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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: August, 2022
Aug 11, 2022

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

Aug 3, 2022

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

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