by bringing up Howard Hughes, being on the bleeding edge, emergent enemy behavior/orthogonal design, simple rules for enemies, simple tools for generating game play, high numbers of enemies, being able to drop an enemy anywhere. Games, people, and influences mentioned or discussed: Roald Dahl, Paradise Lost, Sandy Petersen, Dark Forces, Thief, Ultima Underworld, Legend of Zelda (series), Nintendo, Metroid (series), Wolfenstein 3D, id Software, Dungeons & Dragons, Quentin Tarantino, GTA III, The Ramones, Once Upon A Time... in Hollywood, Masters of DOOM, James and Dave Franco, John Carmack, Howard Hughes, Epic/Unreal, Star Wars Republic Commando, Halo, Randy Smith, Bungie, Bethesda Game Studios. Next time: Episode 4: Thy Flesh Consumed & SIGIL! Tracks: Unholy Cathedral (intro) Slough of Despair (break) Links: Bunny ending Maybe... Randy Smith talking about emergence Note: Dis, in Dante's Inferno, is a City and not a "plains." We regret the error. https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Sep 18, 20191h 24m

DGC Ep 178: DOOM (part two)

Welcome 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 player, setting and rules surprises, cosmic horror influence, specialization of level design, holistic differences, teleporter and stair and platform use, where you got your shareware in 1993, Steam collecting data on cards and such vs Quake_Test, simple puzzle, dungeon master influence, using lighting for effect, AI rules, emergent behavior, escalation of clutter from human body parts to demon body parts, knockback, having additional sprites/frames, communicating AI state visually, closing the Pokemon Pandora's Box, diving deep on EVs and IVs and fans finding a way, high degrees of systems plus social equals success?, slimness of Nintendo UI, Nintendo patching glitches out, Marathon on modern systems, pitch-counting your Pokemon battles, areas to run through in games that are okay. Games, people, and influences mentioned or discussed: John Romero, Sandy Petersen, Wolfenstein 3D, Call of Cthulhu, Quake, Half-Life, Tomb of Horrors, Tom Hall, Anachronox, Predator, Splinter Cell, Nintendo, fulltilted, Bard's Tale Remastered, Prey, System Shock 2, Deus Ex, Eye of the Beholder, King's Quest, Wizard and the Princess, Pokemon, Gothic Chocobo, Mario Maker 2, Patrick Klepek, Waypoint, Smash Bros, Marathon, Alelph One, Ultima Underworld, System Shock, Daggerfall, Chris Mead, Ben Zaugg, minatorrent, Tomb Raider, Metroid: Samus Returns. Next time: The final episode! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Sep 11, 20191h 15m

DGC Ep 177: DOOM (part one)

Welcome to Dev Game Club, where we this week we begin a new series on 1993's seminal FPS DOOM. We talk briefly about the year in games before digging into the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First Episode! Issues covered: where the game takes place, adventure games at a good spot, hard drives and CD-ROMs, designing for efficiency, polar opposite of rendering presentation from MYST, first-person perspectives, tone and subject matter, how each host met up with the game, Brett's hoarding problem, "things have changed," shareware model, how you could write from/to a disk, "free to play," levels becoming more organic, pushing technology, avoiding drawing pixels multiple times, simplicity of rooms and limited enemies, having a better sense of place, adding a map (which ten years before would have been the game), moving in the map, comparing goals of different FPSes, abstract levels vs grounded ones, trying to find the first-person formula and simplifying down, limited enemy types in the first episode, dealing with enemies in a mix, hearing before you see, high school aesthetic, the whole aesthetic in the cover, gore, leaning into what your technology can do, contrasting themes in first-person games, falling into the game, getting your skills back, developing your vocabulary, we totally get the dates wrong on a couple games, playing with a mouse and keyboard vs sticks, speed speed speed, weird choices for sprites, the pacing of the intro, having a horror intro the overshadows, organic bits of design, being able to see across spaces, feeling exploratory, having a sense of place through vistas, addressing an elephant in the room, professionalism in development, Blast Processing, a faster memory pipeline, design beating technology, Riven and Metroidvania, looking across spaces to an exit and being spit out near it later, stat experience and Pokemon (as well as other stat stuff), players figuring stuff out, the game making an argument to you, how does a player reason about a thing and letting a player intend to do a thing, non-exposed systems, Tim guesses who is who. Games, people, and influences mentioned or discussed: Day of the Tentacle, MYST, Link's Awakening, Syndicate, Mortal Kombat II, X-Wing, TIE Fighter, Masters of Orion, The 7th Guest, Eye of the Beholder, Ultima VII, Wizardry (series), Dark Forces, LucasArts, Chris Corry, Commander Keen, Castle Wolfenstein, Space Quest, Daron Stinnett, Andrew Kirmse, George Lucas, Star Wars, Matt Tateishi, Quake, Dune 2000, Marathon, System Shock, Ultima Underworld, Diablo, Beavis & Butthead, Frank Frazetta, Mysterious Island, Marvel, DC, Spider-Man, Batman, Mario (series), Thief, Nick Foster, Outlaws, Skyrim, Legend of Zelda: Breath of the Wild, DOOM (2016), Halo Infinite, 343 Industries, Fallout 4, Sam Thomas, SNES, SEGA, Super Mario Kart, Secret of Mana, Final Fantasy, Dreamcast, Saturn, PlayStation, Steve Race, Walker Ferrell, Castlevania, GoldenEye 007, Nier: Automata, Riven, FF6, EarthBound, Chrono Trigger, Pokemon, Gothic Chocobo, Shigeru Ohmori, SimCity, Nintendo Power, World of Warcraft, Rich Davis, Derek Achoy/Speakyclean, Jackbox. Next time: Second Episode! Links: https://www.youtube.com/watch?v=zlulSyBI2aY Formulae: Change in Stat = floor{ min{ ceiling[ sqrt(Stat Exp.) ], 255} * Level / 400 } Correction: Steve Race was the director of development for Sony America, not its President. He left three months or so after his announcement at E3 1995. The Sega Saturn was $399, and the PlayStation debuted at $299. https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Aug 28, 20191h 17m

