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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
Apr 19, 2017

Welcome to Dev Game Club, which this week begins a new series exploring 1999 Infinity Engine classic Planescape: Torment. We situate it in time both against other games and the D&D license but also especially as the pinnacle of Interplay's Infinity Engine games, and then dive into the first section of play. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Through the Mortuary

Podcast breakdown:
0:41   Segment 1: History and discussion of play
53:20 Break
53:54 Feedback

Issues covered: situating game in time, D&D licensing, rendered 3D backgrounds, 2nd Edition D&D rules, licensed settings, boiling down ADnD, D&D rules implementation as selling point, the Planescape license as a setting with various realms all tied together, veering away from Tolkien, what computers are good at and what DMs are good at, storytelling settings yesterday and today, looking for variety as a creator, hybrid combat system, preferring full real-time or full turn-based, huge map sizes, non-gridded play area, being confused by the opening cutscene, waking up from the dead with Morte, sense you've been in this situation before, avoiding the problem of the Chosen One, flexible stories, simple character creation, attribute choices, establishing the character as important but not knowing why, slowly introducing the setting, dialog options, making amnesia work (and being in concert with the setting), great story hook, setting up your first quest, the missing journal, bouncing off the game, Brett looks for a good metaphor (and fails), tons of descriptive text, subverting player expectations, making Morte humorous, not liking Morte, less use of voice, Brooklyn cabbie, Minsc, subverting character expectations, fluid alignment system, getting your experience from dialog options, having to look at everything, finding a key vs Tim taking a portal, analyzing games.

Games, people, and influences mentioned or discussed: Black Isle, Infinity Engine, System Shock 2, Soul Reaver, Unreal Tournament, Quake III Arena, Longest Journey, C&C Tiberian Sun, Homeworld, BioWare, Baldur's Gate, Gold Box Games, SSI, Dungeons and Dragons, Final Fantasy (series), Day of the Tentacle, Icewind Dale, Forgotten Realms, Greyhawk, TSR, Wizards of the Coast, Hasbro, JRR Tolkien, Monster Hearts, Friends at the Table, Chris Avellone, Archie Comics, Shadowrun, The Chronicles of Amber, Roger Zelazny, Saga system, Diablo, Legend of Zelda: Link to the Past, Kenneth Lee, Ultima, Memento, Link's Awakening, Reed Knight, Fallout 1/2, Obsidian, The Witcher, mathboxers, Mr. Eric Anderson, Kotaku, Matva_88, Call of Duty, This War of Mine, Darksiders, David from Houston, Mike D/TBC Generation 0, Fallout New Vegas, Tales of Zestaria, Beamdog, Jeffool, Breath of the Wild, Link Between Worlds.

Next time:
Through the Undercity

Links:
"That One Time It's Different" blog post 

@brett_douville, @timlongojr, and @devgameclub
DevGameClub@gmail.com

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