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 157: Diablo III Bonus

    03/04/2019 Duração: 01h50min

    Welcome to Dev Game Club, where this week we look in this bonus episode at Diablo III to discuss the game's impact and systems, while also touching on a Kingdom Hearts update and getting into a ton of listener feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: Kingdom Hearts 2 side/end game stuff, the inventive choices you have to make to do side stuff in JRPGs, figuring out constraints and min/maxing against them, generosity in game design and development, finding ways in development to layer on more stuff, adding more to a game, being good at making the game you make and losing that institutional knowledge, sticking together and iterating, thinking outside the box for a platform, business model and the endless game, not caring about the campaign, being able to drop into certain types of game, soaking in the endorphins, having quest randomness in the first game and in adventure mode in Diablo III, hero rooms in Republic Com

  • DGC Ep 156: David Brevik Interview

    27/03/2019 Duração: 01h35min

    Welcome to Dev Game Club, where this week we extend our time with 1996's Diablo with an interview with Condor/Blizzard North co-founder and Diablo lead programmer and designer David Brevik. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:39 Interview 1:21:19 Break 1:21:51 Wrap-up Issues covered: falling in love with games as a young person, learning how to program, finding out you could make a living making games, typing in programs from magazines, sticking with games, clip-art discs, founding Condor, Diablo pitch document, meeting people at CES, genre calcification and RPGs, working on a fighting game and finding out the SNES and Genesis games were being developed independently, switching to PC games, having the whole gang up to get a pitch, starting with Rogue and adding graphics, the short life of claymation-based graphics, signing as turn-based but Blizzard wanting real-time, getting a 3D0 contract for a football game on t

  • DGC Ep 155: Diablo (part four)

    20/03/2019 Duração: 01h21min

    Welcome to Dev Game Club, where this week we finish our main discussion of Blizzard Entertainment's 1996 classic Diablo. We cover level design in a procedural world, how the tone of the game darkens further in this final segment 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: Killed Diablo! Issues covered: quoting oft-repeated lines, last two levels as a more authored experience, strategy for the final levels and killing Diablo, the final cutscene and tying to Diablo II, exposition delivery, over-the-top font, going after Lazarus, missing quest pieces without Leoric, missing exposition when you kill a character out of order, random teleportation stuff, "co-opetition," missing major quests with the random quest selection, lack of in-game messaging about random quest generation, possible complaints if seen as a single-player game, getting the itch to play again because of multi-player, level design an

  • DGC Ep 154: Diablo (part three)

    13/03/2019 Duração: 01h22min

    Welcome to Dev Game Club, where this week we continue discussing Blizzard Entertainment's 1996 classic Diablo. We talk a bit about macro pacing issues and how other systems tie into that, changes in enemies as you go deeper, and some tight spot anecdotes. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Caves Issues covered: going after the Lord of Terror with the Horadrim, cutscenes tying together two games (end of one to beginning of next), Brett gives a Kingdom Hearts update, the side games of KH, getting Mickey and Donald and Goofy as you play, limited inventory slots, emotional peaks and valleys in the dungeons, tranquility of the town and resetting your emotional baseline, the loop of magical drops and identify, reducing anxiety, music reinforcing the emotional state of the area, limited resources and resource sinks, how inventory stacks and filling it with gold or potions or what-have-you, encumbrance systems and

  • DGC Ep 153: Diablo (part two)

    06/03/2019 Duração: 01h12min

    Welcome to Dev Game Club, where this week we continue discussing Blizzard Entertainment's 1996 classic Diablo. We look at tone, discuss art direction, dive a bit into procedural loot and how it has reverberated through games since, with other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Catacombs Issues covered: dark and brooding tone, gothic melodrama, using the palette to your advantage, having to address troubles with art direction to make the game play readable, choosing an unusual palette for the time, diving into the lore in the manual, character design through-lines in Blizzard properties, stuffing the retail box with stuff (including lore), having fewer quests and sticking to the essential quest of killing Diablo, the issue with lack of urgency in open world main quests, "pixel hunt," procedural loot and generation of items, the winner gets the credit ("Diablo loot"), procedural loot invading anythin

  • DGC Ep 152: Diablo (part one)

