Dev Game Club

  • Autor: Vários
  • Narrador: Vários
  • Editora: Podcast
  • Duração: 643:06:11
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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 078: X-COM UFO Defense (part two)

    06/09/2017 Duração: 01h04min

    Welcome to Dev Game Club, where we are beginning a series of episodes about 1994's X-COM: UFO Defense. This week, we talk about terror attacks, game tension, gratification, and a bit of base management. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours past the first ground mission Podcast breakdown: 0:38 Segment 1 41:18 Break 41:47 Feedback Issues covered: managing the clock speed, difficulty of the game and having to get better, failure screens, terror attacks, meeting different alien types, starting over again and getting more ground missions, learning the dynamics of covering one another, being unable to understand line of sight, infiltrating an UFO, contributions to tension, researching tech tracks, being unable to capture an alien alive, the use of radar dishes, recruiting scientists and soldiers, base building, the research loop and discovering what's out there, weapon lists, no storage of time units, energy costs

  • DGC Ep 077: X-Com (part one)

    30/08/2017 Duração: 01h40min

    Welcome to Dev Game Club, where we are beginning a series of episodes about 1994's X-COM: UFO Defense. This week, we set the game in its historical context and discuss the beginning of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through first ground mission Podcast breakdown: 0:38       X-Com Segment 1:06:28  Break 1:06:51  Feedback segment Issues covered: business model of early Wizardry, DOS Box, perils of the back catalog, 1994 in games, turn-based games history, war gaming, X-Com as shorthand and a genre definer, tutorial in the manual, pure sim, "Suit up son, you're going to Mars," tracking your first UFO, placing your first base, destroying your base and losing the money, simulation depth, usability issues, getting outrun by UFOs, don't shoot it down over water, placing your base in Australia, air combat, time units as primary resource, line of sight, random number generation and probability, managing player

  • DGC Ep 076: Super Mario World (part 4)

    23/08/2017 Duração: 01h21min

    Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we finish Super Mario World and talk about our takeaways, including some deep dives into modern design sensibilities and constraints. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To End of Super Mario World! Podcast breakdown: 0:37    SMW Discussion 44:19  Break 44:57  Feedback/Next time Issues covered: Bowser's Castle, introducing mechanics in a critical path way, picking up the mecha-Koopas and tossing them onto Bowser's head, relentless pace of new stuff, player-motivated triggering of boss state, boss patterns, using Yoshi (or not), timer platforms, setting your own goals then and now, speedrunning origins, milking more out of levels by choices, keeping people interested via new level design tricks, expense limiting new gimmicks and reinforcing reuse, abandoning the lessons of the past, production realities, combinatorial depth, great

  • DGC Ep 075: Super Mario World (part three)

    16/08/2017 Duração: 01h14min

    Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we talk about how the difficulty of the game more and how it interacts with the exploration of the space. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Forest of Illusion Podcast breakdown: 0:33 Segment 1 (SMW Discussion) 34:35 Break 35:11 Feedback Issues covered: finding a key, picking things up mechanic, directing the player, repeating use of mechanics, picking up and placing objects, difficulty controlling the cape, progression of mechanical complexity, building on fundamentals, doing new things with hardware, similarity of modern consoles and PCs, meta infrastructure, controller changes over time, what do you add and remove with sequels, serving old fans vs serving new fans, helping you to be a completist, incentive to explore, discouraging exploration, exploration and requirement for high skill, lag in the Wii and switchin

  • DGC Ep 074: Breath of the Wild Bonus

    09/08/2017 Duração: 01h09min

    Welcome to Dev Game Club, where we are taking a quick break from our Super Mario World series. This week, we talk in person about the first couple of hours of Breath of the Wild. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First couple of hours of Breath of the Wild Podcast breakdown: 0:39     Seg1: BotW 34:10   Break 34:42   Seg2: Feedback Issues covered: setting up mics, how Zelda is it?, influence from other games, Shrine "modules" and puzzle rooms, pinning spots on the map vs being shown on a map as space is uncovered, lack of metagame (cheevos), checklist approach to design, world design problems with line of sight, ordering of challenges/dungeons, running into different Zelda elements, do things relate to the macro quest, tackling Ganon immediately, tilting towards exploration, materiality of the world, climbing perfection, masters of contextual animation, player engagement via many inputs, player skills, designing to th

