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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: April, 2023
Apr 26, 2023

Welcome to Dev Game Club, where this week we continue our series on GoldenEye 007. We talk about the shelf-level event, running towards the end, and some wonky controller stuff. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Finished the SP game!

Issues covered: Moneypenny presentation, illness, leveraging the Switch N64 save states, the scene on the train, using the laser watch, not how trains work, lack of lock-on, camera assist, twenty brackets, getting a head start on the puzzle, the feel of the train, designing for your strengths rather than throwing in something new, the pains of playing retro games, the maximum throw vs the minimum throw, overcorrection due to overacceleration, autoleveling, tuning the sticks before hitting the emulator level, the three Cs -- character/camera/controls, typical Nintendo re-releases vs emulation, leaning into the fantasy fulfillment of being Bond, the diagetic interface of the watch, the health/shields in full-screen and reflecting the watch, being in your face about critical information, levels becoming more linear at the very end, affordances for the game, a survey of the last few levels, trying to reflect the movie, secret agent levels you want to be in, the final setting and a good pay-off, the real dish, scaling the difficulty with objectives, relying on QA, the fantasy satisfaction of relentlessly heading towards the end, not crediting the face scans, evolving crediting standards, playing multiplayer, Tim the spirit animal, the Big Wheel, trying to focus on the thing that's new, taking my retirement in stages, Tim and his dang bandit knife, earning every mile, asymmetrical multiplayer, difficulty and objectives, mutators and other means of changing difficulty, multiplayer customization, arcade transition.

Games, people, and influences mentioned or discussed: Daniel Craig, Naomie Harris (apologies to Thandiwe Newton and Ms Harris), Uncharted, Dead Space, Wolfenstein: The New Order, Okami, Dwarf Fortress, LucasArts, Ocarina of Time, Super Mario 64, GameCube, Half-Life, Valve, Deus Ex (series), Halo, Republic Commando, Jedi Knight, Fallout 3, Matt Tateishi, Adventure, Colin "The Shots" Tougas, Shenmue, Dreamcast, Indiana Jones, UbiSoft, Dark Cloud 2, Travis McGee, Dark Souls, Death Stranding, Bounty Hunter, Outlaws, Jeffrey Sondin-King (Pinecone), Troy, Crystal Dynamics, Celeste, System Shock 2, Silent Scope, Dino Crisis, Kingdom Hearts, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
GoldenEye MP 

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

Apr 19, 2023

Welcome to Dev Game Club, where this week we continue our series on GoldenEye 007 for the Nintendo 64. We talk about story accommodations, enemy AI, NPCs, and level design concerns and questions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Roughly up to mission 10

Issues covered: talking to the people who set up the mission, Moneypenny and representation, changing up the briefing, objective structure, "the Dark Nintendo," how Rare got bought, the challenges of adapting a film where Bond isn't in every scene, objectives in a first-person shooter, interpreting the objectives, confusing visual language, arcade action with waves of enemies, feeling simulation-y, pressure on the player, the impact on the game, technical achievement in the level design, non-linear levels and the problems with landmarking, spy fantasy locations, wanting a boat chase, bad telegraphing, blowing people's minds, enemy animation and location-based hits, blood effects, shooting off hats, smoke and mirrors, asking the team what to do, what the player brings to the game, the AI missing you, putting your money in the enemies, projectile speed, being the fantasy guy vs being the guy, pegging the easy difficulty right, superheroes vs realism, finding objectives that aren't objectives, escort missions, using your one verb and puzzling, making mountains out of molehills, what games opened things up for you, the impact of specific MMOs, walking simulators, haikus of stories. 

Games, people, and influences mentioned or discussed: Eternal Darkness, Resident Evil 4, GameCube, Microsoft, Quake, Half-Life, Duke Nuke'em 3D, Hitman 2, War Games, Monolith, No One Lives Forever (series), GOG, National Lampoon's European Vacation, LoZ: Ocarina of Time, Super Mario 64, Shadows of the Empire, Quiller (series), Sean Connery, Starfighter, DOOM (1993), Rainbox Six, Soldier of Fortune, Shigeru Miyamoto, Last of Us (series), Mark of Kri (really Rise of the Kasai), Collin "The Shots" Tsougas, John Romero, Super Mario World, Devil May Cry, Chrono Trigger, Destiny, Elden Ring, Diablo, Metal Gear Solid, EverQuest, World of Warcraft, Gone Home, Dear Esther, Proteus, Firewatch, Ico, Shadow of the Colossus, Hidetaka Miyazaki, Dark Souls, Kingdom Hearts, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
Finish single player