    27/02/2019 Duração: 01h11min

    Welcome to Dev Game Club, where this week we begin a new game: Blizzard Entertainment's 1996 classic, Diablo. We situate the game in time and in the RPG landscape of the 90s before diving into the first quarter of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Levels 1-4 Issues covered: Brett's Ph.D. falls to Diablo, playing in the various pits of LucasArts, games slipping across the industry due to Diablo multiplayer, RPGs of the 1990s, apparent look of Diablo as an isometric turn-based game, tabletop lineage and Western RPGs, limitations on casting, coming from arcade design, the origin of rogue-likes, loot drops, the death of RPGs and the rise of first-person shooter, overturning genre conventions, moving a strategy game reinvention to the RPG, having multiplayer, underpinnings of so many loot systems, screenshot test, limiting down to one character, balancing AI design to allow the player to react, mechanics/dynamic

  • DGC Ep 151: Kingdom Hearts (part four)

    20/02/2019 Duração: 01h26min

    Welcome to Dev Game Club, where this week we continue our discussion of Kingdom Hearts. We talk about the end of the game, a few topics we'd never got around to, and of course, 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: 0:47    KH Discussion 56:50  Break 57:20  Takeaways and Feedback Issues covered: the separation between the sky and the land, Brett playing again and again and again, leaning on Tinkerbell with default equipment, boss escalation at the end of the game, Tim's power problems, Ansem's final form, where we ended leveling up, wanting more item slots, when a game grabs you, Disney moments that pull on the nostalgia, nailing the animation and modeling archetypes of so many varying shapes/sizes/gaits, high degree of developer difficulty, contextual attacks, triggering attacks from menus, differences with the PS3/PS4 version, carryovers from another style of game, tr

  • DGC Ep 150: Kingdom Hearts (part three)

    06/02/2019 Duração: 01h16min

    Welcome to Dev Game Club, where this week we continue our discussion of Kingdom Hearts. We talk about some memorable moments, some about character design, a bit about AI... a whole hodge-podge. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Hollow Bastion Issues covered: Brett playing simultaneously on PS4, televisions, being stuck on the boss, grinding and action combat, navigating in 3D, slow leveling, assigning items to party members and changing their strategies, leaning into tech points and the way the camera and enemy AI fights that, parrying the boss, games that require grinding versus those that don't, leveling via critical path in Pokémon, the Trinity symbols, character design in Atlantica, new Heartless visual and enemy design in different worlds, camera controls in the PS4 version, combination of 3D camera design and level design, difficulty navigating with few landmarks, designing one's house, logical flow c

  • DGC Ep 149: Kingdom Hearts (part two)

    30/01/2019 Duração: 01h29min

    Welcome to Dev Game Club, where this week we continue our discussion of Kingdom Hearts. Tim sings a bit, Brett raps a bit, and we talk about what makes this game work or not work, as well as delving into the combat. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Monstro! Podcast breakdown: 0:42 Tim sings + Kingdom Hearts 44:03 Break 44:33 Feedback + Brett Raps Issues covered: birthday, the giant Kingdom Hearts collection, "I think this game might be bad," bizarre linearity, weird triggering, loving some films and not having connecting with others, lack of supporting systems, pushing strategy guides, lack of level logic, IP control and lack of public domain, what films they pair up with the games, being out of their design element with various choices, not connecting with FF characters, how the characters level, the lack of a moment when you level up, lack of boss requirements, zero XP, the camera is bad, paying attention

  • DGC Ep 148: Kingdom Hearts (part one)

    23/01/2019 Duração: 01h12min

    Welcome to Dev Game Club, where this week we start a new series about Kingdom Hearts, the 2002 Disney / Square crossover game that culminates in Kingdom Hearts III this week. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Wonderland! Podcast breakdown: 0:38    Kingdom Hearts 42:01  Break 42:30  Feedback & Singing Review Issues covered: series lore in non-console games, E3 2001, licensing starting to wane, part of the EA business model, working with a license and not making a "play the movie" game, the land grab of licensing, struggling with using licensed titles, schedules not lining up with film, a positive change in licensing, seeing movies in theaters or drive-ins on Disney's re-release schedule, the specialness of seeing one, the lack of home video, seeing cartoons on TV, relationship with the iconic characters, the return of Disney animation in the late 80s/early 90s, bringing in Broadway talent to score the new

  • DGC Ep 147: Pokémon Let's Go Bonus!