DGC Ep 176: SNES Classic One-Off

Welcome to Dev Game Club, where we this week the podcast does something a little bit different and takes a quick side-turn into the SNES Classic. After playing two games off-cam and two games on, the hosts talk about each game in turn. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A bit of a number of SNES Classic Games Issues covered: the difficulty of Contra games, old school punishing difficulty, power-ups, memorization, eating quarters, shooters and brawlers, reflex-based games, playing on d-pads, putt-putt golf, unlocking where the hole is, more interactions than golf, politics and interfering with other players, screen-watching and Kirby's Dream Course, bards and paladins, physics and ricochet prediction, playing defensively, having a number of shots before being tired, forward feedback loop, the other Kirby game on the Classic, discussion of various other consoles of the time, down the rabbit hole of other consoles of the time, seeing the depth of fighting games right there on the screen, more quarter plugging, move discovery, the beauty of Street Fighter IV, fighting game sticks and cheating, dabbling in fighting games, knowing you could systematically improve, labor practices, story modes in fighting games, covering e-sports and fighting games, raising your game to a higher level of play through muscle memory, obsession, EVO, Nintendo being tentative about their fighting games, lack of player support, racing games and digital control time, casual racing games that you can get good at, solo joy-con play, getting demolished, getting better at racing games over time, rubber-banding and other balancing, getting better power-ups in the back, balancing difficulty dynamically, trying to incorporate both a child and a parent, clearing up Brett's confusion about the time that has elapsed between Rondo of Blood and Symphony of the Night, Castlevania in the future, the rug that looks like the Himalayas, getting tons of upgrades to change the feel of a Metroidvania, the pure moment-to-moment enjoyment in Castlevania, first-person retreading spaces, completion and percentages, having a parry in Return of Samus, learning by failure, being constantly focused, appreciating just moving your character around, solving various additional problems, twin-stick control, more inviting combat, a bug in TR Anniversary revealed, collecting souls and shards, being able to grind for what you like, having the ability to customize Pokemon abilities, using crafting to better ends, unavailability of Castlevania DS games, chipset emulation, what we're playing next. Games, people, and influences mentioned or discussed: Street Fighter II, Super Mario Kart, Castlevania: Symphony of the Night, Contra III: The Alien Wars, PS2, Andrew Kirmse, Streets of Rage, Double Dragon, Teenage Mutant Ninja Turtles, X-Men, Xbox 360 controller, Bloodstained, Nintendo Switch, Kirby's Dream Course, Marble Madness, Super Mario World, Link to the Past, Final Fantasy VI/III, Sega Genesis, Atari 2600, Nintendo 64, Sega Saturn, Sega Dreamcast, Metal Gear (series), Intellivision, Dungeons & Dragons, Shamus, Adventure, Street Fighter movie, Mortal Kombat (series), Crystal Dynamics, Tekken Tag Tournament, Battle Area Toshinden, Virtua Fighter, Soulcalibur, NetherRealm Studios, Injustice (series), Maddy Myers, Kotaku Splitscreen, Compete, Smash (series), Mario Party (series), Mario Maker, Nintendo DS, Steve Ash, Chris Klie, Daron Stinnett, Forza, Mario Kart Double Dash, Mario Kart 8, Nintendo Wii, Donkey Kong Country, Secret of Mana, Super Mario Galaxy, Ben "from Iowa" Zaugg, Aria of Sorrow, Dawn of Sorrow, Pokemon: Red/Blue, Gothic Chocobo, Dave Wisecarver, Metroid Prime, Arkham Asylum, Arkham City, Return of Samus, Dark Souls, Dead Cells, Platinum, Bayonetta, Halo, Skyrim, Twilight Princess, Tomb Raider: Anniversary, Nolan Filter/irreventQ, Castlevania 64, Portrait of Ruin, Order of Ecclesia, Giant Bomb, Konami, Virtual Console, Koji Igarashi, Shenmue, Seaman, DOOM, Bethesda, John Romero, Sigil, DOOM Eternal, Half-Life, System Shock 2, Deus Ex, Thief, Dark Forces, Ultima Underworld. Note: Brett indeed also played Earthbound on the SNES Classic but forgot in the heat of podcasting Next time: DOOM (Whole first episode) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Aug 21, 20191h 20m

DGC Ep 175: Bloodstained ROTN Bonus!

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Welcome to Dev Game Club, where we this week take a little time to talk about Bloodstained: Ritual of the Night, in our bonus episode for the series. We talk about how much of a Castlevania game it is as well as a number of other topics in a free-flowing discussion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first few hours Issues covered: being pierced by shards, feeling the beat, blood pools, the many similarities with Castlevania: SOTN, introducing characters and having a ton of little conversations with them, having quests and such, crafting and other additions, Kickstarter history of the project, the simple mechanics of the quest system, upsides to the shards and powers and farming, permanent buffs from eating food the first, the prime factorization of Todd's hair cut curse, mastery bars for button sequenced techniques, having to replay bosses and learn their patterns, powering lots of things up, adding different layouts of equipment, whether the bosses measure up, using the first boss to teach you to read the attacks, the transition to 3D, dynamic camera, 3D vs pixel-perfect collision, getting stuck on collision simplifications, not being as clear with collision, splitting attention in projectile-based Metroidvanias, touching on the show, bringing in characters and setting a new tone, consistency of voice work, David Hayter's performance, adding the compendium, switching to 3D for the main series and maybe keeping with the pixel art, we noodle around the Zangetsu talk and are wrong about many things, Brett's Book Recommendation, some comparisons between Dark Souls and Castlevania, styles of RPG influence, enemy scale, getting more out of Symphony of the Night than your friends, cultural issues and localization and a more global audience, requiring a good writer for translation, providing for fan translation in the indie space, the difference between trying different abilities in Pokemon vs Diablo, acquisition costs for spells in Diablo vs Pokemon, combos vs motions with respect to button... sequences, gamer use of combo vs dev use. Games, people, and influences mentioned or discussed: Koji Igarashi, DeBarge, Rhythm of the Night, Unreal Engine, Gothic Chocobo, Sony, Shenmue, World of Warcraft, Dark Souls, Sekiro: Shadows Die Twice, Fez, David Hayter, Shadow Complex, Samus Returns, MGS V (or V), Devil May Cry, The 7 1/2 Deaths of Evelyn Hardcastle, Stuart Turton, Infocom, Deadline, Witness, josh (if that is his real name), Hidetaka Miyazaki, Alex Neuse, Halo 5 / Infinite, Rômulo Santos, Pokemon, Monster Hunter (series), Le Ton Beau de Marot, Gone Home, Tacoma, Shawn, Diablo, clorf, Street Fighter, Kirby Dream Course. Next time: Catching up on the mail bag at last https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Aug 14, 20191h 14m

DGC Ep 174: Castlevania SOTN (part four)

