Dev Game Club

Brett Douville and Tim Longo

Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today. Play along!

  1. há 1 dia

    DGC Ep 485: Persona 3 (part one)

    Welcome to Dev Game Club, where this week we begin a new series on Persona 3. We start off with a big announcement, then we get into setting the game in its time and with the general property of Shin Megami Tensei before turning to the game's opening few hours. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To first fight (T), most of Tartarus 1 (B) Issues covered: the end, our focus on genre and the difficulty of saying something new, picking the time to end, knowing when to quit, the next few months, picking the final game, Discord Game Club, Tim continuing to stream, the basis of this spin-off series and the hosts' history, common elements, a little discussion of the suicidal imagery, updates to the remake, "similar to Metal Gear for me," loving the modern setting games, the weird mixture of other JRPGs, groundedness, having entry into a game developed in another region, starting with a big mystery, the modern setting cutting both ways, a good player parallel, following your heart when you play, punk rock and its problems, signing your name on a contract, understanding the archetypes, setting up characters/characterization in advance, Apathy Syndrome as a metaphor, a game with voice. Games, people, and influences mentioned or discussed: June, The Odd Couple, System Shock 2, Dwarf Fortress, Dead Rising, PlayStation, Wii, GameCube, The Elder Scrolls: Oblivion, Tom Clancy's Splinter Cell: Double Agent, Kingdom Hearts 2, Hitman: Blood Money, Final Fantasy XII, LoZ: Twilight Princess, New Super Mario Bros., Tomb Raider: Legend, Onimusha, Rainbow Six: Vegas, Brain Age!, Nintendo DS, Call of Cthulhu: Dark Corners of the Earth, Condemned: Criminal Origins, Okami, Bully, Gears of War, Metal Gear Solid (series), Reed Knight, Andrew Kirmse, Shin Megami Tensei, Devil Devil Summoner, Final Fantasy (series), Atlus, Phoenix Wright (series), Ghost Trick, Resident Evil, Grasshopper Interactive, Suda 51, No More Heroes, Square, Ultima (series), Wild Arms (series), The World Ends with You, Yakuza (series), Hideo Kojima, Snoop Dogg, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: More Persona 3! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com

    DGC Ep 485: Persona 3 (part one)
  2. 2 de set.

    DGC Ep 484: Soul Reaver Bonus Inteview with Riley Cooper

    Welcome to Dev Game Club, where this week we revisit our 2017 series on 1999's Legacy of Kain: Soul Reaver. We're interviewing Riley Cooper, a former colleague of Tim's who had a long career at Crystal Dynamics and worked on the title in level design and combat design roles. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:01 Interview 1:07:10 Break 1:07:40 Outro Issues covered: the Universe coming together, getting in, making terrain layers in Photoshop, moving to the next thing, working on the combat, the parts that had to be there, incorporating lateral movement for combat, applying fighting game discipline, not inventing from whole cloth, rebuilding a camera system, design as open source, defensive patents, jamming so much into levels, spectral morphing and lack of follow-ups, blind ambition coming from Amy Hennig, being two weeks from ship for one to two years, time to market vs time to quality, people simply not knowing, jumping between genres, the victory of European labor laws, knowing how to build what you're building, a vacuum of upper management, being able to just make the game, the tension between business and creation, wanting to design without interference, execs who want to play with the toys, "problems down solutions up," wanting appropriate ownership at every level, getting the same letter at the end of two different projects, the feeling at the start vs the feeling in the middle, thoughtful refactoring, starting from the right constraints, locking yourself in a room with a design problem to find the solution, gameplay goes at the speed of thumbs, a sports game that's a video game first, good places to be from. Games, people, and influences mentioned or discussed: Lord of the Rings, LucasArts, Solar Eclipse, Legacy of Kain (series), Tomb Raider (series), EA, Need for Speed (series), Sony, Atari 2600, Dave Morse, 3D0, Saturn, Noah Hughes, Amy Hennig, Silicon Knights, Denis Dyack, Seth Carus, Street Fighter 2, Super Mario 64, Jim Conrad, Andrew Hynek, Roberta Williams, Daniel Chayer-Bison, Pete Lake, Microsoft, X-COM, Fallout, Populous, Sean Vesce, Richard Lemarchand, Naughty Dog, Uncharted, Hitman, Hakan Almer, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com

    DGC Ep 484: Soul Reaver Bonus Inteview with Riley Cooper
  3. 26 de ago.

