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 356: Eye of the Beholder (part one)

    26/07/2023 Duração: 01h23min

    Welcome to Dev Game Club, where this week we begin a new series on 1991's Eye of the Beholder, from Westwood Studios and published by Strategic Simulations Inc. We set the game in its time before exploring its primary mechanics and the feel of being in this world. 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: knowing who the evil is, tactical top down Gold Box, the opening cutscene, being amazed at how much they get into the Game Boy version of a Metroid game, lots of movie tie-ins, a wide variety of machines, lack of automap, being everything one wanted for a Forgotten Realms nerd, one of the ten games, semi real-time, living inside the depths of Waterdeep, a style of play which continues today, having to rest immediately, gaining information through audio, uncovering the whole map vs racing towards the goal, tournament play, losing is fun, the only way out is through, annotating a later map,

  • DGC Ep 355: Metroid Prime Bonus Interview with Jack Mathews!

    19/07/2023 Duração: 01h16min

    Welcome to Dev Game Club, where this week we add another bonus to our series on Metroid Prime with an interview with Jack Mathews, a technical lead on the title. We cover a lot of ground in this one, folks, which is appropriate for a Metroid game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:10 Interview 1:03:17 Break 1:03:53 Outro Issues covered: scanning for IP addresses, supporting QuakeWorld, bored by anything but coding, the Wild West, the Dallas studio, feeling like a Nintendo series, similarities between the glide renderer and the GameCube hardware, a central technology group, arriving to a bit of a mess, a lot of lost undirected work, taking veteran console first person success and turning MetaForce into it, cancelling titles, unhappy marriages, starting on day one, building data streaming, hardware meant for streaming, pattern AI, dynamically modifying for performance, working on a world editor, "you know, a duck,"

  • DGC Ep 354: Metroid Fusion Bonus

    12/07/2023 Duração: 01h36min

    Welcome to Dev Game Club, where this week we add a bonus to our series on Metroid Prime by looking into Metroid Fusion, before turning to the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Almost all of it Issues covered: the space jump boots, connectivity with the GBA, Metroid nostalgia, a hardcore game, GBA architecture, moving goalposts, kinship between Metroid and Legend of Zelda, snacking on Dread, an A bug in a final room, code save states, a limited control set and linear upgrades, having keycards/security access, Samus's lack of agency, changing what you think about the character, enjoying the setting, not knowing where to go, not thinking about space in a particular way, host origin stories, roles we've had, leaving for opportunities, burning out, a book club for games, keeping up with technology, learning languages, not being able to share what we're doing yet, how we keep going, hitting versions of writer's b

  • DGC Ep 353: Metroid Prime (part four)

    05/07/2023 Duração: 01h05min

    Welcome to Dev Game Club, where this week we complete our series on Metroid Prime. We discuss the visor modes, the pleasing arc of the end game, and other topics before we 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: the face of the Metroid Prime core, reflecting the art of Samus in the environment or creatures, seventeen films in five and a half days, vision modes in games, using vision modes for boss fights and other uses, what is that sound you're hearing?, scanning to get the riddles, using this as a blueprint to figure out other things to do, using the Chozo descriptions to find the artifacts, having the sense of empowerment returning to the areas, not needing to move the goalposts, the toppled tower and other setpieces, a game about seeing, scanning the totems as an unlock, the prophecy of the chosen/Chozo one, where these games connect together, Omega Pirate addin

  • DGC Ep 352: Metroid Prime (part three)

    21/06/2023 Duração: 01h13min

    Welcome to Dev Game Club, where this week we continue our series on 2002's Metroid Prime. We talk a bit about some favorite moments, the suit design, the visors, a bit of a grab bag of topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: wondering which creatures were in which games, wondering if the music is your canonical music, crab hands with chords, a non-ergonomic system, using the dog-ears, kibbitzing about controllers, being pulled ahead by inherent mystery, camera direction and half pipes, Tim brings up Artorias again, the moment of fiero, charging up the half-pipe, building up momentum, seeing some things with the thermal visor vs the x-ray visor, testing the player's abilities, serving the purpose of reinforcing play modes, the primordial morph ball, retuning game play for versions, the stress of bosses, relative challenge of bosses in Zelda games vs Metroid, lack of grinding, the variety of progression blockers, the

