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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 120: Deus Ex (part one) Jun 27, 2018
    Show notes

    Welcome to Dev Game Club, where we are finally turning our attention to 2000's Deus Ex. In our first episode in the series, we set the game in its time but also talk about its many connections to other games we've played here on the 'cast. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to the Airfield

    Issues covered: ten hours of driving, convergent point in games, early indie dev mentality, formative early career game, a game that became a verb, commitment to multiple paths, merging RPG and action and other systems, branching skill trees, lack of classes, connecting to a more grokkable understanding, creating a subgenre, listening to E3 recaps, setting the game in time, a bunch of engine discussion, multi-route play and accommodating play styles, narrative beats that you can influence, supporting player choice, going super-lethal and being disincentivized, RPGs not tying choices together/mere mechanics, knucklehead stealth, linear tutorial, putting all the plants in the tutorial rooms, bulletproofing a level, blowing off your legs, supporting all the various possibilities, GDC post-Deus Ex, emergent gameplay, supporting a wide variety of player stories in emergent design, engineering around sources generally instead of specific things.

    Games, people, and influences mentioned or discussed: Ion Storm, Ultima (series), Irrational Games, Looking Glass Studios, Warren Spector, Harvey Smith, Anachronox, System Shock, Arkane Studios, Ricardo Bare, Prey, Dishonored II, Austin Grossman, Reed Knight, System Shock 2, Mass Effect (series), Junction Point, Origin Systems, Cyberpunk 2077, The Witcher, CD Project Red, Diablo II, Baldur's Gate II, Infinity Engine, Icewind Dale, The Sims, Hitman: Codename 47, Final Fantasy IX, Rainbow Six, Quake III Arena (DreamCast), Daikatana, PS2, Dark Cloud, SSX, Nintendo 64, Perfect Dark, Majora's Mask, Shenmue, Timesplitters, Soldier of Fortune, Elite Force, Bioshock, Escape from Monkey Island, Thief II, Unreal, Half-Life, id Software, Eidos, other Deus Ex titles, GO series, Planescape: Torment, Chris Avellone, Grand Theft Auto 3, Breath of the Wild, Oblivion, Dabominic, The2ndQuest, Link to the Past, Super Mario 64.

    Next time: Check Twitter for details

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 119: Bonus Interview with Matt Tateishi Jun 20, 2018
    Show notes

    Welcome to Dev Game Club for a second Dark Forces special bonus interview edition. We speak with Matt Tateishi, a level designer on the game, talking about the environment around the building of Dark Forces, process, and leaping into the new. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:39 Interview 1:03:31 Break 1:04:01 Feedback

    Issues covered: a brief history of Matt, architecture department at Berkeley, starting as art techs, hourly wages, having your Star Wars bedsheets, Master Chief body pillow, thinking about the use of a space, trying to outdo one another, abstract spaces vs real-feeling one, geeking out over the Dark Trooper intro, simulating screen shake, just getting the thing to run, how big should levels be, figuring out production, difficulty spikes and weapon (mis-)balancing, dreaming of work, skill-based challenges, losing sight of your work, some doubt about doing Dark Forces, "puzzles are how we're going to be different from DOOM," throwing everything at the player, saving state mid-level, the pie tin mine, motivating the space, being brought in to be an artist (rather than the technical specifics), being near ILM at the time, everyone coming together to make cool stuff, Brett sings terribly again, an argument for Jabba's Palace, going from high concept to design, productivity and scheduling, Pomodoro, meeting-driven, Brett walks down memory lane, discussion of Mac vs PC in the 90s.

    Games, people, and influences mentioned or discussed: Shadows of the Empire, Jedi Knight, Lucas Learning, Droid Works, Infinite Machine, Nihilistic Software, The Force Unleashed, Dante's Inferno, EA, Visceral, 1313 (RIP), WETA Digital, Impulse Gear, Farpoint, Daron Stinnett, Ingar Shu, Jim Current, Kilani Striker, Ralph Gerth, Winston Wolff, Ray Gresko, Rob Huebner, Brett Tosti, Republic Commando, Troy Mashburn, Skyrim, X-Wing, DOOM, Peter Tsacle, Full Throttle, Double Fine, George Lucas, Tom Payne, Ben Burtt, Dungeons & Dragons, Colette Michaud, Peter Chan, Day of the Tentacle, Forrest Gump, Steve Dauterman, A Knight of Ren, Dire Straits, Zachary Crownover, Zimmy Finger, Quake, Mysteries of the Sith, Marathon, Philip Kramer, Apple, Myth, Kevin Steven.

