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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 101: Ultima Underworld (part one) Feb 21, 2018
    Show notes

    Welcome to Dev Game Club, where we are beginning a new series on 1992's immersive sim classic Ultima Underworld. As usual, we situate the game in time a bit and in the Ultima series as a whole, before delving into the first few hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Level 1

    Podcast breakdown: 0:40 Underworld 54:54 Break 55:22 Feedback

    Issues covered: Brett gets hooked, first person game and a lot of clicking, getting over the initial hump, taking a long time to finish a game, 72-hour game benders, epilepsy and flashing, firsts of their kind year, seeing the walls of the design, branching out with the Ultima series, Ultima Worlds of Adventure, adding simulation to the point of view, not being alone in the first-person space, vector wireframe rendering in the first Ultima dungeons, feeling the presence of the developer, exploration of controls, limited verbs in FPSes, free look, overdesigned mouse interface, not reading the manual, coming full circle to analog controls in the modern day, fine-tuning movement, "this will never catch on," clarity in input, instinct was right but implementation was wrong, poll rates, mechanical mice vs optical mice, Trish the Bard, 80s looking character portrait, innovating on taking a thing from world and dragging into the inventory, the Trello of inventory systems, adding too many things to a bag, UX nightmare, convergence game with systems coming together, top-down design vs bottom-up design, RPG differences between player skill and character skill, gesture-based combat, idea to implementation, fewer barriers to implementation, lack of level designers, taking more risks because of lower costs, dark side of games, using a key in a door, verbs and similarity to adventure games, where the three hours went for Brett, fearing dropping something that you'll need later, traipsing all over, jumping difficulty, factions as an underpinning of the underground society, lack of quest log/journal, does dialogue hint at actions you can take, clarity of the rules, fading fortunes of SSI, playing MGS vs remembering MGS, coloring what follows a good moment, CGI cutscenes painting in the player's impressions of fidelity, the legacy of Lara Croft's portrayal, avoiding blind spots through diverse representation in your development team, preferring Twin Snakes. Games, people, and influences mentioned or discussed: The Chronicles of Narnia, Wolfenstein 3D, DOOM, Origin Systems, EA, Ultima (series), Richard Garriott/Lord British, Wizardry, Dungeon Master, Gold Box, Eye of the Beholder, The Bard's Tale, Dark Corners of the Earth, Elder Scrolls (series), Looking Glass Studios, Warren Spector, Doug Church, System Shock, Marc MAHK LeBlanc, Tim Stellmach, Deus Ex, Harvey Smith, Randy Smith, Prey, Dishonoured (series), Paul Neurath, Underworld Ascendant, Dune II, Warcraft, Ultima VII, Indiana Jones and the Fate of Atlantis, Hal Barwood, Ecco the Dolphin, Super Mario Kart, Mortal Kombat, Night Trap, Alone in the Dark, Resident Evil, Flashback, Another World/Out of this World, Martian Dreams, Savage Empire, Quake, Wing Commander, Space Rogue, id Software, Stonekeep, Final Fantasy (series), Dragon Warrior/Dragon Quest (series), Ogre, Quake, DOOM 2, Terminator, Planescape: Torment, SoundBlaster, Fallout 2, Elder Scrolls: Arena, SSI, Thief, Kupo1256, Christian Schuster, Metal Gear Solid (series), Fallout 3, Todd Howard, Jonah Lobe, Silent Hill 2, Final Fantasy VII/IX, Travis Grasser, Symphony of the Night, Tomb Raider (2013), Rise of the Tomb Raider, Jason Schreier, Kirk Hamilton, Michael, Final Fantasy XV, Christianne Meister, Skyrim, Jeff Buttaccio, GameCube, MGS: Twin Snakes, Shigeru Miyamoto.

    Next time: Levels 2 and 3

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


    DGC Ep 100: Metal Gear Solid (part four) Feb 14, 2018
    Show notes

    Welcome to Dev Game Club, where we are are just finishing our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about the end of the game and some narrative choices there that we like and then discuss our pillars for the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: To the end!

