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 118: SWRC Interview Bonus

    15/06/2018 Duração: 19min

    Welcome to Dev Game Club for a special bonus bonus interview edition. Justin Stinnett turns the microphones on hosts Brett Douville and Tim Longo, in addition to Daron Stinnett, to talk Republic Commando. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: making a squad seem smart, how to deal with the squad AI, keeping the squad in view, how to control the squad on a console, squad positioning, seeing the sniper, Sev's sense of humor, Fixer's uptight nature, Scorch childishness, making the squad feel even smarter and more connected, markers/maneuvers, more freedom and options for maneuver use, regretting cutting co-op, Delta Squad animated, Republic Commandos as canon, obeying or disobeying Order 66, what we're up to now, Games, people, and influences mentioned or discussed: Halo, Rainbow Six, Nathan Martz, Mike Stemmle, Ryan Kaufman, The Clone Wars, Dave Filoni, Star Wars Legends, 343 Industries, Bethesda Game Studios, Skyrim, Fallo

  • DGC Ep 117: Bonus Interview with Daron Stinnett

    13/06/2018 Duração: 01h23min

    Welcome to Dev Game Club for a special bonus interview edition. We speak with Daron Stinnett, lead programmer and project lead on Dark Forces, looking at the beginnings of his career before turning to specifics about the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40       Interview segment 1:04:45  Break 1:05:17  Feedback segment Issues covered: Daron intro, the Stinnett origin story, making houses on computers, Radio Shack, buying a first car, transitioning to having a regular development job, porting Thexder, moving to Spectrum Holobyte, existential threat to the company, becoming a project lead, team lead and lead tester, multiplayer and the 600 baud modem, a Las Vegas con FalCon, modeled cockpit, high-fidelity simulations that didn't exist in the real world, "I knew I had to make Star Wars games," eating lunch at Skywalker Ranch, a room full of prop, Kerner complex, looking out at ILM, crashing a plane in a park

  • DGC Ep 116: Dark Forces (part three)

    06/06/2018 Duração: 01h31min

    Welcome to Dev Game Club, where we are finishing 1995's Star Wars: Dark Forces. We talk a bit about the final levels of the game while punching dragons 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: We finished the game! Podcast breakdown: 0:44     DF Discussion 59:08   Break 59:38   Takeaways Issues covered: the Kell dragon, entirely too much discussion of dragon types, being unsure what to do, not matching up with the fantasy, puzzle elements in fighting, having a role-playing moment in an action game that you don't often have in an RPG, starting as a Luke Skywalker game, lacking a hook for why it's Jabba's ship, enemy types, cuts later in games, the iso chamber maze puzzle, making the level itself into an interesting space, bending constraints to your will, not having anyone to tell you you can't do a thing, lowering risk, shifting towards production realities, the cost of a pivot raising aversi

  • DGC Ep 115: Dark Forces (part two)

    30/05/2018 Duração: 01h14min

    Welcome to Dev Game Club, where we are in our second episode about 1995's Star Wars: Dark Forces. We delve much deeper into the level design and themes, talk about fulfilling the Star Wars fantasy, and talk about the tease of future technologies. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through "The Death Mark" Podcast breakdown: 0:46    DF Segment 57:09  Break 57:40  Feedback Issues covered: beating the parsec to death, a favorite moment in games, going down deep through into the mine level, playing the game on different difficulties, how lives and checkpoints work, the ice cleats, taking a break due to frustration, tension-filled obstacle courses, Star Wars fantasy fulfillment, making the places feel like Star Wars, good texture work, puzzling out the level geometry, the balance of combat vs level traversal, getting lost and leaning on the map, atmospheric, pushing the technical boundaries, bleeding through of new technol

  • DGC Ep 114: Dark Forces (part one)

    23/05/2018 Duração: 01h07min

    Welcome to Dev Game Club, where we are beginning a new series about 1995's Star Wars: Dark Forces. We situate the game in its time a bit and then turn to the first three levels of the game, specifically talking about its level design and a bit about squeezing Star Wars into games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through The Subterranean Hideout Podcast breakdown: 0:46    Segment 1: Dark Forces 49:50  Break 50:25  Segment 2: Feedback Issues covered: Star Wars character class, Bothan spies, Tim as Dark Forces tester, PlayStation version, credits up front, lots of adventure games in 1995, fond memories of DF, faking co-op by phone, project leader Daron Stinnett, prior Star Wars games, level design, not a discipline, innovating beyond DOOM, grounding the level design in architecture, creating a sense of place, increased complexity, verticality, auto-aim, ducking and jumping, lighting, scale of rooms and levels, grounde