  • DGC Ep 351: Mailbag Catch-Up

    14/06/2023 Duração: 01h24min

    Welcome to Dev Game Club, where this week we take a short break from our series on Metroid Prime to catch up on the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: GoldenEye, Republic Commando influences, tracking data in games, informing your decisions, figuring out what to do with your data, Arecibo radio telescope, feeling like we're in the game, a favorite multiplayer mode, socially playing GoldenEye, choosing weapons for Dead Space, keeping your enemies closer in Dead Space for tension, what's with all the remakes, why you might do a remake, not enjoying older media, training your new generation of creators, likening GoldenEye 007 to a heist, quicktime events, systemic approaches to spectacle, players knowing they are playing a boring game, feedback through animation, "breaking the game," acceptable frame rates, not feeling the 60Hz, picking a goal and sticking with it, taking a village to fix frame rate, finding the

  • DGC Ep 350: Metroid Prime (part two)

    07/06/2023 Duração: 01h05min

    Welcome to Dev Game Club, where this week we continue our series on Metroid Prime. We discuss the particular alchemy of combining Metroid's formula with the shooter format in a Nintendo vein, with comparisons to other shooter lineages and discuss what it means for level design, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Thardus (in theory) Issues covered: getting a power-up and not thinking the ball shape should work, being boneless, structuring the space as a first-person game, the see-lock-discover-power-revisit-lock loop, opening the map too much, both of us having hives, turning off hints, making notes, not hiding secrets in the same way as the 2D games, making the challenges visible, using the map to find negative space in 2D, scanning when you come into a room, the trauma of working on Nintendo, the capabilities of the GameCube and its media, the game holding up very well, managing the art dire

  • DGC Ep 349: Metroid Prime (part one)

    24/05/2023 Duração: 01h16min

    Welcome to Dev Game Club, where this week we start a new series on Metroid Prime, which we are playing via the Nintendo Switch remaster. We set the game in its time, talk a little bit about Retro, and then wall jump into the action of the tutorial area. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Until you arrive on Tallon IV Issues covered: Tim's purging, Western developers making FPSes for Japanese publishers, basing things on the lock-on, a game set apart by art direction, a ban on 2002, Brett's bookend years, the Capcom 5, the games for GameCube, being in the helmet, attach rate, top sales, reminiscing about a former colleague, the transition to 3D and Mark HH to support, seeing the potential for the game beneath the engine, ripping away ownership of the FPS, returning to the 2D formula, doling out their lesser selling properties a bit at a time, starting with all the gadgets, taking notes when you play a Metroid game, add

  • DGC Ep 348: GoldenEye 007 (part four)

    17/05/2023 Duração: 01h08min

    Welcome to Dev Game Club, where this week we complete our series on GoldenEye 007 by diving a bit into the multiplayer and discussing our overall takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Multiplayer (for about an hour) Issues covered: getting the good old Rare stories, writing music for the Nintendo 64, finding the Donkey Kong pitch, how remarkably easy it was to play it multiplayer, privacy concerns and game services, car horns and dogs, motion sickness, picking the guns, weapon placement, modes versus mutators versus picking your guns, asymmetrical play, house rules, a social multiplayer experience, lower stakes, not shooting if the other person doesn't have a gun, bullet penetration, more depth than anticipated, feeling the depth, rocket explosion use, a feature under the radar, ease of use, convincing the publisher, a humorous multiplayer, breaking the rules of FPSes, a historical development branch, seeing t

  • DGC Ep 347: GoldenEye 007 Bonus Interview with Grant Kirkhope 

    10/05/2023 Duração: 01h13min

    Welcome to Dev Game Club, where this week we insert a bonus interview into the middle of our series on GoldenEye 007. We speak with Grant Kirkhope, one of two composers on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:58 Interview 1:03:57 Break 1:04:32 Outro Issues covered: starting at Rare in '95, composing in hex, the imposing approach to programming, fitting in 1 Mb, making a clarinet from one note, limiting your palette, looping your cymbal decay, working within your limits, downsampling from 44.1 kKz and using the EQ, working from good tunes rather than a huge palette, getting a degree in trumpet and living the musician life, the dole and mom's house, sending in casette tapes, having a meg of memory to play with, going to Disneyland, a farm in the middle of nowhere with teams in stables, a family affair, GameBoy in the morning and GoldenEye in the afternoon, limiting who could be in what building, a culture o