    Next time: Deus Ex; up to the airfield

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 118: SWRC Interview Bonus Jun 15, 2018
    Show notes

    Welcome to Dev Game Club for a special bonus bonus interview edition. Justin Stinnett turns the microphones on hosts Brett Douville and Tim Longo, in addition to Daron Stinnett, to talk Republic Commando. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Issues covered: making a squad seem smart, how to deal with the squad AI, keeping the squad in view, how to control the squad on a console, squad positioning, seeing the sniper, Sev's sense of humor, Fixer's uptight nature, Scorch childishness, making the squad feel even smarter and more connected, markers/maneuvers, more freedom and options for maneuver use, regretting cutting co-op, Delta Squad animated, Republic Commandos as canon, obeying or disobeying Order 66, what we're up to now,

    Games, people, and influences mentioned or discussed: Halo, Rainbow Six, Nathan Martz, Mike Stemmle, Ryan Kaufman, The Clone Wars, Dave Filoni, Star Wars Legends, 343 Industries, Bethesda Game Studios, Skyrim, Fallout 3 & 4.

    Next time: Another interview OR Deus Ex, up to the Airfield

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 117: Bonus Interview with Daron Stinnett Jun 13, 2018
    Show notes

    Welcome to Dev Game Club for a special bonus interview edition. We speak with Daron Stinnett, lead programmer and project lead on Dark Forces, looking at the beginnings of his career before turning to specifics about the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:40 Interview segment 1:04:45 Break 1:05:17 Feedback segment

    Issues covered: Daron intro, the Stinnett origin story, making houses on computers, Radio Shack, buying a first car, transitioning to having a regular development job, porting Thexder, moving to Spectrum Holobyte, existential threat to the company, becoming a project lead, team lead and lead tester, multiplayer and the 600 baud modem, a Las Vegas con FalCon, modeled cockpit, high-fidelity simulations that didn't exist in the real world, "I knew I had to make Star Wars games," eating lunch at Skywalker Ranch, a room full of prop, Kerner complex, looking out at ILM, crashing a plane in a parking lot, "I want to do a Star Wars Wolfenstein game," the challenge of making Dark Forces, getting a leg up from the DOOM alpha, subtracting from the world rather than adding to it, performance challenge, having a vision of walking around a hangar, expecting to work with Luke Skywalker, Luke belonged to George, adding Ray Gresko as a rendering engineer and Justin Chin as lead designer/story guy, mixing level design and architecture, adding to the palette, specific areas of wish fulfillment, not just a game about shooting things, LucasArts as a place to create new stories, showing the game to George the first time, shooting non-humans in the films, putting together teams to make something no one knows how to build, bringing the conversation around to the car, following up on the interview, getting interviewed ourselves, targeting just one hardware, console exclusivity.

    Games, people, and influences mentioned or discussed: Thexder, Republic Commando, Spectrum Holobyte, Falcon 3.0, LucasArts, Outlaws, Starfighter (series), Star Wars Episode III, Perpetual Entertainment, Star Trek Online, Gods and Heroes: Rome Rising, PlayGrid, Solo: A Star Wars Story, Rick Lamont, Synergistic Software, Sierra, Microprose, Chuck Yeager, Nintendo, FalCon, X-Wing, Dean Sharpe, Jon Knoles, Taito, Indiana Jones and the Last Crusade, Toshi Morita, Steve Dauterman, Alive, DOOM, Wolfenstein 3D, Faceball 2000, Ray Gresko, Justin Chin, Doug Smith, Lode Runner, Broderbund, Justin Stinnett, Dan Hunter, Terminator: Future Shock, Bethesda Game Studios, Danny O'Dwyer, Gamespot, noclip, Unity, Sony, Sega.

