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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 258: Final Fantasy VI (part one) Apr 28, 2021
    Show notes

    Welcome to Dev Game Club, where this week we begin a new series on Final Fantasy VI, which is often in the conversation surrounding the pinnacle of the 16-bit JRPG. We set the game in its time, and then turn to it directly, talking about world-building and how 2D feels better than 3D for these sorts of games, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to South Figaro

    Issues covered: who chose this game, stringing out the announcement of the game, how the numbering happened, the apex 16-bit JRPG, Square leaving Nintendo, 1994 in games, knowing what they're doing, feeling like a late-generation game, the transition from VI to VII, the expense of cartridges vs CDs, getting to the limits of cartridges, investing in the cinematics department, self-correcting the numbering scheme, how good the cinematics department was, moving to more of a cinematics-based storytelling style, caveat: this is our darned podcast, Nomura starting as a "debugger," the advantages of staying somewhere for a long time, compressed world-building on the SNES version, making the cinematic for people who already know the game, having expectations, 2D holding up better than 3D from this era, not being ready to compare with Chrono Trigger yet, feeling hyper-linear and not being able to pursue options you think you should, feeling like Chrono Trigger was better balanced for straight play, feeling more adventure-gamey, having moments that stick with you, being balanced towards easy early on, getting poor feedback from an enemy, leaning on Edgar's strengths, some parallels with other popular media, sticking with the given names, hoping for strong characterization, similarity in presentation across modes in 2D and late 3D, universality and abstraction, having a great moment in a combat, adding layers of confusion to presentation with multiple interpretations and writers, removing abilities at the end of the game, adding challenge, addressing adventure game dialog trees through time rewind.

    Games, people, and influences mentioned or discussed: Chrono Trigger, Ultima, Dragon Quest/Warrior, Earthbound, Level-5, Studio Ghibli, Ni No Kuni, Nintendo, Super Metroid, Warcraft, TIE Fighter, X-COM: UFO Defense, Earthworm Jim, Donkey Kong Country, Tekken, Namco, DOOM (1993), System Shock, The Elder Scrolls: Arena, Master of Magic, Theme Park, Aladdin, The Lion King, Sonic (series), Sega Genesis, Quake, PlayStation, Blizzard, Hironobu Sakaguchi, Yoshinori Kitase, Shigeru Miyamoto, Fallout, Vampire: the Masquerade, Troika, Hiroyuki Ito, Tetsuya Nomura, Tetsuya Takahashi, Nobuo Uematsu, Kingdom Hearts, The Spirits Within, Star Wars, Pokemon, Arcanum, Baldur's Gate, Scott McCloud, Understanding Comics, Prince of Persia: Sands of Time, Ben "from Iowa" Zaugg, Symphony of the Night, God of War II, Life Is Strange (season one), Wasteland 2, Spider-Verse, Spider-Man 2, Tobey Maguire, Returnal, Groundhog Day, Death Stranding, The Last Story, Mistwalker Studios, Wii, Blue Dragon, Lost Odyssey, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Stay tuned!

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


    DGC Ep 257: Prince of Persia Sands of Time (part four) Apr 21, 2021
    Show notes

    Welcome to Dev Game Club, where this week we finish our series on 2003's Prince of Persia: The Sands of Time. We talk about the unfortunate elevator sequence, the final platforming of the game, its circular story and of course, our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished the Game

    Podcast breakdown: 0:52 Prince of Persia 56:16 Break 56:46 Takeaways and Feedback

