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    Games & Hobbies

    Dev Game Club

    Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today. Play along!

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    Latest Episodes:
    DGC Ep 298: The Elder Scrolls III: Morrowind (part five) Mar 02, 2022
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Morrowind. We talk a little bit about the systems and friction, our individual stories, and Brett solves his Magicka problem. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Just more hours of Morrowind

    Issues covered: not sharing the same experience, we compare hours played, a Chocobo Paradise situation, finding where the UI tells you what factions want from your skills, joining the Imperial Legion, working on my long blades, paying off your murders, the weird reveal of the fog of war, very specific usability in terms of having to talk to people, the strangeness of the setting, the friction of the navigation of literal space and its basis in tabletop, wanting to get more usable and sacrifices are made, pure open world design, Eurojank with systems and friction, physical movement in the 3D space, discovering a community of vampires, being guided to points of interest, using markers on the map, training limits, how level design has evolved for dungeons in open worlds, the things that have started to work, finding the Ghost Wall, spending two hours on one assassination, seeing layered architecture in a place, managing the inventory with single icons for groups of potions, having your own diseases, an above-ground Underdark, conjuring a ghost to absorb its magic attack, being so systemic that weird actions result, equations that scale up, emergence of systems, the acrobatics of 1000, Valestra the Thinker, loving the support of all the different play styles, Tim atoning for his sins, a Mage's Guild where you have to teleport to get in, the creative goals of the game guiding how much art you reuse, marketing needs, being responsible with making your art,

    Games, people, and influences mentioned or discussed: Legend of Zelda (series), Final Fantasy IX (obliquely), Tolkien/LotR, Dungeons & Dragons, World of Warcraft, Mount and Blade, Fallout 3, Ultima Underworld, Assassin's Creed (series), Hitman (series), Pulp Fiction, Halo, National Lampoon's European Vacation, mysterydip, Zeriquinn, Dan Hunter, The Witcher (series), Eye of the Beholder, Logan, Mario (series), BioWare, Call of Duty, Bungie, Horizon (series), Tom Cruise, Robert Mitchum, Resident Evil 7, David Collins, Uncharted/The Last of Us, Resident Evil Village, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: When does it end?

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


    DGC Ep 297: The Elder Scrolls III: Morrowind (part four) Feb 23, 2022
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Morrowind. We spend some time catching each other up on our successes and failures, talk about it as a preparation game, and the interconnectedness of the lore. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: More hours of Morrowind

    Issues covered: Brett finds Tim's yurt, "Dare I continue," being out at the boundaries of the systems, a preparation game and not a find the things you need on the way, finding things to be too difficult, the mercenary who couldn't follow me, asking the game to cheat, Tim having Divine Interventions from early in the game, paying to teleport, Morag Tong sharing quests around, needles in haystacks, carrying armor back to sell, Dark Elven Barbarian Ashlanders, reuniting the clans, defeating the Dwemer, the feeling of richness of the world, creating mysteries and webbing them together, quests as direction rather than reward, white folks writing Africa/colonialism, hearing repeated references to slavery, Tim revisits Elder Scrolls lore, navigating the web of connections, diving into Daedric lore, playing Skyrim looking for how it will fit in memory, diving into memory and virtual memory, Z-keying a head all the way to Tenpenny Towers, the memory systems of consoles, Tim learns about crime and the uses of the writs, sleeping in the wrong bed, avoiding theft, accommodating the assassin's playstyle, being taught how to play the game, finding a bug in Halo and being unable to finish the fight, weird mission select structures, the opacity in the structure of Morrowind, individual playthroughs and how it makes you think about the game, having the low friction and higher friction layers of play, a frictionless model with weirder content, checking out the whole Halo series.