    Next time: We... think, another interview

    Links: Space Race

    Daron's interview on Computer Chronicles

    NoClip video about BGS

    Making of Fallout 76

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 116: Dark Forces (part three) Jun 06, 2018
    Show notes

    Welcome to Dev Game Club, where we are finishing 1995's Star Wars: Dark Forces. We talk a bit about the final levels of the game while punching dragons 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: We finished the game!

    Podcast breakdown: 0:44 DF Discussion 59:08 Break 59:38 Takeaways

    Issues covered: the Kell dragon, entirely too much discussion of dragon types, being unsure what to do, not matching up with the fantasy, puzzle elements in fighting, having a role-playing moment in an action game that you don't often have in an RPG, starting as a Luke Skywalker game, lacking a hook for why it's Jabba's ship, enemy types, cuts later in games, the iso chamber maze puzzle, making the level itself into an interesting space, bending constraints to your will, not having anyone to tell you you can't do a thing, lowering risk, shifting towards production realities, the cost of a pivot raising aversion to risk, distinctions between studios (tech-driven vs design-driven vs art-driven), having to compete on all three, "you are fighting Boba Fett, so that's pretty cool," player skill puzzles, executing on a plan that's working, minimal story telling, television vs films, build up and implication, filling in a lot yourself, leaning on the films, the only source of Phrik in the galaxy, unmotivated space, the conveyor belt action bits, gaminess of a level, placing obstacle courses at the end of games, denouement and falling action, climax and the lack of remaining action, remaking the game, level design high water mark, being evolutionary rather than revolutionary, elevating through design and Star Wars bits, gadgetry and secondary mechanics, introduction of the Dark Trooper, high quality music, using Jedi in games, what you choose to build into your design, cornering the market in the Auction House, picking a setting that supports the fantasies, the MDA framework.

    Games, people, and influences mentioned or discussed: The Force Awakens, Return of the Jedi, TIE Fighter, Jon Knoles, Mysteries of the Sith, Final Fantasy IX, The Witcher, Baldur's Gate, Rebel Assault, Republic Commando, Ingar Shu, Kevin Schmitt, Reed Knight, Duke Nukem 3D, Steve Chen, Starfighter (series), John Drake, id Software, Epic MegaGames, Half-Life, Unreal, Quake, Outlaws, Jedi Knight, Indiana Jones and the Infernal Machine, Fallout, Leonard Boyarsky, Tim Cain, Obsidian, Chris Avellone, Planescape: Torment, Justin Chin, Mario, Ratchet & Clank, Battlefront II, Clint Bajakian, John Williams, @notmyviews, Star Wars Galaxies, Star Wars: The Old Republic, Everquest, Ultima Online, Raph Koster, Dungeons & Dragons, Gary Gygax, Knights of the Old Republic, Bioware, Tomb Raider, Wolfenstein.

    Next time: Bonus interview!

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 115: Dark Forces (part two) May 30, 2018
    Show notes

    Welcome to Dev Game Club, where we are in our second episode about 1995's Star Wars: Dark Forces. We delve much deeper into the level design and themes, talk about fulfilling the Star Wars fantasy, and talk about the tease of future technologies. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through "The Death Mark"

    Podcast breakdown: 0:46 DF Segment 57:09 Break 57:40 Feedback

    Issues covered: beating the parsec to death, a favorite moment in games, going down deep through into the mine level, playing the game on different difficulties, how lives and checkpoints work, the ice cleats, taking a break due to frustration, tension-filled obstacle courses, Star Wars fantasy fulfillment, making the places feel like Star Wars, good texture work, puzzling out the level geometry, the balance of combat vs level traversal, getting lost and leaning on the map, atmospheric, pushing the technical boundaries, bleeding through of new technologies, the "golden path," finding secrets, more ornate secrets, extra steps to use your inventory, RPG-elements, a sense of high adventure, Darth Vader says your name, Boba Fett, tools that are unique to a space, Dark Trooper introductions, seeing the enemy side, building the story up a piece at a time, Vader overseeing other enemies, battle droids, motion sickness in games, speedrunning and leaving glitches in, singing reviews.

