386 episodes

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!

Dev Game Club Brett Douville and Tim Longo

    • Leisure
    • 4.9 • 218 Ratings

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!

    DGC Ep 380: Prince of Persia

    DGC Ep 380: Prince of Persia

    Welcome to Dev Game Club, where this week we continue our series of one-off episodes about games that featured rotoscoping, turning to 1989's Prince of Persia. We set it in its time and discuss its publisher and author before talking about the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    To levels 4 (Tim) and 8 (Brett)
    Issues covered: the series hook, games from 1989, rotoscoping, similarities to Tomb Raider, tiles and metrics, a more systemic/discretized game, precision and replay, figuring out the level enough to know where to save, that speedrunning feeling, do you ever wish you could rewind time, requiring more game due to mechanics, having to learn the whole game, the feeling of running and jumping, the tension of animation and input, multiple inputs, the intertwining of animation and design, the feeling of swashbuckling, the great feeling, action as character and commitment, wondering how many people finished the game, the punishing feeling, checkpointing, punch the eagle, the great feel of parrying, pushing through the enemies, tells, the approaches of different guards, cinematic combat, difficulty in text adventures and player appeal, chipping away at knowledge, adding drama, resources and the doppelganger, level design and reuse, animating bits of the world, his books, mixing up the skeleton.
    Games, people, and influences mentioned or discussed: Another World, Jordan Mechner, Broderbund Software, Populous, Game Boy, Super Mario Land, Tetris, Ghosts and Goblins, Sega, Golden Axe, Shinobi, SimCiy, Teenage Mutant Ninja Turtles, Ultima (series), Star Trek, Final Fantasy II, Castlevania III, Print Shop, Choplifter, Karateka, Lode Runner, Hypercard, The Last Express, Agatha Christie, Tomb Raider, Triple Click, Plague Tale: Innocence, Dark Souls, Jamie Griesemer, Halo, Mario 64, 1001 Arabian Nights, Seventh Voyage of Sinbad, Errol Flynn, Indiana Jones, Civilization, Robin Hood, Captain Blood, Daffy Duck, MegaMan (series), Kirk Hamilton, Jake Gyllenhaal, Ben Kingsley, Final Fantasy VI, Aaron Evers, Mark Garcia.
    Next time:
    Another rotoscoped classic
    Links:
    Making Prince of Persia
    June: 1:01:00 or thereabouts
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 7 min
    DGC Ep 379: Another World 

    DGC Ep 379: Another World 

    Welcome to Dev Game Club, where this week we begin a little miniseries of games which heavily feature rotoscoping and different ways in which that technology is used, starting with Another World (1991). We set the game in its time, talk about rotoscoping, and discuss a lot about the world and games which seem descended from it. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Whole darn thing (well, almost, Tim)
    Issues covered: swinging back and forth in cages, starting and stopping the game, rotoscoping and some places it's been used, the basics of rotoscoping, how far Tim got in the past, baffling fluidity, echoes of other media, excellent character design, a "yes" game, other influences, thinking of this in terms of Mario, a cinematic moment, not making the movement a goal, choosing moments over systems, a fork in the lineage road, doing a project of this length solo, having a singular vision, hinting what you should pay attention to, the limits of tech and whether it can do anything for you, working on games that you wouldn't necessarily play.
    Games, people, and influences mentioned or discussed: Final Fantasy IX, Tomb Raider, Eric Chahi, Delphine Software, Flashback, Amiga, Final Fantasy IV/II, LoZ: Link to the Past, Super Mario World, Return of Samus, Sonic the Hedgehog, Sega Genesis, Monkey Island 2, Civilization, Prince of Persia, Commander Keen, Lord of the Rings, The Hobbit, Walt Disney, Richard Linklater, Waking Life, A Scanner Darkly, Keanu Reeves, Karateka, Ico, Metal Gear Solid, Tron, SpaceChem, Space Team, David Cage, Nintendo, Rare, MegaMan (series), Metroid, Castlevania: Symphony of the Night, Dragon's Lair, Don Bluth, mysterydip, id Software, DOOM (1993), Mike Fisher, Shenmue, Dreamcast, Madden (series), John Romero, Carlos, Kingdom Hearts III, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia. 
    Next time:
    Some other rotoscoped game!
    Twitch: brettdouville or timlongojr, Insta: devgameclub, Threads: DevGameClub, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 11 min
    DGC Ep 378: Alan Wake Bonus Interview with Sam Lake!

    DGC Ep 378: Alan Wake Bonus Interview with Sam Lake!