  • DGC Ep 113: God of War (2018) Bonus

    16/05/2018 Duração: 01h12min

    Welcome to Dev Game Club, where we are discussing the newly released return to God of War. We talk about the way the game has been modernized for current tastes, and how it maintains the feel of the series. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First few hours Issues covered: modern design elements, combat feel, level linearity with bits of side secrets, combat/explore, chests, pushing technology, ways you can cheat for performance, pixel density, which GoW games we've played, elaborate progression system, camera commitment, camera in combat, thinner combos, epic feel of original from camera, older and more sympathetic anti-hero, more deliberate pace of combat, more psychologically dense mythology, making a character relatable again, more vulnerable heroes, the character of the mother, small story, enriching a character after her death, developing the relationship with the boy through animation and writing, animation-for

  • DGC Ep 112: God of War (part three)

    09/05/2018 Duração: 01h24min

    Welcome to Dev Game Club, where we are finishing our series on 2005's God of War. We talk about when the game leans into the things it's not great at, the sense of epic scale, as well as turning to our traditional takeaways as we end a series. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Podcast breakdown: 0:42 God of War discussion 54:45 Break 55:11 Takeaways and Feedback Issues covered: dying 20 - 60 times, the downward spiral rage, compounding challenge, adding elements at a good rate, enumerating the elements of a challenge, not earning the challenge, shelf-level events/wall mission, not knowing you're near the end of the game, being stubborn and maybe putting a game away for a while, representing Hades accurately as a Sisyphean task, leaning into disempowerment sections as a mistake, potential for usability testing issues, variant gameplay needs to be easier, getting bored as developers, it's a sorbet no

  • DGC Ep 111: God of War (part two)

    02/05/2018 Duração: 01h12min

    Welcome to Dev Game Club, where we are on to the second of our series on 2005's God of War. We talk about what a fully scripted camera allows you to do, where it breaks down in implementation, as well as touching on the over-the-top nature of the game and its light RPG elements. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Challenges Podcast breakdown: 0:43 Segment 1: God of War 51:40 Break 52:20 Segment 2: Feedback Issues covered: Birthdays, Sierra interview, the academic/theoretic side of making games, the early days, the Yosemite photograph, cameras and third-person action-adventure, level design and the camera, scripting the camera throughout the game, conceptually 2D in some ways, freeing up the right thumb, flicking to roll, managing the space well for the camera in combat, sewer camera problem, "God of War Camera," altitude in combat, telegraphing the camera through player control vs designer control, explori

  • DGC Ep 110: Mark Crowe Interview

    25/04/2018 Duração: 57min

    Welcome to Dev Game Club, where we are lucky this week to be able to interview Mark Crowe, one of the original "Guys from Andromeda" who were the creative force behind Space Quest, as well as working on many other Sierra titles. We talk about those old days, the flexibility of working with a parser, and all the constraints on game development in the early days. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: Mark's history, having a dream job, walking in the door, the hippie environment, local inspiration, first exposure to computers, size of company, meeting Scott and teaming up, developing a core idea and prototyping it, having the split-up environments in the first screens made, getting a picture on the box, taking a pseudonym in fear, dabbling in prosthetics, vacationing from Mars, learning on the job, doing everything at once, adding some humor, a cinematic approach, cinematic inspirations, cramming in references, pushing tech

  • DGC Ep 109: God of War (part one)

    18/04/2018 Duração: 01h14min

    Welcome to Dev Game Club, where we are beginning our series on 2005's God of War. We set the game in its time, an interesting time at the end of a console lifecycle as new machines loomed on the horizon, and then turn to the game itself before hitting feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the desert / through Athens Podcast breakdown: 0:44     Segment 1: God of War 50:35   Break 51:06   Segment 2: Feedback Issues covered: the console lifecycle, PS2 install base, the new console generation, learning the hardware over the lifecycle, exclusives, squeezing the hardware over the series, optimizing instructions, iterating on a franchise, juvenile tone, the influence of the underlying mythology, being edgy or over the top, Greek tragedy and the fatal flaw, opening with a bang, narrative device of setting up how the character got to the big moment, setting up mysteries of character and fate, tension between playe

