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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
Mar 13, 2019

Welcome to Dev Game Club, where this week we continue discussing Blizzard Entertainment's 1996 classic Diablo. We talk a bit about macro pacing issues and how other systems tie into that, changes in enemies as you go deeper, and some tight spot anecdotes. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Through the Caves

Issues covered: going after the Lord of Terror with the Horadrim, cutscenes tying together two games (end of one to beginning of next), Brett gives a Kingdom Hearts update, the side games of KH, getting Mickey and Donald and Goofy as you play, limited inventory slots, emotional peaks and valleys in the dungeons, tranquility of the town and resetting your emotional baseline, the loop of magical drops and identify, reducing anxiety, music reinforcing the emotional state of the area, limited resources and resource sinks, how inventory stacks and filling it with gold or potions or what-have-you, encumbrance systems and negative reinforcement, balancing the loot loop with resource sinks, monster reskinning and reuse, converting sculpture into 3D models, using 3D models to make 2D images, having a different walk cycle in town, your weapon palette changing when your armor does, transmogrification and aesthetics in WoW, mixing and matching enemy stats, enemy types and managing mana use, recharging staves, immunity and bosses, how to generate a monster, getting cornered and having to manage your potions closely, continuing to play when UI tabs are up, multiplayer requirement, the best implementation winning history, moving to controller use on the PC, playing widely, inspiring designers from games off the beaten path, drawing inspirations from unexpected places, playing our failures, Diablo on Good Old Games, pacing vs action in town visits, approachability and the need for breaks, Diablo II's ongoing community, being a dad with Pokémon, separating character from save, profile character vs save character, next time.

Games, people, and influences mentioned or discussed: Kingdom Hearts: Re: Chain of Memories (et al), Dominion, Magic: the Gathering, Metal Gear Solid (series), Game Boy Advance, Resident Evil, Jill Murray, Kirk Hamilton/Strong Songs, Dungeons & Dragons, Skyrim, Fallout, DOOM, Dark Forces, World of Warcraft, Dark Souls, Dan Smith, an opinion haver, TurboGrafx/PC-Engine, Dungeon Explorer, N64, Operation Winback, Ultima 8, LoZ: Ocarina of Time, Gauntlet, Gears of War, Trespasser, Clint Hocking, Far Cry 2, Richard Lemarchand, Uncharted 2, Dear Esther, LucasArts, Henry David Thoreau, Hearthstone, Andrew Henninger, Jamie Zucek, Pokémon, Warren Linam-Church, Plato.

Next time:
Finish the game!

https://twitch.tv/brettdouville, @timlongojr, and @devgameclub
DevGameClub@gmail.com

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