    Issues covered: rewinding time, feeling bad about the elevator section, spending two hours on one combat encounter, leaning on the worst things of the combat system, tight space, companion AI, being unable to see the Prince, being able to render more stuff and having that in tension with what you want to see, the "Kung Fu Circle," using the death blossom and wanting fewer sand bubbles, taking away all the things I enjoyed about the combat, the rewind resource, feeling over-designed, "fun is challenge," the history of challenge in digital game design, tightness and the tension with other goals, being too good at your game at the end, giving a lot of verbs that are fluidly deployed via context, trying to jump away but instead running me up an enemy, help me look cool getting away, not making the lock-on specific, finding the right balance for players, advocating for how to make your enemies/systems look great, the value of a locked camera, Tim looks up the solution to an audio puzzle, more puzzle discussions, misreading a puzzle and having a good moment, long checkpoints for the final exam, flipping the difficulty, really demonstrating how far the Prince has come by holding the blade edge of the dagger, maybe missing some of the transitions, rewinding the whole story back to the beginning so he tells this wild story (tying into the failures), the grand vizier trope, the cobra staff, compressing character development, the right difficulty for the final boss, doing a deep reading of the Prince disrobing through the game, not loving the rewound smooch, Brett's Book Recommendation, those mechanics that are just Great Ideas, allowing for soft failure and experimentation, contextual traversal (and combat), making the player look awesome with gentler difficulty, distilling down/all killer no filler, allowing for games that are shorter, the excellence of the animation blending system to achieve fluidity, the history of that fluidity to the original, the narrative space, trying different things in the narrative, how much we use mods, grief and games, the way games are more fixed in time, playing single player games with friends, getting streaming now, where to add quality of life improvements, asking why and what a game is about, Mister E. Dip, the sweet spot for Animal Crossing quality of life, "would fast travel help this game," being in the natural world, where the interesting friction is.

    Games, people, and influences mentioned or discussed: Star Wars, Brian/dontkickfood, Todd Howard, NES/SNES, Mario (series), UbiSoft, Nintendo, Troy Mashburn, Tomb Raider, Nathan Martz, Republic Commando, John Hancock, God of War, Starfighter, S. A. Chakraborty, Aladdin, Groundhog Day, Zelda (series), Dungeons & Dragons, G. Willow Wilson, Wonder Woman, Ms. Marvel, Alif the Unseen, Gears of War, Ocarina of Time, Uncharted, Shenmue, Assassin's Creed, Baldur's Gate, PixelJunk Eden, Q Games, Rez, Raiders of the Lost Ark, Alien, The Matrix, Jill Murray, Zac Katis, Anachronox, Diablo, Bethesda Game Studios, DOOM (1993), World of Warcraft, Ashton Herrmann, Morrowind, Marcel Proust, mysterydip, Civilization, Animal Crossing, Ultima Underworld, The Witcher 3, Shadow of the Colossus, Minecraft, Death Stranding, Hitman (2016), Arcanum: Of Steamworks and Magick Obscura, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Links: Big World Setup tool for Baldur's Gate

    Enhanced Edition Game Setup

    Ashton Herrmann on sharing single-player games

    Next time: TBD!

    Notes: I call it the "Death Blossom" but the manual calls it the Power of Haste.

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


    DGC Ep 256: Prince of Persia Sands of Time (part three) Apr 14, 2021
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk about the Library, our problems with it, how we were misled, and how such things happen, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to "On the Ramparts"

    Issues covered: the Prince as a jerk, what did you call me?, feeling hamfisted but trying for the heart, a stepping stone to better-formed relationship in a game, inter-character action in later Ubisoft games, skipping to the end puzzle of a sequence as a possible goal, misunderstanding the point of the puzzle, skipping a chunk of stuff and being thrown off mentally, having to re-run the room to understand what was going on, building the puzzle piece-by-piece instead of holistically, wanting to see a pattern when it's just a series of steps, the language of the space, Tim loves his cisterns, recontextualizing a space, being able to compare several rooms more or less back-to-back, the memorable rooms from an art standpoint vs a design standpoint, balancing against hidden health packs, feedback loops that are negative for the wrong people, aesthetic fit of the space between worlds in tension with the difficulty piece, unlikelihood of dynamic difficulty balancing, feeling like the later areas were seen less in playtesting, getting to the limits of the traversal, the inability to refill the sands out of combat, camera modes and the camera timer reset, losing track of where the stick movement will take you, breaking the 180 rule, working the level and camera design together, platformers with wider spaces, why this game didn't hit as well as God of War, the possible shadow of September 11, tone and presentation and mass appeal, everything going grim, the arcade-y nature of God of War and the power fantasy, story and video games, the balance of traversal and combat, excellence in craft in the God of War series, the roots of Western civilization and making a Greek story easier to go for, what we're streaming, Sands of Tim.