    Welcome to Dev Game Club, where this week we return to our series on Alan Wake with a special interview with Sam Lake, Creative Director at Remedy Entertainment. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Podcast breakdown:
    0:52 Interview
    1:02:20 Break
    1:02:50 Outro
    Issues covered: getting started with PCs and TTRPGs, starting out as a writer, starting with a positive audience, Greyhawk/Temple of Elemental Evil, coming out of the demoscene, teaming up with Apogee, finding ways to insert story into games, selling the IP due to its success, knowing they'd have the ability to make something new, second album syndrome, concepting tons of ideas to make the dream game, themes that stuck around, wanting a flawed main character whose not an action hero, writing a story about the creative process, inspirations, post-modern writing and games, how to work within the grab bag of design elements, the sauna crew, making hard decisions, a sense of relief, retaining the story and thematic elements, pulling out a victory, having a different feel because of all the extra built stuff, supporting conflict and action, keeping character motivations in sync with player expectations, early game management, adding transmedia elements and tools, using voiceover to guide the player, integrating more video, the talk show, blending those elements well to expand the game world and character, extending the value of the Easter egg, making the connection between the games a surprise, the Remedy-Connected Universe, dreaming up characters with the actor in mind, the musical number, leveraging Easter eggs, Tim's streaming commitments.
    Games, people, and influences mentioned or discussed: Death Rally, Max Payne, Control, Commodore 64, Petri Järvilehto, Dungeons & Dragons, Apogee/3DRealms, Duke Nuke'em, George Broussard, Scott Miller, Dark Justice, Rockstar, Janos Flosser, Hitman, IO Interactive, Stephen King, On Writing, David Lynch, Twin Peaks, Paul Auster, Bret Easton Ellis, LOST, Hideo Kojima, Quantum Break, Matthew Porretta, Courtney Hope, Illka Villi, James McCaffrey, Old Gods of Asgard/Poets of the Fall, Tim Schafer, Ken Levine, BioShock, FireWatch, Gone Home, Sam & Max, David Wolinsky, Kirk Hamilton, Aaron Evers, Mark Garcia.
    Next time:
    ???
    Notes:
    I did not edit out GameThing's Season 8 theme, since they have apparently already let people know that was what is coming next.
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 16 min
    DGC Ep 377: Homeworld (part four)

    DGC Ep 377: Homeworld (part four)

    Welcome to Dev Game Club, where this week we complete our series on 1999's Homeworld, the 3D space RTS from Relic Entertainment. We talk a bit more about dynamic difficulty, address the final missions, and turn to our takeaways before a couple of mails. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Finished (B) and almost (T)
    Podcast breakdown:
    0:00:47 Discussion
    1:05:45 Break
    1:06:14 Email
    Issues covered: Defeating Games for Charity, Video Game History Foundation, watching someone blast Mother Brain, Tim streaming, streaming and getting paid, a chill Dark Souls player, enjoying playing with people, joyful weekend, not finishing a game, how to make the game interesting over and over again, carriers and docking, learning skills for one use, RTSes using the campaign to prepare for multiplayer, micromanaging, managing the brutal rescue of the trading ship, freeing up everything for the final assault, watching ships crawl through space, trial and error, punishment of failure, the appropriate story depth, avoiding elaborate storytelling, feeling like legend and myth, twice as many shorter missions, flexibility through resources, stately capital ships, early vs late game failure, ship control layout, satisfyingly destroying the enemy, cinematic presentation, high-stakes final mission, a human point of connection, naval/military chatter, doubling down on a thing, purity of spaceship focus, ship design, designing across civilizations, consistency of armament, the usefulness of salvage corvettes, being careful with dynamic difficulty, having options, turtle strategies, watching players use and discover tactics streaming, committing to 3D, having to relearn controls, having a light touch with the story, whether we should do a TTRPG primer, real space physics vs WWII space flight, 
    Games, people, and influences mentioned or discussed: Kingdom Hearts III, Kaeon, Contra, Metroid, X-COM, Kyle, Dark Souls, LostLake, Bvron, Belmont, mysterydip, Artimage, Mark Garcia, BioStats, Calamity Nolan, D&D, Resident Evil Village, Phil Salvador, Rogue, Starcraft (series), Battlestar Galactica, Star Wars, Blizzard, Halo, Warcraft (series), Robocop, Avalon Hill, Civilization, Johnny Pockets, Eye of the Beholder, Baldur's Gate, Go, Senet, Mancala, John Woo, Andrew Enright, Anachronox, Final Fantasy VI, Kirk Hamilton, Aaron Evers. 
    Next time:
    ???
    Links:
    Defeating Games for Charity (a real website)
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 24 min
    DGC Ep 376: Homeworld (part three)

    DGC Ep 376: Homeworld (part three)