    Games, people, and influences mentioned or discussed: Dragon Magazine, Ray Winninger, Fallout 3, Double Negative, Bioware, PlayStation, Sony, XBox, Half-Life, Guy Carver, Dreamcast, Dungeons & Dragons, mysterydip, The2ndQuest, Halo (series), GoldenEye, Agent Under Fire, Final Fantasy VI, Animal Crossing, Dragon Quest Builders, Ashton Herrmann, Breath of the Wild, Ubisoft, The Witcher 3, LoZ: Ocarina of Time, Skyward Sword, Psychonauts 2, Watch Dogs (series), Far Cry (series), Assassin's Creed (series), Shoe, Bungie, 343 Industries, DOOM (2016), Resident Evil Village, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Still More-owind

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


    DGC Ep 296: The Elder Scrolls III: Morrowind (part three) Feb 16, 2022
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on 2002's Morrowind. We talk about our own weird experiences some more, since we are essentially playing different games, and how we are feeling the intersection of different quest lines. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Another handful of hours

    Issues covered: down and out in Vivec City, getting around in an oddly constructed city, weather effects, lava in dwarven ruins and by the side of the road, whether there are arenas in every game, feeling like you found something secret, the way the writing tricks you about being special, assassination writs, getting map markers vs directions, chaining silt strider vs boats to locations, the most Bethesda hour and a half, finding a way out of Suran, walking your dad all the way through the world in Fallout 3, QAing while you play, bursting at the seams, you never forget your first assassination, a little short for a stormtrooper, Tim enters cheese mode, using the door trick, paying your way through quests, having to kill a whole family, the various reactions to assassination, returning to the dwarven ruin, is this my life now?, high sense of discovery, choosing what you want to spend your time on, modern games and the externalized question mark vs Morrowind and the internalized question mark, activating quests, decoupling race in D&D, buying your way into NPC's hearts, a mushy game, paying your crimes off or sitting in jail, being mechanically mushy to compensate for lack of DM, everything having a purpose, being approached by the Dunmer hare krishna, "have you heard the good word about Dagoth Ur?," dreaming and prophecy, simple quests with rich text, overlapping every location with multiple quest lines, keyword unlocking, "always be sneaking," "we don't care if they finish the story," having your own story, some feedback about technical terms.

    Games, people, and influences mentioned or discussed: Knights of the Old Republic, Assassin's Creed (series), The Walking Dead, Choose Your Own Adventure (series), Trevanian, Breath of the Wild, Indiana Jones and the Temple of Doom, Fallout 3, Star Wars (obliquely), Hitman (obliquely), Darren Johnson, TIE Fighter, Miller's Crossing, Resident Evil (series), Witcher III, Fallout (isometric series), Dungeons & Dragons, Le samourai, Dragon Quest Builders, Richard Lemarchand, Crystal Dynamics, Amy Henning, Soul Reaver, Naughty Dog, _cpjk, Resident Evil Village, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Even More-owind

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


    DGC Ep 295: Morrowind (part two) Feb 09, 2022
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on The Elder Scrolls III: Morrowind. We talk a little bit about how leveling appears to work, finding quests and using the journal, and just heading off on your own. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: More hours

    Issues covered: two roads diverging in a wood, the various Tongs, having some fantasy etymology and naming conventions, the emergence of groups and politics, a huge leap forward from prior Bethesda games, clear analogies to Forgotten Realms, the Dark Brotherhood quest lines, murder triggering a quest line, quests being tied to guilds, worrying about the flexibility of the game to support player choices, grinding reputation in an MMO as opt-in, the QA/dev speedrun challenge, game exploits vs bug exploits, fictional identity to align quests vs clear differences between main and side quests, getting lost on the "roads," modularity and reuse, going deep and losing focus, committing to a character concept, the "good" assassins, etymology of cantor vs canton, the hugeness of Vivec City, tracking a serial killer, trying to track down the Morag Tong under the Arena, the trade-offs between single-character and party RPGs, raising your open skill, "I want to kill people but I want to be good!," opposing the old guilds and the new in the underbelly, cities are their own thing, surprise moment to introduce a spell, opening up all the variables as fodder for quests, adding layers of backstory pieces as you go, going deep into every bit of content, your major skills and how they contribute to leveling, born under a bad sign, the ability to break the game, loving the game because of its flexibility, the user experience problem, not reading the effing manual, having the strategy guide, success breeding stagnation and not pursuing the bugs, isolation and bringing in new talent and the same people making the games, building up technical debt and the costs of servicing technical debt, making different triage decisions and the balance of your focus, sailing the Ship of Theseus, managing scope and risk, 404'ed credits, changing the feel with dual wielding vs the grenade, player overwhelm with choices.