    Podcast breakdown: 0:41 End of MGS 1:00:48 Break 1:01:22 Pillars and feedback

    Issues covered: 100 episodes, Tim moving out, extravagant endings in the series, intercutting action scenes, turning codecs into cutscenes later, economic storytelling through codecs and audio diaries, conversational audio diaries, utilizing VO in interesting ways, Brett's new keyboard, the interesting dynamics of the Vulcan Raven battle, cat and mouse, Brett forgets the word "claymore," multiple ways of defeating Raven, using the AI's rules against them, boss/level design/camera synergy, Brett skips a cutscene and has to redo the battle, backtracking and stretching time, cool alloys, keeping a balance between being cool and usability, camera shot of Revolver noticing that Solid is outside the room (sort of a double reversal on the player), hanging out in the cold or hot rooms, Master Miller and throwing Naomi under the bus and yet still being Liquid, Tim recants his feeling that there should be a MGSVI, small universe problem, Chewbacca effect, Naomi and Gray Fox, the Ocelot effect, Ocelot and Liquid reunited, Liquid monologuing outside of Rex, going toe-to-toe with Rex, RoboCop vs ED 209, forcing you to be bold, Liquid as the boss who never dies, Gray Fox confessing his sins, hand-to-hand fighting with Liquid on top of Rex and the uncertain fate of Meryl, the reveal about FoxDie, cloning and the relationship between multiple characters, Dolly the cloned sheep, being the soldier of the century, James Bond themes, Snake Eater, The Man Who Saved The World, two more monkeys jumping on the bed, differences in the endings, jeep battle, low turn rate, tracers, having a third big battle, end-game balance for normal difficulty, Jim Harrison (the politician behind it all), Meryl and Snake riding off into the sunset on their snowmobile, wrapping up themes of love blooming on the battlefield, different endings, juxtaposing the scientific/techy stuff with the philosophical talk, Hal and Dave (joking at the end), post-credits sequence and the Iditarod, writing yourself into corners and cliffhangers, retconning to fit story stuff together, comic book writing and story structure for serialization, commitment to narrative and cinematic presentation, in-engine cutscenes, hardware-acceleration on the PS1, bilinear filtering, best B movies, letting your freak flag fly, all of ones loves and fears being in a game, being generous as an artist, committing to stealth gameplay, high lethality, voice acting, fictional context, experimentation with mechanics, bringing you back through the evolution of mechanics, adding mechanics from a competing or more recent game into a remake, upsetting the balance, new game plus mechanics, new game plus plus and a tuxedo, immersive sims. Games, people, and influences mentioned or discussed: System Shock 2, Metal Gear (series), James Bond, Star Trek, Ron Gilbert, Star Wars, RoboCop, Halloween (Michael Myers), Spy Who Loved Me, The Last Samurai, 2001: A Space Odyssey, George Lucas, Indiana Jones (series), Empires Strikes Back, Final Fantasy VII, Voodoo hardware, Anachronox, Thief, Death Stranding, Guillermo del Toro, Silent Hills, Silent Hill 2, P.T., LeraAtwater, Michael Baker, Silicon Knights, Shigeru Miyamoto, Denis Dyack, Ben "from Iowa" Zaugg, Christian, Travis, Michael, Ultima Underworld: The Stygian Abyss, Looking Glass, Origin Systems, Warren Spector, Doug Church, Ultima VII, Good Old Games, Prey, The Elder Scrolls: Arena.

    Next time: Ultima Underworld Level 1

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


    DGC Ep 099: Metal Gear Solid (part three) Feb 07, 2018
    Show notes

    Welcome to Dev Game Club, where we are in our third episode of our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about a big choice in the game and the things you're not taught, particularly considering how fourth wall breaking it can be, as well as topics like UI choices. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: To Vulcan Raven (II)

    Podcast breakdown: 0:41 Metal Gear Solid 58:54 Break 59:26 Feedback

    Issues covered: Brett's carpal tunnel, Decoy Octopus and the DARPA Chief, animals chosen for code names, keeping Octopus in the game, submitting to the torture, big story splits and Dragon Breaks, tone variety in Eastern action cinema, weird untaught mechanics, negative vs positive reinforcement in teaching, blood tuition (learning through death) vs soft failure, gameplay telegraphing vs realistic environments, the staircase section, contextualizing rather than breaking systemic knowledge, rappelling down from the roof, having to do things too many times in boss battles, player skill vs stretching time, using vector art in various weapon UIs etc, grounding and science fiction, Otakon and the guys in the elevator with you, CQC'ing the guys around the elevator, multiple ways of dealing with Sniper Wolf, love blooming on the battlefield, respecting the soldiers, professionalism, catching a cold, Naomi's grandfather and adding layers of random research, using the codec for storytelling, a sequel for the West, Metal Yorke Solid, stealing time on the PC, lessons from Metal Gear Solid to teens, when some of the audience wants one thing and a larger audience wants something else, evolving with the industry and your player base, bands selling out vs finding a wider audience, having games find their own voice in a changing environment, changing characters with actors, Kojima's prequels, expanding the histories of characters.