Welcome to Dev Game Club, where we this week complete our Castlevania discussion with the beloved PlayStation classic. We talk about actually finishing the game, the size and scope of the thing, character movement, enemy variety, and a host of other topics including 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: 0:38 Castlevania SOTN discussion 52:30 Break 53:07 Takeaways and Feedback Issues covered: the end dialog of a game this gothic and melodramatic, the Japanese lens, localization in the 90s, various early memes, ideogram languages and translating into small amounts of space, translation as an art, the reward for getting a greater percentage of the game, finding your way to the inverted castle, having a 3D bias, following industry trends, Tim's mea culpa, the fully inverted castle and how big it is, whole new enemies and placements, wondering how they came to invert the castle and make the changes they did, the nightmare of mirroring or copying geometry, having the transformation buttons easily accessible, mapping where the bosses show up and whether there are more, Alucard and being both a hero and a vampire, not being familiar with these games, familiars and their various identities, challenging yourself to play different ways, the various sub-weapons, comparisons to Metroid, fitting together sprites for larger characters, managing pixel density, the availability of Redbook audio on a PlayStation, making changes in the CD hallways, getting the most out of memory, precise character animation, avoiding stun lock and when you are committed to a move, the huge space of the RPG elements, giving a look at Richter, gothic theming, video games are Hawaiian shirts, in Transylvania it's always the 15th century, how much of it is there is and player choice, wanting the player to miss stuff, exploration in space and systems, the ability to miss the big change, loving the bosses, seeing bosses again and in number, big bosses, committing to movements, grounding the character to match the groundedness of the space, motion blur on the character, full-screen effects, a first meetup for the podcast, emulation QoL improvements and auto-attacks, changing the feel of a game with QoL improvements, playing the unimproved Dragon's Dogma, leaning on fast travel, licensed titles, living in the worlds others have created, managing fan expectations, lack of consistent voices, reaching niche markets, using the Star Wars IP and bringing it to genres, Brett identifies his perfect license. Games, people, and influences mentioned or discussed: Zero Wing, Resident Evil, Starfighter (series), Douglas Hofstadter, Le Ton Beau de Marot, Siskel & Ebert, Metroid (series), Stranger Things (obliquely), Alex Neuse, Final Fantasy IX, Final Fantasy Tactics, Tomb Raider, LucasArts, Bob Dylan, Grim Fandango, Aliens, Castlevania: Harmony of Dissonance, Indiana Jones and the Infernal Machine, Ray Harryhausen, God of War (series), PlayStation/Xbox, Dead Cells, Super Mario World, Dark Souls, Legend of Zelda (series), Diablo, Metal Gear (series), Hal Barwood, Universal Monsters, Edgar Allan Poe, Metal Gear Solid, Thief, Shadow of the Colossus, Fumito Ueda, Ico, Hideteka Miyazaki, Contra, SNES Classic, Devil May Cry, Bloodstained, Koji Igarashi, Warren Linam-Church, Chrono Trigger, MYST, Breath of the Wild, Final Fantasy XII, Dragon's Dogma, The Witcher III, Elder Scrolls (series), Morrowind, Ashton Herrmann, Xbox 360/Arcade, Shadow Complex, Chair Entertainment, Epic Games, Gothic Chocobo, Hollow Knight, Star Wars, Daron Stinnett, Justin Chin, Matt Tateishi, Dark Forces, EA, Lord of the Rings, James Bond, The Godfather, Goodfellas, Fallout, No Mutants Allowed, Wasteland 2, TIE Fighter, X-Wing, Ingrid Bergman, Konami. Next time: Some of Bloodstained: Ritual of the Night https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Aug 7, 20191h 37m

DGC Ep 173: Castlevania SOTN (part three)

Welcome to Dev Game Club, where we are continuing our Castlevania discussion with the beloved PlayStation classic. We talk about "finishing the game," various bosses, and how the whole game provides exploration in all its systems, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To the castle inversion Issues covered: finishing the game without finding all of it, feeling like you had gotten enough, Richter living more than 100 years, being told you are passing the point of no return, finding what you'll find and playing how you'll play, being locked in a boss battle, an anticlimax that makes you think there's more to a game, it's always Dracula, knowing that there's more to the game, Olrox the reptiloid, level design flowing towards the boss rooms, fighting Scylla versions 1 and 2, elaborate boss designs, using buffs and potions in boss battles, reaching in desperation, lacking information about when you need to use a potion, the cumbersomeness of using a potion, familiars using your resources, familiars in other games, familiars finding stuff for you, having AIs that fail you, items that are only used by familiars, leveling familiars, the enormous play space of the game, combo vs sequences of keys, being able to replenish at the Librarian, the Librarian gaining more stuff, spells and rolling the buttons, the additional abilities to the forms, the game-changing nature of the bat, wolf underutilization, using the toggle for the familiar relics, nice custom moments and behaviors, where the Easter Eggs might be, reinforcing the sense of place, addressing feedback, thinking about games the other has worked on, the amount of effort that goes into the 'cast, lack of planning, discovering a game like the audience might have, the history of the singing review, overpowering the Elite Four, games that made good transitions from 2D to 3D, having max abilities and then losing them. Games, people, and influences mentioned or discussed: Steve Gaynor (obliquely), Tacoma, Metroid (series), Persona 3, Nintendo, Kingdom Hearts, Rise of the Kasai/Mark of Kri, PlayStation, PC-Engine/Turbo-Grafx 16, Alex Neuse, Netflix, Logisverð, Pokemon, GameBoy, Ben Zaugg, Gothic Chocobo, Boris of Alzey, Star Wars: Starfighter, Indiana Jones, Chris Williams, Eric Koz, Nickname_Placeholder/Makendi, Stealer Wheels, Stuck in the Middle with You, Purple Rain, Reservoir Dogs, Tom Waits, Radiohead, Prince, Elvis, Jamie Zucek, Omega Ruby/Alpha Sapphire, Pokemon Go, Zelda, Mario, Super Mario Odyssey/Galaxy, Contra, Fallout (series), Chrono Trigger, Diablo (series). Next time: Finish the game...?? https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jul 31, 20191h 18m

DGC Ep 172: Castlevania SOTN (part two)

Welcome to Dev Game Club, where we are continuing our Castlevania discussion with the beloved PlayStation classic. We talk about how the structure encourages a natural and player-led exploration as well as some deep diving into weapon mechanics, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Olrox (in theory) Issues covered: bosses that feel optional, getting health or heart-ups, the tightness of the Metroid structure vs the more explorative Castlevania, feeling like your order is the natural and correct one, picking your rabbit holes, looking at the map and combing over spaces you weren't able to get, being unable to figure out a room, warp points and mysteries of the game, fighting area fatigue by warping other places, avoiding wall levels/missions, hitting a rough area and returning to it, the shared lineage with the Dark Souls games, difficulty differences, the depth of gearing up your character, the depth of some weapons and surprises, analysis/paralysis, picking the obvious dumb thing, respec-ing, flexibility of approach, streamlining combat in Diablo vs this, getting so pulled in, seeing why the Metroidvania term exists, little enemy surprises, comparing play time and level, rock-paper-scissors combat in Metroid vs Castlevania, leveling/grinding for health and heart-ups, having specific constraints you know will be true of the player or not, comparing Metroid to a Rubik's Cube and Castlevania to a jigsaw puzzle, the Librarian and the training videos, grinding resources or not, not looking at the numbers, caring about your goals and not caring about XP, always hitting the candles, the inherent fun of the play, blowing your time constraints for this game, software emulation and memory mappers, cartridges and emulation, cut-away buildings, adding three-dimensional depth to a two-dimensional game, nuance in level design, an easier entry in the series due to character controllability, grounding a character's animation, reading the effing manual, callbacks in the TV show, Easter eggs, the confessional, the grave keeper, feeling a connection with a real place vs a fantasy place. Games, people, and influences mentioned or discussed: Metroid (series), Day of the Tentacle, Dark Souls (series), X-COM, Mario and Rabbids Kingdom Battle, Diablo III, PlayStation, Steam, Nintendo Switch, Rubik's Cube, The 2nd Quest, Pokemon, Castle (book by David Macaulay), Scott Schneider, Tomb Raider, Alex Neuse, Choice Provisions, Bit.Trip (series), Gaijin Games, Warren Ellis, Bloodstained, Dragon's Dogma. Next time: Up until the flip https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jul 24, 20191h 22m

DGC Ep 171: Castlevania SotN (part one)