  • DGC Ep 108: Space Quest (part two)

    11/04/2018 Duração: 01h24min

    Welcome to Dev Game Club, where we complete our discussion of a pair of very early Sierra adventure games with Space Quest 1: The Sarien Encounter. We finally hear Tim's story about getting stuck on a game so long it drove him to drink and also get to our takeaways before hitting feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished SQ1 Podcast breakdown: 0:43   Segment 1: SQ1 35:35 Break 36:08 Segment 2: Takeaways and Feedback Issues covered: music theft, the Do Not Press button and a return to Daventry, talking to the guards, cross promotion, learning to use your seat belt, the influence of the real world, making jokes out of the topical, Tim's inadvertent hint, inventory objects inside other objects, the importance of looking at things at the right time, getting a hint from the parser, the origin of the pizza orgy, killing Orat with a spider droid, random walk mechanics, hating on the skimmer, Brett gives Tim a pro

  • DGC Ep 107: Space Quest (part one)

    04/04/2018 Duração: 01h13min

    Welcome to Dev Game Club, where we continue to discuss a pair of very early Sierra adventure games, now turning to Space Quest 1: The Sarien Encounter. We talk a little bit more about adventure games and general and talk about some specific ways this game differs from King's Quest, including its use of space. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Planet Kerona Podcast breakdown: 0:45   Segment 1: SQ1 37:19 Break 37:43 Segment 2: Feedback Issues covered: humor in adventure games, obvious influences, nostalgia for Tim, playing adventure games as a shared experience, getting stuck, linear vs open structure/points of no return, not getting the cartridge, stealth game play, fearing death and rushing through the game, quick beginning to the game, how you measure play time, designing around player death, embracing shorter game length, frustration points, inability to predict puzzle pain points, prodding the edges out of f

  • DGC Ep 106: King's Quest (part two)

    28/03/2018 Duração: 01h12min

    Welcome to Dev Game Club, where we continue to discuss a pair of very early Sierra adventure games, beginning with 1984's King's Quest: Quest for the Crown. Having finished the game, we discuss the ways in which different puzzles work and what aspects are frustrating and how it might all have gotten that way. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finish King's Quest 1 Issues covered: getting through without hints, remembering puzzles and forgetting stuff, rule-breaking and rocks, leaning into fairy tales, thinking about the game away from it, the better manual, verbs with rare usages or no usages, the Rumplestiltskin puzzle, good for streaming or not, dying from the rock, timing and waiting, the difficulty of the game Deadline, things not appearing on screens, characters that don't appear all the time, not knowing what you're not seeing, the well and figuring out what to do there through dying, dealing with the dragon, s

  • DGC Ep 105: King's Quest (part one)

    21/03/2018 Duração: 01h04min

    Welcome to Dev Game Club, where we are discussing a pair of very early Sierra adventure games, beginning with 1984's King's Quest: Quest for the Crown. We talk a bit about Sierra and its early contributions to games as a whole and the specific form of the adventure game, setting it in context and discussing taste. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: "About half" of King's Quest Issues covered: crossing a drawbridge, being top of the game food chain, the rise and fall and rise of adventure games, establishing a formula early on, being unable to get games, hint lines, IBM funding, sweet development deal, four-color video cards, reusable engines, general-purpose machines vs custom machines, leveraging programming work, local-ish company, building a string of franchises, first developers whose names you know, typing in directions, diving into the manual, how to make an adventure game map, the need to restart, lack of direc

  • DGC Ep 104: Ultima Underworld (part four)

    14/03/2018 Duração: 01h34min

    Welcome to Dev Game Club, where we are discussing 1992's immersive sim classic Ultima Underworld. We talk about how the game comes together at the end and the interconnectedness of it all before we turn to our pillars and 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: 0:42 Segment 1: finishing the game 44:23 Break 44:59 Segment 2: Takeways and feedback Issues covered: serviceable weapons, Tim realizes he never beat the game before, reuniting pieces of key, going in between levels, breaking down a door, getting a little help from your friends, cup talisman, the taper being a different piece of art, the writ of Lorne, killing all the trolls, Tim finds nine talismans, the crux ansata, Tom and Judy quest, themes of loss throughout the game, the lost world of Cabirus, thematic storytelling here vs larger open worlds, usability issues and keeping track, missing clues and having to scour