  • DGC Ep 073: Super Mario World (part two)

    02/08/2017 Duração: 01h06min

    Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we talk in more depth about the level design and the ways in which its open nature influences difficulty. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Vanilla Dome Podcast breakdown: 0:29     Game discussion 48:10   Break 48:50   Feedback Issues covered: In-depth discussion of saxophones, respecting the game as a work of art, potential tech issues, character momentum, ways in which 3D platformers might be different, preparing for a run, mental state for play and muscle memory, player physics, going back and forth in a level, the ghost levels, how Brett preps for a run, Brett learns thing that Tim doesn't, having levels you can't get past and then the next one being easy, frustration with reaction time, Nintendo design pillars, combining elements for complexity and depth, introduction of mechanics in Donut 3, onboarding players/teac

  • DGC Ep 072: Super Mario World (part one)

    26/07/2017 Duração: 01h32min

    Welcome to Dev Game Club, where we are kicking off a new series on 1991's Super Mario World, a SNES pack-in title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Yoshi's Island Podcast breakdown: 0:40    SMW Discussion 48:36  Break 49:18  Feedback Issues covered: Tanooki suits, the ubiquity of Mario, the console versions of the game, Tim's history with 2D platforming, recognizable characters, overworld presentation, confusion, choosing right rather than left, being able to trust the level progression or not, starting over with each level, making a poor choice, having all the skills from the very beginning, ability set, replaying things to gain skill, game over, time limits, Brett's strategy, ways to get extra lives, mastery, the many rules and abilities you learn in just this first world, tutorial blocks, enemy hints, power ups, being unforgiving, game over screen, game value and arcades, tolerating different aesthetics of play,

  • DGC Ep 071: Half-Life 2 Bonus

    19/07/2017 Duração: 01h23min

    Welcome to Dev Game Club, where we have been discussing Valve Software's 1998 classic Half-Life. This week we do a little bonus work and turn to its sequel, Half-Life 2, released at the end of 2004. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Water Hazard Podcast breakdown: 0:36   HL2 Discussion 40:05 Break 40:35 Feedback Issues covered: the airboat: digital input/analogue output, E3 demo, face technology, glossing over the interlude between the two games, characters as connective tissue, establishment of setting, building of tension, commitment to first person as production concern in HL1/creative commitment in HL2, waiting in line for food dispenser, art direction, the oppressor vs the oppressed, masks in Antonov's art direction, disempowering the player, physics technology, influence of 1984 on City 17 (the proles), multiple instantiations of characters in HL, playing on nostalgia, domesticated head crab Lamarr, every

  • DGC Ep 70: Half-Life Interview with Dario Casali

    12/07/2017 Duração: 01h50min

    Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. This week we welcome Dario Casali, a level designer who worked on Half-Life and is still with the company all these years later. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:39       Interview with Dario Casali 1:04:41  Break 1:05:03  Feedback segment Issues covered: current status of Tacoma, games in 1993, connecting with a serial cable, newsgroups and Usenet, bundling up levels to sell, connecting over the early Internet, getting into Valve, the magic of Seattle weather, describing how your levels work as part of the interview, an interview between peers, having only the pieces and pulling them together, technology coming online and throwing away a lot of levels beforehand, creating structure by drawing with charcoal on big pieces of paper, having a central focus for a level because designers came up with their own ideas, unifying t

  • DGC Ep 069: Interview with Marc Laidlaw

    05/07/2017 Duração: 01h39min

    Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. This week we welcome Marc Laidlaw, long-time Valve employee and writer of Half-Life. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40       Interview with Marc Laidlaw 1:04:50  Break 1:05:16  Feedback/Questions Issues covered: getting started at Valve, looking at story in first person games, unshipped game at Valve, getting Quake community people to work on Half-Life, the early plan for the company, finding features by building lots of tests, randomly discussing features with press, making outrageous promises to spur on the team, the development of a fully realized place, totality of effect, designing from the bottom-up and fitting stuff together later, having employees who were used to working alone, going back to the drawing board, hinting at other levels and wanting the glory, non-physical spaces, lone wolves, needing an overall dir

