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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 159: Devil May Cry (part two) Apr 17, 2019
    Show notes

    Welcome to Dev Game Club, where this week we continue our discussion of 2001's Devil May Cry, discussing enemy introductions, the mission structure, grinding to find your difficulty level, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Missions 5-10

    Podcast breakdown: 0:32 Devil May Cry part one 34:32 Unintentional break 34:56 Devil May Cry part two and feedback

    Issues covered: enemy introductions, bosses or more fodder enemies, finding first rooms for enemies that fit, introductions in Republic Commando, first person camera intros, marionettes and dread, weapon intros, smoke and mirrors in intros, ceding character for game play, cutting polygons from a model, high poly counts smoke and mirrors, introducing weapons, lacking weapon introductions in Jedi Starfighter, ideal intros, devoting a mission to introduce a new unit, limited introductions in Diablo, Japan and "cool" culture vs "hot" culture, cultural appropriation, snapping your fingers to open the door, Dante's insouciance when talking to a giant boss, changing and growing Capcom's brand identity, time pressure, teaching the player that time is a factor in getting the best rank, timed levels in games, being all about speed, eating your health away and an avenue to increase time, integrating time into games, kill streaks and time, overlaying a mission structure on a physical location, saving the game between missions, putting the mastery forward, giving frequent feedback, using trophies as a means to give feedback, ranking play in general, intrinsic gratification vs feedback, having multiple save slots and experimentation, being able to go back to earlier sections of the castle, limited resources in Resident Evil, upgrade stations being in the world, being able to move back and forth through the world, fast loads, grinding to find your equilibrium difficulty-wise, increasing player skill, using all the tools and feeling accomplished, using the shotgun for the banshees, taking another look at Bayonetta, level capping in Diablo and Paragon, ways of elongating games (as a service), accessibility in games, interpretative difficulty, commercial benefit to being "the difficult game," being more positive on the Internet, Nintendo and difficulty, doing a good job of making a hard game, feeling "guilty" about lowering difficulty, applauding commitment, the accessible controller.

    Games, people, and influences mentioned or discussed: Ben Grimm, Lobot, Professor X, Nick Fury, Republic Commando, Todd Howard, Fallout 3, Jedi Starfighter, Nintendo, Blizzard, Starcraft (series), Warcraft (series), Diablo (series), Ouendan and Elite Beat Agents, Metal Gear (series), Hideo Kojima, Suda51, Ghost of Tsushima, Infamous (series), Akira Kurosawa, Capcom, Resident Evil (series), Clover, Platinum, Bayonetta, Viewtiful Joe, PN 03, DOOM (1993), Metal Gear Rising, Jedi Knight, Reed Knight, Matt Tateishi, Unreal Tournament, Quake III Arena, Gran Turismo, NES/SNES, Castlevania, Metroid, Pit Droids, Kingdom Hearts (series), God of War, Alpha Protocol, Destiny II, World of Warcraft, Call of Duty, Darren from Ohio, Sekiro: Shadows Die Twice, War and Peace, Captain Underpants, Tacoma, Gone Home, Steve Gaynor, Return of the Obra Dinn, From Software, Souls (series), Bloodborne, Patrick Klepek, Super Meat Boy, Celeste, Keza MacDonald, Jason Killingsworth, King's Field, Microsoft Game Studios, Nathan Martz, Once Upon A Monster, Sesame Street, Hidetaka Miyazaki.

