Info

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.
RSS Feed
Dev Game Club
2024
October
September
August
July
June
May
April
March
February
January


2023
December
November
October
September
August
July
June
May
April
March
February
January


2022
December
November
October
September
August
July
June
May
April
March
February
January


2021
December
November
October
September
August
July
June
May
April
March
February
January


2020
December
November
October
September
August
July
June
May
April
March
February
January


2019
December
November
October
September
August
July
June
May
April
March
February
January


2018
December
November
October
September
August
July
June
May
April
March
February
January


2017
December
November
October
September
August
July
June
May
April
March
February
January


2016
December
November
October
September
August
July
June
May
April
March


Categories

All Episodes
Archives
Categories
Now displaying: January, 2021
Jan 27, 2021

Welcome to Dev Game Club, where this week we look back on the podcast year of 2020 (because we'd like never to think about the year in general ever again). We talk over our takeways, largely drawn from our interviews but also bringing in themes from the games we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Issues covered: Tim's non-trip, COVID/US tragedies, playing a bunch of sims, every day is problems, better people means better problems, getting a lot out of making yourself play games deeply, being in school/structure, listening to the series you're interested in, how we approach our takeaways, games with holistic merging of aesthetics/dynamics/mechanics, "done is not the same as good," "wouldn't it be great if," production as a tax, the cube and the stickers, putting the aesthetics together with the mechanics, the questions Nintendo ask themselves, making the mundane into a fun source of game design and delightful experience, applying the filter of interactive design over anything, simulating the arc of a TV episode, music and audio, how the audio sells the experience, the difference between visual and audio when it's missing, the difficulty in talking about audio, building the AI for a Civ game, focusing on the player experience, the anti-pheromone pathfinding algorithm, filling in the gaps, the stories that come out of simulation games, Brett's ongoing relationship with Bertha, characters who have their own lives vs being the chosen one, identifying with the main character, a SWRC Easter egg, our next game, Infinity Engine.

Games, people, and influences mentioned or discussed: Chrono Trigger, Ocarina of Time, Republic Commando, Nintendo, World of Warcraft, Serial, Phoenix Wright, Civ III, Jeff Morris, Sid Meier, Soren Johnson, Populous, Glenn Corpes, Rubik's Cube/Erno Rubik, Peter Molyneux, Lani Lum, Halo 5, Animal Crossing, Brian Mitsoda, Aaron Brown, Brian Reynolds, Johnny Pockets, Assassin's Creed: Origins, Vampire the Masquerade: Bloodlines, Nintendo Power, Counterstrike, Cody Harlin, David Collins, Starfighter (series), Dungeons & Dragons, Baldur's Gate (series), Larian Studios, BioWare, Pool of Radiance, Planescape: Torment, Icewind Dale, Spelljammer, Hitman (2016 series), Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
Baldur's Gate: Through Ch 1

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

Jan 20, 2021

Welcome to Dev Game Club, where this week we air our December interview with Vampire the Masquerade Bloodlines writer/designer Brian Mitsoda. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Podcast breakdown:
0:48 Interview
1:11:02 Break
1:11:34 Outro

Issues covered: wanting to start in screenwriting, playing a game that gets its hooks in you, overdressing for the interview, the low bar to QA entry, starting out testing RPGs, "don't crunch, kids," a game cancellation, the OC style, branching dialog, being given a lot of leeway, including mature language, generalizing across level design vs writing vs narrative design, two designers, bringing hubs to life with supporting characters, working to get the Ocean House scary, funneling the player subtly, the importance of audio to horror, sticking to your guns about keeping combat out, a necessary density, representing Santa Monica, thinking about who lives in a location, satisfying player expectations and wish fulfillment, filling in gaps and fixing things yourself, domain protection, not needing permission, balancing input and ownership, keeping the game in your head, a lived-in quality, how to branch effectively, focusing on player intent, the difference between writing and narrative design, 24 ways to say "ow," helping to design and build tools, guiding the experience, maintaining cohesion, how writing is delivered, prepping to work with a license, managing experienced players' expectations, bringing in players as a new vampire, avoiding a Chosen One story, thinking of clans as a mod, feeling important and unplanned delights, reskinning the game for Malkavians, thinking of characters as having lives that are interrupted by the player (not waiting for the player), overlap with theater.

Games, people, and influences mentioned or discussed: Icewind Dale, Messiah, Interplay, Troika Entertainment, Obsidian Entertainment, Alpha Protocol, Torment: Tides of Numenera, Double Bear Entertainment, Dead State, Panic at Multiverse High, Bloodlines 2, Fallout, Black Isle Entertainment, Invictus, TORN, Planescape: Torment, Tim Cain, Leonard Boyarsky, The Writer Will Do Something, Matthew Burns, Tom Bissell, Universal Studios, TJ Perillo, Chad Moore, Jason Anderson, Ubisoft, Dungeons & Dragons, Halo, Half-Life 2, LucasArts, Legend of Zelda: Ocarina of Time, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
Annual Takeaway Show!

