Welcome to Dev Game Club, where this week we continue our series on 1999's Sega cult classic Shenmue. We talk about waiting for time to pass, delve into similarities with other auteurist life simulation games, and get caught by guards ten times apiece. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Up until we're getting a job
Issues covered: getting on the bus, missing the bus, watching the wheels on the bus go round and round, having that awkward moment trying to figure out how to get on the bus, imagining the design meeting, making concessions to the player with fast travel, a removed economic mechanic in Skyrim, always having to follow the schedules, looking at things on shelves in markets, the many mechanics around the focus, finding and having to put down the elixir of life, selling the father's back story, making things make sense in the fiction, picking up and buying stuff in the store, feeding the kitten, the cat disappears and can be found, Brett's issue with Nozomi, running up against the boundaries of the sim and caring, having a sense of things, it becoming Christmastime and the town, meeting Santa, why can't I thank Nozomi, mysticism maybe slipping in, bringing in wire movement from kung fu cinema, having a cool moment in the dojo, pocketing a family heirloom, an infinite inventory, using the flashlight again, how to get the scene with the father's memory over breakfast, missing things, systems vs spaghetti scripts, what David Cage owes to Yu Suzuki, building scenes vs world building, in theater: why is this the day or period of this character's life, choosing the most important day in Hamlet's life, padding a game and not fully motivating it, providing contrast, the map of the old warehouse district updating, filling in the homeless man's map, adding in the guard patrol paths, the forklift meme, trying to get into a warehouse and thinking you need a forklift, Quick Time(r) Events, a brief digression on laserdisc games, having a soccer ball kicked at you, lots of mini-moments, mapping QTEs to natural motions, using direction vs button presses, having the right player logic.
Games, people, and influences mentioned or discussed: Seaman, Phantasy Star Online, Sega Pro Bass Fishing, World of Warcraft, Yu Suzuki, Skyrim, Big Trouble in Little China, Rockstar, David Cage, Heavy Rain, Omikron: The Nomad Soul, Anachronox, Fahrenheit/The Indigo Prophecy, William Shakespeare, Hamlet, LA Noire, Chekhov, Dragon's Lair, Space Ace, Cliffhanger, Badlands, Don Bluth, Game Boy Advance, God of War (2005), Tomb Raider (2013), Metal Gear Solid 4, God of War (2018), Persona 5.
End of year bonus!
https://twitch.tv/brettdouville, @timlongojr, and @devgameclub