Welcome to Dev Game Club, where we continue our Castlevania discussion with the game that renamed a genre. We talk about the year it came out, the structure of the game, and then delve into its many surprising RPG elements. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours in Issues covered: games of 1997, the PlayStation cycle, where this game fits on the Castlevania history, sticking with 2D, pushing the transition to polygons, similarities with Super Metroid, the large number of relics, lacking map markers of any kind, needing to have made a map, spending a lot of time covering the map again, reasons why QoL doesn't get in, being primarily melee, adding action feel through melee, using the ranged subweapons, new subweapon mechanics for switching, changing into a wolf or bat (vespertilionize: a real word), being able to turn off relics, giving the player more options to customize the experience, offering too many options for player attention, the opening battle against Dracula, switching up characters, connecting the games, having slots for armor, leaning into the gothic with character design, being able to cast spells with combos, customization options that feel like classes, effects of leveling up, the history of adding RPG elements to games, RPG elements vs progression mechanics, making interesting choices about character, why the structure of Metroidvanias works for Tim, unification and motivation of mechanics and exploration, contrasting with open world games with lots of exploring, acquiring more verbs and designing to the addition of verbs, the resilience of the genre, mixing in these mechanics can work, the game you imagine vs the game you get, the reality of budgets, finding new features that weren't in the first game of a series, business forces, not living up to expectations, the expenses of development, wanting the developers to be excited about what they're doing, FPGAs vs software emulators and clone consoles, ultra-hobby options, having a wealth of options to play, preserving history, companies being poor at preservation. Games, people, and influences mentioned or discussed: Fallout, Goldeneye, Gran Turismo, Ultima Online, Jedi Knight, Mario Kart 64, Tekken 3, Harvest Moon, Myth: The Forgotten Lords, Final Fantasy VII, Riven: The Sequel to MYST, Dungeon Keeper, Final Fantasy Tactics, Curse of Monkey Island, Total Annihilation, Colony Wars, Age of Empires, Blade Runner, Westwood Studios, X-Wing vs TIE Fighter, PlayStation, Tomb Raider, Soul Reaver, PSP, SNES, TurboGrafx-16, Virtual Console, Wii, Koji Igarashi, Bloodstained: Ritual of the Night, Super Metroid, Metroid Prime (series), The Return of Samus, Nintendo 3DS, Metal Gear Solid 2, Arkham Asylum (series), Assassin's Creed, Dead Cells, Guacamelee, Axiom Verge (obliquely), Darksiders, Gothic Chocobo, Yooka-Laylee, Banjo-Kazooie, Mighty Number 9, Mega Man, Pokemon, Game Freak, Capcom, Jeff Gerstmann, Giant Bomb, Pink Gorilla, Starfighter, Star Wars: Racer, Eric Johnston, Jedi Starfighter, Republic Commando, Steve Dykes, Game Makers Toolkit, Mark Brown. Links: Super Mario 3D World's 4 Step Level Design Analysing Mario to Master Super Mario Maker The World Design in Castlevania: Symphony of the Night Next time: Through Olrox https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jul 17, 20191h 20m

DGC Ep 170: Super Castlevania IV (part three)

Welcome to Dev Game Club, where we are in our second discussion of Super Castlevania IV. We discuss the ways the game mixes up its mechanics in the late game as well as its music and a few other topics before we turn to your feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished....? the game? Issues covered: monsters and bosses, Universal monsters movies, the difficulty of these final levels, imagining someone playing at the time, linearity and difficulty spikes, arcade legacy, the modernization of playtesting, clunkiness of the platforming, level design in comparison with Nintendo, learning through failure, positive vs negative reinforcement in design, having fun even when it's hard, inconsistency of frame rate, emulation and slowdown, the hilarity of the enemy health bar, the terror of the bone bird, consistency of tone, the feeling of immersion in a location, reading the boss, the stages of Dracula, giving you help after you complete the challenge, do you need to complete the challenge, retracing your steps vs seeing everything "once," gaining capabilities over a game vs not, was the game made for fans of the series, mixing mode 7 throughout vs set pieces, bumping your head/feeling less heroic, Brett digresses into French history, having to practice, platforming on the stairs, jumping to blocks that would appear in time, learning what the design rules lead to, a screen scrolling down, the leading camera, interactions with the stair rules, questions of taste, steering the course of the industry, modifying rules when conflicts happen, iterating with the next game, shorter development times, Nintendo shipping its prototypes, investing so heavily in stairs, music in the names of the games, Gothic music, melodrama and space, SNES audio hardware, memorable and iconic music from the era, Tim can't find the melody, emulation and effects on play, display sizes, CRTs, controllers, some technical concerns in emulation, vinyl vs digital, emulating more modern series, remastering from film vs video. Games, people, and influences mentioned or discussed: Universal, Pokemon, Dracula, Frankenstein, The Mummy, Super Mario World, Maximo: Ghosts to Glory (obliquely), Nintendo, Metroid (series), Dungeons & Dragons, Legend of Zelda (series), GameBoy Advance, Konami (obligatory: FK), Contra (series), Dark Souls, Metal Gear (series), Charles I/VIII, Academie française, SWAT IV, Guacamelee, LoZ: Link Between Worlds, Breath of the Wild, LoZ: Skyward Sword, Masanori Adachi, Taro Kudo, Star Wars, X-COM, Ha-Drew-ken!, DLC podcast, Ken Levine, Jeff Cannata, Christian Spicer, Drew from Scotland, Purple Rain, Prince, Logan Brown, Star Trek, Mario 64, Andrew Kirmse, Chris Kirmse, MAME, Batman '66, The Wire, Dragon's Dogma, MYST IV. Next time: Some of Castlevania: SotN https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jul 10, 20191h 32m

DGC Ep 169: Super Castlevania IV (part two)

Welcome to Dev Game Club, where we are in our second discussion of Super Castlevania IV. We talk about the difficulty of the game and "fairness," Mode 7 shenanigans, and how the game quickly teaches things and moves on. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To/through Stage VIII Issues covered: the Myst-like rabbit-hole, leaning into the affordances of the SNES Classic, difficulty of Stage IV, the question of fairness and difficulty, throwing a lot at you, ramping up difficulty quickly, not a lot of soft landings or player help, play style, how to double jump across two spinning platforms, hard failures vs safe failures, having to put a game in its time, hard games in their time, challenge as fun, having release valves for difficulty, lacking time to explore with a timer game, getting into the designer's head, the world disappearing when you can't see it, finding every bit of memory or performance, having the hardware for less time, boldly leaning into Mode 7, the swinging chandeliers, slowly moving the character while the level rotates, letting the player deal with small issues and compromises, the Golem boss and shrinking the character, a great moment with the enemy design, learning how much time various actions take, being punished for slow reactions, multiple enemy states, wanting more helpful pickups, secondary/sub-weapons, moving up in levels, the navigation challenge of the stairs, analog stick vs d-pad, sticky surfaces in cover games, ladders in late 90s/early 00s games, bad publishing deals, physical game production, walking backwards up stairs, being able to think about the game when you're not playing it, genre death and rebirth, tension and boss placement. Games, people, and influences mentioned or discussed: Myst III: Exile, Obduction, Riven: The Sequel to Myst, The Book of Atrus, Warcraft, SNES Classic, Braid, Prince of Persia: Sands of Time, Super Mario World, Super Metroid, Mortal Kombat II, Sekiro: Shadows Die Twice, Dark Souls, The Six Million Dollar Man, Indiana Jones and the Last Crusade, Legend of Zelda, Nintendo Switch, Kingdom Hearts, Nicholas McCormick, Robyn Miller, Cyan Worlds, David Brevik, Diablo, Blizzard, LucasArts, Daron Stinnett, Sony, Microsoft, Nintendo, Sega, Zimmy Finger, Mike Vogt, Radiohead, Bohemian Rhapsody, Return of the Obra Dinn, Lucas Pope, Papers Please, Unreal Engine, Presto Studios, The Journeyman Project, Disney's Haunted Mansion, Ready Player One, The Shining. Next time: Finish the game! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jul 3, 20191h 17m

