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Dev Game Club

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.
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Now displaying: Page 1
Feb 5, 2020

Welcome to Dev Game Club, where this week we continue our discussion of Civilization III (and of the Civilization series generally). We talk a bit about the middle game generally, why it doesn't catch on with Brett as much, and especially address the layers of game play and how they interact. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Through the Medieval period

Issues covered: converting members of the population to entertainers, lowering taxes instead, fighting overpopulation, filling out a tech tree to trigger the next age, bouncing off this game again and again, managing complexity, educating yourself with the Civilopedia, finding the decisions less interesting, lack of simulation pressure, having found a boring game and having less to worry about, fighting over every resource, having all the spice, cascading effects over resource distribution, thinking about how the AI might work, characteristics of nations and persons, thinking too hard about civilization breaks the game down a bit, the horrors of balancing, the benefits of iterating a franchise, running into the turn limit, the types of victories, a clash of simple systems, low complexity of any individual system, games of conflict and domination, turn-based combat and domination, putting faces to the civilizations, playing characters as caricature, marketing with Gandhi, personification and putting naming things, the pros and cons of having associations, competition games generally, the astonishing level of achievement here, generating little stories about your civilization, personalizing your board game, what do you bring into your game, visualizing your relationships with other civs, preferring "your" version of a game, playing games linearly but developing them out of order, interpreting the title (and possibly irony), how we teach history in America, sanitizing history, understanding causes, sitting back and evaluating rather than being in it, procedural rhetoric, mirroring it history, games in other areas that focus on different civilizational histories, getting to games.

Games, people, and influences mentioned or discussed: Star Wars, Dune, Diplomacy, Risk, Fallout, Bill & Ted's Excellent Adventure, Phil Simms, The Osbornes, Dominion, Balance of Power, Chris Crawford, Mario Kart, Pandemic Legacy, Risk Legacy, X-COM, Rob Daviau, Matt Leacock, PRACTICE, Jeffool, Final Fantasy (series), Sam Thomas, Europa Universalis, Ester Olsen, MicroProse, The Aristocrats, Paradox Interactive, Persona 5, Ben "from Iowa" Zaugg, Day of the Tentacle, Tacoma.

Links:
Rob Daviau, Designing a Legacy Game
Sun Tzu's War Academy
The Apollo Program

Next time:
Finish a game!

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

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