320 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 • 205 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 315: SimCity 2000 (part one)

    DGC Ep 315: SimCity 2000 (part one)

    Welcome to Dev Game Club, where this week we begin a new series on that classic sim, SimCity. We very briefly situate it in time and talk a little bit about Will Wright before talking over some of the strangeness that is this game (or toy). Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Tutorials or A Few Cities
    Issues covered: which version and why, establishing the SimUniverse, Wright and describing his design process, a good representative for our art form, a simulated ant farm toy, setting it in its time, licensed titles, the origins of the game in practice and in theory, a wide variety of influences, industrial design, where other designers get their influences, working in a space with other designers, picking your battles and choosing conflict, different sims being developed at the same time, legacies, a recognizable space, playing with it like a toy, setting your own goals, differences in the motivation for play, a very Western lens, making assumptions and scope, a Christian church as a statement, designing to constraints, what you're building and what you're not, meeting the citizens' concerns, zoning and pipes and infrastructure, how cities grow in reality and the intersection with history, the newspaper as a conduit for information and setting and feel, the weird content in the newspaper, advisors and the pulse of the people, being grounded, the things that are your concern, budgets and taxes and deficits, audio associated with taxes, "Read my lips: no new taxes," being careful with incentives, replaying MegaMan levels, audio budgets, the names and lore of MegaMan, listening to music when you code, generated art, humans as creators and consumers of art, art as conversation and exploration, enjoying procedurally created levels and worlds, AI assistant tools, kudos to the hosts, being humbled by how our games touch people.
    Games, people, and influences mentioned or discussed: Will Wright, The Sims (series), MAXIS, Spore, SimAnt, SimCopter, SimTower, SimEarth, MegaMan 2/X, Prince of Persia, Populous, Tetris, GameBoy, Castlevania (series), Star Trek: The Next Generation, Batman (1989), MYST, DOOM, Day of the Tentacle, Star Fox, Secret of Mana, The 7th Guest, Bill Gates, Link's Awakening, Raid on Bungeling Bay, John Romero, Christopher Alexander, A Pattern Language, Urban Dynamics, Star Wars, Alien, June Longo, Shigeru Miyamoto, Pikmin, Legend of Zelda (series), Civilization, Populous, Sid Meier, Black & White, Dungeon Keeper, Cities: Skylines, X-COM, Dark Souls, Mrs Reckis, mysterydip, The2ndQuest, NES, Albert Einstein, Thomas Edison, OCRemix, Metal Gear Solid, Valheim, Minecraft, Parham, Republic Commando, Skyrim, Kirk Hamilton, Aaron Evers, Mark Garcia.
    Next time:
    More hours? Hard to know how to schedule this one :)
    Links:
    -Mega Man 2 (Original Version) by The Minibosses (metal medley of MM2 tracks)
    -Mega Man 2: Tickle My Wily by Star Salzman (kind of an epic orchestral/electronica OCRemix piece)
    -Cataclysmic Clash by Game Over (MM3-inspired, but quotes recurring music from MM2- also has lyrics!)
    -Mega Man X Guitar Medley by FamilyJules

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
    DevGameClub@gmail.com

    • 1 hr 14 min
    DGC Ep 314: Megaman 2 & X (part four)

    DGC Ep 314: Megaman 2 & X (part four)

    Welcome to Dev Game Club, where this week we complete our series on MegaMan 2 and X. We talk difficulty for sure, before turning to our usual takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    More of MegaMan X
    Issues covered: the big story turn inside the boss, the tedium of taking out enemies again and again to get drops, minimal loot tables, seeing more of an enemy, the limitations of trial and error and difficulty, playtime and quarters, designing around lives, fighting games, a bad port, the social experience of arcades, shifting marketing, a different design mentality, hot-swapping weapons, other usability additions, reusing a formula, mini-bosses and learning things, simpler patterns, the dash on a button, good boss character design, doing the hard thing, Ornstein and Smough, game structure around bosses and experimentation, having to account for the Buster, getting things from the bosses, variety of environments, the cohesion of the levels, character feel, the mascot, vibrancy of the visuals, accessibility, games and agency, Solaire as an accessibility option, house rules as an accessibility option.
    Games, people, and influences mentioned or discussed: Castlevania, Super Metroid, Dark Souls, NES/SNES, Sega Genesis, Pac-Man, Dragon's Lair, Space Ace, Nintendo, Sony, Circuit City, Fry's Electronics, Monster Hunter, Resident Evil 4, Shadow of the Colossus, Mario (series), Metal Gear (series), Sam Thomas, The Last of Us II, Ratchet & Clank, Super Smash Bros, Celeste, Dark Forces, id Software, Ninja Gaiden, Tomonobu Itagaki, Candyland, Kirk Hamilton, Aaron Evers, Mark Garcia, Dog Game Club.
    Links:
    SSB Mega Man trailer 
    Bit Brigade Concert
    Next time:
    ??? Time will tell
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
    DevGameClub@gmail.com