    Games, people, and influences mentioned or discussed: other Metal Gear games (Solid and otherwise), Elder Scrolls (obliquely), Jackie Chan, Park Chan-Wook, John Woo, Nintendo, Super Mario 64, Tomb Raider, Uncharted, Call of Cthulhu: Dark Corners of the Earth, James Bond, Die Hard, Hideo Kojima, John Carpenter, Tom Clancy, Linda Nagata (the Red series), The Incredibles, Bastion, Ashton Herrmann, Splinter Cell (series), MSX2, Konami, Philip Yorke, ISS Pro '98, LoZ: Ocarina of Time, Ploppy54, Metal Gear Rising: Revengeance, The Rock, Tomb Raider (2013), Halo (series), Fallout (series), Star Wars: Starfighter, TIE Fighter, X-Wing, Republic Commando, Rogue Squadron, Sean Connery, Roger Moore, Daniel Craig, Star Wars prequels, Gothic Chocobo, Bleem, Connectix's Virtual Game Station, Aaron Giles.

    Next time: Actually finish the game

    Links: Bleem and VGS

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


    DGC Ep 098: Metal Gear Solid (part two) Jan 31, 2018
    Show notes

    Welcome to Dev Game Club, where we are midway through our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about frustration, the various bosses, and a bit about one-offs. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up through the torture scene

    Podcast breakdown: 0:40 MGS 1:03:10 Break 1:03:45 Feedback

    Issues covered: the history of "snake style," sources of frustration, Brett's psychological makeup, frustration in boss battles, the point of no return, finding the mine detector, using the cardboard box, getting through the lasers, using first person, smoking to reveal beams, gadget use in espionage movies, suddenly encountering a tank, stealth mechanics and the tank, tropes and cultural appropriation, 80s movies, elevating a bad B movie into a good B movie, committing to your melodrama, geopolitical themes and the military-industrial complex, subtext about game development, difficulty and frustration with Cyber Ninja, wall boss, human-sized bosses, grounding the game even in its strangeness, bosses can be characters, breaking the fourth wall with Psycho Mantis, reading the memory card, psychological warfare, cutscene leading up to his face reveal, ridiculous backtracking for the sniper rifle, beating Sniper Wolf and getting captured anyway, limited control in the cinematic, Revolver taunting you, focusing on scenes, voice acting video (link in the notes), briefing cutscene, taking joy in our lives despite their problematic elements, assuaging our guilt, carpal tunnel issues, posture issues.

    Games, people, and influences mentioned or discussed: LucasArts, Star Wars: Starfighter, Chris McGee, Andrew Kirmse, Matty Alan Estock, Portal, Day of the Tentacle, Dave Grossman, Tim Schafer, Samus Returns, Metroid Prime 2: Echoes, The Wrong Trousers, Nick Park, Metal Gear (NES), Hideo Kojima, James Bond, Roger Moore, Sean Connery, Batman, Escape from New York, The Great Santini, Brawl in Cell Block 99, S. Craig Zahler, Bone Tomahawk, Kurt Russell, Death Stranding, Eternal Darkness, Magneto, Hellboy, Darth Vader, The Incredibles, GoldenEye, Mark Garcia, Ben Hanson, Game Informer, Uncharted, The Last of Us, Drew/Tim Homan, Jeremy Blaustein, Silent Hill 2/3, Anachronox, Björn Johansson, Peacewalker, William Rance, Bleemcast/Dreamcast, Aaron Giles, Revengeance, John Yorke, Pro Evolution Soccer, Phil Yorke, Zone of the Enders, Derek Achoy, Super Mario Odyssey, Nels Anderson, Lyndsey Gallant, Tacoma, Mass Effect 2 & 3, Xbox, COBOL, Thief.

    Links: GI The Inside Story of Recording Metal Gear Solid

    MGS Briefing

    Call Me Snake

    Errata:

    Brett was confusing Matt Zoller Seitz with S. Craig Zahler. We regret the error.