    Games, people, and influences mentioned or discussed: The Terminator, GalaxyQuest, The Rock, Republic Commando, Half-Life, God of War, Pinocchio, Bambi, Jedi Knight, Fable, Wolfenstein, DOOM, Solo: A Star Wars Story, No One Lives Forever, TIE Fighter, Halo, 343 Industries, The Witness, Maas Neotek Proto, David Sullivan, Bethesda Game Studios, Jeff Brown, Aaron Evers.

    Next time: Finish the game!

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 114: Dark Forces (part one) May 23, 2018
    Show notes

    Welcome to Dev Game Club, where we are beginning a new series about 1995's Star Wars: Dark Forces. We situate the game in its time a bit and then turn to the first three levels of the game, specifically talking about its level design and a bit about squeezing Star Wars into games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through The Subterranean Hideout

    Podcast breakdown: 0:46 Segment 1: Dark Forces 49:50 Break 50:25 Segment 2: Feedback

    Issues covered: Star Wars character class, Bothan spies, Tim as Dark Forces tester, PlayStation version, credits up front, lots of adventure games in 1995, fond memories of DF, faking co-op by phone, project leader Daron Stinnett, prior Star Wars games, level design, not a discipline, innovating beyond DOOM, grounding the level design in architecture, creating a sense of place, increased complexity, verticality, auto-aim, ducking and jumping, lighting, scale of rooms and levels, grounded vs abstract levels, Star Wars economics, using more detail in rooms being visited multiple times, characters and story lines fitting into Star Wars, hunger for new Star Wars stories, loving and respecting Star Wars, building characters on Star Wars archetypes, bringing in Star Wars elements and fitting them into the game, Crix Madine, flexibility with using a new character, mechanics, vertex lighting, enemies who aren't facing your way, reimagining the Williams aesthetic, seeing Star Wars a bunch of times, controls, differences between GOG and Steam versions, Brett's weird keyboard configuration, sliding movement, pace of play, cover shooters, seeing canonical characters in mission briefings, seeing the hive of scum and villainy side of things, leaning on the existing world-building of Star Wars, polygonal Moldy Crow, fixed point and floating point math, seeing a thing in a cutscene and then in-game, levels getting bigger, resources carrying between levels, Brett delivers a punk serenade to the audience, Tim mispronounces "proliferation," pitch docs, DVD-style commentary on Jedi Starfighter, surfacing unreleased content, lack of bang for buck, not showing things that aren't complete, saving stuff for a sequel.

    Games, people, and influences mentioned or discussed: George Lucas, X-Wing vs TIE Fighter, Day of the Tentacle, Full Throttle, Sierra, The Dig, Phantasmagoria, The Beast Within, The 11th Hour, I Have No Mouth and I Must Scream, Warcraft 2, Blizzard Entertainment, TIE Fighter, Command and Conquer, Flight Unlimited, Looking Glass Studios, Chrono Trigger, Square, Enix, King Arthur and the Knights of Justice, Descent, Marathon 2, Hexen, DOOM, Daron Stinnett, Starfighter (series), Republic Commando, Outlaws, Jedi Knight, Bioforge, D, Super Star Wars, Rebel Assault I & II, Myst, Reed Knight, Darren Johnson, Kevin Schmidt, Ingar Shu, Matt Tateishi, Ultima Underworld, Anachronox, Mysteries of the Sith, Empire Strikes Back, Clint Bajakian, Half-Life, Amy Hennig, DOOM 3, Wolfenstein, Quake, id Software, Unreal, Descent, Brian Taylor, Buttercup Scratchnsniff, The Ramones, The Platters, Bing Crosby, God of War, Daniel C, Andrew Kirmse, Nathan Martz, Doug Modie, Troy Mashburn, Rich Davis, Halo 5, Arkham (series), Fallout 3.