    • 1 hr 16 min
    DGC Ep 313: Megaman 2 / X (part three)

    DGC Ep 313: Megaman 2 / X (part three)

    Welcome to Dev Game Club, where this week we continue our series on Megaman games, turning to Megaman X. We very briefly set it in its time, discuss the new feel that the SNES gets you, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Three bosses
    Issues covered: the SNES Classic deal with using the reset, setting difficulty on the emulated game, sequels and console generations, "the new standard in entertainment," additional frames and transitional animation lending character in 16bit, depth of music and audio, designing new movement into the level design, iconic silhouettes and the expression of the concept art, heads and heroism, a different Megaman, Brett dives into the lore, hair as a poor robot lifestyle choice, distinct biomes, the ronin robot end of MegaMan 2 and its final battle, the earnestness of a SVP letter, leaning into robots, animal-named robots and Metal Gear, boss order, flying robots that destroy level bits, continuity of the series, cinematic introductions on the SNES, Tim is behind on the lore, being able to distinguish games at the time, modern indie equivalents, upgrading in the level, lack of payoff to gaining the ability/no training, discussing Proust, hearing the music a lot, an unresolved musical cue, another difficulty discussion, constraints and chiptunes, interesting orchestrations.
    Games, people, and influences mentioned or discussed: SNES Classic, Celeste, Dark Souls, Nintendo Switch, Microsoft, PlayStation, Sega Genesis, God of War, Myst, Sam and Max Hit the Road, DOOM (1993), X-Wing, Link's Awakening, Day of the Tentacle, The 7th Guest, Bill Gates, Sinistar, Super Metroid, Mario (series), Castlevania (series), Halo, Keiji Inafune, Game Boy Advance, Pinocchio, Aisha Tyler, Isaac Asimov, Metal Gear (series), Terminator (series), The Matrix, Nintendo, Dead Cells, Hollow Knight, Peter, Marcel Proust, À la recherche du temps perdu, Ben "from Iowa" Zaugg, The Megas, The Immortals, J. S. Bach, Daft Punk, Gothic Chocobo, Infamous, Resident Evil, Pokemon, Mark Brown/Game Maker's Toolkit, Elden Ring, Kingdom Hearts, Tomb Raider, Destiny, Assassin's Creed, Marty O'Donnell, Kirk Hamilton, Aaron Evers, Mark Garcia.
    Links:
    What Capcom Didn't Tell You About Resident Evil 4
    What Makes Celeste's Assist Mode Special
    Game Maker's Toolkit Video Game Accessibility Playlist
    Notes:
    Indeed, you can re-enter levels in MegaMan X
    Next time:
    Finish with the game
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
    DevGameClub@gmail.com

    • 1 hr 6 min
    DGC Ep 312: MegaMan 2/MegaMan X (part two)

    DGC Ep 312: MegaMan 2/MegaMan X (part two)