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

Jan 13, 2021

Welcome to Dev Game Club, where this week we explore Ocarina of Time a bit more through an interview with industry Executive Producer Lani Lum. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Podcast breakdown:
0:48 Interview
1:07:25 Break
1:07:54 Feedback

Issues covered: nerd markings, "why are you studying anthropology?", drawing the short straw, transferring into production, unsung heroes, "this is a game about a girl?", video games being marketed towards boys, still waiting on a female protagonist, making programming a male job, art becoming specific with graphical power, a female arm for CounterStrike, opening doors, a less linear feeling game, the comfort of early childhood encounters, a game you can trust, room for so much debate, rolling onto Hyrule Field and the model, revelatory moments, struggling with camera control, overcoming the feeling of size, introducing the game to a new generation, listening to the music in your life, the difficulty of looking back, "I don't think I'll ever play a more perfect game," the sense of discovery, context-sensitive controls (and a modern version), "games will never be the same after this," two kinds of people: those who care about the timeline and normal people, the possibility Link turns into a skeleton, Brett the Heartless, Tim the teary-eyed, using the Triforce to hop the line, innocence and lack of cynicism, asking yourself the right questions, being honest with what we're doing, using influence rather than control, mapping the pieces of the triforce to game development, the perspective of the Triforce in different games, Tim swayed by passion, the complexity and expectations of Flight Simulator, Flight Simulator in VR, shipping while working from home during a pandemic with a nine hour time difference, the importance of representation and the mishandling, family focus, transferring into your adult self as wish fulfillment, the timing of recording and recent events, the cautionary tale of becoming an adult, motion capture and Ocarina, inverse kinematics in games, skipping the game play, we've gotten away from feeling we have to force people to play a particular way, if the game is claiming to be good at a thing it should be compelling enough that people want to play it, free-to-play and intrinsic interest, the value proposition, games in school.

Games, people, and influences mentioned or discussed: Turok, Threewave Software, Aion, NCSoft, Microsoft, 343 Studios, Halo (series), Xbox Game Studios, Microsoft Flight Simulator, Counterstrike, Republic Commando, NES, The Karate Kid, Indiana Jones, Gamecube, Harry Potter, Breath of the Wild, N64, Minecraft, Koji Kondo, Roblox, Super Mario Odyssey, Mario Kart Double Dash, Kingdom Hearts, Shigeru Miyamoto, Starfighter (series), TIE Fighter, Super Metroid, Wii, Nintendo Switch, Dungeons and Dragons, mysterydip, Drew, Freaky Friday, big, 18 Again, Jennifer Garner, Elizabeth McGovern, Elizabeth Perkins, Moon, Duncan Jones, Kevin Spacey, Michael Justice, Tomb Raider, Majora's Mask, Shadow of the Colossus, League of Legends, Sam, Math Munchers, Oregon Trail, Where in the World is Carmen Sandiego?, Lemonade Stand, Robot Wars, Manhole, Ken and Roberta Williams, Wizard and the Princess, Mystery House, Rogue, Sierra, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
Another Interview!

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

Jan 6, 2021

Welcome to Dev Game Club, where this week we conclude our series on The Legend of Zelda: Ocarina of Time. We talk takeaways and then catch up on our feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Podcast breakdown:
0:50 Takeaways
48:18 Break
48:45 Feedback

Issues covered: the Master Quest version of the game, the 3DS version, transitioning to 3D, coming up with mechanics to answer new questions, the evolution of block puzzles, the wow I'm a genius moment, object-oriented quest design/chunky progress, list-based vs tangibility in quests, gating in different designs, "true adventure" and sense of space, tricking the player into how big a space is, a richer space and a sense of adventure, overlaying side quests everywhere, the keys that aren't keys, the ocarina key-ring, tying the colors of ocarina songs, the music, looking at the manual, Brett's Book Recommendation, jumping the Lon-Lon Ranch fence, critical path objects that don't appear on the critical path, challenges you set for yourself, missable/skippable things, it's our podcast and we can do what we want to, giving the player options, allowing player expression, Tim talks streaming, rumors of secrets,

Games, people, and influences mentioned or discussed: Mark Garcia, Tomb Raider, Breath of the Wild, Skyrim, Oblivion, Morrowind, Jeff Browne, Shigeru Miyamoto, Eternal Darkness, Brad Furminger, Mario (series), Koji Kondo, Kirk Hamilton, Strong Songs Podcast, Earthbound, Bone Houses, Emily Lloyd-Jones, Roel, Guy Morgan/notmyviews, Darksiders, Vigil Games, Gunfire Games, Starfighter (series), Tim, Full Throttle 2, Hitman (series), Game Maker's Toolkit, Voltron, ElfQuest, Atari 2600, Mortal Kombat, Streetfighter II, Ed Boon, Adventure (Atari 2600), Warren Robinett, Aaron Evers.

Next time:
An interview!

Links:
How Zelda's Puzzle Box Dungeons Work


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

1