    Games, people, and influences mentioned or discussed: Emil Pagliarulo, Witcher III, Fallout 3, Factor 5, Rogue Squadron, Reed Knight, Xbox, Dragon Age 2, Baldur's Gate, Ultima, Dungeons & Dragons, Just Once/James Ingram (obliquely), Breath of the Wild, Less Than Zero, mysterydip, NetImmerse/Gamebryo, Billy Idol, Grand Theft Auto (series), Uncharted (series), Ben "from Iowa" Zaugg, Halo (series), 343 Industries, Jaime Griesemer, UbiSoft, Resident Evil Village, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More-owind

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


    DGC Ep 294: Halo Bonus Interview with Jaime Griesemer Jan 26, 2022
    Show notes

    Welcome to Dev Game Club, where this week we add a bonus to our series on Halo with a chat with designer Jaime Griesemer, whose sniper rifle talk we referenced in the series. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 1:01 Interview 1:13:02 Break 1:13:37 Outro

    Issues covered: looking up Halo lore for the intro, going to school to be a physicist, blackmailing someone for a studio tour, quickly leaving QA by making multiplayer maps, teams stacked with talent, refusing to return the keys, building the level before the play, enjoying the economy-free RTS, "sci-fi Myth," the early version being mostly vehicle- and exterior-based, finding the fun with multiplayer first, having long single rounds, Microsoft seeing something in Halo, how the demo worked, rehearsing to capture one long take, having no sound engine and covering it with music, desperation is the mother of intervention, a hair's breadth from disaster, FedEx-ing the disc, "tell us the formula," being bound to legacy, reverting to the roots, the philosophy background helping influence his design, incepting to understand design process, working with lousy controllers, reconfiguring other games, using the Usability Lab, the interrogation room/psych experiment lab, cameras pointed, being unable to ask whether controls are inverted, testing allowing natural configuration of buttons (and failing), how default became the default, an intro level that holds up, threading the needle between boredom and forgetting, people who forgot to look, people who can't use both sticks, the connection between the tutorial and the Usability Lab, a boring part making the exciting part more exciting, contextualizing the 30 seconds of fun, recontextualizing, why Halo has two weapons, limited memory, constraints inspiring creativity, having to make the right decision, the power of violating conventions, removing what's between you and the fun part, "random access controls," making all the decisions available "right now," thinking and having actions happen immediately, enabling the golden tripod, adding more buttons or sticks doesn't help, the co-evolution of games and controllers, the limitations of arcade controls, the Griesemer Click, the iterative process of tuning, synaesthesia, coming back to re-tune from scratch after a week, craft yourself into a good experiencer, "if I was good at the games, the games wouldn't be good," appreciate things while they're happening... and then seek something new, seeing whether games can do something new in nonfiction, regretting your quotes, reflecting back on a panel, enjoying the specifics, a restrained amount of progression, not having an RPG character in Master Chief.

    Games, people, and influences mentioned or discussed: Myth, Tyson Green, Jason Jones, Destiny, Sucker Punch, Infamous: Second Son, Highwire, Marty O'Donnell, Golem, Evan Wells, Dustin Browder, Blizzard, Starcraft, Matt Tateishi, Randy Smith, Paul Bertone, Chris Barret, Alex Seropian, Oni, Warcraft, Company of Heroes (series), MacWorld, Microsoft, ARMA (series), Steve Jobs, Julian Gollop, X-COM, Marathon, TimeSplitters, GoldenEye, PlayStation, Ratchet & Clank, Uncharted, Jim McQuillan, Tetris, Call of Duty (series), Shigeru Miyamoto, DOOM (1993), Half-Life, Nintendo, Six Days in Fallujah, Thief, Hal Barwood, Halo: Infinite, AC: Odyssey, Troy Mashburn, Resident Evil VII/Village, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More Morrowind!

