Welcome to Dev Game Club, where this week we continue our series on Dark Souls. The big story is about how Brett is a monster, but we also dig into setting goals for yourself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Brett 154h, Level 160
Tim 39.5h, Level low 50s
Issues covered: squeezing the Dark Orb, Drunk Souls, having more options as you level, having multiple hammers, the fire centipede, liking feeling really nimble, fighting death skullops, entering the painted world and going back to the Asylum, the curiosity killing the cat, Gwynever and Gwyndolin, Timmy bringing twilight to Anor Londo, murdering a fire keeper, wanting to uncover the mysteries, usability in exposing ethical choices in other games, signposting choices, digging into the Catacombs, Patches the cleric-hater, not knowing if you should go places yet, having things you want to do, using simple systems to recontextualize sections or skills, dealing with curse resistance, farming humanity, black knights and going on a black knight murder spree, avoiding an enemy for hours and hours and turning the tides, setting goals for yourself, #consequences, lack of quest log, designing to require the Internet, egg vermifuge removes parasitic egg from body, the importance of discovery, using humanity where it's dropped, "I may have died 28 times but at least I learned something," the uncanny valley of player performance, gameplay as escape from the limitations of reality, accepting film as reality, sports games emulating tv presentation, usability and difficulty, the value of figuring out how things work, accessibility and difficulty.
Games, people, and influences mentioned or discussed: Artimage, Mass Effect, God of War, The Matrix, The Walking Dead, Ico, Shadow of the Colossus, Mario (series), Peter, mysterydip, Michael Abbott/The Brainy Gamer, Johnny "Pockets," Shakespeare, James Joyce, Microsoft, David Cronenberg, Kirk Hamilton, Aaron Evers, Mark Garcia.
Brett's "rendering bug" is actually a reflection of the sky dome, but it doesn't read that way on his PS3
The Higgins Armory did in fact close in 2014, but the collection lives on in the Worcester Museum of Art
How players behave (h/t mysterydip)
Welcome to Dev Game Club, where this week we continue our series on Dark Souls. We catch you up a little bit on where we are before trying to catch up with the mail bag! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Brett 115hrs, lvl 114
Tim 33hrs, lvl 50
Issues covered: getting and placing the Lordvessel, Frampt and the second bell, Anor Londo and the two bosses, farming rats for humanity, getting invaded and hiding, the mystery of Gwynevere and leaving Anor Londo and also what's with Gwyndolin, meeting Reah (sp?) again and again, being ambushed by paladins, grinding to upgrade, Tim defeats the Ceaseless Discharge, having sorcerors that revivify the skeletons, powering up your spells, the fire keeper's soul, kindling more, fast traveling, a level design joke, twinkling sounds and occasional marks, being invaded and the costs of banishing, parallel play, recordings of other players, asynchronous multiplayer, fellow-feeling, a Metroid moment, making a big soul-infused thing, good RPG math tropes, missable bosses, the actual level cap, what weapons we use, the reward is the knowledge and the items, the origin of that quote I mentioned, pushing scale, using framing really well for landmarks and aesthetics, "butt explosion!"
Games, people, and influences mentioned or discussed: Indiana Jones and the Last Crusade, Ashton Herrmann, Morrowind, Bloodborne, Demons's Souls, Elden Ring, Death Stranding, Animal Crossing, Metroid, Jarkko Sivula, Ben Zaugg, Sam Thomas, The Honorable T.H. Sismyre Alname, VaatiVidya, Triple Click, Kotaku Splitscreen, Shadow of the Colossus, Disney parks, Brandon Fernandez, Kirk Hamilton, Aaron Evers, Mark Garcia.
That Majestic Quote
Maybe Brett finishes?
Welcome to Dev Game Club, where this week we continue our series on Dark Souls. We catch you up a little bit on where we are in the game, leveling weapons, and the mix and match of combat, to name a few topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Brett: Level 80, 77 hrs
Tim: Level 41ish, 27 hrs
Issues covered: defeating the Iron Golem, finding the bonfire, discovering you can dash and jump, watching a giant drop rocks into a hole, killing a hydra, switching back to the leather armor, fighting the nerves, fiero, pushing it too hard, a scripted invasion, one-shotting the gaping dragon, seeing a space and then fighting in it, the game clicking, a game of patience and intent, having a mace for a long time, transient curses, getting all the moves at once in some games, feeling like you push to a place where you farm things, twinkling titanite, lot of cool armor sets, walking with the silent ring, considering some souls already lost, Blighttown's scaffolding, having to push quickly when cursed, planning gear against what an area is like, vertigo feelings, "Hey, I just got a humanity," thinking that humanity drops from killing lots of enemies, lots of little button combos, the discovery of mechanics versus explicit telling, speculating on the benefits of magic weapons, attacking with two hands, the rhythm of switching weapons, omnicompetence, wish fulfillment, market conditions and getting through games, choices that cut you off from experience, usability problems and fairness, player skill and spectacle.
Games, people, and influences mentioned or discussed: "They Might Be Giants," John Huizinga, Shadow of the Colossus, Mario (series), Jedi: Fallen Order, God of War, Morrowind, Dagur Danielsson, Deus Ex (series), Skyrim, Epic Mickey, Warren Spector, Junction Point Studios, Kirk Hamilton, Aaron Evers, Mark Garcia.
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