    Next time: Missions 11-17

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 158: Devil May Cry (part one) Apr 10, 2019
    Show notes

    Welcome to Dev Game Club, where this week we begin a new series on 2001's Devil May Cry, an action beat-'em-up from Capcom. We situate the game in its time and talk about its evolution from the Resident Evil series with its action. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: First four missions

    Issues covered: gaming in 2001, the origins of the title as Resident Evil 4 and making it into a new franchise, leaning into the tone, the beginning of the Clover legacy, distilling down to God of War, camera changes, we riff on the ranks, evolving the camera from Resident Evil, branching off the controls, dealing with the stick when moving from screen to screen, the Capcom 5, many takes on Dante's Inferno, "Devil May Care," dripping with style, style *is* substance, a game that wants you to dive in and get good, switching to be more aggressive to fight the first boss, where you can run from the return of that boss, the presentation of easy mode, learning to read a hard game, trying different third-person cameras at this time, facing difficulty and having to figure it out, change in game tastes in the last two decades: repetition vs continuing spectacle, physical limitations, grinding for consumables and the store, how does scoring work, taking a weird detour into watery skulls, how this series evolved to present day and greater generosity, procedurally generated emails, Diablo's shrines, the strategy of allowing a shared copy of the game actually driving sales, virality, generosity driving sales, hacks and cheats and the difficulty of preventing them.

    Games, people, and influences mentioned or discussed: Capcom, Jedi Starfighter, Ico, Grand Theft Auto III, Anachronox, Silent Hill 2, Resident Evil (series), Halo: Combat Evolved, Metal Gear Solid 2, Max Payne, Baldur's Gate Dark Alliance, Diablo, Conker's Bad Fur Day, Onimusha: Warlords, Nintendo GameCube, Super Smash Bros. Melee, 007: Agent Under Fire, PlayStation 2, Jak & Daxter, Twisted Metal Black, Andrew Kirmse, Pikmin, Luigi's Mansion, Hideki Kamiya, Shinji Mikami, Clover Studio, Platinum Games, Viewtiful Joe, Okami, Bayonetta, Metal Gear Rising: Revengeance, Dark Souls (series), God of War, PN 03, Killer 7, Dead Phoenix, Dante's Inferno, Patrick Klepek, Kingdom Hearts, Sekiro: Shadows Die Twice, Full Throttle 2, Star Wars: Bounty Hunter, Tomb Raider, Indiana Jones and the Infernal Machine, Mr. Beast, DOOM (1993), Eric Fox, David Brevik, Quake, GOG, Alpha Protocol.

    Next time: Through Mission 10

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 157: Diablo III Bonus Apr 03, 2019
    Show notes

    Welcome to Dev Game Club, where this week we look in this bonus episode at Diablo III to discuss the game's impact and systems, while also touching on a Kingdom Hearts update and getting into a ton of listener feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Issues covered: Kingdom Hearts 2 side/end game stuff, the inventive choices you have to make to do side stuff in JRPGs, figuring out constraints and min/maxing against them, generosity in game design and development, finding ways in development to layer on more stuff, adding more to a game, being good at making the game you make and losing that institutional knowledge, sticking together and iterating, thinking outside the box for a platform, business model and the endless game, not caring about the campaign, being able to drop into certain types of game, soaking in the endorphins, having quest randomness in the first game and in adventure mode in Diablo III, hero rooms in Republic Commando, having areas become memorable through repeated play, games as a service, encouraging and cross-pollinating classes, Diablo and WoW influencing one another, incorporating the auction house and gray market sales in Diablo II, going against player expectations, purchasable cosmetics as a revenue stream, being generous with your success, vicious and virtuous cycles in revenue models, anticipating Diablo IV, establishing your game's reputation, procedurality and generosity, shooter-looters and the expense of making new content, embracing rogue-likes as a way to leverage a small team, making a lot of content and having players chew through it, procedural board game generation and fitting together worlds, lore through-lines from the first game in campaign mode, bringing in new characters to bring in both new and old fans, having to establish a character as interesting in their own right, leveraging 3D for more variety and efficiency, every character having spell-like abilities, couch co-op is more about the couch, reflecting on the Brevik interview, gold taking up space in inventory, weird multiplayer friction with gold taking up space, high value resources and gold forcing you to spend money, disarm trap skill, mechanics in conflict with the game, low lethality of traps, bosses in Diablo, difficulty of making boss battles interesting, experimenting with traps as a boss battle design, limiting to one mouse button for the Mac, Blizzard having a lot to answer for with our nation's youth, the cost of connecting to the Internet in the late 90s, video games pushing technology, the changing expenses of telecommunications, digitizers, skill and technology gaps for 3D modeling, even making stuff in 2D on a computer was hard and slow, getting into the industry, growing the developer tent to include economists and psychologists, grit and streamlining, knowledge vs design grit, grit as a side effect of development style, adding grit to the development process, adding in only what you need.