    DGC Ep 483: Peggle/Casual Games (part three)

    Welcome to Dev Game Club, where this week we complete our series on two entries from the casual space by PopCap. We discuss Peggle before turning to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: All mainline levels (B), about half (T) Issues covered: crossing over from casual to hardcore, awards contention, describing Peggle and pachinko, the Peggle masters, talking about removal games and Match-3, how someone engages with one of these games typically, a bunch of animals, the manipulation and the presentation, accentuating moments and playing with physics, shorter vs longer games, PopCap in other games, refining and polishing a genre, removing the biomechanical hurdle, tone and identity for design, accentuating moments especially with audio, trailblazing, don't overthink it, really exploring the space, taking out the real Slim Shady. Games, people, and influences mentioned or discussed: Bejeweled, Alchemy, Zuma, Arkanoid, BioShock, Portal, Halo 3, Super Mario Galaxy, God of War II, Mass Effect, Metroid Prime III, Tomb Raider: Anniversary, CoD4: Modern Warfare, Crysis, Uncharted, Assassin's Creed, The Witcher, Rock Band, Buddy, Candy Crush, Ridiculous Fishing, Vlambeer, Zach Gage, Spelltower, Spider, Randy Smith, World of Warcraft, Gears of War, Drop 7, Blizzard, Breakout, Atari 2600, Into the Breach, Advance Wars, Psychonauts, Double Fine, Pixar, Supercell, Hitman, Hakan Almer, Martin Ansdal, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: ?? Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com

    DGC Ep 483: Peggle/Casual Games (part three)
  4. 19 de ago.

    DGC Ep 482: Plants vs Zombies/Casual Games (part two)

    Welcome to Dev Game Club, where this week we continue our series on casual games with our continuing discussion of Plants vs Zombies. We talk about the mechanics some more, a bit about the economy, and our favorite elements. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Thru 5-4 (T) or 5-8ish (B) Issues covered: thanks on the Discord Game Club, new plants and shaking up strategy, classic RTS arcs and introducing new units, the lack of a difficulty spike, games to replay, being in the zone with your strategy, lack of wall missions, play rhythms, how this is a full RTS, removing a step from processes, cutting out biomechanical or memory things, hybridization and making the same decisions to allow other hardcore issues, playerbase ceilings, the mechanics of the coin economy, a grindy mechanic, where we go after the roof, adding mechanics for the roof and an angle, paying for the coffee bean, some favorite zombies and plants, good uses of minigames, some good tower defense games, meaning and invested time and digital loss, theater and ephemera, letting things go. Games, people, and influences mentioned or discussed: Blizzard, WarCraft (series), StarCraft (series), Diablo, Homeworld, Bejeweled 3, Unreal Tournament, Road Warrior/Mad Max, Ratchet & Clank (series), John Travolta, Saturday Night Fever, Peggle, Project Octavia, Hakan Almer, IO Interactive, Hitman, Ryan, Bloons td6, They Are Billions, Orcs Must Die! (series), Kingdom Rush, Dungeon Defenders, Threes, mysterydip, Minecraft, PT, Fortnite, Roblox, Valheim, World of Warcraft, Kongregate, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Peggle Errata: I of course meant Saturday Night Fever.  Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com

    DGC Ep 482: Plants vs Zombies/Casual Games (part two)
  5. 5 de ago.

    DGC Ep 481: Plants vs Zombies/Casual Games (part one)

    Welcome to Dev Game Club, where this week we begin a short mini-series on casual games, beginning with PopCap's Plants vs Zombies. We spend a lot of time setting these lower-challenge games both in their time and against other genres before talking a bit about the game itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through 2-1 Issues covered: setting the game in 2009, PopCap's fortunes, repackaging a genre, puzzly games in Java, appealing to core games and casual, being good at rewards, walled gardens, starting on desktops and moving to phones, phone fragmentation, A/B design testing, hidden objects, translating well to mobile, the history of EA's acquisitions, the early tower defense games, coining the term, automated elements, the stress of the RTS, MOBAs, removing the dev hurdles from a genre, modders doing something they could do, autochess, recognizing it, a simple concept that reads quickly, the impenetrable defense, turtling: the video game, the way zombie movies build, design ideas can come from anywhere, easily visualizing new things, archetypes, easily reading how much health is left, having a moment of joy in a reveal, seeing the zombie affordances, locking into strategies. Games, people, and influences mentioned or discussed: Batman: Arkham Asylum, Uncharted 2, Demons's Souls, Ratchet & Clank, Brutal Legend, Assassin's Creed II/series, Borderlands, Infamous, Dragon Age: Origins, Left 4 Dead 2, New Super Mario Bros Wii, Bayonetta, PS3/Xbox 360/Wii, EA, Peggle (series), Bejewelled, Blizzard, Zuma, Alchemy, Drop 7, Threes, Diner Dash, Resident Evil 4, Fortnite, Facebook, Farmville, Zynga, Kongregate, Ultima, Westwood, Bioware, Mass Effect, Crystal Dynamics, Morgan Gray, Desktop Defense, Atari, Rampart, Defense of the Agents, Warcraft III, Starcraft, League of Legends, Riot, Valve, George Fan, Diablo, PixelJunk Monsters, Orcs Must Die!!, Vermintide, Tower of Goo, The Birds, Tippi Hedren, Portal, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More PvZ Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com

