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
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: Page 1
Mar 18, 2021

Welcome to Dev Game Club, where this week we conclude our series on Baldur's Gate. We talk takeaways and then clean up a very full mailbag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Issues covered: the long-term quest of the franchise, Baals everywhere, converting from D&D, not every rule translating well, limiting the story to a generic "Gorion's Ward," having different expectations for their other games, a full campaign, feeling like a bad adventurer, mechanical map support, fog of war, stories about the side content, the story picking up from the flooding of a mine, tactical hybrid combat, the wide variety of character choice, companion quests, addition of voice, closing off branches, RPG elements, holistic design and RPGs, the use of archetypes, the spectrum of being a role-playing game, companion pairs, richness for companions, leaning into the save system, the puzzle nature of the combats, the ideal in level design vs core mechanics, the influence of level design on mechanics, comfort with tools, making the mistake of stopping a story having an impact on me, greater maturity expected of players, missing out on an opportunity for executing a plan, having a wider field of options for play, not worrying about what happens to your game after you've left it,

Games, people, and influences mentioned or discussed: Diablo, Dungeons & Dragons, SSI, Dragon Age, Mass Effect, Jade Empire, Baldur's Gate: Dark Alliance, Neverwinter Nights, Black Isle, The Witcher 3, Fallout, Temple of Elemental Evil, Larian Studios, Icewind Dale, Planescape: Torment, Beamdog, Dragon Lance, The Belgariad, David Eddings, Divinity: Original Sin, Dan Hunter, Descent 3, Dark Souls, UbiSoft, Assassin's Creed, Arkham (series), Bette Davis, Dragon's Dogma, Final Fantasy, Warren Linam-Church, Greg, Logan, Borderlands, Uncharted, Jedi Starfighter, GTA 3, Keith "mysterydip" Wagner, Firewatch, BioShock, The Walking Dead, Artimage, Wizards of the Coast, Ashton Herrmann, Republic Commando, Trent Oster, Soul Reaver, Populous: The Beginning, Hitman 3, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
TBD

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

0 Comments
Adding comments is not available at this time.