DGC Ep 168: Super Castlevania IV (part one)

Welcome to Dev Game Club, where this week we turn to 1991's Super Castlevania IV, due to the series having its anniversary this year. We talk about quite a lot of stuff, including its arcade nature but also its nods to the home market, its tone and setting ,how it teaches stuff, an a host of other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first two stages Podcast breakdown: 0:42 Castlevania Discussion 46:32 Break 47:11 Feedback Issues covered: games in 1991, the arcade nature of this title, Metroidvania, arcade elements, common approaches to design, making Simon feel heavier and different, remaking Castlevania, the different approaches of other Castlevania games, playing something so old school, learning skills along the way, learning timing, using layers in Mode 7, exploring with some depth, jumping levels and stair climbing, the cool thing you can do with the new hardware, the multiple uses of the whip, powering up the whip, discovering that you can whip the background, teaching moments, enemy design, cursing the bobbing medusa heads, ramping the difficulty on enemies, mixing up enemies by plussing them up, putting all the enemies in the manual, possible sales technique, multi-phase bosses, patterns to detect in their movement, using sprites to lengthen out a spine, fighting the boss mid-level, seeing the boss's health level throughout the level, balancing difficulty, JRPGs, your weapons of choice, using hearts as ammo, the original name Dracula Satanic Castle, satanic panic of the 80s in the US, the animated series, talking about the many entries, the many places this series has gone, a Singing Review, uses for players guides, prodding you to think, developers working with players guides, getting Mew and Mewtwo in Pokemon, Japanese development. Games, people, and influences mentioned or discussed: Link to the Past, Super Mario World, Sonic the Hedgehog, Final Fantasy IV (/II), Civilization 1, Megaman 4, Monkey Island 2, Metroid 2: Samus Returns, Streetfighter 2, Another World/Out of this World, Super Ghouls 'n' Ghosts, Neverwinter Nights, Road Rash, Tecmo Bowl, Konami, Silent Hill, Metal Gear Solid, Contra, Frogger, Pro Evo, Dance Dance Revolution, Castlevania: Symphony of the Night, GameBoy Advance/Nintendo DS, Bionic Commando, Indiana Jones, Dungeons and Dragons, Bram Stoker, Netflix, Warren Ellis, Hideo Kojima, Platinum Studios, SNES Classic, MJVogt85, Paranoid Android, Radiohead, Moby, Magnus Carlsson, MYST, Riven, John from Cincinnati, The Wizard and the Princess, Space Quest, King's Quest, Baldur's Gate, Fallout, Obduction, Infocom, Sierra, Robyn Miller, Rand Miller, David Wingrove, Dark Horse, The Witcher, Starfighter, Jedi Starfighter, Republic Commando, Fallout 3, Skyrim, The 2nd Quest, Disney, Imagineering, Jonathan Ackley, Chris Pavis, Rob Huebner, The Journeyman Project, Presto Studios, UbiSoft, ScummVM, ResidualVM, Gothic Chocobo, irreverentQ, Pokemon Sword & Shield, Unreal Engine, The Pokemon Company, Game Freak, Lightning Returns. Next time: The next three stages Links: Myst and Disney https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jun 19, 20191h 12m

DGC Ep 167: Obduction Bonus

Welcome to Dev Game Club, where this week we aren't quite ready to say good-bye to MYST and devote a bonus episode to the 2016 Cyan game Obduction. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours for Tim, the whole game for Brett Issues covered: being down the rabbit-hole for Brett, talking about the opening of Riven, losing the framing of the placed cameras, a game where you can't die, the MYST formula, getting lost without a map, the addition of photographs, having theories and testing them, mechanically consistent, being on a separate track from the rest of game development, technology and design and VR, natural evolution, recreating levels on later technologies, designing around limitations, learning to read the language, adventure games start-up cost, adding fluency as you played FPSes, mouse-look, the odd navigation on a phone, new interface/new game, ways that analog bits are bleeding into the design, no systems in the game, finding MYST Easter Eggs, physically fully rendered puzzles, not always pointing the camera in the right direction, camera and level design, Mew under a truck, saving Aerith, secrets in the age of arcade, closing and opening doors in Cyan games, modern accessibility and having automated animations, having our predecessors lay the groundwork for a later game, what makes a good MYST puzzle, Channelwood and the water pipes, the Selenitic Age, making the games for ourselves, larger teams meaning more eyes, timing puzzles and variety, our next game. Games, people, and influences mentioned or discussed: MYST (series), Cyan, Unreal, Riven - The Sequel to MYST, realMYST, Rand Miller, Robyn Miller, Dungeons and Dragons, Super Mario Bros, Minecraft, Little Big Planet, Dreams, Pong, Asteroids, Space Invaders, Arkanoid, Metal Gear Solid, Star Wars, Uncharted, Fallout, Tacoma, William Shakespeare, Romeo and Juliet, LucasArts, King's Quest, Space Quest, Day of the Tentacle, Half-Life, DOOM (1993), Duke Nuke'm 3D, Quake, Morgan Gray, Nick Foster, Gone Home, Nintendo, Switch, Wii, Super Mario Run, Red Faction Guerrilla, Gears of War, MJVogt85, Cory Potomis, Pokemon Red/Blue, Final Fantasy VII, Square Enix, Mortal Kombat 2, Waypoint, Tron, Pac-Man, Burger Time, Food Fight, Dig Dug, Nolan Filter/irreverentQ, Zimmy Finger, Mark Crowe, Diablo, John Romero, Bethesda Game Studios, Jak & Daxter, Super Castlevania IV, Castlevania Anniversary Collection, Konami, SNES/NES, Metroid, Symphony of the Night, Radiohead, Moby. Next time: The first two levels of Super Castlevania IV Link: That Time Some Players Thought Mew Was Under A Truck https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jun 12, 20191h 24m