  • DGC Ep 103: Ultima Underworld (part three)

    07/03/2018 Duração: 01h06min

    Welcome to Dev Game Club, where we are discussing 1992's immersive sim classic Ultima Underworld. We take a deeper dive into the leveling system and the magic system and talk about the intersection of RPGs and immersive sims and the various analog elements of this game in particular. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Levels 4-6 Issues covered: rotworm stew, taking notes and having too much to sort through, keeping track using the map, space for a legend, cartography, how the leveling system works vs other games, strengths and weakness of a leveling system, ceding control of the player experience to the RNG, rewarding the finding of mantras and pushing you to search for them, awarding of XP, pushing you to other skills via randomness, sticking with the Sword of Justice because it doesn't break, the intersection of two very difficult genres in terms of balancing, encouraging you to fully explore the map, finding an ang

  • DGC Ep 102: Ultima Underworld (part two)

    28/02/2018 Duração: 01h11min

    Welcome to Dev Game Club, where we are discussing 1992's immersive sim classic Ultima Underworld. We discuss the specifics of levels two and three a bit, but also tackle inventory, encumbrance, taking notes on paper, and the delightful map and how those have changed over the years. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Levels 2 and 3 Podcast breakdown: 0:43    UU Discussion 48:46  Break 49:12  Feedback Issues covered: Brett learns some Lizardman, chatting with goblins and the many civilizations, relationships between factions, killing a she-spider, being fully engaged, the mystery of Sir Cabirus, Tim falls down a hole, leveling up quickly, Brett loses some chain mail, taking paper notes as you play, making lists of details like clues and mantras, physical keys vs logical keys and design trade-offs, imagining player stories, keeping track of key rules, attributing influences to this game vs prior games, annotating the map

  • DGC Ep 101: Ultima Underworld (part one)

    21/02/2018 Duração: 01h25min

    Welcome to Dev Game Club, where we are beginning a new series on 1992's immersive sim classic Ultima Underworld. As usual, we situate the game in time a bit and in the Ultima series as a whole, before delving into the first few hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Level 1 Podcast breakdown: 0:40    Underworld 54:54  Break 55:22  Feedback Issues covered: Brett gets hooked, first person game and a lot of clicking, getting over the initial hump, taking a long time to finish a game, 72-hour game benders, epilepsy and flashing, firsts of their kind year, seeing the walls of the design, branching out with the Ultima series, Ultima Worlds of Adventure, adding simulation to the point of view, not being alone in the first-person space, vector wireframe rendering in the first Ultima dungeons, feeling the presence of the developer, exploration of controls, limited verbs in FPSes, free look, overdesigned mouse in

  • DGC Ep 100: Metal Gear Solid (part four)

    14/02/2018 Duração: 01h33min

    Welcome to Dev Game Club, where we are are just finishing our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about the end of the game and some narrative choices there that we like and then discuss our pillars for the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To the end! Podcast breakdown: 0:41 End of MGS 1:00:48 Break 1:01:22 Pillars and feedback Issues covered: 100 episodes, Tim moving out, extravagant endings in the series, intercutting action scenes, turning codecs into cutscenes later, economic storytelling through codecs and audio diaries, conversational audio diaries, utilizing VO in interesting ways, Brett's new keyboard, the interesting dynamics of the Vulcan Raven battle, cat and mouse, Brett forgets the word "claymore," multiple ways of defeating Raven, using the AI's rules against them, boss/level design/camera synergy, Brett skips a cutscene and has to redo the battle, backtracking and

  • DGC Ep 099: Metal Gear Solid (part three)

    07/02/2018 Duração: 01h32min

    Welcome to Dev Game Club, where we are in our third episode of our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about a big choice in the game and the things you're not taught, particularly considering how fourth wall breaking it can be, as well as topics like UI choices. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Vulcan Raven (II) Podcast breakdown: 0:41    Metal Gear Solid 58:54  Break 59:26  Feedback Issues covered: Brett's carpal tunnel, Decoy Octopus and the DARPA Chief, animals chosen for code names, keeping Octopus in the game, submitting to the torture, big story splits and Dragon Breaks, tone variety in Eastern action cinema, weird untaught mechanics, negative vs positive reinforcement in teaching, blood tuition (learning through death) vs soft failure, gameplay telegraphing vs realistic environments, the staircase section, contextualizing rather than breaking systemic knowledge, rappelling

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