    Games, people, and influences mentioned or discussed: Tomb Raider, Soul Reaver, Uncharted, UbiSoft, Assassin's Creed, Naughty Dog, AC: Syndicate, Beyond Good and Evil, Prince of Persia (2008), Crystal Dynamics, Apple ][, Ocarina of Time, Perfect Dark Zero, Resident Evil, Kingdom Hearts, Remi Lacoste, Mario (3D series), Artimage, Binx: The Time Sweeper, God of War, DOOM, John Carmack, Max Payne, Jak 2, Brian/dontkickfood, Hitman (2016, series), Death Stranding, Metal Gear (series), Hideo Kojima, Lea Seydoux, Lyndsay Wagner, Arcanum: Of Steamworks and Magick Obscura, Fallout (series), Troika, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Finish the Game!

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


    DGC Ep 255: Bonus Interview with James Ohlen Apr 07, 2021
    Show notes

    Welcome to Dev Game Club, where this week we return to our series on Baldur's Gate with an interview with James Ohlen, who was lead designer on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:50 Interview 52:50 Break 53:21 Outro

    Issues covered: starting a comic book store at 19 right before the market crashed, the origin of Minsc, starting at BioWare, building an IP bible as a way to start, working the killer hours and becoming the lead designer, putting in the 25000 hours, getting lucky and selling millions of copies, the impossibility of faking love, the choice between real-time and turn-based leading to pause-and-play, being delayed by Diablo, having contributions from everyone for design, sharing credit, feeling of playing D&D more important than perfect translation, balancing being easy due to so many party members, feeling smart, finding patterns in your party, relying on save and load, random numbers, the team testing the game, using characters from the binder, finding the voice for Minsc, writers taking ownership of voice, the passing of a player, bringing in characters from more players, growing the Sword Coast, staying away from the main space others were used, the perks of working for Wizards, four types of player, learning to respect player types, the end of a game being less tested, fighting the "dumbing down" due to overplay, engaging with the community, Karzak the Half-Orc and Gromnir and criticism, incorporating another player's character in to some coming work, caring so much for the license, being able to put infinite hours in.

    Games, people, and influences mentioned or discussed: Ray Muzyka, Greg Zeschuk, Neverwinter Nights, Jade Empire, Knights of the Old Republic, Dragon Age: Origins, Star Wars: The Old Republic, Arcanum Worlds, Odyssey of the Dragon Lords, Wizards of the Coast, Kevin Martens, Image Comics, Magic: The Gathering, Cameron Tofer, Augustine Yip, Warcraft, Doom, Dungeons & Dragons, Shattered Steel, Scott Grieg, Malcolm Gladwell, Fallout, Civilization, Gold Box (series), TSR, Interplay/Black Isle, Chris Avellone, Chris Parker, Feargus Urquhart, Blizzard, Diablo, David Brevik, Prince of Persia: Sands of Time, Michael Backus, Chris King, Lukas Kristjanson, Gary Gygax, Ross Gardner, Dean Anderson, Icewind Dale, Trent Oster, Beamdog, Richard Bartle, David Gaider, Drew Karpyshyn, LucasArts, Starfighter, Mark Garcia, Sands of Tim/Brett-e Davis, Hitman 3, Arcanum: Of Steamworks and Magick Obscura, Troika, Kirk Hamilton, Aaron Evers.

    Next time: More Prince of Persia!

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


    DGC Ep 254: Prince of Persia: Sands of Time (part two) Mar 31, 2021
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk a bit about combat and especially the way the baths area expands the level design, despite a few visual language missteps. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up through the Soldier's Mess Hall

    Issues covered: the physics of ponytails, trying to make the palace feel like a real place, deathtraps, major locations, a thin narrative, establishing a relationship between the Prince and Farah, who he's telling the story to, a charming rogue, differences with other similar heroes, the upcoming elevator scene, a companion character that is genuinely helpful, the scripting of Farah to be helpful, Farah as an element of the combat space, having different voice lines for small changes in order, the availability of further linearization, making your small choices make an experiential impact, not being forced to learn by trial and error, not refreshing mechanics for players, the cadence of mechanics to reinforce learning, level design and design jokes, the bath house room, going between two spaces, recontextualizing a space, environmental storytelling misleading the player, symmetry getting in the way, macro goals getting in the way of the level design, the possibility that these were solutions that needed further refinement, being able to rewatch the vision as a band-aid, loving the ability to climb up through swinging and jumping, having the heavy sword as a key, not cuing that the sword is going to go through the wall well, the rewind time mechanic, using the sands as a resource, the cooldown mechanic, an additional health bar for combat and not caring about your health as much, painless experimentation without reloading, learning combat by rewinding to the moment of pain, crowd combat and finding gaps to escape through, finding ways to make traversal less punishing in more modern games, not needing the sands to be a resource, needing to refill the bubbles by killing enemies, the grittier sequels, our lack of cussing, narrative reactivity, our streaming lives.

