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
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DGC Ep 375: Homeworld (part two)
17/01/2024 Duração: 01h26minWelcome to Dev Game Club, where this week we continue our series on 1999's Homeworld, the innovative RTS from Relic Entertainment. We talk about interacting with the game and its presentation, and discuss some of the ways in which it creates and eliminates friction in that genre. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to M8 Issues covered: a separate manual for the lore, the mysterious science fiction/fantasy, a circle?, meeting the traders for the first time, a matter-of-fact aesthetic, feeling the stakes, grounded vs exaggerated, how each of us interact with the game, setting up the attitude of the ships, Tim's strategies to steal things and get ahead, opening up the side of the mother ship, a leap forward in some ways, limiting the resource type down to one, comparing to 2D tech trees, simplified building queues, dealing with the small fast drones, taking out an enemy fleet, the weird feeling of building at the end,
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DGC Ep 374: Homeworld (part one)
10/01/2024 Duração: 01h14minWelcome to Dev Game Club, where this week we start a new series on 1999's Homeworld, from Relic Entertainment. We set the game in its time and then turn a little bit to the opening moments and the tutorial. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First couple of levels + tutorial Issues covered: a layered intro, our history with RTSes, the music hitting, transitioning to a console player, console RTSes, a new timeline, setting the game in its time, going against the norm, Relic and its RTS series, the big genre of the time but one that never grew, grognard capture, the appeal of online games, early e-sports, popularity in Korea, the feel of a space sim, checking all the boxes, how 3D it really is, switching views to elevate a target point, mouse and keyboard, doing their own thing with hotkeys, evolution working on games, presentational advantages, a graphics benchmark game, economical game development, elegant ship design
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DGC Ep 373: At Year's End
03/01/2024 Duração: 36minWelcome to Dev Game Club, where this week we recap 2023 through our interviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: good interviews with non-designers, lots of gems, Statue Park, keeping 60 and visor modes, limiting scripting, building spaces and Lincoln logging gameplay, talking to a marketing person, putting the name in the symbol for a new logo, challenging norms, challenging rinse and repeat and generating trust. Games, people, and influences mentioned or discussed: Artimage, Grant Kirkhope, GoldenEye: 007, N64, Neil Harrison, Rare, John Barry, Monty Norman, Jack Mathews, Metroid Prime, GameCube, Switch, Lincoln Logs(TM), Legend of Zelda (series), Retro, Karl Stewart, Arkham Asylum, DC, Warner Bros, Star Wars, Republic Commando, LucasArts, Chris Williams, Greg Knight, Tomb Raider, Eidos, Rocksteady, Crystal Dynamics, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Our first game of 2024! (Wonder what it'll be?)
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DGC Ep 372: Trespasser (part three)
13/12/2023 Duração: 01h28minWelcome to Dev Game Club, where this week we complete our series on Trespasser. We look through the glass darkly at the mistakes and how they illustrate some things, 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! Issues covered: the funhouse mirror, writing the weird things on the whiteboards, voice acting, a game lost to time, the inner monologue, some good set up of a level, the invisible blocking wall surrounding Hammond's, box lifting master, weird technical friction about saves, looking for the white keycard, a misaligned bookshelf and visual language, the green disc, the personal memoir, rubbing the disc on the drive, the keycard mess, finding an alternate solution, immersive sim stuff, parallel developments, shining a light on something you didn't know you wanted, the preset objects, restoring forces, deconstructing what the designers put to place your own, contrivances,
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DGC Ep 371: Trespasser (part two)
06/12/2023 Duração: 01h09minWelcome to Dev Game Club, where this week we continue our series on Trespasser: The Lost World. We talk more about the physics of the game, the problems of video game proprioception, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To level 4 (Brett), to level 6 (Tim) Issues covered: abracadabra, discussing fixed point vs floating point, obvious and easy-to-fix bug or patch problem, backface culling, finding a human space, inelastic collisions vs elastic collisions, physics modeling and fussiness, infinite forces, doors and jambs, physics object modeling, tech demos, the box stair stepping problem, imagining a third person view, spending an hour to get up to a second floor, box vs pill, your arm and proprioception, snaking through doors, being able to rotate the boxes, a diversion into evolutionary/genetic algorithms, the abominable procedural animation, lining up the crosshairs and weird satisfaction, learning ho