    Games, people, and influences mentioned or discussed: Kingdom Hearts 2, Lore Reasons/Waypoint, Square, Final Fantasy IX, Republic Commando, Crystal Dynamics, Rise of the Tomb Raider, Nintendo Wii, Tomb Raider Anniversary, Diablo (series), Nintendo Switch, Dominion, Borderlands 3, Blizzard, World of Warcraft, Guild Wars, Reed Knight, Dead Cells, Jason Schreier, Maddy Myers, Into the Breach, FTL, Andrew Kirmse, Meridian 59, Destiny, Star Wars, Baldur's Gate Dark Alliance, A Way Out, David Brevik, Anthony Gallegos, Marvel Heroes, RebelFM, LamestarGames, Journeyman2011, Raymond Cason, Good Old Games, Derek Achoy/speakyclean, Shenmue, DreamCast, Sean Richards, Super Mario Galaxy, Bungie, StarCraft, LucasArts, Zimmy Finger, Out of This World, Portal, Jon Knowles, Turn 10, Forza Horizon, Super Star Wars, SNES, Dark Forces, Mark Crowe, BakedPotato, Jesse Morgan, Aaron Evers, Mark Wahlberg, Invincible, Halo, Mike Vogt, Devil May Cry, Resident Evil, Monster Hunter (series), Capcom, Dark Souls, Bethesda Game Studios, Daron Stinnett, Starfighter, Unity, Unreal, Shigeru Miyamoto, Peter Baumgartner, Dark Crystal.

    Next time: Devil May Cry -- First 4 Missions!

    Links: The Making of Final Fantasy IX

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 156: David Brevik Interview Mar 27, 2019
    Show notes

    Welcome to Dev Game Club, where this week we extend our time with 1996's Diablo with an interview with Condor/Blizzard North co-founder and Diablo lead programmer and designer David Brevik. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:39 Interview 1:21:19 Break 1:21:51 Wrap-up

    Issues covered: falling in love with games as a young person, learning how to program, finding out you could make a living making games, typing in programs from magazines, sticking with games, clip-art discs, founding Condor, Diablo pitch document, meeting people at CES, genre calcification and RPGs, working on a fighting game and finding out the SNES and Genesis games were being developed independently, switching to PC games, having the whole gang up to get a pitch, starting with Rogue and adding graphics, the short life of claymation-based graphics, signing as turn-based but Blizzard wanting real-time, getting a 3D0 contract for a football game on the M2, a side distraction into baseball and other sports, cutting turns up fractionally, being all-in on the turn-based/permadeath nature of Rogue-likes, strategy games going to real-time, squeezing more money out of the publisher, getting real-time running in a couple hours, stealing from X-COM's graphics, having a moment when the clouds part and the angels sing, democracy works, having an "I've never seen this before" moment, moving away from D&D tropes and getting darker, having internal hockey tournaments, lowering "time to killing monsters," removing complexity from potions and also verbs, pen and paper requiring character development and games less so, stealing the attributes/requirements loot properties from Angband, getting away from Tolkien and towards the Gothic from the art direction, the contribution of music to the tone, trading player-oriented drama for immediacy, constraints leading to a cornerstone of the series, simplification of the good and the evil, having the stories you get from playing rather than from dialog and designer-written story, running around in multiplayer, getting owned by The Butcher, tackling lots of big new programming stuff on Diablo including networking, having a tutor in Pat Wyatt, inventing Battle.Net, coming in with the multiplayer very late, peer-to-peer model and notifying others, non-deterministic model and rampant cheating, erring on the side of being generous, uniting people on the Internet, the huge impact of Diablo's designs on gaming as a whole, David's latest project, going from CEO to a one-man-show, the huge impact David's had on the industry, transformative games.