DGC Ep 166: MYST Bonus Interview with Robyn Miller

Welcome to Dev Game Club, where this week we're so lucky to get to talk with Robyn Miller, co-designer of MYST and its artist, composer, and writer as well. We think you'll agree, it's a fascinating discussion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40 Interview! 1:06:14 Break 1:06:43 Additional discussion Issues covered: getting into game development, bringing other interests and skills to bear, drawing a world and following what the world wanted to tell him, the fluidity of working in HyperCard, following where things take you, going to an expo with your product, HyperCard as a precursor to the web, learning that computers would connect together, each machine being isolated, self publishing and having publishers come to you, adding a soundtrack to make a CD-ROM worthwhile, a small number of games, packing in with OEMs, pushing further with MYST into narrative/cinematic/gameplay/interface, the ease of PR when you have a narrative about two brothers, throwing all your influences in like a soup, choosing an island to provide natural barriers, designing for non-linearity, diving into imaginary worlds through role-playing, dropping the mechanics of the tabletop RPGs in favor of story-based games, being into 19th century novels, multiplayer being an ideal, wanting character and story and puzzle all to be communicated together, maturing as developers, putting in doodads because you didn't know better, the order in which worlds were built, evolving the design within development, moving from 2D illustration to 3D modeling, redrawing wireframes in minutes and full frames in hours, turning off all the objects not in the view, seeing into a world for the first time/being the first person in a place, finding a video solution, having QuickTime come along at the right time, pushing the limits of technology and working with its developers, how the music came to be, proving to the publisher that music wouldn't work, wanting only diegetic audio, not wanting the publisher to corrupt the vision, mismatching emotional direction with the player experience, having the soul of an artist, unknowingly trailblazing, finding your way via your passions, a distillation of making a game. Games, people, and influences mentioned or discussed: The Manhole, Spelunx, Captain Osmo, The Book of Atrus, Riven, Zoobreak Productions, Obduction, The Immortal Augustus Gladstone, Rand Miller, HyperCard, Bill Atkinson, Activision, Jules Verne, The Mysterious Island, Dungeons & Dragons, Rod Miller, Arthur Conan Doyle, Anton Chekhov, Quicktime, Stratavision, TRON, Chuck Carter, Macromind Director, QuickTime, Broderbund, LucasArts, Sierra, Vangelis, Michael Giacchino, Mark Crowe, 20000 Leagues Under the Sea, Supergiant Games, Bastion, The Sims, Lightning Returns. Next time: A bit of Obduction! Links: HyperCard on Computer Chronicles https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Jun 5, 20191h 16m

DGC Ep 165: MYST (part three)

Welcome to Dev Game Club, where this week we finish our discussion of 1993's MYST. We talk about avatar-based puzzle games, story elements, and some other bits and bobs before turning to our takeaways from the game and answering listener feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Podcast breakdown: 0:45 Final sections discussion 58:27 Break 59:00 Takeaways and feedback Issues covered: not seeing the fourth ending, a first-person avatar/playing as yourself, increasing immersion, not having to develop a back-story, throwing back to text adventures, forcing a light touch on the story, removing layers of story, the player succeeding or failing, using FMV to reinforce that they are people which matches with you, other story/adventure games, getting stuck in the Stoneship Age, being unable to see details in the frame, up-rezzing and porting, having difficulty with the compass and the submersible lamp, logical vs physical connections in Stoneship and Channelwood Ages, Brett and Tim do math on-air, the sounds in the Selenic Age, teaching how a puzzle works, compatibility issues in 1994, the lore in the books, trying to piece together the timeline, the themes of reading and being immersed in a book, finding through-lines in Cyan's work, stewardship of young minds, fan service and Jules Verne, absent fatherhood, we work through a possible plot hole, talking about each of the endings, threading your story and lore to enrich the world, accessibility in interface and approach, limiting verbs, complexity in other adventure games, playing to your strengths and using constraints to improve your game, being in the right place at the right time, technology matters, Brett's Book Minute, interface suggestions for touch, VR controls, parallels between game design and modular synthesizers, gameplay programming and constraints, making choices around accessibility and context-sensitivity, disturbing side rooms, word of mouth and watercooler talk to get ideas about games, leaning into obfuscating, playing games in the 80s, finding ways to make a community work together, disarming nuclear silos in MGS V, getting out through the solar system in Noby Noby Boy, placing limitations on yourself in the age of the Internet. Games, people, and influences mentioned or discussed: Sierra On-Line, LucasArts, Colossal Cave Adventure, Zork, Enchanter, The Hitchhiker's Guide to the Galaxy, The Curse of Monkey Island (obliquely), King's Quest (obliquely), Space Quest (obliquely), The 7th Guest, Gabriel Knight, Phantasmagoria, Roberta Williams, Tex Murphy, Full Throttle, The Dig, Grim Fandango, The Wire, biostats/Ryan, The Manhole, Alice in Wonderland, The Mysterious Island, 20000 Leagues Under the Sea, Kingdom Hearts: Chain of Memories, Gone Home, Tacoma, Xbox 360, Assassin's Creed, Riven, The Lighthouse, gutenberg.org, The Impostor, Javier Cercas, Raymond Cason, realMYST, Walker Farrell, Super Mario World, Legend of Zelda: Ocarina of Time, Starfighter, HyperCard, Nolan Filter, Cory Potomis, Pokemon Red/Blue, Rockstar, Mortal Kombat 11, Richard Powers, Plowing the Dark, Silicon Graphics, Dark Souls, Ninja Gaiden Black, Majestic, Destiny, MGS V, Noby Noby Boy, Red Dead Redemption, GTA San Andreas, Jonathan Blow, The Witness, Robyn Miller, Lightning Returns: Final Fantasy XIII. Next time: Either an interview or a bit of Obduction! Links: Modular synthesizers https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

May 29, 20191h 50m

DGC Ep 164: MYST (part two)

Welcome to Dev Game Club, where this week we continue discussing 1993's MYST. We talk about representing a physical space, the problems of camera and limited modes of interaction, and a host of other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Two more ages! (Both: Channelwood; Tim: Stoneship; Brett: Spaceship) Issues covered: turning a lot of valves, making and motivating a physical space, losing a sense of direction due to the lack of camera, having a hard time getting your bearings, filling in the blanks and having your intention mislead you, wanting to know where the touch box is, the importance of camera framing, minimizing the HUD, maximizing the diagesis, simplification as a strength, cameras as challenge or gameplay and that not being designer intent, building out the whole world, when a gun isn't Chekhov's gun, elaborate bits and not being clear on their relevance, caring so much about their story and lore, clockwork/repeatability/knowledge loop, mixing bedrock interactions with new mechanics, using repeatability to encourage experimentation, player goals and implicit goals, reinforcing the sense of a real space, lack of reversability in other adventure games, closed loops and watertight game state, not knowing why a thing is in the game, having those AHA moments, when you get it vs when you don't, making puzzles to keep intruders out, being stuck and not having anything for your brain to chew on, accidental solutions, accidentally solving things, reading player intent, how you rank your design goals, setting the game apart from competitors, Mac vs PC, Brett gives a KH update, humor in puzzle games vs dramatic/horror adventure games, using the books to be invested in the ages, more reading than expected, DGC merch, the creeping sense of dread, Johto region update, Brett being a monster. Games, people, and influences mentioned or discussed: Devil May Cry, Resident Evil, Sly Cooper and the Thievius Raccoonus, Anton Chekhov, Sierra, LucasArts, Day of the Tentacle, The Witness, Indiana Jones, Tomb Raider, Greta Garbo, HyperCard, Kingdom Hearts: Birth By Sleep, Leonard Nimoy, Waypoint Radio/Lore Reasons, Natalie Watson, Raymond Cason, The 7th Guest, Broken Sword, Monkey Island, Phantasmagoria, Gabriel Knight, Infocom, Enchanter, Zork, HP Lovecraft, The Lurking Horror, Cameron Hass, DOOM (1993), Soma, Amnesia, Halo Infinite, Jamie Zucek, Pokemon HeartGold/SoulSilver, Pokemon OmegaRuby/AlphaSapphire, Pokemon Let's Go Pikachu, Pokemon Sword/Shield. Next time: Finish MYST https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