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DGC Ep 370: Trespasser (part one)
22/11/2023 Duração: 01h13minWelcome to Dev Game Club, where this week we begin a new series on 1998's Dreamworks Interactive title, Trespasser. We set it in its time (a year with many great games... and also Trespasser) and then discuss a bit of the games foibles and noble attempts. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First level or two Issues covered: an intro that works on many levels, repeating lines, games from this great year, a fan base that loves this game, Steven Spielberg bringing weight to bear, a relic, shooting for the stars, experimentation and memorability, the blase noting of dinosaurs, not reflecting a player's needs, learning from bad games, bringing in film people to do a game person's job, needing to get the game out, spotty voice acting, representing the character poorly, the weird IK and dinosaur behaviors, open spaces, committing to the bit, leveraging my hand, having to figure out how to solve a puzzle, outsmarting a proced
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DGC Ep 369: Alan Wake (part four)
15/11/2023 Duração: 01h07minWelcome to Dev Game Club, where this week we complete our series on Alan Wake. We talk a little bit about what's going on in the DLC and Tim talks us through American Nightmare, before we turn to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The Signal and The Writer American Nightmare Issues covered: what's going on with Zane, was the DLC originally part of the game, the better use of the light mechanic with the words, feeling like the main game was a proof of concept, becoming more open world, delays and fuzziness, naturally exploring mechanics with the words, easy should be easy, coming into the lighthouse and then the cabin, opening up spaces for combat, the swinging light, remixing the original game for DLC, figuring out which Alan you're at, connecting the universes through the wikihole, the structure of American Nightmare, using the currency to purchase weapons, there's nothing like a Remedy game, removing the
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DGC Ep 368: Alan Wake (part three)
08/11/2023 Duração: 01h13minWelcome to Dev Game Club, where this week we continue our series on Alan Wake. We dive into the ocean that is the story and talk about the game's themes and how they layer, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the main game! Issues covered: not thinking through the tanning bed, the underwritten FBI agent, the effectiveness of the woods, changing pace with the town, The Well-Lit Room, connecting to Control, discovering it's Baba Yaga, enjoying the band shell, challenges in balancing the end of games, the centrality of the lake vs the open world, open world challenges for horror games, enjoying the meta, foreshadowing, wanting just the story, layering the themes, primal themes, Mr Scratch in the sequels, replayability, player personae mismatches, wanting an easier story mode, finding their way, the benefit of returning to something later, having longer and maybe too many cutscenes, camera choi
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DGC Ep 367: Alan Wake (part two)
01/11/2023 Duração: 01h20minWelcome to Dev Game Club, where this week we continue our series on Alan Wake, which we're playing via a remaster. We talk especially about the combat, amongst other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Ch 3 or 4 Issues covered: Night Springs episode, word salad, feeling the need to have it wrapped up, PNW locations, not quite hitting right, representing the setting, Remedy touchpoints, primal fears, collectibles and types, the three Cs, the cohesion of the lights, making you feel like a putz, pulling the camera away, lack of situational awareness, a difficulty diversion, wanting to almost die, inanimate objects, finding the right tension, spawned Taken?, weapon progressions, getting a better flashlight, the excellence of the 5.1 mix, annoying difficulty bugs, the RROD, what do you do when source material conflicts with good game principles, adaptation, where are all the women?, lack of promotion, game cho
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DGC Ep 366: Alan Wake (part one)
18/10/2023 Duração: 01h07minWelcome to Dev Game Club, where this week we begin our annual spooky series in a little place called Bright Falls, with Remedy's 2010 horror adventure Alan Wake. We place the game in its time a bit (not that long ago) and talk about how that first episode presents itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Episode 1 Issues covered: reviewing our spooky season, feeling like a 2010 game, the Alan Wake DLC for Control, hard to compare with other developers, doubling down on a hook, connecting their games together, featuring the preoccupations of one writer, reviewing 2010, an open world game, systemic survival games, thinking about some open horror games, empowerment and lack of dread, being close to a visual narrative, stitching together narrative, simple combat, graphic novel treatments and tv treatments, iterating on what they do well, bullet time, theming around narrative, making you a little unsettled, thin interact
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DGC Ep 365: Arkham Asylum Bonus Interview with Karl Stewart!