    Games, people, and influences mentioned or discussed: Mark Garcia, Tomb Raider (series), Chris Hecker, The Three Stooges, Mass Effect, Half-Life, Uncharted, Tangled, Firefly, Nathan Fillion, Aladdin, Republic Commando, Captain America, Mark of Kri, Rise of the Kasai, God of War (2018), Resident Evil 4, Ico, Dark Souls, Devil May Cry, Legend of Zelda: Breath of the Wild, JS Bach, the Crab Canon, Assassin's Creed, Super Meat Boy, Arkham (series), Jonathan Blow, Braid, Remi Lacoste, Frost Raven, John Romero, mysterydip, Finding Dory, Maximum Super Dip Land, Bastion, Supergiant, Logan Cunningham, The Crow, Arcanum: Of Steamworks and Magick Obscura, Baldur's Gate, Vampire: The Masquerade, Troika Entertainment, Icewind Dale, Hitman 3, Knives Out, Sherlock Holmes, Clue, Kirk Hamilton, Aaron Evers.

    Errata: The word for a story that is the story of its own making is poioumenon. We regret the error.

    Links: Tomb Raider: Cameras and Emotion

    Next time: A Bonus!

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


    DGC Ep 253: Prince of Persia: The Sands of Time (part one) Mar 24, 2021
    Show notes

    Welcome to Dev Game Club, where this week we begin a new series on Prince of Persia: The Sands of Time. We set the game in its time and studio, and then speak a fair amount about its holistic approach to design, its fluidity, and its contextualization of game mechanics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to defeating Demon Dad

    Issues covered: 2003 with lots of sequels and licenses, when you launch a new IP, a strange sort of gap year, the prior incarnation of the game, emulating Tomb Raider and feeling heavy, buliding one you can learn with, burning Jordan Mechner, UbiSoft becoming a bigger player, the continuation of the series into the next generation, maintaining IP rights, rebooting with your own flavor of a thing, partnering with Nintendo, branching out with outside the box thinking, UbiSoft model of layering in content, supporting four engines internally, the Jade engine, the feeling of flying, feeling like a hero, perfecting and polishing a mechanic and getting the credit, melding multiple things together very well, using the linearity to contextually drive movement and camera, setting it in a place, the formula being copied for many years, "motion capture," rotoscoping in the original, moving from mark-up to mark-up fluidly due to blending, using transition points to drive the camera, shipping programmer art, orientalism, a holistic translation to 3D, contextualization of mechanics, basing the mechanics upon the narrative elements, avoiding cognitive load through holism, ludonarrative dissonance, writing getting out ahead of mechanics, switching discs.

    Games, people, and influences mentioned or discussed: Max Payne 2, Jak 2, Ratchet & Clank 2, Final Fantasy X-2, SoulCalibur 2, PlayStation 2, Devil May Cry (series), Indiana Jones and the Emperor's Tomb, Splinter Cell, Tomb Raider Angel of Darkness, CORE Design, Warcraft III: The Frozen Throne, EverQuest, EVE Online, Call of Duty, Knights of the Old Republic, Mario Kart Double Dash, Beyond Good & Evil, Legend of Zelda (series), Michel Ancel, Jedi Academy, Uru: Ages Beyond MYST, SWAT, The Hobbit, Charlie's Angels, Pirates of the Caribbean, Enter the Matrix, Hulk, Ang Lee, True Crime: Streets of LA, XIII, Red Orb, Broderbund, Jordan Mechner, UbiSoft, Rainbow Six, Tom Clancy, The Learning Company, SSI, Rayman (series), Assassin's Creed (series), Patrice Desilets, Clint Hocking, Baldur's Gate, BioWare, Dragon Age, Nintendo, Immortals: Fenyx Rising, Wii, Far Cry (series), Watch Dogs (series), EA, God of War, Gears of War, Kill.Switch, Mario 64, Tomb Raider, Spyro, Crash Bandicoot, Crystal Dynamics, House of Moves, Obi-Wan, Remi Lacoste, The Initiative, Daryl Gallagher, Perfect Dark, Starfighter (series), John Webb, Pillars of Eternity, Secret of Evermore, SNES, Icewind Dale, Planescape: Torment, Uncharted (series), Raiders of the Lost Ark, Eric Fox, Grim Fandango, Knives Out, Mission: Impossible.