    Aaron Giles was in fact involved with the Connectix software Virtual Game Station.

    Next time: Finish the game!

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


    DGC Ep 097: Metal Gear Solid (part one) Jan 24, 2018
    Show notes

    Welcome to Dev Game Club, where we are beginning our new series on 1998's Japanese stealth classic Metal Gear Solid. We first situate the game in its time, including some personal reminiscences of how we first came to the title, before turning to the stealth gameplay, the cutscenes, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up through Revolver Ocelot

    Podcast breakdown: 0:48 Segment 1: MGS in time, Beginning of game 1:03:54 Break 1:04:27 Email/Feedback

    Issues covered: crawling around in ducts, constantly reaching for your phone, previous games in the series, Brett's first year in the industry, good years in games, influences in American film and TV, melodrama and pulp, wholesale commitment to stealth, demo disc for the gaming, preferring systemic games, pre-rendered cutscenes vs in-engine, Carpenter influences (percussion, minimalistic, and synthy), constant camera movement in the cutscenes, choosing CGI vs in-engine (pros and cons), design considerations for streaming video, pixel density/differences in cutscene vs gameplay, being able to tweak a cutscene until right before you ship, setting mood and art direction, camera choice and having a sense of your surroundings, fitting the map to the camera, comparisons with Thief, tactical espionage and choosing the camera to fit, committing to stealth as a primary mechanic, creative risk in the commitment, high lethality and bouncing off, softening failure, unfortunate sexism, Asian influence as far as character choices, introducing the Cold War/extended peace issues, melodrama and big story choices, divisiveness of exposition, tapping walls as a mechanic, good level design choices, out-sized boss characters, solid introductions, allowing the industry to ask whether we can put ourselves forward in this way, breaking the fourth wall puzzle for the CD case, level design writing checks that your camera can't cash, nostalgia as a factor in appreciating a game, hunting through history for Brett's crazy memory, the cut worlds from Anachronox.

    Games, people, and influences mentioned or discussed: Die Hard, Hideo Kojima, NES, Alex Neuse, PlayStation, Half-Life, Starcraft, Fallout 2, LoZ: Ocarina of Time, Banjo-Kazooie, Rogue Squadron, Thief: The Dark Project, Rainbow Six, Spyro the Dragon, Final Fantasy Tactics, Kotaku Splitscreen, Kirk Hamilton, Kurt Russell, Michael Biehn, Terminator, Randy Smith, Ken Levine, Daron Stinnett, Atari, Sega, Nintendo 64, Final Fantasy VII, Tomb Raider (1996), Anachronox, LucasArts, John Carpenter, The Thing, Jackie Chan, Alan Stevens, Super Mario 64, Super Mario Odyssey, Super Mario Sunshine, Game Informer, Aaron Evers, Tom Hall, Planet Anachronox, GameSpy, Jake Hughes, Ronald Railgun, Phil Rosehill, Awesome Games Done Quick, MGS: Twin Snakes, GameCube.

    Links: Promo video for Anachronox

    Speedrun description of Anachronox

    Speedrun of PC MGS

    Errata The PS1 did indeed have some hardware support.

    Next time: Through the first Sniper Wolf encounter

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


    DGC Ep 096: Tom Hall Interview Jan 17, 2018
    Show notes

    Welcome to Dev Game Club, where we present our interview with Tom Hall, Project Lead of 2001's quirky Western-built Japanese-style RPG Anachronox. We talk about the team, the labor of love, what got left on the cutting floor, and various other bits and bobs. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:35 Interview segment 55:28 Break 56:00 Mail/outro

    Issues covered: the game's science fiction underpinnings, JRPGs and adventure games, the surprise of having the adventure game elements, the lore bible and map of the Universe, generating the background information to make characters sound consistent, creating alphabets, the black and white pirate world, PAL-18's digital home world and cel-shading, knowing what happens next, writing and cinematic direction with tools (PLANET), programming the mini-games (APE), in-depth cinematics and facial animation and mitten hands, getting a story in the bathroom (and starting with the name), talking process with Terry Gilliam, little ideas coming together to unite a concept, having a poisoned past, Nick Danger and radio plays, coming up with the most surprising things you could think of, Democratus having its origins in John Carmack's D&D campaign, a planet walks into a bar, playing with expectations, feeling episodic, making characters come first to drive those episodes, loyalty missions in Mass Effect, hidden content, having different levels for different choices, renaming characters, origin of Paco's and Rho Bowman's names, Stiletto Anyway's origins, crunching too much and team size, team cohesion, structure of ION Storm, Dream Design, doing one take of Walton Simmons, thirty years into the industry, being just a bit ahead of time for mobile, directing Gordon Ramsay, missing the big references to Hitchhiker's Guide, talking about the black and white world, talking crunch, potential achievements for Anachronox, adding achievements to remastered adventure games.