11/10/2023 Duração: 01h16minWelcome to Dev Game Club, where this week we add an interview to our series on Batman: Arkham Asylum. Karl Stewart, Director of Marketing for Eidos at the time joins us to talk about the importance of the role and how it contributes to a product's success. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:54 Interview 1:03:18 Break 1:03:51 Outro Issues covered: a full year, the early history of Karl, drawing anatomy, getting the fundamentals of brand and retail, listening to the team and developing the language and brand, breaking the assembly line, blurring the line between team and publisher, differentiating different types of creative director, developing trust, the usual separation of the two, how the marketing tells a story, translation without the input of creators, avoiding games that were moved too quickly, bringing confidence to the team, showing the publisher what they've got, creating a bond with the studio, publisher
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DGC Ep 364: Batman: Arkham Asylum (part four)
04/10/2023 Duração: 01h20minWelcome to Dev Game Club, where this week we complete our series on Batman: Arkham Asylum, the breakout hit for Rocksteady. We talk about the final villains of the game 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: Finished the game! Issues covered: quotes, getting back to the Scarecrow, a digression to other games in the series and how they treat the Joker relationship, Batman v Superman, the usefulness of constraints, a solid boss area for Croc, good audio/haunted house, turning on a dime, getting Batman and his preparedness, horror elements, taking place in one night, the plant boss, the everpresent boss, the weirdness of the party, the 'roided out models, managing the goons and using the batclaw, maximum Batman, a tighter City, fawning over the suit, saying yes to too many things, becoming the one game, where do you take the Batman/superhero, Batman!, having some distance between the player an
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DGC Ep 363: Batman: Arkham Asylum (part three)
27/09/2023 Duração: 01h01minWelcome to Dev Game Club, where this week we continue our series on Batman: Arkham Asylum. We talk about the progression system in the game, the various forms of reward, how well things are integrated, and Tim gets to relive the death of the Waynes. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Near to end (Brett), thru 2nd Scarecrow (Tim) Issues covered: the death taunts, Edward Nigma vs the Riddler, relatively few gadgets, discussing the gadgets and their uses, not knowing what they had yet, using gadgets as a reward, dependencies on rewards and presentation, breaking up health and armor into increments, the weirdness of Batman getting XP, player expression, health and then opening up more options, seeing how you would evolve the formula, crafting environmental scenarios, finding ways to bring in the rogues gallery, rewarding you while gratifying you, spreading out the villainy, giving space to each villain, having too much sp
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DGC Ep 362: Batman: Arkham Asylum (part two)
20/09/2023 Duração: 01h14minWelcome to Dev Game Club, where this week we continue our series on Rocksteady's breakout hit, Batman: Arkham Asylum. We freeflow our way through a bunch of combat, put on the visor, and even hit a couple of the villains (and I'm not talking about our emails). Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More of the game (Brett to Poison Ivy, Tim to first Scarecrow) Issues covered: Tim's many times dressing up as the Joker, Joker owning the island, having a Batcave on the island, being prepared as Batman, Bioshock vibes, layers of Arkham, layering activities over level areas, seeing things before you can get through them, a Metroidvania for the collectibles, not needing to do challenges for XP, Joker teeth as breadcrumbs to what you should do next, an approachable game for the license, Detective Mode as a little alienating from Batman, seeing how the world is put together, a bit of a cheat for Batman, character vs player focus,
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DGC Ep 361: Batman: Arkham Asylum (part one)
13/09/2023 Duração: 01h14minWelcome to Dev Game Club, where this week we begin a new series on 2009's Rocksteady breakout, Batman: Arkham Asylum. We set the game in its time, as well as introducing its principals, and talk a bit about one man's fandom. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Roughly up to first Scarecrow encounter Issues covered: introducing the center of the madness, returning to these two, mythology and archetype, the games of 2009, some early Rocksteady history, coming out of the shadows, developing their process, taking on the superhero genre, licensed titles and not overcoming them, replicating game designs to the license, something finally living up to or exceeding expectations, a long digression into superhero cinema, seeing the attention to detail, pre-code comics and other Brett comic history, a small development team, puzzle box, comparing team sizes, a time with fewer new sorts of games, the August window, great voice cast