    Welcome to Dev Game Club, where this week we continue our series on Capcom's MegaMan series, looking at the latter half of the game, exploring its difficulty and how it presents a final exam, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Finished the Game! (Hmm...)
    Issues covered: multiple forms of mastery, leaning on rewind, playing "au naturale," analogues in the podcast hosts, being confused about item 1, how the powers match up against various bosses, Brett's tornado, choosing the right weapon for the job, wondering whether you learn from earlier enemies for the final exam, plotting out your path, the final areas of the castle and challenge, divergent paths in game design, multiple ways of using the same ingredients, being frustrated by the type of game, having the gratifying sense of overcoming a boss, gaining knowledge, being surprised by a mid-game cutscene and map, puzzle rooms and weird rooms, the final exam, the bomb maze room, having to fight all the mans again, an amazing ending cutscene, wanting to know about the lore, identifying how to make games fit better to players, matchmaking very quickly, mixing different things together, the consequences of not reading mechanics and how that impacts a game, not knowing who Sen is, the Painted World, shipping your vertical slice, the terror of the Tower of Latria, showing the flaws of the mechanics.
    Games, people, and influences mentioned or discussed: Metroidvanias, Wonderful 101, Platinum Games, Clover Games, Okami, Hideki Kamiya, Viewtiful Joe, GameCube, Wizardry, Ultima IV, Conan the Barbarian, Sabotage, Lode Runner, Robotron, Joust, Mario (series), Metroid, Nintendo, Contra, Assassin's Creed, Raymond, Celeste, Todd Howard, Halo (series), Josh Mankey, Dark Souls, Stardew Valley, Warren Linam-Church, Ico, Sasha, Shadow of the Colossus, Hidetaka Miyazaki, Fumito Ueda, Kirk Hamilton, Aaron Evers, Mark Garcia, Dog Game Club.
    Next time:
    3 Mens of MegaMan X!
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
    DevGameClub@gmail.com

    • 1 hr 15 min
    DGC Ep 311: MegaMan 2 & X (part one)

    DGC Ep 311: MegaMan 2 & X (part one)

    Welcome to Dev Game Club, where this week we start a new series on MegaMan 2/X, looking at them as different platformers from the time. We set it in context a bit. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Three enemies
    Issues covered: Dog Game Club, playing a couple games instead of one, fighting mens for their weapons, playing second iterations, bringing in past favorites, setting the game in its time, mascot games, structure and wanting to choose your order of attack, using the boss for its weapons, technical limitations and difficulty, learning a level, generosity with powerups, run-based play, grinding for drops, some things that feel unfair the first time you fight them, getting the gist, having wall stages, annual release schedule, Mega Man 10 or X, tic-tac-toe enemy board, dabbling in some enemies, not knowing what order to progress, using passwords, possible orders of enemies, damage types and using the right tools for the job, Tim shades Billy Mitchell, deriving stuff from Mega Man, wanting to run, spawning enemies rhythmically rather than placement, how the platforming feels, being more methodical, character design for collision in this and Mario, good characterization with fewer states, swapping, not designing for you controller, having to be able to go to any level first, where you can get to powerups, homework: watch out for cool level design moments, books about the inside, keeping the good stuff, keeping current through peer recommendations, finding a friend group, listening to podcasts, not feeling like you have to keep up, finding threads through games, following journalists, first person football, losing perspective, the ways games are impacted by other media, butt explosion T-shirt, reactions in games, why games hit when, a return to Anor Londo.
    Games, people, and influences mentioned or discussed: Bark Souls, Soul Rover, Mark Garcia, Shibaenmue, Resident Beagle, Castlevania, SNES, PlayStation, Pokemon, GameBoy, Metroid (series), Zelda (series), Capcom, System Shock 2, Wasteland, Electronic Arts, Fallout, Dragon Quest 3, Enix, RC Pro/Am, Rare, Bionic Commando, Ultima V, Nintendo, Tecmo, Ninja Gaiden, Final Fantasy II, Pool of Radiance, Baldur's Gate, Chrono Trigger, Populous, Super Mario Land, Prince of Persia, Broderbund, SimCity, Castlevania III, Konami, Contra 2, Sierra, King's Quest, Space Quest, Manhunter, Colonel's Bequest, Keiji Inafune, Resident Evil (series), Monster Hunter, Dark Souls, Tetris, Guacamelee, Sonic (series), The Brady Bunch, Johnny Grattan, Crash Bandicoot, Ultima Underworld, Donkey Kong, King of Kong, Ratchet & Clank, Shonen Jump, Astro Boy, Sega Genesis, Tomb Raider, Spelunky, Super Meat Boy, Blood Sweat Pixels, mysterydip, Junction Point, Jason Schreier, Press Reset, Ray Chase, Bioshock Infinite, John Webb, Prey, Bioshock, Triple Click, Waypoint Radio, DLC, Kirk Hamilton, Maddie Myers, Hollow Knight, Kingdom Hearts, Dishonored, Austin Walker, Ben "from Iowa" Zaugg, ESPN NFL 2k5, Trespasser, Coleco, Mattel, Morrowind, The Honorable T. H. Isismyre Alname, Robin Hobb, David Eddings, Velvet Underground, Bloodborne, Demons's Souls, Drew Scanlon, Jeremiah Johnson, Giant Bombcast, Aaron Evers.
    Next time:
    Finish MegaMan 2!
    Notes:
    The King of Kong person Brett was thinking of was Billy Mitchell
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
    DevGameClub@gmail.com