    Links: How It's Made

    Next time: Up to the Drawbridge

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


    DGC Ep 252: Baldur's Gate (part five) Mar 18, 2021
    Show notes

    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


    DGC Ep 251: Baldur's Gate (part four) Mar 10, 2021
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Baldur's Gate, the 1998 D&D interpretation that put BioWare on the map, as it were. We talk about the end of the game based on our two approaches to play, some fun side content, and other issues! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished the game!

    Podcast breakdown: 0:48 Baldur's Gate 1:09:35 Break 1:10:06 Feedback

    Issues covered: names in reverse, a brief tour of one title in Brett's childhood library, side content, discovering someone swapped your Oil of Speed for a Potion of Confusion, when things were added to the map vs being actually playable, the potential for hitting the level cap, balancing to the save system, the sense of going out and finding stuff being missing for a non-completionist, the way the main story is much clearer, the journal as guide, the way we draw connections in the tabletop that make their own stories and how that crosses over with the CRPG and the journal, a game made by fans for fans, the sense of getting to the big city, intrigue and the setting, the Doppelganger Banquet, retrieving the dying Duke, leaning on the thievery, Tim's greater difficulty at the end of the game, talking your way through things, having to design in all the options, accentuating the horror, two ways skipping side content hurts you, having very little interesting gear, wanting the blessings of the RNG, feeling like you have two many options, being framed by Sarevok at Candlekeep, circling back to where you began, having a murder mystery where you're the prime suspect, exploiting knowing where the enemies were vs using protection from paralyzation, missing a critical bit of information and getting lost, the battle in the castle, the lack of clarity in the tactical rules, messing with the maze, the ruined city beneath the city, entering Bhaal's cathedral, being blessed by the RNG Gods, having a hard time making the final moments epic because of reloading, how quickly the game ends, the large number of sequels the game should have, Brett's Book Recommendation, using ASCII characters for games, not playing or watching a lot over the last year, the way graphics are in our memories, how much you can talk about as far as bugs go, triaging bugs, losing the ability to even evaluate a game at the end, self-handicapping, using achievements to find unusual ways to play.

    Games, people, and influences mentioned or discussed: Nintendo, Forgotten Realms, The Hobbit/The Lord of the Rings, George Lucas, The Phantom Menace, The Elder Scrolls (series), Dark Souls, Eternal Darkness, Brian Taylor, Soren Johnson, Jill Murray, Tomb Raider, The Crystal Shard, R. A. Salvatore, Raymond, Castle Adventure, Rogue, Atari 2600, Drew, Edwin, Istvan Pely, Fallout (series), Stanley Kubrick, Matt, Zelda: Ocarina of Time, Pikmin, The MinnMax Show, Halo, Hitman (reboot).

    Next time: Takeaways!

    Links: Finding a Bow in a Rockpile

    Tim on The MinnMax show

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


    DGC Ep 250: Our First Adventures Mar 03, 2021
    Show notes

    Welcome to Dev Game Club, where this week we celebrate our five years of podcasting by doing something a little bit different. We look at our first Adventures, the Atari 2600 Adventure and Colossal Cave Adventure. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Issues covered: why we're doing the adventure games, the Mammoth Cave in Kentucky, birds and videos, connecting the printer to the modem, arcade games we played, action games, seeing a representation of a dungeon crawl, the dynamics of the simulation, clockwork and the surprising depth, a surprising story of a bat and a sword and a dragon, playing games with Dad, what you show the player and what you leave to the imagination, mapping problems, a score rush, muscle memory, wanting to explore to find new text, discovery, using text as game design and the emergence of narrative design, the ongoing life of interactive fiction, being able to page back through your work, other games of interest, the evolution of the design, the many dynamic aspects of the game, programming the Atari 2600, the first Easter Egg, a new timeline, being humbled to hear someone is making games, some other introductions, format fiddling, the first time planning a podcast.

