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 20: Warcraft: Orcs & Humans

    20/07/2016 Duração: 01h17min

    In this first episode of our series discussing Warcraft: Orcs and Humans, we examine the relevance of the original game to the series as a whole and its genre in particular and begin delving into the mechanics on display in the first few levels of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First two levels of each campaign: H1, O1, H2, O2 Podcast breakdown: 0:32        Intro and segment 1 (relevance, personal and industry wise) 33:55      Break 1 34:23      Dev and mechanics talk 1:07:05   Break 2 1:07:32   Quick additional topic and next time Issues covered: committing to the division of Orcs and Humans, reading the freaking manual, what went into manuals and not, training the player and avoiding the manual, credits in the PS2 era, what did you need a manual for, the Indie Box, tooltips and in-game instruction, story development inside of Blizzard games vis a vis Westwood, CD-ROM and FMV, mission type variety, mods

  • DGC Ep 19 with special guests Dave Grossman and Tim Schafer

    13/07/2016 Duração: 01h11min

    In this final interview episode discussing recently remastered LucasArts classic Day of the Tentacle, we welcome two guests, DOTT co-leads Dave Grossman and Tim Schafer! We had a fascinating time talking with the two of them and getting their insights on what they were trying to do and where some of the decisions came from. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Production note: Some of Brett's voice cut out during recording, and so there are a couple places where that is patched up. Podcast breakdown: 0:39 Interview with Dave Grossman and Tim Schafer 1:01:55 Segment 2: Next time on DevGameClub! Issues covered: long introductions of our interviewees, holding your breath for ten minutes, the puzzles you remember when you revisit a game, openness in adventure game design, the lessons of inexperience, three- and four-act structures, puzzle miasma, non-linearity and agency, "Why Adventure Games Suck," backwards puzzles, "how's the player supp

  • DGC Ep 18: Day of the Tentacle (part 3)

    29/06/2016 Duração: 01h17min

    In this third episode discussing recently remastered LucasArts classic Day of the Tentacle, we finally move on to talk about specific puzzles -- this is a spoilery podcast. Plus, Tim has a moment of psychological devastation as Brett unveils the implications of his approach. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Last third of the game! Finish it off. Podcast breakdown: 0:30 Specific puzzles where we got stuck 38:20 Break 1 38:53 History and its discontents (okay, grab bag) Issues covered: puzzle games and programming/debugging, Ron Gilbert's Rules of Adventure Game Design, getting to a point where a game is unsolvable (and not knowing), squeaky bed puzzle, when objects are decomposed and not, interface differences between PC and console, spatial relations in adventure games, the right time to cut away from a scene (what to show and what not to -- production solutions), fixating on the bowling ball, Rosebud, "Meanwhile..

  • DGC Ep 17: Day of the Tentacle (part 2)

    22/06/2016 Duração: 01h15min

    In this second episode discussing recently remastered LucasArts classic Day of the Tentacle, we talk about how to move on when you get stuck and speculate about how these games were constructed. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Hard to say; approximately another third of the game (~3 hours) Podcast breakdown: 0:24       Segment 1: How you get unstuck 34:03     Break 34:30     Segment 2: puzzle development, reader mail 1:15:19  Outro Issues covered: Gabe Newell's non-joining of Twitter, what you do when you get stuck, stepping away from the game, re-walking the whole space, training you away from the straightforward solution, moving all the inventory to one person, squirting disappearing ink on everyone, discovering clues via what's allowed to move back and forth in time, holding yourself back from looking it up on the Internet, inventory item combination, getting clues about what to do next, Tim getting stuck on S

  • DGC Ep 16: Day of the Tentacle

    15/06/2016 Duração: 01h44min

    In this first episode discussing recently remastered LucasArts classic Day of the Tentacle, we talk about the influence of adventure games generally and the reputed mis-reporting of games being dead, as well as talking about the format of this game in particular. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Note: Brett keeps referring to Monkey Island 2 and Secret of Monkey Island kind of interchangeably. We regret the error. Sections played: Hard to say! But we both tried to get to where Laverne drapes herself in the flag, about three hours of play. Podcast breakdown: 0:33      Intro and segment 1 41:50    Break 1 42:17    Segment 2: intro to game, usability, format 1:24:10 Break 2 1:24:41 Segment 3: next time, FF9 follow-up, Hitman follow-up, outro   Issues covered: Hosts' early history with adventure games, playing text adventures on a 200 baud modem, calling hint lines, how to get hired at LucasArts, "death of the adventure game," exploring

  • DGC Ep 15: Final Fantasy IX (part 5)