    Links: Halo MacWorld Demo (1999)

    https://www.youtube.com/watch?v=8YJ53skc-k4

    On All Levels (2003 GDC Talk, audio only)

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


    DGC Ep 293: The Elder Scrolls III: Morrowind (part one) Jan 19, 2022
    Show notes

    Welcome to Dev Game Club, where this week we begin a new series on The Elder Scrolls III: Morrowind, Bethesda Game Studios RPG classic from 2002. We situate it in time and then dive right in, having been released from imprisonment and sent on a specific mission. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: A few hours of play

    Issues covered: 2002 in games, Todd Howard's first mainline game as director, a little about Bethesda, Tim's history with the series, early games feeling open world, finding the titles generic, Brett confesses, not playing just the main quest, directing the player via POIs, self-motivated quests, interview homework, the prophecies, something is going on in Vvardenfell, name/job, situating you in the world with character creation, the census bureau, the clever setups, tutorial and usability, the death of Ultima as a franchise, Brett the battlemage, being able to pick up anything, we try to find the names of the elven races, all the skills and accidentally thieving, sleeping in the wrong bed, having laws enforced, not being able to barter because of contraband, thoughtful world-building, imagining a bigger world from small interactions, playing the good assassin, being opposed to the outlanders, coming up with concepts from the real world, coding the Khajiit as shifty Arabs, homebrew and archetypal sources, steering away from making particular races evil, slavery in RPGs, walking to Balmora, doing some quests, different architecture, Tim's sidequest to woo a Dunmer, directions to get to a quest, what is the arc of the game?, feeling like you have chapters even when a game doesn't have progression or leveling up, the small decisions you make all the time in game design, the crosshairs in Halo.

    Games, people, and influences mentioned or discussed: Jonah Lobe, Jean Simonet, Andrew Kirmse, Republic Commando, Oblivion, Hitman 2: Silent Assassin, Kingdom Hearts, Eternal Darkness, Ratchet & Clank, Xbox, Metroid Prime, Splinter Cell, Medal of Honor: Allied Assault, Sly Cooper, Legend of Zelda: Wind Waker, Jedi Starfighter, Battlefield 1942, Age of Mythology, Jedi Knight II, Warcraft III: Reign of Chaos, Neverwinter Nights, Bioware, Jade Empire, Knights of the Old Republic, Todd Howard, Redguard, Tomb Raider, Indiana Jones, NHL series, Terminator, Fallout (series), Starfield, The Witcher III, Reed Knight, Ultima Underworld, Arena, Daggerfall, Patrick Stewart, Firaxis, MechAssault, DoubleNegative (youtuber), Liam Neeson, Fallout: New Vegas, Underworld Ascendant, Paul Neurath, Baldur's Gate, Tyranny, Planescape: Torment, Pillars of Eternity, Dungeons & Dragons, Star Wars, WoW Classic, Infinity Engine, Sea of Thieves, Ifthatisyo U'rerealname, Halo, RE VII, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More hours?

    Links: You're Finally Awake

    Errata: The game we referred to as the spiritual successor to Ultima Underworld was Underworld Ascendant and not Ascension (which was the subtitle to Ultima IX). We regret the error.

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


    DGC Ep 292: Goodbye 2021 Jan 12, 2022
    Show notes

    Welcome to Dev Game Club, where this week we reflect on the year that was, looking back at the interviews and lessons we took away. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Issues covered: work and long hours, how we generate our lists, more keys that aren't keys, the tangibility of character sheets, the impact of D&D campaigns, your love and fun translating into what you make, labors of love, feeling games that no one felt a spark making, feeling like your hard work paid off, cancelling projects, ideas coming up again later, maintaining the fragile connection between player and character, a perspective on the effort that it takes to deliver a great experience, trailblazing a new feature, thinking about a camera, camera design is like puzzle solving, good camera work being invisible, Uematsu loves prog rock, accessibility, "the team makes the game," sharing credit, bringing in all your players, collaboration, finishing games you hadn't before, being a finisher vs not, Master Chief as the iconic space marine, feeling like Master Chief is black, being more about the lore than the story, CW Suicide (skip 54:20 - :30), getting hooked on Halo, a game series following you through major events, the LucasArts Halo tournament, connecting with your kids through games.