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

Apr 12, 2023

Welcome to Dev Game Club, where this week we begin a new series on 1997's Rare classic, GoldenEye 007. We set the game in its time before getting down to brass tacks, including comparing the experience to the film. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
First full mission (three levels)

Issues covered: the license, a bit about the film and the film series, 1997 in games, the flourishing of the first person shooter, late in a console cycle, disparity between PC FPSes and console FPSes, Rare with a lot of games and a lot of further game studios, missing the original controller, remapping shenanigans, threading the needle on a film adaptation, filling in gaps in the license, choosing your exciting set piece, wide level design, the triple cut, Hong Kong cinema, cinematic choices, contrasting with later cinematic games, how many mechanics will you incorporate, chasing this game, choosing different presentation, showing death the character death, an era of accessibility needs recognition, at last listening to our hate mail.

Games, people, and influences mentioned or discussed: Nintendo, Fatal Frame, PlayStation, Pierce Brosnan, Nintendo 64, Sean Bean, Famke Janssen, Alan Cumming, Judi Dench, Desmond Llewelyn, Ralph Fiennes, Daniel Craig, Skyfall, Diablo, Castlevania: Symphony of the Night, Fallout, Quake, SW: Jedi Knight: DF2, Blood, Outlaws, Turok, Shadow Warrior, Hexen II, Raven Software, 3D Realms, GT Interactive, Duke Nuke'em, Postal, Curse of Monkey Island, Age of Empires, The Last Express, Final Fantasy VII, Colony Wars, Wing Commander: Prophecy, Riven, MYST, XvT, Interstate '76, Mario Kart 64, OddWorld, Grand Theft Auto, Gran Turismo, Diddy Kong Racing, The Stamp brothers, NES, Slalom, Wizards and Warriors, Battletoads, Killer Instinct, Perfect Dark, Microsoft, Viva Pinata, Banjo Kazooie (series), Donkey Kong Country, Silicon Graphics, Timesplitters, Free Radical, John Romero, Majora's Mask, Minish Cap, Metroid Fusion, The Fugitive, Harrison Ford, Mission: Impossible, John Woo, Hard Target, Broken Arrow, Face Off, Metal Gear Solid, Conker's Bad Fur Day, Alpha Protocol, Telltale Games, IO Interactive, Machine Games, Colin "The Shots," Devil May Cry, Dark Souls, Celeste, Luke Harris, Tetris 64, Starfighter/JSF, 343 Industries, Kingdom Hearts (series), Republic Commando, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
More GoldenEye 007

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

Apr 5, 2023

Welcome to Dev Game Club, where this week we catch up on our mail bag and tackle a ton of different topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Issues covered: catching up on the mail bag, kind words, jumping down onto back of a Chardalyn Dragon, the most important bowling bowl in the universe, frames for playing games, when are you playing the game, going deep on a game and joining its community, moments of discovery, reflections on the 'cast, how we approach our play, what you miss when you play and what you look up later, communities around game, responsive move sets, where you put your investment in development, learning the move sets, invading and being invaded, having a manager, getting way deeper into the game, the stress levels of the game, adventure mode, the Very Pouty Bard, the stress levels of this game, sunk cost fallacy, the weight of continuing a game, expecting not to get too deep in the game.

Games, people, and influences mentioned or discussed: Dwarf Fortress, Kodie Martin, Super Mario 64, John Romero, Vampire: The Masquerade, Brian Mitsoda, Collin "The Shots" James Tiberius Tsougas, Diablo, EverQuest, PlayStation, David Brevik, Dungeons & Dragons, Troy Mashburn, 343 Industries, Brian Taylor, Alien, Final Fantasy IX, Nier: Automata, OliverUV, Jason Grinblat, Freehold Games, Boatmurdered, Dark Souls, Kruggsmash, Tarn and Zach Adams, Eve Online, Frog Fractions, Brenda Romero, Train (board game), Sea of Thieves, Valheim, Roll20, Johnny "Pockets" Grattan, Minecraft, Legend of Zelda, Jeff Cannata, World of Warcraft, The Dungeon Run, LucasArts, Game Theory Group, Harley Baldwin White-Wiedow, The Walking Dead, Videogame Atlas: Mapping Interactive Worlds, Assassin's Creed, Luke Caspar Pearson, Sandra Youkhana, Keza MacDonald, Jason Killingsworth, YOU DIED, Michael Justice, FROM Software, Namco Bandai, Skyrim, Jeffool, Artimage, X-COM, Pong, Kingdom Hearts, Demons's Souls, Civilization, Magic: The Gathering, Flight of the Conchords, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
New game series! 

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

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