    16/01/2019 Duração: 01h28min

    Welcome to Dev Game Club, where this week we extend our time with Pokémon by turning to recent Nintendo release Pokémon Let's Go and tons of Pokémon-related feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First bit of Pokemon Let's Go Podcast breakdown: 0:41      Let's Go 37:02    Break 37:23    Feedback Issues covered: Blue showing up, playing with the Pokémon Ball controller and it making noises, playing handheld vs throwing the PokéBall, whether or not we'd have played this one, playing bonus 3DS games, the feel of a remake, the translation to 3D, positivity of the combat, lightheartedness of Nintendo vs games made in the West, the twenty-year gap of features between what we've played, more connection to the Pokémon, how well the characters come through, representing organic shapes in blocky pixel art, paying homage to the pixel versions, being able to see more of the Pokémon stats directly, improving stats with candy

  • DGC Ep 146: Pokémon Red/Blue (part four)

    09/01/2019 Duração: 01h17min

    Welcome to Dev Game Club, where this week we finish our series on 1996 Game Boy classic Pokémon Red/Blue. We talk about the tension of the final battles and then of course chat about our lessons and takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the Game! Podcast breakdown: 1:15 Pokémon discussion 50:04 Break 50:35 Takeaways and Feedback Issues covered: renaming your rival and Professor Oak chiding him, being less precious about what things are named and such, separating out boxes and pure memory limits, the punk rival, coming full circle, naming your Pokémon, finding the legendaries, our final six, Brett's end-game, whether or not you can buy the elixirs, Tim's Frankensteined Pokémon team, how Brett leveled his top Pokémon, Tim coming down to running out of PP and items to take on the Elite Four, save states in the middle of the Elite Four battles, charging your adrenaline, four color palette,

  • DGC Ep 145: Pokémon Red/Blue (part three)

    02/01/2019 Duração: 01h23min

    Welcome to Dev Game Club, where this week we return to our series on 1996 Game Boy classic Pokémon Red/Blue. We talk about how widely our strategy is varying both in terms of team make-up and approach as well as marvelling over how well the game supports both, and Brett geeks out over how the hardware of the Game Boy (and in particular the Memory Bank Controller) influenced the design of its games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to having 7 badges! Podcast breakdown: 0:36 Pokémon discussion 59:17 Break 59:50 Feedback Issues covered: Happy New Year, real Pokémon name or not?, our current team mixes, dominating in combat, allowing for widely different approaches, misunderstanding the depth of the game, cultural signifiers of the game, experimenting and sense of discover with Pokémon, more RPG than anticipated, the world opening up, more than just a collection landscape, fearing the end of the game, "Gotta Catch '

  • DGC Ep 144: At Year's End

    29/12/2018 Duração: 01h18min

    Show notes are simple this year -- we talk over the games and interviews of the year and reminisce. Happy Holidays to all, and to all a Happy New Year. We'll see you in 2019 with our continuing series on Pokémon Red & Blue. -Brett and Tim  

  • DGC Ep 143: Pokémon Red/Blue (part two)

    19/12/2018 Duração: 01h25min

    Welcome to Dev Game Club, where this week we begin a new series on 1996 Game Boy classic Pokémon Red/Blue. We talk quite a bit about the early game, the way it solves age-old RPG problems with random encounters, and of course, our current mix of Pokemon before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Saffron City (in theory) Podcast breakdown: 0:45    Pokemon 55:48  Break 56:14  Feedback Issues covered: Bonnie Ross's induction into the AIAS Hall of Fame, our current Pokémon rotation, a few specific attacks on various Pokémon, some strategy talk, domesticating animals, how the game treats the Pokémon, random encounters and the grind, randomness and the disincentive to explore, the randomness as a loot box sort of mechanic, randomness as strength in collecting, Japanese cultural conservatism, whether or not they were deliberate in their random battle approach, the television show, sweetness and

  • DGC Ep 142: Pokémon Red/Blue (part one)