    Games, people, and influences mentioned or discussed: Iguana Entertainment, Condor/Blizzard North, Flagship Studios, Hellgate: London, Gazillion Entertainment, Marvel Heroes, Graybeard Games, It Lurks Below, Pong, Apple ][+, Richard Garriott, Ultima, Inside (magazine), Intel, FM Wave, Tramiel family, Atari/Atari Lynx, Gordo 106, Sunsoft, Acclaim, 3D0, Justice League Task Force, SNES, Sega Genesis, Silicon & Synapse, Warcraft, Davidson & Associates, Math Blaster, Reading Blaster, Allen Adham, Mike Morhaime, Pat Wyatt, Chris Metzen, Rogue, Nethack, Moria/UMoria/Angband, Primal Rage, Dune 2000, Baldur's Gate, X-COM, Starfighter, Mortimer and the Riddle of the Medallion, J. R. R. Tolkien, Dungeons & Dragons, NHL '94, DOOM (1993), Erich and Max Schaefer, Matt Uelmen, Dragon magazine, Amazon, Total Entertainment Network, Daron Stinnett, Dark Forces, Loderunner, Terraria, Starbound, Zork, Don Tomassello (now that's random), Planescape: Torment, PS4, Nintendo Switch, Bill Roper.

    Next time: An additional bonus episode with Diablo III!

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 155: Diablo (part four) Mar 20, 2019
    Show notes

    Welcome to Dev Game Club, where this week we finish our main discussion of Blizzard Entertainment's 1996 classic Diablo. We cover level design in a procedural world, how the tone of the game darkens further in this final segment and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Killed Diablo!

    Issues covered: quoting oft-repeated lines, last two levels as a more authored experience, strategy for the final levels and killing Diablo, the final cutscene and tying to Diablo II, exposition delivery, over-the-top font, going after Lazarus, missing quest pieces without Leoric, missing exposition when you kill a character out of order, random teleportation stuff, "co-opetition," missing major quests with the random quest selection, lack of in-game messaging about random quest generation, possible complaints if seen as a single-player game, getting the itch to play again because of multi-player, level design and macro tiles, fitting a set up tiles together, seeing the algorithm, having more authoring capability from bigger pieces, purely algorithmic generation, following a table-driven approach, feeling like a real place and good environment choices, not getting drops that fit your character, innovation in loot drops to encourage other styles of play, getting an unique item, procedural everywhere, shifting to real-time, the influence of this loot system, giving an identity to your loot, the cool lighting model, constraints breed creativity, simplicity of the game, multiplayer as a key element of the game, trading in multiplayer, our upcoming bonus episodes.

    Games, people, and influences mentioned or discussed: Star Wars, Jonah Lobe, Bethesda Game Studios, Mario (series, obliquely), Kingdom Hearts (series), Borderlands (series), Planescape: Torment, Gold Box (series), Eye of the Beholder, Might and Magic, Ultima, Spelunky, Castle Ravenloft, Betrayal at the House on the Hill, Rogue, Nethack, Dungeons & Dragons, World of Warcraft, Warcraft, Everquest, MUD, Carl Sagan, David Brevik, Path of Exile, Blizzard North, Tanarive Due, The Good House, Stephen King.

    Next time: An interview! And your feedback!