May 22, 20191h 25m

DGC Ep 163: MYST (part one)

Welcome to Dev Game Club, where this week we begin a new series looking at 1993's MYST. We talk about the strains of adventure games at the time, HyperCard, the emergence of the CD-ROM platform, and a bit about the game itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: One Age (Mechanical, as it turned out) Issues covered: what we're playing it on and why, the game landscape in 1993, using MYST to justify CD-ROM pack-ins by OEMs, using HyperCard to work together and pool their talents, HyperCard base technology, broadening the base of PCs, non-gamers having a copy of MYST and showing off your new PC, everyone knew what MYST was, the limitations of the art style in other graphical adventures, MYST and DOOM (1993) clones, streaming video, the benefit of constraints, image transitions, confluence of many emerging technologies, interconnected puzzle games, walking simulators and a simpler interface, hidden object games, simplicity of interface, sense of solitude, music and ambient soundscape, Redbook audio, game developer snobbishness, comparing MYST and DOOM (1993), covering the same ground again and again, trying to find a toehold in the world, getting lost in the open structure, finding the format of the main island puzzles, pixel hunts, spurious interactivity, enlivening the space, real-time puzzle/interaction, avoiding spoilers, teaching concepts, aha moments that keep you going, because it feels so good when I stop, the answer is there somewhere, putting two and two together to make five, how you set resource costs for upgrades, tuning for both cost and behavior in upgrade systems, numerous small points about Devil May Cry, bouncing between multiple characters. Games, people, and influences mentioned or discussed: UbiSoft, iOS, Riven, Day of the Tentacle, Link's Awakening, Kirby's Adventure, X-Wing, TIE Fighter, The 7th Guest, Syndicate, Master of Orion, Sam & Max Hit the Road, Gabriel Knight: Sins of the Father, DOOM (1993), Megaman X, Starfox, Disney's Aladdin, SNES, Sega Genesis, Mortal Kombat 2, Samurai Showdown, Virtua Fighter, NBA Jam, LucasArts, Sierra, King's Quest, Space Quest, Leisure Suit Larry 6, The Sims 2, Cyan, Cyan Worlds, Rand Miller, Robyn Miller, HyperCard, QuickTime, Broderbund, Stratovision 3D, Macromedia MacroModel, Photoshop, Gateway, HP, Dell, Star Wars: Rebel Assault, Fortnite, Lighthouse, Dark Forces, John Knowles, The Manhole, Alice in Wonderland, Jules Verne, The Mysterious Island, Chronicles of Narnia, Zork, The Room, Gone Home, Skyrim, Gorogoa, Dear Esther, Proteus, Unreal Engine, Source, Vangelis, Starfighter, Jedi Starfighter, Blarg42, Devil May Cry (series), Daniel C, Ben Zaugg, Metal Gear (series), Wayne Cline, Star Wars, Resistance 3, Jak & Daxter, irreverentQ, MaasNeotekProto, owellgi, dontkickfood, Gothic Chocobo, biostats, Makendi. Next time: Two more Ages! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

May 15, 20191h 20m

DGC Ep 162: Devil May Cry 5 Bonus

Welcome to Dev Game Club, where this week we take a bonus trip to discuss a more modern game in Devil May Cry 5. We especially note how much they capture the feeling of the original game, despite modernizing some aspects. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first few hours Issues covered: cramming everything Devil May Cry into Devil May Cry 5, iterating on a formula and delivering the same feel, pulling the Resident Evil series along, iterations in camera, having the same feeling of play but with lower effort, feeling cool even outside the cutscenes, the reward of spectacle, risk/rewards and timing and breakers, translating enemies to the modern era, the addition of the grapple action of a breaking arm, teaching you to grapple and incorporating it into a boss fight, the story catch-up at the main menu, going back and forth in time, fighting with a motorcycle, opening credits sequence, tight franchise identity, being happy with the sequel, high level of craft, lack of maturity in the women characters, Barbie-Dolling the bodies, being careless with stereotypes and archetypes, lock and key and self-awareness, Dante's styles, fan service, Brett's Book Minute, using difficulty to train the player for higher difficulty levels, different ways to address turn-based vs real-time goals, trading off the cerebral for the immediate or vice versa, being too nit-picky about the details. Games, people, and influences mentioned or discussed: William Blake, The Force Awakens, God of War, Resident Evil (series), The Raid: Redemption, A Star Is Born, Adam Driver, Hideo Kojima, Metal Gear Rising: Revengeance, Platinum Studios, Vanquish, Bayonetta, Ninja Theory, Metroid: Other M, Team Ninja, Heavenly Sword, Hellblade, Microsoft Game Studios, Diablo III, Kingdom Hearts 2, Jak & Daxter, Takashi Miike, Ryu Murakami, In the Miso Soup, Book Riot, Horrorstör, Grady Hendrix, Mike Vogt, Sekiro: Shadows Die Twice, Johnny, David Brevik, War and Peace, X-COM, Fallout, Final Fantasy 9, FTL, Into the Breach, Temple of Elemental Evil, Tim Cain, Mario + Rabbids: Kingdom Battle, MYST. Next time: MYST (check Twitter for how much) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

May 8, 20191h 5m

DGC Ep 161: Devil May Cry (part four)

Welcome to Dev Game Club, where this week we complete our discussion of 2001's Devil May Cry, discussing the ending of the story (for the benefit of one co-host) and some mechanical elements about the structure before turning 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! (In theory) Podcast breakdown: 0:45 Segment 1: End of game discussion 42:55 Break 43:10 Segment 2: Takeaways and Feedback Issues covered: Tim confesses, spending big chunks of time on bosses, Trish's betrayal, packing story into the end, fighting your brother Vergil, the high cost of failing Mundus, Trish's sacrifice, fighting in an intergalactic void, the shooting mechanics at the end vs the swimming mechanics, changing up the mechanics at the end, high melodrama, escaping the building, the surprise return of the biplane, strength in character rather than plot, introducing themes through associations, Mundus's motivation, seeing the underpinnings of future lore, negative reinforcement and mission continue, resource consumption across retries, disincentive to grinding, learning skills and the player improvement loop, jankiness with Nightmare, using space to your advantage, losing Devil Trigger to use the Sparda sword, end-of-game rankings, reconsidering your approach to consumables, the Nightmare boss's design elements fighting one another, blood locking, artfully obfuscating blood locking, embracing and clearly communicating blood locking, artificial creation of potential wall moments, good world structure as a means of limiting blood locking, not clocking failure, running with Happy Accidents, ultra focus on high skill/high speed mechanical combo-based melee skill-based combat, juggling minor enemies, third person experimentation, being able to read the animation tells, additional aesthetics driving feel of the game, swagger in game design, gamification of ranking your successes, camera and levels must work together, working on our audio, how animation contributes to play, communicating movement through tiny details, telegraphing and animation, frame counting in fighting games, video games bringing people together, cultural appropriation and context, historic insularity and imperial context in Japan, preferred camera style, refining cameras, preserving drama with camera. Games, people, and influences mentioned or discussed: Dark Souls, God of War (2005), Space Harrier, X-COM, Final Fantasy IX, GTA III, Resident Evil, Metal Gear Solid, Sekiro: Shadows Die Twice, Legend of Zelda (series), LucasArts, Call of Duty, Onimusha, PlayStation 2, Kingdom Hearts, Suda51, TheSentry42, Waypoint Radio, CaffeinatedBrushes, Josh Rogers, James King, Warcraft, Command and Conquer, Don Daglow, Ester Olsen, Donut County, Zimmy Finger, Ico, Alpha Protocol, God of War (2018), Jak & Daxter. Next time: A bit of Devil May Cry 5! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