    Games, people, and influences mentioned or discussed: Baldur's Gate, Ratchet & Clank, Brian Allgeier, James Ohlen, Michael Backus, Dungeons & Dragons, Joel Gifford, Control, Girl with a Stick, Ted Price, LucasArts, Tim Schafer, Grim Fandango, Double Fine Productions, Psychonauts, Headlander, Lee Perry, Lee Petty, Epic Games, Jon Knoles, Bounty Hunter, Blackout Club, Question Games, Bethesda Game Studios, Remi Lacoste, Prince of Persia, Assassin's Creed, Ubisoft Montreal, Donald Duck Gone Quackers, Crash Bandicoot, Nintendo, Sebastian Deken, Final Fantasy (series), Nobuo Uematsu, Halo, Sony, Microsoft, Patrice Desilets, Resident Evil 4, Ocarina of Time, Prey, Arkham Asylum, Arcanum: Of Steamworks and Magick Obscura, Jarrko Sivula, 343 Industries, Star Wars, Book of Boba Fett, The Mandalorian, Ashton Herrmann, Bungie, Half-Life, The Fellowship of the Ring, Crystal Dynamics, KB, Lia, Minecraft, Sasha/Truffles Moccachino, RE 7, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Either an interview *or* our next game!

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


    DGC Ep 291: Halo Takeaways / Halo Infinite Bonus Episode Jan 05, 2022
    Show notes

    Welcome to Dev Game Club, where this week we really wrap our series on Halo by providing our takeaways, and then dive in and out of feedback to talk Halo Infinite. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: A few hours of Halo Infinite

    Issues covered: being stuck with the helmet silhouette, 30 seconds of fun, the feel of the controls, elevating lesser elements, world-building and an iconic character, compelling people through mystery, the feeling of the epic, bringing the world to life through physics, verticality and memorability, knowing where you are in the outdoors, mixing up enemies for AI variability, directing the player, possible physics changes, things that the graphics changed, playing with your son, sampling some types of missions, the tank simulation, resetting the story of the series, picking Master Chief out of the debris, having a grappling hook, returning to the spirit of the first game, revealing the ring, really committing to the grappling hook, showing all the things you do with the grappling hook in the opening cinematic, extending the golden triangle, explicit damage types, ammo crates, having more headshotting, audio, story missions, switching from in-person to remote, having sneakernet be part of the normal production process, designing process and culture for your working environment, video game adjacent spaces, machinima, recording matches, shipping the complete package, having so many products and just one team, franchise history, all the things that a TES game is expected to have, Tim getting scared.

    Games, people, and influences mentioned or discussed: George Lucas, Ratchet and Clank, Ringworld, Larry Niven, Discworld, Half-Life 2, Myth, Bungie, Republic Commando, The Red, Linda Nagata, John K, Goldeneye, Will, Microsoft, Paul Crocker, Lani Lum, Star Trek, Legend of Zelda, Sotaro Tojima, Metal Gear (series), Assassin's Creed (series), Ben Zaugg, Red vs Blue, Rooster Teeth, Netflix, Xbox Live, Forge, Luke S, Red Dead/GTA Online, Ghosts of Tsushima, Last of Us II, Skyrim, Activision, Call of Duty (series), Ubisoft, 343 Industries, Resident Evil VII, Saw, PT, Paranormal Activity, Silent Hill, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Brett's Book Recommendation: The Red, by Linda Nagata

    Errata: Brett looked it up, and it's the Battle of Wolf 359. We regret the error.

    Next time: Possibly an interview!

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


    DGC Ep 290: Halo: Combat Evolved (part three) Dec 29, 2021
    Show notes

    Welcome to Dev Game Club, where this week we finish our series on Halo: Combat Evolved. We talk about some of the major story beats here towards the end, the repetitive aspects good and bad, letting the fights play out in front of you, music, and more! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished the game!