    Games, people, and influences mentioned or discussed: Tom Hall, SoftDisk, John Carmack, John Romero, id Software, Commander Keen, Wolfenstein, DOOM, Apogee, Rise of the Triad, Terminal Velocity, ION Storm, Monkeystone Games, Hyperspace Delivery Boy, KingIsle Entertainment, Loot Drop, PlayFirst, Hitchhiker's Guide to the Galaxy, Chrono Trigger, Secret of Monkey Island, Lee Perry, Epic, Fornite, Jet Set Radio, Borderlands, Richard Gaubert, Jake Hughes, Joey Liaw, Brian Eiserloh, Crystal Dynamics, Watchmen, Terry Gilliam, Monty Python, Brazil, Firesign Theater, Dungeons and Dragons, Star Trek, Doctor Who, Game of Thrones, Mass Effect, Chrono Cross, Final Fantasy IX, Peter Marquardt, El Mariachi, Robert Rodriguez, Band of Brothers, Eidos, Deus Ex, Murder One, Daniel Bengali, ngmoco, JAMDAT, gluMobile/PlayFirst, Cooking Dash/Restaurant Dash with Gordon Ramsay, Diner Dash, Eric Zimmerman, Jeff Green, Marc Laidlaw, Half-Life, Valve Software, Quake 2, Jedi Starfighter, MaasNeotekProto, Day of the Tentacle, Aaron Evers, Metal Gear Solid, Thief, Revolver Ocelot, PlayStation, Hideo Kojima, Peacewalker, PSP, Brandon Fernandez.

    Next time: Metal Gear Solid: Up thru Revolver Ocelot

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


    DGC Ep 095: Anachronox (part four) Jan 10, 2018
    Show notes

    Welcome to Dev Game Club, where we are having our fourth and final discussion about 2001's quirky Western-built Japanese-style RPG Anachronox. We talk quite a bit about the specifics of the end of the game, with a diversion into ION Storm, and then talk about our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through to the end!

    Podcast breakdown: 0:42 Anachronox!

    Issues covered: that final battle, splitting up the party, Rho Bowman's adventure on Democratus, Stiletto Anyway's adventure on Democratus, Tim mansplains Star Wars to Brett, we do no work in figuring out the Elementor, Paco's adventure makes a mockery of the military, locks and keys through a million variations, Paco's minigame, party variety, why have unique levels for party members, end of the credits sequence, replayability as an issue in early 2000s games, ION Storm history, splitting off to be a rebel developer, how did this get made, game development rock stardom, Brett's film nerddom, going to Limbus and getting historical and religious context for the whole Chaos/Order thing, character design on Limbus, going to talk to Rowdy, circularity in the story, facial animation system, splitting up the party, heist movie, long car chase scene and Fatima's death, Kuleshov effect, what can and should games notice about player behavior, the final battle, how the Elementor crosses over or whether it does, area effect abilities, post-battle walk out scene, letting your freak flag fly, keeping players guessing, focus on writing and characters, being more playful, humor in games.

    Games, people, and influences mentioned or discussed: Aaron Evers, Legend of Zelda, Tomb Raider, Star Wars, Return of the Jedi, Tom Hall, Quake, Warren Spector, Deus Ex, ION Storm, Daikatana, John Romero, Unreal, Image Comics, DC Comics, Marvel Comics, Todd MacFarlane, Jim Lee, Rob Liefeld, Eidos Interactive, EA, Gathering of Developers, Masters of DOOM, New York Times Magazine, id Software, Epic Megagames, Peter Lorre, M., Fritz Lang, Dark Crystal, Time Machine, Die Hard, Sly Cooper (series), Max Payne, Metal Gear Solid (series), Reservoir Dogs, Star Trek, Moby Dick, Christopher Nolan, Batman, Jeff Green, Computer Gaming World, MaasNeotekProto.

