Dev Game Club

  • Autor: Vários
  • Narrador: Vários
  • Editor: Podcast
  • Duración: 650:27:52
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Sinopsis

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.

Episodios

  • DGC Ep 24: Interview with Bill Roper

    18/08/2016 Duración: 01h21min

    Welcome to our final episode in our series examining Warcraft: Orcs and Humans, where we welcome guest Bill Roper! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Quick show note: We had some technical difficulties with Bill's mic, so he's a little quiet. Apologies. It is worth boosting your headphones to hear him. Podcast breakdown: 0:38      Bill Roper Interview 1:12:41 Break 1 1:13:06 Outro, next game Issues covered: Blizzard pre-Warcraft, how Bill got in, voice over, joining up to do anything, having empathy for orcs, manual symmetry, making investments in quality, notepads add heft, guerrilla marketing, "Growing up Blizzard," inclusivity and the "Mom test," getting into the RTS market, raising the bar back and forth with Westwood, SVGA resolution, LAN multiplayer, desynchronization bugs, pushing the capabilities of the engine, stringing missions together into a story, constant iteration of game writing, ebb and flow of mission types, longer d

  • DGC Ep 23a: Interstitial

    17/08/2016 Duración: 02min

    A sudden emergency made recording our guest interview with Bill Roper impossible, so we postponed. Brett hops on the mic to quickly brief you on that, and to announce our next game! Next time: Still Bill Roper!   @brett_douville, @timlongojr, @devgameclub www.devgameclub.com devgameclub@gmail.com

  • DGC Ep 23: Warcraft Orcs & Humans (part 4)

    10/08/2016 Duración: 01h06min

    Welcome to our fourth episode in our series examining Warcraft: Orcs and Humans. We finish off our discussion of the game, discussing the last few missions and turning to our takeways and pillars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Humans 10-12 and Orcs 10-12 Podcast breakdown: 0:36     Segment 1: Last four missions 32:35   Break 1 33:12   Segment 2: Takeaways, pillars, and next time Issues covered: big army missions, Brett's final strategy: wizards and warlocks FTW!, demons and elementals as hero units, level design as scheduling, cheating AI, Brett the programmer nerd: using a unit as a counter variable, constraints inspire creativity, finding the fun, player-centric design, mission customization in later RTSes, unique locations at the end of the game (Stormwind Castle and Blackrock Spire), limiting need for upgrades at end of game, "more" instead of "different," turning drama into tedium, Warcraft nerd-out time, Wa

  • DGC Ep 22: Warcraft Orcs & Humans (part 3)

    03/08/2016 Duración: 01h07min

    Welcome to our third episode in our series examining Warcraft: Orcs and Humans. We specifically discuss micro management, real-time strategy as a genre, and a bit of the Warcraft lore, though not to excess. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Humans 7-9 and Orcs 7-9, interleaved Podcast breakdown: 0:37 One long take this time! Issues covered: dealing with spellcasters, MOBAs, target-focused management of time and resources vs spatial, conjurers as generators of free units, balancing against Rain of Fire, spellcasters turning into hero units, automating unit production in later games, reducing clicks to manage greater complexity (but further abstract the game), defeating micromanagement, micromanagement pros and cons, street by street combat, catapults, "My Garona," mission variety and RPG influences, tactical turn-based combat, fewer decisions which mean more vs lots of decisions which mean less, evolving back towards

  • DGC Ep 21: Warcraft Orcs & Humans (part 2)

    27/07/2016 Duración: 01h13min

    Welcome to our second episode in our series examining Warcraft: Orcs and Humans. We specifically discuss unit introduction and the evolution of the genre and how it does and doesn't parallel tabletop wargaming. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Four more of each campaign -- Human 3-6, Orc 3-6 Podcast breakdown: 0:31       Intro and segment 1 37:11     Break 1 37:31     Segment 2 1:05:08  Break 2 1:05:34  Next time Issues covered: destroying bases, unit introduction as enemies and as friendlies, unit costs as a bar to trying out new types, usability issues, Tim's difficulties with having to restart, preconceived notions, seeding towns with units for difficulty, ranged strategy and pull radii, abusing pathfinding, similarity to tower defense, playing orcs differently from the humans, Tim's changing style of play, micromanaging formations, tuning difficulty for different speeds of play, archers vs catapults, Brett think

  • DGC Ep 20: Warcraft: Orcs & Humans

    20/07/2016 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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 Duración: 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

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