Welcome to Dev Game Club, where this week we continue our discussion about Grand Theft Auto III. We talk a bit about mission structure, failure states, learning through failure, and a host of other things. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
About a dozen missions into Staunton
Podcast breakdown:
0:47 GTA III discussion
55:12 Break
55:45 Feedback
Issues covered: homophones, the intermediate position between cartridges and hard drive, saving when you're "done for the night," tension between mission design and world design, building up your arsenal, adding to your mission setup loop, memory cards and the hardship of working with them, choosing your save spots in an open world game, Vita Chambers vs save spots, the weakness of the PC port, "quality of life stuff," the assassination of Salvatore, learning through failure, escalation missions, individual mission stories, sniping on the PC, aim assist for consoles and stealing from a common place, learning the map, playing the radar game, eyes being drawn low for the radar but being unable to follow landmarks as a result, the cool moment of knowing a place, usability to support the story missions, putting yourself back in 2001, wishing you could program for the PS2 again, being frustrated by timers, using the systems and tools you have rather than building new stuff for every mission, getting janky because of having few tools, bending tools to your will, capture the flag mission from humble beginnings, Rube Goldberg machines, how far can you bend a system before it's no longer in line with what your game's about, timers don't support the chaos engine that the game is, punishment for being poor with the controls, finding your lanes and staying in them, maybe missions aren't really the point, the player type that pushes the boundaries, using achievements or trophies to push you in directions you might otherwise miss, the cars being much better on Staunton, being put off by the driving model, world systems fighting your driving, fingers deep in Cheetos, no one in the game fighting for anything, finding a character you can hold on to, the value of Aristotelian structure, putting different points of view around an issue, needing stakes and counterpoints, punk rock requires an opposing authority, punching down, wanting more meaning from your choices, examining what games should be trying to do, our super-fan, host-appropriate T-shirts.
Games, people, and influences mentioned or discussed: Banjo-Kazooie, Rare Replay, Nintendo, PS2, Tomb Raider, Bioshock, Hitman (2016), The Terminator, Halo, Starfighter, PS3, Thief, Unreal, Republic Commando, Jedi Starfighter, John Drake, The Incredible Machine, Casey's Contraptions, Rube Goldberg, Red Dead Redemption 2, Dark Souls (series), Ninja Gaiden (series), GTA V Online, Crazy Taxi, Batman: Arkham (series), The Witcher 3, Mazirian the mag, Mikkel Lodahl, GTA San Andreas, Bojack Horseman, Waypoint, Austin Walker, Patrick Klepek, Danielle Riendeau, Rob Zacny, Natalie Watson, Baldur's Gate, Jurassic Park: Trespasser, Microsoft, XBOX, Bill Gates, Dreamworks Interactive, Far Cry 2, Clint Hocking, Aaron Evers, Dungeons and Dragons, Tomb of Horrors, Star Wars.
Links:
Seamus Blackley and Trespasser
Sorry, I could not find Clint Hocking's Trespasser talk... :(
Next time:
Finish the game!
https://twitch.tv/brettdouville, @timlongojr, and @devgameclub
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