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 154: Diablo (part three) Mar 13, 2019
    Show notes

    Welcome to Dev Game Club, where this week we continue discussing Blizzard Entertainment's 1996 classic Diablo. We talk a bit about macro pacing issues and how other systems tie into that, changes in enemies as you go deeper, and some tight spot anecdotes. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through the Caves

    Issues covered: going after the Lord of Terror with the Horadrim, cutscenes tying together two games (end of one to beginning of next), Brett gives a Kingdom Hearts update, the side games of KH, getting Mickey and Donald and Goofy as you play, limited inventory slots, emotional peaks and valleys in the dungeons, tranquility of the town and resetting your emotional baseline, the loop of magical drops and identify, reducing anxiety, music reinforcing the emotional state of the area, limited resources and resource sinks, how inventory stacks and filling it with gold or potions or what-have-you, encumbrance systems and negative reinforcement, balancing the loot loop with resource sinks, monster reskinning and reuse, converting sculpture into 3D models, using 3D models to make 2D images, having a different walk cycle in town, your weapon palette changing when your armor does, transmogrification and aesthetics in WoW, mixing and matching enemy stats, enemy types and managing mana use, recharging staves, immunity and bosses, how to generate a monster, getting cornered and having to manage your potions closely, continuing to play when UI tabs are up, multiplayer requirement, the best implementation winning history, moving to controller use on the PC, playing widely, inspiring designers from games off the beaten path, drawing inspirations from unexpected places, playing our failures, Diablo on Good Old Games, pacing vs action in town visits, approachability and the need for breaks, Diablo II's ongoing community, being a dad with Pokémon, separating character from save, profile character vs save character, next time.

    Games, people, and influences mentioned or discussed: Kingdom Hearts: Re: Chain of Memories (et al), Dominion, Magic: the Gathering, Metal Gear Solid (series), Game Boy Advance, Resident Evil, Jill Murray, Kirk Hamilton/Strong Songs, Dungeons & Dragons, Skyrim, Fallout, DOOM, Dark Forces, World of Warcraft, Dark Souls, Dan Smith, an opinion haver, TurboGrafx/PC-Engine, Dungeon Explorer, N64, Operation Winback, Ultima 8, LoZ: Ocarina of Time, Gauntlet, Gears of War, Trespasser, Clint Hocking, Far Cry 2, Richard Lemarchand, Uncharted 2, Dear Esther, LucasArts, Henry David Thoreau, Hearthstone, Andrew Henninger, Jamie Zucek, Pokémon, Warren Linam-Church, Plato.

    Next time: Finish the game!

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 153: Diablo (part two) Mar 06, 2019
    Show notes

    Welcome to Dev Game Club, where this week we continue discussing Blizzard Entertainment's 1996 classic Diablo. We look at tone, discuss art direction, dive a bit into procedural loot and how it has reverberated through games since, with other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through the Catacombs

    Issues covered: dark and brooding tone, gothic melodrama, using the palette to your advantage, having to address troubles with art direction to make the game play readable, choosing an unusual palette for the time, diving into the lore in the manual, character design through-lines in Blizzard properties, stuffing the retail box with stuff (including lore), having fewer quests and sticking to the essential quest of killing Diablo, the issue with lack of urgency in open world main quests, "pixel hunt," procedural loot and generation of items, the winner gets the credit ("Diablo loot"), procedural loot invading anything with even light RPG elements, the store, obvious future refinements to the loot drops, chasing the loot, entwining loot and difficulty, buying from the store to refresh it, the audio cues of drops, classification of loot value with colors, adopting colors for relative difficulty as well, the Butcher's Cleaver, having the experience of a gold drop, re-speccing your character around the drop you get, sorcerer changing spell types for the enemies you find, spatial management as the warrior, sub-speccing yourself, associating items with attributes rather than classes, the town music, game musicians learning the town theme, knowing you're safe from the music, Tim's golem spell and who's having the fun, the better implementation winning, clearing an area in Diablo and not being able to in 3, clearing to white in Republic Commando, having the initial experience in SWRC to move data to the hard drive, determining how long the initial scenes in SWRC are, remapping controls and how you do it and why you might not.

    Games, people, and influences mentioned or discussed: Warcraft: Orcs and Humans, Diablo III, DOOM, Duke Nukem 3D, Aaron Evers, World of Warcraft, Heroes of the Storm, Disney, Starcraft, Overwatch, Starfighter, LucasArts, Bill and Ted's Excellent Adventure, Tomb Raider, Destiny, Borderlands, Freebird, Stairway to Heaven, Halo, Star Wars, Indiana Jones (a series of only three films I will *fight you* on this), Resident Evil, Red Sox, Lee Davey, Ultima 8/Ultima (series), Gears of War, Kill.Switch, Gauntlet, Raymond, Ben Zaugg, Republic Commando, Matt Alan Estock, Adam Piper, Jeremie Talbot.