    Issues covered: why is the Flood on Halo, a floor wax and a dessert topping, how do you prevent people from visiting dangerous places, proper noun series, wiping the galaxy of food, Sentinels working for and against you, the deeper meaning of Halo and religious resonance, dealing with big archetypes and lending timelessness, explaining/contextualizing as you move on, losing the mythic, having to get Keyes's authorization codes, using the enemies against one another, engaging and becoming the focus, detecting when the player should be the focus of attention, sandboxes and thinking you can do more than you actually can, stealth and not for Halo, the repetition of the Library, the strength of the original graphics, the golden triangle, the dance of combat and the depth of multiplayer, switching grenade types, tactical choices behind weapons for the enemy types you'll fight, going out and returning to the Pillar of Autumn, feeling different if you have vertical movement, the confusion of the engineering space, having to find the armory, finishing the game co-op, Brett's many failures, requiring skill checks along the way to lead you to the challenge, art/architecture getting in the way, payouts getting drowned out by frustration, time pressure, high skill ceiling, smoothing out the experience, orchestral accompaniment, combining disparate musical elements, the impact of music, the theme song matching the character, setting tone and mood with the Flood themes, pairing opposites, conservative plus primal.

    Games, people, and influences mentioned or discussed: Destiny, Portal 2, Stephen Merchant, Wesley, Star Wars, Legend of Zelda (series), Bruce Willis, Looper, Call of Duty (series), Medal of Honor (series), DOOM (1993), Resident Evil 4, Star Trek, Andrew Kirmse, Skyrim, Death Stranding, Marty O'Donnell, Michael Salvatori, John Williams, Indiana Jones, ET, Harry Potter, Nintendo, Myth, Resident Evil VII/Village, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: A little bit of Infinite

    Errata: Brett realizes it's not a beholder but a cacodaemon in DOOM, but has D&D on the brain. We regret the error.

    Also, the Covenant ship is the Truth and Reconciliation.

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


    DGC Ep 289: Halo: Combat Evolved (part two) Dec 22, 2021
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Halo: Combat Evolved. We talk vehicles, architecture, lore, and level design before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to the Library!

    Issues covered: the ungainly Marine vehicles vs the sleek Covenant vehicles, enjoying the shooting quite a bit, the driving model of the Warthog, camera-based driving, driving into walls and off edges, co-op driving, the freedom of driving in the sandboxes, checkpointing based on logic vs location, promoting experimentation, having the feel of an RTS and having the freedom to move around, component-based mix and match, watching an RTS fight from both sides, having the ability to use the damage model to your advantage, having two guns and not constantly refilling just one or two weapons, knowing what weapons you can pick up, orthogonal weapon design, high-level play, the feeling of the different difficulty levels, looking at the original artwork, space Egyptians, beton brut, building from an architectural principle, lower noise in the original art, the huge sense of scale, the story being told in a particular way, not wanting the lore to take precedence, archetypes and mystery, liking a reboot, losing your bearings from the repeated nature of the spaces, the granularity of its environmental modules, kitbashing in other games, differentiating through enemy mixes, Halo being best as a horror game, the Covenant had a point!, suddenly having a shotgun, AR tie-ins fueled by Doritos and presented by Mountain Dew, how Halo holds up, not loving the horror, loving the horror.

    Games, people, and influences mentioned or discussed: Andrew Kirmse, Myth, Baldur's Gate, Triple Click podcast, DOOM (1993), John Romero, Jaime Griesemer, Mark Garcia, Stargate, James Cameron, Aliens, Nic Bouvier, GoldenEye, Star Wars, RA Salvatore, Bungie, Destiny, Ridley Scott, Prometheus, Resident Evil (series), Final Fantasy (series), Witcher (series), Mario (series), Mike Wu, Skyrim, Fallout (series), Bethesda Game Studios, Flood/They Might Be Giants, Polygon, Nolan Filter, Paranormal Activity, Pokemon Go, 7-11 Presents Halo 4: King of the Hill Fueled by Mountain Dew, Geoff Keighley, Tim, Kirk Hamilton, Aaron Evers.

    Next time: Finish the game!

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


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