  • DGC Ep 346: GoldenEye 007 (part three)

    26/04/2023 Duração: 01h04min

    Welcome to Dev Game Club, where this week we continue our series on GoldenEye 007. We talk about the shelf-level event, running towards the end, and some wonky controller stuff. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the SP game! Issues covered: Moneypenny presentation, illness, leveraging the Switch N64 save states, the scene on the train, using the laser watch, not how trains work, lack of lock-on, camera assist, twenty brackets, getting a head start on the puzzle, the feel of the train, designing for your strengths rather than throwing in something new, the pains of playing retro games, the maximum throw vs the minimum throw, overcorrection due to overacceleration, autoleveling, tuning the sticks before hitting the emulator level, the three Cs -- character/camera/controls, typical Nintendo re-releases vs emulation, leaning into the fantasy fulfillment of being Bond, the diagetic interface of the watch, the hea

  • DGC Ep 345: GoldenEye 007 (part two)

    19/04/2023 Duração: 01h06min

    Welcome to Dev Game Club, where this week we continue our series on GoldenEye 007 for the Nintendo 64. We talk about story accommodations, enemy AI, NPCs, and level design concerns and questions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Roughly up to mission 10 Issues covered: talking to the people who set up the mission, Moneypenny and representation, changing up the briefing, objective structure, "the Dark Nintendo," how Rare got bought, the challenges of adapting a film where Bond isn't in every scene, objectives in a first-person shooter, interpreting the objectives, confusing visual language, arcade action with waves of enemies, feeling simulation-y, pressure on the player, the impact on the game, technical achievement in the level design, non-linear levels and the problems with landmarking, spy fantasy locations, wanting a boat chase, bad telegraphing, blowing people's minds, enemy animation and location-based hits, b

  • DGC Ep 344: GoldenEye 007 (part one)

    12/04/2023 Duração: 01h09min

    Welcome to Dev Game Club, where this week we begin a new series on 1997's Rare classic, GoldenEye 007. We set the game in its time before getting down to brass tacks, including comparing the experience to the film. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First full mission (three levels) Issues covered: the license, a bit about the film and the film series, 1997 in games, the flourishing of the first person shooter, late in a console cycle, disparity between PC FPSes and console FPSes, Rare with a lot of games and a lot of further game studios, missing the original controller, remapping shenanigans, threading the needle on a film adaptation, filling in gaps in the license, choosing your exciting set piece, wide level design, the triple cut, Hong Kong cinema, cinematic choices, contrasting with later cinematic games, how many mechanics will you incorporate, chasing this game, choosing different presentation, showing death t

  • DGC Ep 343: Mailbag Episode!

    05/04/2023 Duração: 01h23min

    Welcome to Dev Game Club, where this week we catch up on our mail bag and tackle a ton of different topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: catching up on the mail bag, kind words, jumping down onto back of a Chardalyn Dragon, the most important bowling bowl in the universe, frames for playing games, when are you playing the game, going deep on a game and joining its community, moments of discovery, reflections on the 'cast, how we approach our play, what you miss when you play and what you look up later, communities around game, responsive move sets, where you put your investment in development, learning the move sets, invading and being invaded, having a manager, getting way deeper into the game, the stress levels of the game, adventure mode, the Very Pouty Bard, the stress levels of this game, sunk cost fallacy, the weight of continuing a game, expecting not to get too deep in the game. Games, people, and influen

  • DGC Ep 342: Dwarf Fortress (part five)

    29/03/2023 Duração: 01h21min

    Welcome to Dev Game Club, where this week we complete our series on Dwarf Fortress. We tell a couple more stories, get into how this would or would not eat up our lives, and turn to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Another 10 hours (Brett) or two hours (Tim) Issues covered: withdrawing from society to create an heirloom, failing your ghosts, feeling the wet walls, watching the water spread around, creating a well by flooding your lower level, getting stuck in the morass vs learning, the continuing sadness of the Very Pouty Bard, the looming tension in other games, the complexity of some of the systems, diving into other menus, finding the mission system, sanding down difficulty edges, running into the system friction, losing is fun, the pleasures of recovery, so many ways of failure and the time to failure, every happy family, the real boss: the happiness scale, getting further away from the paint can, la

