Dev Game Club

  • Autor: Vários
  • Narrador: Vários
  • Editora: Podcast
  • Duração: 644:34:50
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Informações:

Sinopse

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

Episódios

  • DGC Ep 177: DOOM (part one)

    28/08/2019 Duração: 01h17min

    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 t

  • DGC Ep 176: SNES Classic One-Off

    21/08/2019 Duração: 01h20min

    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

  • DGC Ep 175: Bloodstained ROTN Bonus!

    14/08/2019 Duração: 01h14min

    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 lay

  • DGC Ep 174: Castlevania SOTN (part four)

    07/08/2019 Duração: 01h37min

    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 ca

  • DGC Ep 173: Castlevania SOTN (part three)

    31/07/2019 Duração: 01h18min

    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

  • DGC Ep 172: Castlevania SOTN (part two)

    24/07/2019 Duração: 01h22min

    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

  • DGC Ep 171: Castlevania SotN (part one)

    17/07/2019 Duração: 01h20min

    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 optio

  • DGC Ep 170: Super Castlevania IV (part three)

    10/07/2019 Duração: 01h32min

    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

  • DGC Ep 169: Super Castlevania IV (part two)

    03/07/2019 Duração: 01h17min

    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 fo

  • DGC Ep 168: Super Castlevania IV (part one)

    19/06/2019 Duração: 01h12min

    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, powerin

  • DGC Ep 167: Obduction Bonus

    12/06/2019 Duração: 01h24min

    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 s

  • DGC Ep 166: MYST Bonus Interview with Robyn Miller

    05/06/2019 Duração: 01h16min

    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 yo

  • DGC Ep 165: MYST (part three)

    29/05/2019 Duração: 01h50min

    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

  • DGC Ep 164: MYST (part two)

    22/05/2019 Duração: 01h25min

    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, cl

  • DGC Ep 163: MYST (part one)

    15/05/2019 Duração: 01h20min

    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, simplici

  • DGC Ep 162: Devil May Cry 5 Bonus

    08/05/2019 Duração: 01h05min

    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, bein

  • DGC Ep 161: Devil May Cry (part four)

    01/05/2019 Duração: 01h26min

    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, se

  • DGC Ep 160: Devil May Cry (part three)

    24/04/2019 Duração: 01h06min

    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 inst

  • DGC Ep 159: Devil May Cry (part two)

    17/04/2019 Duração: 01h25min

    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 approp

  • DGC Ep 158: Devil May Cry (part one)

    10/04/2019 Duração: 01h09min

    Welcome to Dev Game Club, where this week we begin a new series on 2001's Devil May Cry, an action beat-'em-up from Capcom. We situate the game in its time and talk about its evolution from the Resident Evil series with its action. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First four missions Issues covered: gaming in 2001, the origins of the title as Resident Evil 4 and making it into a new franchise, leaning into the tone, the beginning of the Clover legacy, distilling down to God of War, camera changes, we riff on the ranks, evolving the camera from Resident Evil, branching off the controls, dealing with the stick when moving from screen to screen, the Capcom 5, many takes on Dante's Inferno, "Devil May Care," dripping with style, style *is* substance, a game that wants you to dive in and get good, switching to be more aggressive to fight the first boss, where you can run from the return of that boss, the presentation of

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