    DGC Ep 481: Plants vs Zombies/Casual Games (part one)
  6. 30 de jul.

    DGC Ep 480: Psychonauts (part four)

    Welcome to Dev Game Club, where this week we conclude our series on Psychonauts. We talk about how the game gates certain things on the basis of what seems optional and Brett monologues a bit about some later levels before we talk takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished (B) or to Gloria (T) Issues covered: a theater level, getting and using door codes, having to remember what abilities a player might have, player types and what's critical path, trophies and missable content, different ways to push the player,  playtesting to balance, what personas you support, the luxury of late full fresh-eyes playtesting, the non-linear nature of Gloria's level, brute forcing your way through the logic of the puzzle, speed-running describing the end of the game, a difficult platformer plus escort mission, talking about the musical identity, being able to do anything, giving narrative and theming to allow anything, cohesive justifications for everything, when the skill elements get in the way, meaning behind the platformer, indies to follow, science.  Games, people, and influences mentioned or discussed: Final Fantasy VI, Hitman, The Witcher III, Wolfenstein: The New Order, Clint Hocking, Splinter Cell, Tim Schafer, Dave Grossman, Erik Wolpaw, Drew Barrymore/Firestarter, Ratchet & Clank, Xbox 360/PS3, Dark Souls, Microsoft, Halo, TRON, Armin Shimerman, LucasArts, Peter McConnell, Clint Bajakian, Jesse Harlin, Grim Fandango, Brutal Legend, Friendster, Lord of the Rings, Velvet Underground, mysterydip, Kirk Hamilton, Aaron Evers, Mark Garcia. TTDS: 21:20 Next time: ??! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com

    DGC Ep 480: Psychonauts (part four)
  7. 22 de jul.

    DGC Ep 479: Splinter Cell CT Bonus Interview with Clint Hocking

    Welcome to Dev Game Club, where this week we revisit our Splinter Cell conversation with a return interview with Clint Hocking. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:08 Interview 1:04:47 Break 1:05:11 Outro Issues covered: who is responsible for the MDA framework, moving to Montreal and working with New Yorkers, world-relative cameras, figuring out console cameras, the struggles with camera and controls, a game that had all the elements, neoconservative fantasy to save the world from future threats, having a team form around the ashes of disagreement, doing three jobs, clarity in the goals, design sins, having invited moments vs supporting being better than the designer, establishing a systemic language, the most complicated doors in video games, being bottom-up, negotiating all the types of doors, everyone being on board with the approach, intrinically motivated engagement, motivating the desired experience, real-world examples of what it means to get 100%, the one job, being remote vs being in the job, level design and script writing between entwined, the state of the industry. Games, people, and influences mentioned or discussed: UbiSoft, LucasArts, Valve, Amazon, Build Machine Games, Far Cry 2, Robin Hunicke, Mark LeBlanc, Robert Zubek, Doug Church, Red Storm Entertainment, Hitman, Halo, Xbox, Bounty Hunter, Jedi Knight, Metal Gear Solid (series), Resident Evil (series), The Fifth Element, James Bond, J. T. Petty, Rainbow Six, Call of Duty, Medal of Honor, EA, GoldenEye, Bloodborne, Sekiro, FromSoft, Dark Souls, mysterydip, Watch Dogs, Warren Spector, Psychonauts, Tim Schafer, Full Throttle, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Finish Psychonauts! (-ish) Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com

    DGC Ep 479: Splinter Cell CT Bonus Interview with Clint Hocking

Sobre

Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today. Play along!

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