    Next time: Through the Caves

    Link: Dave Brevik on moving from turn-based to real-time

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 152: Diablo (part one) Feb 27, 2019
    Show notes

    Welcome to Dev Game Club, where this week we begin a new game: Blizzard Entertainment's 1996 classic, Diablo. We situate the game in time and in the RPG landscape of the 90s before diving into the first quarter of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Levels 1-4

    Issues covered: Brett's Ph.D. falls to Diablo, playing in the various pits of LucasArts, games slipping across the industry due to Diablo multiplayer, RPGs of the 1990s, apparent look of Diablo as an isometric turn-based game, tabletop lineage and Western RPGs, limitations on casting, coming from arcade design, the origin of rogue-likes, loot drops, the death of RPGs and the rise of first-person shooter, overturning genre conventions, moving a strategy game reinvention to the RPG, having multiplayer, underpinnings of so many loot systems, screenshot test, limiting down to one character, balancing AI design to allow the player to react, mechanics/dynamics/aesthetics framework, lack of health bars, being pulled in and freneticism and panic, position maintenance and target prioritization, doing everything with one input, lack of numbers, streamlining health/stats, quest selection, saving frequently/infrequently, memorable terrifying boss, simple quest system, multiplayer games, getting a friend to help you retrieve your corpse, lack of game history in the curriculum, DGC timeline, lack of cursing, tenets and pillars of studios as well as for the games, incorporating players into games, fighting each other, Japanese interviews, the show music and production, leveling up spells.

    Games, people, and influences mentioned or discussed: Warcraft II: Beyond the Dark Portal, Doom, Quake, LucasArts, Duke Nukem 3D, Pokemon Red/Blue, Super Mario 64, Tomb Raider, Resident Evil, Nintendo 64, Game Boy, PlayStation, Civilization II, Elder Scrolls: Daggerfall, Super Mario RPG: Legend of the Seven Stars, Mario Kart 64, Crash Bandicoot, Meridian 59, Andrew Kirmse, 3DO, Final Fantasy VII, Chrono Cross, Chrono Trigger, Baldur's Gate, Planescape Torment, Betrayal at Krondor, Sierra Games, Ultima VI, Ultima VII, System Shock 2, Fallout, Elder Scrolls: Arena, Might and Magic VI, Wizardry (series), Eye of the Beholder, Ultima Underworld, Gold Box (series), Halo, Dungeons and Dragons, Gary Gygax, Jack Vance, Chainmail, Gauntlet, Nethack, Moria, Rogue, Dave Brevik, Condor Games, PC Gamer, Computer Gaming World, Rise of the Triad, Dune, Command and Conquer, BioWare, World of Warcraft, Fallout 4, Destiny, Dark Forces, Jogsidf, Deus Ex, King's Quest/Space Quest, Johnny Grattan, Metal Gear Solid, Silent Hill 2, Julian Gollop, X-COM, TIE Fighter, Sakaguchi Hironobu, Ueda Fumito, Kojima Hideo, Suda Goichi, SWERY65, Deadly Premonition, Aaron Evers.