    12/12/2018 Duração: 01h32min

    Welcome to Dev Game Club, where this week we begin a new series on 1996 Game Boy classic Pokémon Red/Blue. We situate the game in time and spend a fair amount of time discussing the Game Boy itself as a handheld system, before turning to the game itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Pewter City's Gym Leader, Brock Podcast breakdown: 0:40     Pokémon discussion 55:02   Break 55:35   Feedback & Review Issues covered: the series as a whole and its stewardship and popularity, 1996 in games, Tim's start in the industry, our histories with handheld systems, the Game Boy as a movement, the convergence of handheld and console in the Switch, the Game Boy launch, a side business that exploded on them, sales of the Game Boy, iterating on the hardware then and now, mobile gaming, pacing on mobile gaming, naming your hero and adversary and Pokémon, "all boys leave home," dropping you right into the world, lack of q

  • DGC Ep 141: GTA III (part four)

    05/12/2018 Duração: 01h51min

    Welcome to Dev Game Club, where this week we continue our discussion about Grand Theft Auto III. We close out the game by picking a couple favorite moments, talk about some of the difficulty at the end, and of course, do our takeaways before turning to feedback, of which there was much. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! (If you're Brett, anyway) Podcast breakdown: 0:39    GTA III discussion 59:06  Break 59:46  Feedback Issues covered: Tim gets demoralized, timing and bad luck, wall missions, time and patience running out, being indifferent to the player, one's changing taste, getting better at the driving (and falling into the ocean), 'cast being non-conducive to this style of game, being okay with not finishing it, feeling comfortable in some areas of the game, imagining giggling devs, timing missions pushing you to let go of stuff and learn the city well, lower mission density, running off the dr

  • DGC Ep 140: GTA III (part three)

    28/11/2018 Duração: 01h28min

    Welcome to Dev Game Club, where this week we continue our discussion about Grand Theft Auto III. We talk a bit about mission structure, failure states, learning through failure, and a host of other things. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: About a dozen missions into Staunton Podcast breakdown: 0:47    GTA III discussion 55:12  Break 55:45  Feedback Issues covered: homophones, the intermediate position between cartridges and hard drive, saving when you're "done for the night," tension between mission design and world design, building up your arsenal, adding to your mission setup loop, memory cards and the hardship of working with them, choosing your save spots in an open world game, Vita Chambers vs save spots, the weakness of the PC port, "quality of life stuff," the assassination of Salvatore, learning through failure, escalation missions, individual mission stories, sniping on the PC, aim assist for consoles and s

  • DGC Ep 139: GTA III (part two)

    21/11/2018 Duração: 01h34min

    Welcome to Dev Game Club, where this week we continue our discussion about Grand Theft Auto III. We actually spend a little time talking about the counter-argument, that this game extends a middle finger to the moral scolds who wanted to cage video games, and then talk about specifics about its streaming, and talk about the dissonance between its systems and mission design, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through "Last Requests" Podcast breakdown: 0:32   GTA III discussion 57:07 Break 57:41 Feedback & reviews Issues covered: voice actors who don't quite work and those who do, rough combat, dreading combat, avoiding alternate and secondary missions, moral scolds and violent video games, critical and player response to a finger extended at the establishment, punk rock, rap in the 90s in Oakland and LA, skewering American culture, handling your satire around certain topics, madonna/whor

  • DGC Ep 138: GTA III (part one)

    14/11/2018 Duração: 01h26min

    Welcome to Dev Game Club, where this week we are beginning a new series about Grand Theft Auto III. As always, we spend the first episode situating the title in its release time frame and talk a bit about the history of the studio and creators associated with it 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: Through "The Fuzz Ball" Podcast breakdown: 0:37 GTA III discussion 58:48 Break 59:16 Feedback Issues covered: perspectives from Lulu about production, games of 2001, bringing the mafia back into popular entertainment, grabbing the zeitgeist, how to deal with the anti-hero, commercial plays with the gritty follow-up, freshening up a franchise by going dark, not being sold on playing this game, mature with a capital M, still being under the shadow, starting and abandoning GTA IV and skipping GTA V altogether, DMA Design founders, programming-centric company, the top-down camera view, introduct

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