    • 1 hr 23 min
    DGC Ep 310: Dark Souls (part eight)

    DGC Ep 310: Dark Souls (part eight)

    Welcome to Dev Game Club, where this week we complete our series on Dark Souls, and so we turn to our takeaways and discuss our final hours with the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Brett finished
    Issues covered: the podcast mirrors the game, feeling like you have godlike powers in New Game+, spending hours on farming different resources, putting the pieces together, enjoying mysteries and putting the clues together, what you take from Dark Souls as an imitator, examining a space and trying to figure out where you can go, senses of accomplishment and discovery as opposed to the checklist, where the studio goes from here, attribute changes in the sequel, miracles and their mechanics, the flexibility of having options, seeking out the things I hadn't found, poor Solaire, feeling of coming full circle, memorable fights and world connections, "butt exposion!", smaller memorable moments, the snoring of Frampt, the inadequacy of the camera in tight spaces, keeping from going on tilt, teaching patience and observation, antithetical game design, a game of secrets, having little guidance, the impossible balance of this game for multiple classes, the knowledge you gain along the way, controlling ambience and tone, the vague pieces of history, Brett's Book Recommendation, character and player knowledge, leaning on archetypes, the weird afterlife metaphor, Star Wars as arsenic, how far do you go to explain a thing, finding your line per game.
    Games, people, and influences mentioned or discussed: Kingdom Hearts, Sherlock Holmes, Day of the Tentacle, Bloodborne, Sekiro, Elden Ring, Prince of Persia: Sands of Time, Tomb Raider (1996), Clint Eastwood, Unforgiven, Practice/NYU, Rob Daviau, Morrowind, Skyrim, Demons's Souls, King's Field, GTA III, Wolfenstein, Mario (series), Artimage, Platinum Games, Shadow of the Colossus, Ico, Dungeons & Dragons, Mass Effect, Star Wars, Keza MacDonald, Jason Killingsworth, Robin Hobb, Assassin's Apprentice, Dan Hunter, Jedi: Fallen Order, JJ Abrams, Half-Life, Neverwinter Nights, Legend of Zelda (series), Kirk Hamilton, Aaron Evers, Mark Garcia.
    Next time:
    We don't know!
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
    DevGameClub@gmail.com

    • 1 hr 31 min

Customer Reviews

4.9 out of 5
205 Ratings

205 Ratings

cbb2016 ,

So good

Great conversations between two seemingly great people about great games. Lets go!!

Since they read reviews on the show: can you tell us about what you’re currently working on and if the podcast has affected those projects in any way?

-my real name

Zeriquinn ,

Informative fun

The Elder Scrolls Morrowind discussions have really made me want to go back and play the game. Such a fun and informative podcast! I look forward to new episodes as well as the back log I have to catch up on.

mysterydip ,

A review to the tune of "life is a highway"

Life is like a game that you're playing on
When it's new one day and the next day gone
Sometimes you win, sometimes you lose
Sometimes you bounce off the game you choose

There's a world inside every darkened door
of gamedev choices made before
Where the brave code free and designers soar
Come hear with me to find out more

They won't hesitate
To play through Baldur's Gate
Or other games of the past

I love this podcast
I wanna hear it all night long
If you're into old games
You'll wanna hear it all night long

From giant worlds to just a town
It's in my blood and it's all around
I love games now like I loved them then
It's a newer screen but the same old hands

From Azeroth to Arabian nights
Dodge a sword swing or a blaster's light
Knock me down and game over again
Restore a save at the boss's den

There's no game they can't load
Some edges rough this they know
I like to hear when guests come on
With tales of survival

I love this podcast
I wanna hear it all night long
If you're into old games
You'll wanna hear it all night long

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