    08/06/2016 Duração: 01h17min

    In this fifth and final episode discussing Final Fantasy IX, we explore Tim's difficulty finishing the game on time, the ending of the game, and the things we take away from it. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Pandemonium to end of game! Podcast breakdown: 0:32    Segment 1: Finishing the game 35:03  Break 1 35:35  Segment 2: What we take away Issues covered: the difficulty in the final area, sharing a save file, the difficulty of the endings of more than one game, preconceived notions (including button use on controllers), level as a measure, Chaos Lords, forced puzzling (Reflect), Tim the total cheater, ability leveling, subverting player goals with random battles, negative reinforcement to movement, eating your JRPG vegetables, thoughtful endings (and their rarity in games), world state changes, Zidane winning Tim over, the shape of Zidane's character arc, one-off vs reusable moments, minimal interactivity maint

  • DGC Ep 14: Final Fantasy IX (part 4)

    01/06/2016 Duração: 01h26min

    In this fourth episode discussing Final Fantasy IX, we turn to the latter half of the game and Brett loses his mind over six hours riding chocobos. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: From Treno/Tetra Master Tournament to Pandemonium Podcast breakdown: 0:30      Podcast intro 1:02      Segment 1: Chocobos and World Changes 37:35    Break 1 38:03    Segment 2: Character arcs 1:10:28 Break 2 1:10:53 Reader mail, outro Issues covered: Chocobo Dreams and the whole enormous Chocobo side quest, Kupo Nuts side quest (referenced; mentioning here because I never got back to the email), side quests in Western RPGs and FOMO, Final Fantasy IX strategy guide, the Stellazio side quests, side locations and the overworld pay-off, "curing" Cid, state changes in locations as the world progresses, getting to know a place, setting and character, Blue Narciss and overworld travel escalation, the Oeilvert Maguffin (which is the name of Bret

  • DGC Ep 13: Final Fantasy IX (part 3)

    25/05/2016 Duração: 01h35min

    In this third episode discussing Final Fantasy IX, we welcome a bunch of new listeners. We return to talking about themes, some of which are evolving, but also pacing and combat balancing. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: From Black Mage Village to Treno (Tetra Master Tournament) Podcast breakdown: 0:28       Intro & reintroduction of hosts/podcast 11:52     First segment: themes and pacing 39:04     Break 1 39:32     Second segment: literariness, Vivi, Iifa Tree battle, pacing 1:21:48  Break 2 1:22:15  Third segment: reader mail, outro Issues covered: host history and what the podcast is about, correction!, has Brett turned Tim into a JRPG player?, Shakespeare influences, mazes of twisty little passages, orphans, automatons becoming sentient, getting hitched in Sanctuary, written dialog vs recorded dialog, using mechanics to do something amusing (something only games do?), humor via timing vs repetition, thiev

  • DGC Ep 12: Final Fantasy IX (part 2)

    18/05/2016 Duração: 01h22min

    In this second episode discussing Final Fantasy IX, Tim believes he has fallen into an alternate reality where a whole different RPG genre has flourished (also known as: actual reality). Much of our discussion turns on the themes of the story and also turning to the tactical battles. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: From first battle with Beatrix to Black Mage Village Podcast breakdown: 0:30       Intro 3:20       Segment 1: game play discussion 33:56     Break 1 34:15     Segment 2: themes and story 1:15:08  Break 2 1:15:28  Next time/outro Issues covered: In Memoriam Clarence Johnson, overlevelling and grinding, min/maxing, JRPG vocabulary vs Western RPGs, unskippable cutscenes summoning Eidolons in FF VIII, Active Time Battling and tactics, auto battles, inventory management, how big is this game, merging of multiple modes of play, one-off moments ("taking time to dance"), economy and personality of emotes, Noh a

  • DGC Ep 11: Final Fantasy IX

    11/05/2016 Duração: 01h18min

    Turning to our third game, Dev Game Club goes to Japan with the new remastered re-release of Final Fantasy IX on PC. We establish the context for the series both in relation to other FF titles and discuss it in context of its release year of 2000 before turning to talk about what's going on in the beginning of the game. Plus, it's Tim's first time with a JRPG, so we talk about the genre itself a bit too. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: In theory, up through the first battle with Beatrix in Burmecia. Podcast breakdown: 0:35      Podcast intro 1:55      Intro to and context for FF9 28:31    Break 28:48    Beginning part of the game 1:14:39 Break 1:14:56 Next time Issues covered: games context for 2000, backwards compatibility to PS1 and the IO controller, the hosts' console histories, time warp/alternate reality, Tim's preconceived notions of JRPGs, random encounters (pro and con), balancing Western RPGs, reading ran