    Next time: Through The Death Mark

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 113: God of War (2018) Bonus May 16, 2018
    Show notes

    Welcome to Dev Game Club, where we are discussing the newly released return to God of War. We talk about the way the game has been modernized for current tastes, and how it maintains the feel of the series. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: First few hours

    Issues covered: modern design elements, combat feel, level linearity with bits of side secrets, combat/explore, chests, pushing technology, ways you can cheat for performance, pixel density, which GoW games we've played, elaborate progression system, camera commitment, camera in combat, thinner combos, epic feel of original from camera, older and more sympathetic anti-hero, more deliberate pace of combat, more psychologically dense mythology, making a character relatable again, more vulnerable heroes, the character of the mother, small story, enriching a character after her death, developing the relationship with the boy through animation and writing, animation-forwardness, craftsmanship, Tim digresses into television, geographic and cultural origins of mythology, toxic masculinity, the jock and the theater kid, high stakes and having to survive, the dad games and the dad feelings, having another character to relate to, having colors and level information on enemies, loot systems and not knowing what sort of player you're going to be, the axe and its economy of design, giving clear direction, more grounded violence, intimate violence, digging into the design problem with the one room, camera having to work with level design, fork in the road level design choices, not doing enough usability testing, wanting more information based on what you're given in a story game, non-verbal communication, difficulty balancing at the end of God of War for explorers vs combo kings, how to deal with balancing, rubber-banding.

    Games, people, and influences mentioned or discussed: Skyrim, Devil May Cry, DOOM (2016), Tomb Raider (2013), Resident Evil 4, PS3, Xbox 360, Cory Barlog, The Vikings, The Road, The Last of Us, Starfighter series, Horizon: Zero Dawn, Gilmore Girls, Diablo, Borderlands, Assassin's Creed, Republic Commando, They Live, Clint Eastwood, Unforgiven, Fight Club, Rocky, Dolph Lundgren, Metal Gear Solid (series), Gothic Chocobo, Zimmy Finger, Ico, Silent Hill, Ratchet and Clank, Mark Garcia, Sony Santa Monica, Spider-Man 2, Jamie Fristrom, Legend of Zelda: Link to the Past, Nintendo, Metroid (series), Mario Kart.

    Next time: TBA!

    Links: Ratchet and Clank Level Design

    The Muse Keys

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 112: God of War (part three) May 09, 2018
    Show notes

    Welcome to Dev Game Club, where we are finishing our series on 2005's God of War. We talk about when the game leans into the things it's not great at, the sense of epic scale, as well as turning to our traditional takeaways as we end a series. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished the game!

    Podcast breakdown: 0:42 God of War discussion 54:45 Break 55:11 Takeaways and Feedback

    Issues covered: dying 20 - 60 times, the downward spiral rage, compounding challenge, adding elements at a good rate, enumerating the elements of a challenge, not earning the challenge, shelf-level events/wall mission, not knowing you're near the end of the game, being stubborn and maybe putting a game away for a while, representing Hades accurately as a Sisyphean task, leaning into disempowerment sections as a mistake, potential for usability testing issues, variant gameplay needs to be easier, getting bored as developers, it's a sorbet not a bowl of hot sauce, positive vs negative feedback loops, rich getting richer syndrome, strategies for dealing with small numbers of orbs, arguing with QA, rationalizing your poor choices, a combo game for the masses, difficulty levels as a Band-Aid (TM), a strategy for spending orbs, adjusting orbs for difficulty, puzzle scale, puzzles for pacing, merging of genres, enjoying geometry puzzle, macro puzzle, puzzles that fit or don't, physics puzzles (buoyancy, momentum), tests of the gods, Tim and Brett forget ballistas, Greek tragedy themes, melodrama being appropriate here, having to work for a more minimal story, overly simplistic motivations, conflating player and character motivations, finding revenge against Ares, never getting to care for Kratos, an unsympathetic hero, tragedy as a character issue vs a plot issue, evolving Kratos and his world, sequence saving the family, Brett confuses who the brothers are, music as the MVP, exotic and seductive soundtrack, pushing Pandora's Box to no soundtrack, full commitment to camera, a technical pinnacle on the platform, embracing spectacle, combo flow, Raiden: the best MGS hero, empowering games, assertion through domination vs self-expression, the opportunity to be clever, using tactics effectively.