    Next time: The Catacombs

    Links:

    PC Gamer Diablo Preview

    Original Diablo Pitch Document

    Dave Brevik Classic Game Postmortem

    IGN Interview with Dave Brevik

    Arcade Attack Podcast Interview with Dave Brevik

    Diablo 2 Office Tour

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 151: Kingdom Hearts (part four) Feb 20, 2019
    Show notes

    Welcome to Dev Game Club, where this week we continue our discussion of Kingdom Hearts. We talk about the end of the game, a few topics we'd never got around to, 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: 0:47 KH Discussion 56:50 Break 57:20 Takeaways and Feedback

    Issues covered: the separation between the sky and the land, Brett playing again and again and again, leaning on Tinkerbell with default equipment, boss escalation at the end of the game, Tim's power problems, Ansem's final form, where we ended leveling up, wanting more item slots, when a game grabs you, Disney moments that pull on the nostalgia, nailing the animation and modeling archetypes of so many varying shapes/sizes/gaits, high degree of developer difficulty, contextual attacks, triggering attacks from menus, differences with the PS3/PS4 version, carryovers from another style of game, transitional games, making sense of the story, Ansem and his reports, relying on the journal or not, losing track of characters, the Gummi Ship construction, finding the Gummi Ship missions, minimal vs maximal design, relying on the Internet or a strategy guide for secret bosses and late-game content, having an ending that sets up a next game, smashing up two franchises, being the last moment in dev history that you could have smashed these together, trying to introduce people to JRPGs rather than billing it as Final Fantasy, mashing up mechanics and systems, bringing people in with action-oriented mechanics, being okay to be earnest, "cool" culture vs "hot" culture, main characters as children, Sora as child vs Ansem as adult, Sora as the stand-in for the child in all of us, canceling Squirtle's evolution to grind him forever, Brett obsessing over a thing, what we're playing next.

    Games, people, and influences mentioned or discussed: The Matrix, Alice in Wonderland, Final Fantasy IX, World of Warcraft, Witcher 3, Prey, Legend of Zelda: Breath of the Wild, Metal Gear Solid, Fantasia, MediEvil, Dark Souls, Heart of Darkness, Final Fantasy VIII, Kung Fu, Square Soft, DC, Marvel, Star Wars, Disney Infinity, Elite Beat Agents, NK Jemisin, The Hundred Thousand Kingdoms, Brian Lam, Pokemon Blue, Game Boy Pocket, Snazzy Snorlax, God of War (2018), Pokemon Let's Go, Diablo, Blizzard, Ni No Kuni.

    Links: Diablo on the Wayback Machine

    Next time: Diablo! The first four levels/up to the Butcher.

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 150: Kingdom Hearts (part three) Feb 06, 2019
    Show notes

    Welcome to Dev Game Club, where this week we continue our discussion of Kingdom Hearts. We talk about some memorable moments, some about character design, a bit about AI... a whole hodge-podge. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to the Hollow Bastion

    Issues covered: Brett playing simultaneously on PS4, televisions, being stuck on the boss, grinding and action combat, navigating in 3D, slow leveling, assigning items to party members and changing their strategies, leaning into tech points and the way the camera and enemy AI fights that, parrying the boss, games that require grinding versus those that don't, leveling via critical path in Pokémon, the Trinity symbols, character design in Atlantica, new Heartless visual and enemy design in different worlds, camera controls in the PS4 version, combination of 3D camera design and level design, difficulty navigating with few landmarks, designing one's house, logical flow colliding with geometric flow, camera relativity and movement, designing your areas and cinematography around what your camera does well, level length with Halloweentown, visual beats from the films, wishing you were the movie character, letting a moment be a moment, the Hundred Acre Wood, minigames in the Hundred Acre Wood, summons, item synthesis, pro-tips for combat and leveling, lock-on and enemy AI design, strategies for using space in combat, camera design for combat, running different programs, Game Dev Club,

    Games, people, and influences mentioned or discussed: Peter Pan, Pinocchio, The Little Mermaid, The Wrath of Khan, Final Fantasy IX, Pokémon Red/Blue, Anachronox, Legend of Zelda: Breath of the Wild, Square Soft, Soul Reaver, Doom, Quake, Resident Evil, Devil May Cry, Resident Evil 4, Winnie the Pooh, Bambi, The Lion King, Aladdin, Dumbo, Dagur Danielsson, Arkham (series), Ben Zaugg, PlayStation, XBOX, ENIAC, EarthBound.

    Next time: Finish the game!

    Link: Brett talks about the end of EarthBound

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


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