  • DGC Ep 068: Half-Life (part four)

    28/06/2017 Duração: 01h20min

    Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. We talk about the much-maligned final levels and understand where they came from and then turn to a few pillars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the end! Podcast breakdown: 0:35     End of the game 51:40   Break 52:10   Takeaways and Feedback Issues covered: weather and climate change, teleportation and level connectivity, landmarks, teleporting all over the level, unfair design, planning and execution, competence and player empowerment, obsession with permutation, explaining teleportation through visuals, good teleportation design in Portal, bigger payback for more work, limitations in AI make sense and reinforce the story/space, minimal use of character lending importance, G-man as hook character for HL2, bleedthrough of Xen into Black Mesa, control precision (or lack thereof), upping the ante at the end of a game, el

  • DGC Ep 067: Half-Life (part 3)

    21/06/2017 Duração: 01h19min

    Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. We especially focus on level design but touch also on weapon design and a bit of reuse of weapon progression. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Lambda Core Podcast breakdown: 0:40       Discussion segment 1:05:03  Break 1:05:28  Feedback Issues covered: the Russians, level design variety, designer control over geometry, blocking out levels and then beautifying, binary space partition, realistic spaces vs non-realistic spaces, lack of training, amusement park design and enticing users, willing suspension of disbelief and spectacle/distraction, expectation of a real place, tension between realism and play, Blast Pit and memories, all the things that will kill you, reminding the player of goals, sense of completion, cost of making mechanics, speed of building a rough level, sense of scale, Brett defeats a puzzle by acci

  • DGC Ep 066: Half-Life (part two)

    14/06/2017 Duração: 01h21min

    Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. We talk about what works in both the design of the military you fight and about enemy design in the game generally. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Apprehension (up to Residue Processing) Podcast breakdown: 0:35    Soldier AI and Enemy Design 53:12  Break 53:39  Feedback Issues covered: a bit of the history of game console licensing and certification, why Brett is behind on his homework, where the demo ended, special ops military, demo effectiveness, good general rules for AI in games, AI who communicate their state, postures for aiming, addressing the problem of AI who have perfect aim, alien telegraphing, use of grenades, line of sight, throwing a grenade to where you are, limiting the space in which an AI needs to work, world reacting to the soldiers with the same rules, enemy telegraphing and learning rules, orthogonal de

  • DGC Ep 065: Half-Life (part one)

    07/06/2017 Duração: 01h27min

    Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. We talk about what a year 1998 was, and a good deal about the restrained opening to the game and its provenance. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to "We've Got Hostiles" Podcast breakdown: 0:34 Segment 1: History and Half-Life beginning 1:00:57 Break 1:01:30 Segment 2: Feedback, Next Time Issues covered: 1998 as a year, engine licensing and 3D engines, Radiant level editor, Steam's launch, diving back into the FPS, "Doom clones," raising the bar for shooters, fully committing to the introduction, discipline and pacing, mundanity and attention to detail, "the world's slowest rollercoaster," the mundane hero vs the military hero, the everyman, genesis of the "walking simulator," leaning on a license, making the environment more responsive, unlikely hero, standing out in a sea of shooters, "immersive world rather than shooting

  • DGC Ep 063: Planescape: Torment (part six)

    24/05/2017 Duração: 01h23min

    Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk about the end of the game and some of its pillars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the game! Podcast breakdown: 0:37        Segment 1: End of the game 1:00:58   Break 1:01:23   Segment 2: Quick pillars, next time Issues covered: trapped Trias, the Pillar of Skulls, how XP is dispersed, splitting between characters as a natural difficulty modifier, Tim sacrifices Morte... like some kind of monster, gibbering mouthers, returning to Curst, the Fallout vibe, fighting Trias by kiting, under-leveling for combat, possibility of being unable to finish your game, why doesn't Trias have a dialog option when his ideas are wrong-headed, Brett and Tim describe how they go through the battles, the excitement of finding the right dialog option, coming full circle, getting into the Siege Tower and creating the Entropy

  • DGC Ep 062: Planescape: Torment (part five)

