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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 31, 2021

Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk a bit about combat and especially the way the baths area expands the level design, despite a few visual language missteps. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Up through the Soldier's Mess Hall

Issues covered: the physics of ponytails, trying to make the palace feel like a real place, deathtraps, major locations, a thin narrative, establishing a relationship between the Prince and Farah, who he's telling the story to, a charming rogue, differences with other similar heroes, the upcoming elevator scene, a companion character that is genuinely helpful, the scripting of Farah to be helpful, Farah as an element of the combat space, having different voice lines for small changes in order, the availability of further linearization, making your small choices make an experiential impact, not being forced to learn by trial and error, not refreshing mechanics for players, the cadence of mechanics to reinforce learning, level design and design jokes, the bath house room, going between two spaces, recontextualizing a space, environmental storytelling misleading the player, symmetry getting in the way, macro goals getting in the way of the level design, the possibility that these were solutions that needed further refinement, being able to rewatch the vision as a band-aid, loving the ability to climb up through swinging and jumping, having the heavy sword as a key, not cuing that the sword is going to go through the wall well, the rewind time mechanic, using the sands as a resource, the cooldown mechanic, an additional health bar for combat and not caring about your health as much, painless experimentation without reloading, learning combat by rewinding to the moment of pain, crowd combat and finding gaps to escape through, finding ways to make traversal less punishing in more modern games, not needing the sands to be a resource, needing to refill the bubbles by killing enemies, the grittier sequels, our lack of cussing, narrative reactivity, our streaming lives.

Games, people, and influences mentioned or discussed: Mark Garcia, Tomb Raider (series), Chris Hecker, The Three Stooges, Mass Effect, Half-Life, Uncharted, Tangled, Firefly, Nathan Fillion, Aladdin, Republic Commando, Captain America, Mark of Kri, Rise of the Kasai, God of War (2018), Resident Evil 4, Ico, Dark Souls, Devil May Cry, Legend of Zelda: Breath of the Wild, JS Bach, the Crab Canon, Assassin's Creed, Super Meat Boy, Arkham (series), Jonathan Blow, Braid, Remi Lacoste, Frost Raven, John Romero, mysterydip, Finding Dory, Maximum Super Dip Land, Bastion, Supergiant, Logan Cunningham, The Crow, Arcanum: Of Steamworks and Magick Obscura, Baldur's Gate, Vampire: The Masquerade, Troika Entertainment, Icewind Dale, Hitman 3, Knives Out, Sherlock Holmes, Clue, Kirk Hamilton, Aaron Evers.

Errata:
The word for a story that is the story of its own making is poioumenon. We regret the error.

Links:
Tomb Raider: Cameras and Emotion

Next time:
A Bonus!

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

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