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DGC Ep 360: Eye of the Beholder (part five)
06/09/2023 Duração: 01h52minWelcome to Dev Game Club, where this week we complete our series on Eye of the Beholder. We talk more about D&D adaptation, spend some time with a sequel, and get to our takeaways before emptying the mailbag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: which levels count in the sequel, killing lots of beholders, whether you could have killed Xanathar in the original, striation of hit point values, scaling for sense of power, paying off on the quests, finding all the beholders, beholder physiology, having more fun with beholders as designers, bulettes and basilisks, "just keep going," being trained for level navigation, designing towards the player understanding, wanting coordinates, using simple concepts well, modular repeatable and combinable concepts, leaning into the limitations, an onion layer level, "mapping matters," loving drawing maps, sanding off of friction (various ways of telling the player how to get there), be
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DGC Ep 359: Eye of the Beholder (part four)
30/08/2023 Duração: 01h07minWelcome to Dev Game Club, where this week we continue our series on Eye of the Beholder. We killed Xanathar! We saved Waterdeep! And we talked about simulation vs game vs narrative and various other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: potential NPCs, getting misled by the star, hating the missing buttons, good reveals on secret doors, unmotivated puzzles, brute force, accidentally solving a puzzle, up into a small enclosed space, not finding the Drow, wanting more of a sense of NPC presence, leaning into narrative and game-iness, using game-iness to add drama, simulation elements in D&D, being more naturalistic, spiking a door vs more elaborate narrative elements, having to abstract rest mechanics, having consequences for time advancing, JRPGs and rest mechanics, dying many times to the beholder, getting so much of the map connecting moments, identifying magic items, using
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DGC Ep 358: Eye of the Beholder (part three)
23/08/2023 Duração: 01h13minWelcome to Dev Game Club, where this week we continue our series on 1991's Eye of the Beholder. We talk quite a bit about adaptation and the things that are not entirely.... fun... about D&D. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to level 10 or 11 Issues covered: Discord Game Club, finding the dwarves, the injured dwarf, information as a reward, inconsistent locks, messages you can only read if you have a dwarf, using up keys and not knowing when you should use them, communities below ground, "Xanathar: he's kind of a big deal," history in the built environment, the sewer map, "feelies," wishing the computer would do the rules for us... or not?, translation of D&D, the problems of adaptation, diving into the movie, respawning hellhounds and imagining hell, what's a xorn?, puzzle opacity, good puzzles, holdover concepts that stick around, level connectivity, the pleasures of linking up segments of map, removing
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DGC Ep 357: Eye of the Beholder (part two)
09/08/2023 Duração: 01h06minWelcome to Dev Game Club, where this week we continue our series on 1991's Eye of the Beholder. We talk about using what you've got, contrast it with non grid-based games like Underworld, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Thru level 4 (Tim), level 2 (Brett) Issues covered: Discord Game Club, getting deeper in the levels, paranoia about missing items or XP, being lost in the spinner maze, avoiding the spinners via runes, the compass flipping, leaving a clear landmark, feeling the need for the hint guide, having fewer games, older D&D puzzles, what concepts did designers use and discover level design in the process, fast traveling to the exit, systemic doors, how to give information to the player, distillation, focus, using a button in a different way, levels having multiple heights, logistically making the space work and having a rail, D&D mage lair fun, needing a little more from spatial und
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Discord Game Club: Episode One
03/08/2023 Duração: 01h10minThe first episode of Discord Game Club - The community appreciation cast for DevGameClub. In this episode, Artimage and Mark introduce themselves, touch on their gaming background, as well as how they got into the cast, before diving into some community provided content for discussion. Additional media: Kotaku Article mentioning DevGameClub: https://kotaku.com/an-insightful-look-at-why-old-final-fantasy-games-were-1777807188 Razbuten - The Problem With Mini-Maps: https://youtu.be/nmzYRT7LBQs Egoraptor - Sequelitis - Mega Man Classiv Vs. Mega Man X: https://youtu.be/8FpigqfcvlM DevGameClub Discord