    17/05/2017 Duração: 01h44min

    Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk about broad story beats, themes of identity and mazes, and the role of side quests, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Until you return to Sigil Podcast breakdown: 0:39      PST Discussion 1:03:18 Break 1:03:51 Feedback and giveaway Issues covered: character customization, a little chat about the big beats of the story, the weird conversation with Ravel, Brett is revealed to be a Night Hag, party configuration, character creation throughout play, the modron dungeon, the role of side quests, Deionnarra and her father, commitment to dialog and puzzles, side quests in JRPGs, wading into the lore, what strings multiple games together, the usability challenge of lore, playing rogue classes, the hybrid combat style, getting mazed by the Lady of Pain, a random encounter with a shade, how we pick games fo

  • DGC Ep 061: Planescape: Torment (part four)

    10/05/2017 Duração: 01h27min

    Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk about the usefulness of tropes (which this game mostly overturns), keeping your bearings when so much is available to you, and the uses of story and narrative to prop up underwhelming mechanics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Ravel's Maze Podcast breakdown: 0:39 Segment 1 57:45 Break 58:17 Segment 2: Feedback/Questions Issues covered: permutations and open maps at the Clerk's Ward, open world games, quest UIs, tuning out the journal entries, Tim second-guessing himself, Lothar stealing Morte, alphabet soup names, Brett messes up Soego's name five different ways, how tropes give you a handhold, how The Witcher uses tropes and lore, culture: you're soaking in it!, anything can open a portal, evolution of usability, the game as maze, leaning on the journal, buying up all the items in the Curiosity Shop, tedi

  • DGC Ep 060: Planescape: Torment (part three)

    03/05/2017 Duração: 01h24min

    Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk about how the overwhelming nature of the beginning acts might have come about (again), Brett hits a game-breaking bug, and needles are sought in haystacks. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Ravel's Maze Podcast breakdown: 0:43 Segment 1: PST (2:21 Aw Jeez) 1:08:00 Break 1:08:28 Segment 2: Feedback (1:10:10 Aw Jeez) Issues covered: May Day, how the breadth of quests of Hive might have come about, setting a bar for development, vertical slices, tutorial levels, taking a Starfighter level to alpha, trickle-down videogame economics, proving things to the money men, playing the high intelligence character, wererats and Brett's crash bug, Brett starts over with the Enhanced Edition, the Dead Nations and the Silent King, people of interest vs points of interest, needles in haystacks, intrinsic reward vs the extrins

  • DGC Ep 059: Planescape: Torment (part two)

    26/04/2017 Duração: 01h18min

    Welcome to Dev Game Club, where we are discussing 1999 Infinity Engine classic Planescape: Torment. We talk a bit about franchise fatigue, turning tropes on their heads, turning back historical design choices, and discuss some of what we saw as we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Undercity Podcast breakdown: 0:37     Segment 1: PST Talk 49:53   Break 50:26   Segment 2: Feedback, next time (51:28 Aw Jeez) Issues covered: Tim's bachelor party (really!), franchise fatigue, turning tropes on their heads, unexpected games, opportunities to unbalance a game, level curves, the meanings of systems, combat complexity, interface opacity, inability to die, shedding the arcade design sensibilities, finding a wider audience, matters of taste, finding ways to improve usability and recovering from mistakes, deliberate design choices for aesthetics, first microtransactions, winking at the player, breaking out

  • DGC Ep 058: Planescape: Torment (part one)

    19/04/2017 Duração: 01h13min

    Welcome to Dev Game Club, which this week begins a new series exploring 1999 Infinity Engine classic Planescape: Torment. We situate it in time both against other games and the D&D license but also especially as the pinnacle of Interplay's Infinity Engine games, and then dive into the first section of play. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Mortuary Podcast breakdown: 0:41   Segment 1: History and discussion of play 53:20 Break 53:54 Feedback Issues covered: situating game in time, D&D licensing, rendered 3D backgrounds, 2nd Edition D&D rules, licensed settings, boiling down ADnD, D&D rules implementation as selling point, the Planescape license as a setting with various realms all tied together, veering away from Tolkien, what computers are good at and what DMs are good at, storytelling settings yesterday and today, looking for variety as a creator, hybrid combat system, preferring full r

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