    Welcome to Dev Game Club, where this week we continue our series on Relic Entertainment's Homeworld. We talk about the difficulty of a couple of the missions, how our RTS expectations maybe work against us, and fighting the camera. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Through MS10 (Tim) or MS12 (Brett)
    Issues covered: religious experiences, Defeating Games for Charity, dynamic difficulty, scuttling vs recycling, trading off the unit types you have for the ones you need right now, dynamic difficulty, being too clever with difficulty design, the usefulness of playtesting different skill levels, having the wrong guess of how many units you need, reactionary play or more in the moment, a puzzle-solving feel, a lot of empty time and strange pacing, getting over the hump, being unable to plan, fighting the 3D nature for probes, trailblazing but not quite getting there, wanting help from the game for 3D targeting, fighting the orientation, wondering about the upcoming sequel for usability, digressions into the lore, T-Rex predators, the inventory of Trespasser, whether we should play more weird bad good games, which games fit that definition.
    Games, people, and influences mentioned or discussed: Mark Garcia, BioStats, Artimage, Calamity Nolan, Kaeon, Kyle, Bvron, Final Fantasy IX, MegaMan X, Grand Theft Auto III, Devil May Cry, MegaMan 2, Dark Souls, Far Cry 2, Rogue, X-COM, Julian Gollop, Deus Ex, Starcraft, Blizzard, Civilization, Tomb Raider, Mario 64, Halo, GoldenEye 007, Nintendo, Trespasser, Maas, mysterydip, Jarkko Sivula, Ryan Troock, Call of Cthulhu: Dark Corners of the Earth, Shenmue, Deadly Premonition, Kirk Hamilton, Aaron Evers.
    Next time: 
    Finish the game!
    Links:
    Defeating Games for Charity 
    T-Rex on T-Rex
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord: https://t.co/h7jnG9J9lz
    DevGameClub@gmail.com

    • 1 hr 7 min
    DGC Ep 375: Homeworld (part two)

    DGC Ep 375: Homeworld (part two)

    Welcome 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, having the feeling of a base attack with a capital ship attack, the quick dock vs the slow drawn out wait, a diversion to explain Battlestar Galactica, setting up archetypes and breaking them, thinking about what our mistakes have been, sending the wrong ships against the capital ships, no one sets out to make a bad game, an anecdote about Skyrim, closing out the game and pushing it out and taking cover, artificial idiocy, whether the movie people ruined Trespasser, the interaction of movies and games, Defeating Games for Charity.
    Games, people, and influences mentioned or discussed: Halo, Planet of the Apes, Charlton Heston, Dune, Star Wars, Battlestar Galactica, Warcraft, Starcraft, Star Trek, Ultima Underworld, Eye of the Beholder, Chris Corry, The Simpsons, God of War, Mikael, Matt Groening, Cory Barlog, Skyrim, Istvan Pely, Fallout (series), Republic Commando, Jedi Starfighter, EGM, Trespasser, Will Crosbie, Jim Gee, Alex Seropian, Noah Falstein, Dreamworks Interactive, George Lucas, Steven Spielberg, Tom Bissell, Nolan Filter/CalamityNolan, Dark Souls, Rogue, Final Fantasy IX, Mega Man, Kaeon, Devil May Cry, X-COM, Metroid, Belmont, Bvron, Kyle, Error, Lostlake, BioStats, Mark Garcia, D&D, Kirk Hamilton, Aaron Evers. 
    Next time:
    Up to M12?
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 26 min

Customer Reviews

4.9 out of 5
218 Ratings

218 Ratings

Midknight22 ,

Awesome discussion with a great perspective!

Brett and Tim’s fascinating discussion is the highlight of my morning commute. I am working my way there the back catalogue and have just reached the Dark Souls Discussion. To hear about your journeys of in that game, after being such a big fan of the Souls series is amazing!

fulltilted ,

Best game podcast!!

Absolutely love this podcast! Both game developers are excellent and have amazing insights on each game they deep dive into. So glad they finally did Deus Ex which I listened to on a long flight. Please keep doing this incredible show and thank you for your time and expertise!!!! Would love to hear the hosts take on Wizardry that digital eclipse just remade.

Kodie Martin ,

A Refreshing Way to Enjoy Games

I recently discovered this podcast by searching for podcasts related to Super Mario 64 and stumbled upon the old series the two of them did. As I grow older, I appreciate the finer details and nuances in what makes a game work, in addition to great history and storytelling. Brett and Tim do an excellent job and I’ve come to appreciate them and the fantastic content that they have put out and as a newer listener, have quite a backlog to go through. I’ve also decided to pick up and play some of the games they have done since they have made it sound fun again when videos games lost their luster. Kudos to the two of them, especially keeping the podcast clean, that’s always a bonus for me.

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