  • Dev Game Club 010 with guest Janos Flösser

    04/05/2016 Duração: 01h15min

    In the fifth and final installment discussing Hitman 2: Silent Assassin, we talk to Janos Flösser, the founding Managing Director of IO Interactive and ultimately the Chief Creative Officer for Europe for Square Enix. Podcast breakdown: 0:22      Intro 1:27      Interview part 1 31:52    Break 32:20    Interview part 2 1:11:24 Break 1:11:45 Next time Issues covered: Janos's history and establishment of IO Interactive, Scandinavian demo scene, prototype investment to seek publisher and advance royalty funding, character first, "we humans mess up everything... but we keep going," cloning, tone and themes, Eastern European dictatorship, orphans, virtual revenge, iconic design in mannerisms and feel, what makes stories matter, ultimate conflict between humans, epic scope, how people play, voluntary/outside of life/fantasy, character and genre, processing power at the time, interaction between characters, MDA framework, building technology, character identification, replayable design, reflection of the player in

  • Dev Game Club 009: Hitman 2 (part 4)

    27/04/2016 Duração: 01h29min

    In this fourth episode of discussing Hitman 2: Silent Assassin on Dev Game Club, we wrap up our play-through, and then turn to a discussion of what we feel are the game's pillars, discuss iterating on a series, and announce both a guest and our next game! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Temple City Ambush Death Of Hannelore Terminal Hospitality St. Petersburg Revisited Redemption At Gontranno Podcast breakdown: 0:24        Intro 4:38        Segment 1: Discussion of final five levels 1:00:45   Break 1:01:26   Segment 2: Pillars, series iteration, guest, next game Issues covered: professional vs silent assassin rating, level clockwork vs more open plans, limitations on character models, padding for length and content, voice acting and the strength of the LucasArts voice department, voice talent in European vs Japanese games, evolution of localization, Brett's personal story arc with Hitman 2, cinematic set-up and pr

  • Dev Game Club 008: Hitman 2 (part 3)

    20/04/2016 Duração: 01h45min

    In this third episode of discussing Hitman 2: Silent Assassin on Dev Game Club, we talk about the next six missions in the game in-depth, spending some time talking about stereotypes and controversy surrounding the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played:Basement KillingGraveyard ShiftThe Jacuzzi JobMurder At The BazaarMotorcade InterceptionTunnel Rat Podcast breakdown:0:33      Intro1:40      Segment 1: First three levels this episode54:28    Break 154:37    Segment 2: Other three levels this episode1:31:58 Break 21:32:21 Final Segment: Next time, Brett's meta-story Issues covered: stereotyping (target and gender), controversy, mission briefing videos, the uses of laundry chutes, playing the map and visualizing scripting vs emergent behaviors, map symbology, imagining the perfect playthrough, the silly potato chip maze -- the uncanny valley of the world itself, a difference between movie and game environments, games

  • DGC Ep 7: Hitman 2 (part 2)

    13/04/2016 Duração: 01h25min

    In this second episode of discussing Hitman 2: Silent Assassin on Dev Game Club, we talk about the next six missions in the game in-depth, touching mostly on different approaches to the same material but also discussing the ups and downs in our opinion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played:Tubeway TorpedoInvitation to a PartyTracking HayamotoHidden ValleyAt the GatesShogun Showdown Podcast breakdown:0:30 Intro1:55 Tubeway Torpedo and Invitation to a Party42:34 Break 142:50 Tracking Hayamoto through Shogun Showdown1:16:32 Break 21:17:05 Next time, design thoughts about procedural generation Issues covered: The value of planted caches in the game and of definitive statements, the limits of scripting (whether or not intentional), intentional use of lighting as a mechanic, tension and inflection of musical score, the balance and appeal of the game's systems vs its scripting, the thin hotspot, presence or absence of cutscenes

  • DGC Ep 6: Hitman 2

    06/04/2016 Duração: 01h28min

    In this second series of the Dev Game Club, we talk about the relevance and place in history of Hitman 2: Silent Assassin, talk a bit about its stealth contemporaries and its descendants, before diving into the first few missions of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Gontranno Sanctuary Anathema St. Petersburg Stakeout Kirov Park Meeting   Podcast breakdown: 0:33       Intro 2:11       Hitman 2: Silent Assassin relevance, history, context 32:11     Break 1 32:35     The first four missions 1:21:10  Break 2 1:21:32  Story expectations, what we’re playing, next time   Issues covered: Hitman episodic reboot, play style and discovery, stealth genre, handling of action and sandboxes in other stealth games, punishment for failure in genre, lethality and non-lethality, available rankings of playstyle, disguises, the game landscape in 2002, story stage-setting (Hitman: Codename 47 recap), technical stuff, character