  • DGC Ep 341: Dwarf Fortress (part four)

    22/03/2023 Duração: 01h13min

    Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We turn to the Steam version of the game and especially talk about how a more graphical presentation changes the feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: 2 - 8 hours (Tim - Brett) Issues covered: starting over, an unhappy bard who you just can't make happy, the necromancer who injured himself in a ravine and who raised an undead to defend him, exploring the game's systems to try and make her happy, goals that arise indirectly, the accomplishment of making her happy, abandoning saves, letting the simulation run, walling in your staircase and the art being unclear, 500K events, the history of the world, watching the world be built or discarded, being curious about a smaller world, resource pressure, task management, a relatively frictionless first year, the leap of graphics, zooming up through the canopy, seeing your floors,

  • DGC Ep 340: Dwarf Fortress (part three)

    15/03/2023 Duração: 01h23min

    Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We talk about working on a thing for a long time, the refinements of the latest version, and a host of other small issues. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Several hours of the latest version of the game Issues covered: rendering different glyphs, working on a thing for twenty years, the historical record, preservation, iteration, a game of saying yes, being able to leverage systems to other purposes, adding to the interface, modernizing their UI, experimentation and direction, setting goals, greater clarity, when a dwarf can't do a thing, doing more planning due to exposure to the systems, intuiting where things should go in relation to one another, the presentation of UI, the depth of the emotional state of the dwarves, world generation and fantasy elements, amount of space determining how dwarves will act, hotkeying to views, elev

  • DGC Ep 339: Dwarf Fortress (part two)

    01/03/2023 Duração: 01h06min

    Welcome to Dev Game Club, where this week we continue our series on 2006's Dwarf Fortress. We explore our failures by telling some stories about our experiences, and describing what that tells us about what this game is and what its systems might be. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Our first Fortresses Issues covered: needing a Trade Depot, changing state of a building, feedback on buildings, iconography challenges in a game of this scale, the emotional state of your dwarves, seeing a melancholy dwarf, a dwarf wading into a pond, state vacillation, being aware of the passage of time, building a really good fortress that fails anyway, the underground river, a drowning cat and a shaking room, enjoying the failure, maybe having to plan ahead for the failures, storytelling as a vessel to understand the game, being unable to attach to dwarves as individuals due to cognitive load, gaining attachment to particular dwarves

  • DGC Ep 338: Dwarf Fortress (part one)

    22/02/2023 Duração: 01h20min

    Welcome to Dev Game Club, where this week we continue our themed series on the flexibility of text with 2006's Dwarf Fortress. We set the game in its time and then start delving into the play of the game, and the steep cliff of learning how to play it. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours Podcast breakdown: 0:46 Dwarf Fortress 54:36 Break 55:13 Feedback Issues covered: an early early access game, ASCII vs glyphs, setting the game in its time, lack of simulation games at the time, similar games we've played, not knowing how to categorize the game, failure to launch, not playing the game but playing the learning of the game, exploring the game's systems, bouncing off tremendously, in-game help, "losing is fun," being different from the mainstream, an opening cutscene and music, fictional grounding and world generation, the depth of the dwarves, getting clues from the help and discovering how to do those

  • DGC Ep 337: Plundered Hearts (part two) + Twine Bonus

    08/02/2023 Duração: 01h32min

    Welcome to Dev Game Club, where this week we continue our series on Plundered Hearts, the pirate romance text adventure, and also turning to a short bonus discussion about Twine games. We mostly discuss our takeaways before turning to the bonus discussion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:18 Takeaways 51:02 Break 51:12 Bonus Discussion Issues covered: text adventure length, an introductory adventure and the audience it sought, being unable to market, a diversion to Rogue Legacy 2, finding a parser bug, game pack-ins, losing a thing to the parser, a garter on a crocodile, waiting and responding to player choice, playtesting internally, not knowing to wait, inventory combination vs revisiting every location you've missed, failure-driven games, piecing clues together through trial and error, choosing your verbs carefully, whether there are multiple solutions, the hostility of a trial-and-error design, subverting yo

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