May 1, 20191h 26m

DGC Ep 160: Devil May Cry (part three)

Welcome to Dev Game Club, where this week we continue our discussion of 2001's Devil May Cry, discussing underwater controls, the camera, combos in combat, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Missions 11-17 Issues covered: the two scariest words in video games, the underwater sections, forcing emotional stress through cumbersome controls, putting the player out of her element, pulling you out of the experience because your character is usually a superhero, sailing the ghost ship, game play "jokes," collision detection and keeping the player on walkable space, testing against 2D instead of 3D, 2D thinking in level design, walk boxes, moving the world around the ship, camera relative controls and camera switching, everyone's playing in the pool and Mario has an inner tube, having to model everything and yet keeping a set of fixed cameras, making the mistake of designing the camera around the levels instead of vice versa or in concert, framing for coolness at the sacrifice of player cohesion, being curious about where the camera ends up, attempt to make more vertical game play in Republic Commando, believing you can do anything with the camera and players proving you wrong, making 3rd person game play with a first person mentality, making a test case or prototype that proves out your camera design, lack of block and blocking with an attack, going without block to promote fast and forward motion, having trouble with Sparda, streamlining combos down maybe too much, finding the combo rhythms, physical mastery games, Brett puts the petty in competition, reading the telegraphing of bosses with the camera, the stress of restart/lives mechanics and boss battles, learning for one boss but not gaining thereby, trial and error on bosses, cultural appropriation, being able to defeat Phantom in the hallway, experimentation in game play to find information and secret missions, chapter endings in the Resident Evil series. Games, people, and influences mentioned or discussed: Jedi Knight, Resident Evil (series), Frictional Games, Amnesia, SOMA, Halo, The Goonies, Sony Santa Monica, God of War, SCUMM games, Grim Fandango, Thimbleweed Park, Ron Gilbert, Republic Commando, Super Mario 64, Tomb Raider, Soul Reaver, Remi Lacoste, Prince of Persia, Ubisoft, Full Throttle 2, Mysteries of the Sith, Indiana Jones and the Infernal Machine, Super Mario Odyssey, Diablo III, Dark Souls (series), Sekiro: Shadows Die Twice, Kirk Hamilton, Maddy Myers, Kotaku Splitscreen, Derv_PNW, Super Metroid, X-COM, Half-Life, Link to the Past, Gothic Chocobo, Ben "from Iowa" Zaugg, Jak & Daxter. Next time: Finish the game! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Apr 24, 20191h 6m

DGC Ep 159: Devil May Cry (part two)

Welcome to Dev Game Club, where this week we continue our discussion of 2001's Devil May Cry, discussing enemy introductions, the mission structure, grinding to find your difficulty level, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Missions 5-10 Podcast breakdown: 0:32 Devil May Cry part one 34:32 Unintentional break 34:56 Devil May Cry part two and feedback Issues covered: enemy introductions, bosses or more fodder enemies, finding first rooms for enemies that fit, introductions in Republic Commando, first person camera intros, marionettes and dread, weapon intros, smoke and mirrors in intros, ceding character for game play, cutting polygons from a model, high poly counts smoke and mirrors, introducing weapons, lacking weapon introductions in Jedi Starfighter, ideal intros, devoting a mission to introduce a new unit, limited introductions in Diablo, Japan and "cool" culture vs "hot" culture, cultural appropriation, snapping your fingers to open the door, Dante's insouciance when talking to a giant boss, changing and growing Capcom's brand identity, time pressure, teaching the player that time is a factor in getting the best rank, timed levels in games, being all about speed, eating your health away and an avenue to increase time, integrating time into games, kill streaks and time, overlaying a mission structure on a physical location, saving the game between missions, putting the mastery forward, giving frequent feedback, using trophies as a means to give feedback, ranking play in general, intrinsic gratification vs feedback, having multiple save slots and experimentation, being able to go back to earlier sections of the castle, limited resources in Resident Evil, upgrade stations being in the world, being able to move back and forth through the world, fast loads, grinding to find your equilibrium difficulty-wise, increasing player skill, using all the tools and feeling accomplished, using the shotgun for the banshees, taking another look at Bayonetta, level capping in Diablo and Paragon, ways of elongating games (as a service), accessibility in games, interpretative difficulty, commercial benefit to being "the difficult game," being more positive on the Internet, Nintendo and difficulty, doing a good job of making a hard game, feeling "guilty" about lowering difficulty, applauding commitment, the accessible controller. Games, people, and influences mentioned or discussed: Ben Grimm, Lobot, Professor X, Nick Fury, Republic Commando, Todd Howard, Fallout 3, Jedi Starfighter, Nintendo, Blizzard, Starcraft (series), Warcraft (series), Diablo (series), Ouendan and Elite Beat Agents, Metal Gear (series), Hideo Kojima, Suda51, Ghost of Tsushima, Infamous (series), Akira Kurosawa, Capcom, Resident Evil (series), Clover, Platinum, Bayonetta, Viewtiful Joe, PN 03, DOOM (1993), Metal Gear Rising, Jedi Knight, Reed Knight, Matt Tateishi, Unreal Tournament, Quake III Arena, Gran Turismo, NES/SNES, Castlevania, Metroid, Pit Droids, Kingdom Hearts (series), God of War, Alpha Protocol, Destiny II, World of Warcraft, Call of Duty, Darren from Ohio, Sekiro: Shadows Die Twice, War and Peace, Captain Underpants, Tacoma, Gone Home, Steve Gaynor, Return of the Obra Dinn, From Software, Souls (series), Bloodborne, Patrick Klepek, Super Meat Boy, Celeste, Keza MacDonald, Jason Killingsworth, King's Field, Microsoft Game Studios, Nathan Martz, Once Upon A Monster, Sesame Street, Hidetaka Miyazaki. Next time: Missions 11-17 https://twitch.tv/brettdouville, @timlongojr, and @devgameclub [email protected]

Apr 17, 20191h 25m