    Games, people, and influences mentioned or discussed: Atari 2600, Will Crowther, Don Woods, Oregon Trail, Space Invaders, Boot Hill, Galaga, Pac-Man, Asteroids, Dungeons & Dragons, Commodore 64, IntelliVision, Zork, Planetfall, Hunt the Wumpus, Enchanter (series), Deadline, Witness, King's Quest, Space Quest, Richard Powers, Plowing the Dark, Twitch Plays Pokemon, Andrew Plotkin (zarf), Pitfall, Tomb Raider, Sierra On-Line, Racing the Beam, Nick Montfort, Ian Bogost, Warren Robinett, Lode Runner, Baldur's Gate, Johnny "Pockets", Dave from Seattle, Super Metroid, Keith "mysterydip" Wagner, Robert Smith, The Cure, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: We return and finish Baldur's Gate!

    Links: Emulated Adventure 2600

    Colossal Cave Adventure PHP implementation

    Colossal Cave Sources Article

    The Easter Egg

    Juno StarPlanet

    The type of paper we used

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


    DGC Ep 249: Baldur's Gate (part three) Feb 24, 2021
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Bioware's 1998 CRPG classic, Baldur's Gate. We talk a bit about the structure of the world, the difference between playing straight through on the main story and indulging in side quests, companions, and some about audio and music before turning to your feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Chapter 5

    Issues covered: Brett explains Tim's intro, consistency of tone in the writing, economics in pop culture, considerations of what mixes badly with chocolate, the flow of Cloakwood, Brett makes a map, leaning into quicksaving, pulling back like a tactical map, how much time has been spent in-game, Tim's Cloakwood PTSD, CRPG arachnophobia, a few standout side areas, the slowness of D&D's progression mechanics, a well-written side character, companion characters from the beginning, adding in 3e backstab rules, the compositions of our parties, a walk through how you gained XP in different editions, D&D tournaments, Brett's anecdote about a chime of hunger, gaining story rewards, rich complex settings like the Forgotten Realms, how much do you leverage the IP, a fan wanting more fan service, being a potential recruitment tool, ambient audio, songs sticking in your head due to hours with them, orchestral soundtrack, inconsistent tone in voice performance, the large number of side characters, the unheroic death of Dorn, Rasaad's side quest in Baldur's Gate, the curse of Crenshinibon, the manual and tutorialization, brain-twisting THAC0, what editions/settings we're playing online, what designers leave to the player's imagination, cutting away from cutscenes, many uses of narrative design, audio logs, environmental storytelling, having the opportunity to sit with a story space in video games, how the numbers and pattern recognition lead to player stories, level caps in games, needing the cap for production reasons, needing the cap for design reasons, level caps and player goals, retiring in a tabletop game, modding in side management games into big RPGs.

    Games, people, and influences mentioned or discussed: The Dungeon Run, Critical Role, Star Wars, Eye of the Beholder, Darkstone, Neverwinter Nights, Icewind Dale, Black Isle, Birthright, Trading Places, Vampire: the Masquerade, R. A. Salvatore, World of Warcraft, Michael Hoenig, Charles Deenen, Craig Duman, Interplay, Wayne Cline, Hal Barwood, Indiana Jones and the Fate of Atlantis, Michael Dorn, Star Trek: The Next Generation, Grant, Winnie the Pooh, Darkwing Duck, Jim Sterling, Jennifer Hale, Kevin Brown, Champions, Call of Cthulhu, Paranoia, Wizards of the Coast, Rime of the Frostmaiden, Roll20, Greyhawk, The Shackled City, Zimmy Fingers, Bioshock, Fallout 3, Bethesda Game Studios, Pillars of Eternity, Obsidian, Diablo, Elder Scrolls (series), Cosmic Funkonaut, Grace Blessey, Hitman (series), Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time (two weeks!): Finish the Game

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


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