  • DGC Episode 5 Beta with guest Ken Levine

    30/03/2016 Duração: 01h17min

    This week, the Dev Game Club podcast welcomes special guest Ken Levine, founder of Irrational Games and designer/writer of System Shock 2! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown:0:33      Intro1:50      Early days of SS2 and Irrational31:33    Break 131:57    SS2 World-building, design, future1:17:16 Break 21:17:29 Quick note about next episode Issues covered: "Shock" prototype, Looking Glass relationship and Ken's early career there, Irrational Games beginning, business structure, imagining your audience and what you'd like to make, fingering .plan files, emergence and immersion, simulation, persistent world, personal ownership of experience, engine strengths and weaknesses, making fish stew, the benefits of constraints and happy accidents, polish, sense of place, naturalism in a science fiction setting, making the most of minimalism, turning a weakness into a strength, economical design, race track design/nooks and cra

  • Dev Game Club Podcast Beta Episode 4

    23/03/2016 Duração: 01h26min

    In this fourth beta edition episode of Dev Game Club, we continue to examine System Shock 2, finishing what remains of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Note: Though this is the fourth and final episode about our playing the game, we will have a special guest for episode 5! Having already started spoiling story stuff in Episode 3, we continue to do so here. If you're playing along, you may want to finish the game first and come back to the podcast after you have. Sections played:Rickenbacker 1 & 2The Body of the ManyWhere Am I? Podcast breakdown:0:35      Intro1:38      End of playthrough48:06    Break 148:49    Pillars and takeaways1:11:42 Break 21:12:12 Next time, what we're playing, next game Issues covered: psi combos, puzzle-y nature of sections, ammo starvation, red ninjas, end-game difficulty, egg hunt, audio occlusion, lack of maps through end of game, gravity inversion, Tim's narrow escape, Shodan giveth and Sh

  • Dev Game Club Podcast Beta Episode 3

    16/03/2016 Duração: 01h10min

    In this third beta edition of Dev Game Club, we continue to examine System Shock 2, moving through the rest of Hydroponics, then through Ops and Recreation (Decks 4 and 5). Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Note: This is the first episode where we'll spoil story stuff, so be warned if you're playing along. There's a big beat at the beginning of Ops that we discuss in detail in particular. I'll leave particulars out of the show notes. Sections played:Hydroponics A/DOps (Deck 4)Recreation (Deck 5) Podcast breakdown:0:20 Intro1:50 Discussion begins58:32 Break58:52 What next, what we're playing, production note Issues covered: elevator directions, level play order and support for order of play, grouping of skill stations, player empowerment vs. simulated spaces, progressive strangeness of levels, spiders and bees, skill costs, psionics strategy, marines strategy, depth vs. breadth, energy weaponry, loot tables, systems interaction/recycl

  • Dev Game Club Podcast Beta Episode 2

    09/03/2016 Duração: 01h01min

    In this second beta edition of Dev Game Club, we continue to examine System Shock 2, moving through R&D and ultimately into Hydroponics B/C. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: R&DCargo BaysEngineering Control/Engine Core Hydroponics B/C Podcast breakdown:0:36   Intro1:15   Discussion of SS2 begins (with level persistence)55:22 Break55:43 What we're playing/next time Issues covered: level data persistence, navigation cues or lack thereof, lack of clarity to certain interactions, not focusing the player, health buffs and de-buffs, inversion of RPG skill-ups, using the environment to kill your foes, the world continuing while you interact with inventory and HUD, Brett's biggest scare in games, monkey terror, enemy introductions, emergence and player agency, exploitability of AI, do sleeping robots notice you?, cargo section as stealth, quantum entanglement reconstruction tank expert use Games, people, and influen

  • Dev Game Club Podcast Beta Episode 1

    03/03/2016 Duração: 01h32min

    In this inaugural beta edition of Dev Game Club, we talk about the relevance of System Shock 2, its precedents and antecedents, and cover the first couple of hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Show notes: DGC Ep 1 Sections played: Opening area, tutorial, character customization area, von Braun Med/Sci and Crew Quarters. Podcast breakdown:0:00:33 - Reason behind 'cast0:02:27 - History of hosts0:05:00 - Expected 'cast layout0:07:55 - History of System Shock 20:29:05 - Break 10:29:25 - Talk about beginning parts of SS2 in depth1:24:14 - Break 21:24:34 - What we're playing, plans for next episode Brett & Tim Common History: Star Wars Starfighter, Star Wars Jedi Starfighter, Star Wars Republic Commando. Brett History: Fallout 3, Skyrim, Fallout 4 Tim History: X-Wing v TIE Fighter, Mysteries of the Sith, Indiana Jones and the Infernal Machine, Tomb Raider 2013, Halo 5. Games, people, and influences mentioned or discus

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