    Games, people, and influences mentioned or discussed: Halo, Mark Garcia, Nintendo, Jamie Fristrom, Jak & Daxter, Devil May Cry, Uncharted, Tomb Raider, King Tutenkhamen, Noah Hughes, TR: Legend, Ray Harryhausen, The Bacchae, Shadow of the Colossus, Faustus, Oedipus, 300, Frank Miller, Conan, Medal of Honor, Michael Giacchino, Clint Bajakian, LucasArts, Outlaws, Gerard Marino, Michael Reagan, Ron Fish, Winifred Phillips, Winnie Waldron, Cris Velasco, Marcello de Francisi, Lawrence of Arabia, DarkSiders, Ninja Gaiden, Bayonetta, Platinum Games, Metroid: Other M, Metal Gear: Rising, Metal Gear Solid 4, Mikkel Lodahl, Sierra, Mark Crowe, Jordan Mechner, Karateka, Prince of Persia, Republic Commando, Mass Effect: Andromeda, Everything: The Game, Minecraft, Fallout 3, X-COM, Toy Story 3: Toy Box Mode, Disney Infinity, Project: Spark, else heart:break, The Magic Circle, Kim Kardashian's Hollywood.

    Next time: We'll figure it out soon! (Almost certainly more God of War-related content)

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 111: God of War (part two) May 02, 2018
    Show notes

    Welcome to Dev Game Club, where we are on to the second of our series on 2005's God of War. We talk about what a fully scripted camera allows you to do, where it breaks down in implementation, as well as touching on the over-the-top nature of the game and its light RPG elements. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through the Challenges

    Podcast breakdown: 0:43 Segment 1: God of War 51:40 Break 52:20 Segment 2: Feedback

    Issues covered: Birthdays, Sierra interview, the academic/theoretic side of making games, the early days, the Yosemite photograph, cameras and third-person action-adventure, level design and the camera, scripting the camera throughout the game, conceptually 2D in some ways, freeing up the right thumb, flicking to roll, managing the space well for the camera in combat, sewer camera problem, "God of War Camera," altitude in combat, telegraphing the camera through player control vs designer control, exploring a space from multiple directions, being clear about what space you're in and whether you've been there before, not knowing where you can go, were levels and camera being designed at the same time?, lack of telegraphing of direction to follow, not having supporting mechanics to know you've missed things, possibility of thinking you have to do something local to solve a puzzle, sense of scale, having to trust the game, using the camera to hide secrets, gigantic sense of scale, capturing sense of scale with a closer third person, over-the-top violence, combining scale and animation and camera cohesively, pairing button mashes to animation speed, herky-jerky and stop-motion animation, sacrificing a soldier, pushing Kratos's inhumanity, toxic masculinity, toxic masculinity/anti-heroes and pop culture, wanting to play as a hero, lack of choice, light RPG elements, stringing combos together, leveling the Artemis sword, balancing weapons with XP, liking to power up the base weapon, just using the cutting laser in Dead Space, the ranged blades of chaos, compelling weapon design due to flexibility, combo-based games, watching skilled players, playing for stream, power escalation and enemy introductions, adding multiple enemies of a newly introduced type, foreshadowing the moment of Kratos's jump, whiskey-fueled voices, looking at your user experience to support tutorialization, taking the easy way out at the end of production, implicit tutorials and learning, real-time and turn-based tutorials, implicit tutorials and iteration, not hand-holding for experienced players, players don't read, also: podcast listeners don't read show notes, prove me wrong, send us an email :)

    Games, people, and influences mentioned or discussed: Sierra, King's Quest/Space Quest, Mark Crowe, John Romero, Larry Holland, Julian Gollop, Tim Schafer, Dave Grossman, Soul Reaver, Super Mario 64, Ico, Shadow of the Colossus, Prince of Persia (2008), Devil May Cry, Crystal Dynamics, Tomb Raider (series), Republic Commando, Super Metroid, Ray Harryhausen, Jason and the Argonauts, The 7th Voyage of Sinbad, DOOM, Cory Barlog, The Sopranos, Breaking Bad, Dead Space, Bioshock, Rygar, Bayonetta, Resident Evil, Plasticman, Mr. Fantastic, Ninja Gaiden Black, Boy.Pockets, Tom Waits, Gilmore Girls, Zachary Crownover, Chevy Chase, SpaceChem, FTL, Detention, Red Candle Games, The Last Door, Nintendo, Civilization, Fallout.

    Next time: Finish God of War (2005)!

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


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