    Links: Computer Gaming World issue where Jeff Green talks about the company and game

    Next time: Interview...? (If not, see the Twitter account)

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


    DGC Ep 094: Anachronox (part three) Jan 03, 2018
    Show notes

    Welcome to Dev Game Club, where we are having our third discussion about 2001's quirky Western-built Japanese-style RPG Anachronox. We talk quite a bit about the specifics of this section of the game, including the combat elements and leveling, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: To the surface of Democratus!

    Podcast breakdown: 0:43 Anachronox pt III 1:05:15 Break 1:05:47 Feedback

    Issues covered: resolutions (or lack thereof) and taking stock, flying towards the Hive and having a railgun shooter, abstracting away from player skill in RPGs, hybridization, lack of loot, finding new offensive stuff in the environment, using the Elementor, colored bugs and finding them all over, the Hive Queen, saving Democratus and having it... join your party?, tonal shifting every couple of hours, movie tone management, no shackles, could you do this today?, indie studios doing widely different games, how would you do a sequel to this game?, drug missions in Far Cry 4, optional nature of diverse gameplay lending them less force, whether a pure episodic model could work, theoretical possibility of continuing the series, choice between Hephaestus vs Red Light District, Pumping Station, broader humor, introduction of Stiletto Anyway, Stiletto's special ability, tricky design problem -- locking off areas, Rho's description of what's going on quantum physics/astrophysics/temporal physics, moving mass between universes, incorporating the game's ideas all the way down into the UI, the Hephaestus mystery, characters moving around in the environment apart from you, useless randomization, getting the elementor, Krapton comics universe and Rictus the villain, storytelling with comic panels, hologram puzzles, the weird hero capture room, committing all the way to a planet as a party member, the electoral college mockery in 2000, hyperdiegetic lore issues, content coordination, the "dragon break", content coordination and licensing, listening out of order, book club.

    Games, people, and influences mentioned or discussed: Aaron Evers, IrreverentQ, Matty Alan Estock, Makendi, MaasNeotekProto, Ryan (Stats_dr), Jackbox Party Pack/Drawful, Rebel Assault, Descent, Final Fantasy, Witcher III, Aliens, Soul Reaver, Star Trek, What Remains of Edith Finch?, The Unfinished Swan, Vlambeer, Year Walk, Beat Sneak Bandit, Device 6, Simogo, Far Cry 4, Far Cry Primal, Square Enix, Eidos, Outlaws, The Terminator, Ron Gilbert, Rob Howard, Grid Snaps, Star Wars Republic Commando, Ben (from Iowa) Zaugg, Al Gore, Logan Brown, Halo, Jason Schreier, Blood Sweat and Pixels, Halo Wars, Indiana Jones, Star Wars, 343 Industries, LucasFilm, Haden Blackman, Hangar 13, Mafia III, Star Wars Encyclopedia, Ryan Kaufman, Star Wars Galaxies, Bethesda Game Studios, tshokunbi, System Shock 2.

    Links: Podcast episode about SWRC

    Next time: Finish the game!

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


    DGC Ep 093: At Year's End, Two Dec 27, 2017
    Show notes

    Welcome to Dev Game Club, where we have a very special, year-end blast where we talk about some top take-aways and interview moments from the past year. And it's been a busy one, with six interviews and ten games discussed. Thanks for joining us this year. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Issues covered: defeating Darth Vader, the complexity of the world and reflecting that in TIE Fighter, taking a twist on the Chosen One, developing the character of Gordon Freeman and ultimately cutting the cutscenes, having a scene of level designers competing with one another and also with other companies, making single-player content be moment-to-moment excellence, the enemy AI playing against you in X-COM, flying under the radar, adding dynamic difficulty at the last possible moment, Tim loses his X-COM save file, thematic and story integration, holistic design (between control/mechanics/camera/space), less is more, individual effort shining through, homogenization of game development, nailing the 3D camera, shipping your experiments.

    Games, people, and influences mentioned or discussed: Anachronox, Darren Johnson, Reed Knight, TIE Fighter, Dan Connors, Mark Cartwright, Larry Holland, X-Wing vs TIE Fighter, Republic Commando, Planescape: Torment, Chris Avellone, Half-Life, Marc Laidlaw, Chuck Jones, Dario Casali, Fallout, Sin, Daikatana, Quake II, Titanfall 2, Respawn Entertainment, Chris Blohm, Julian Gollop, X-COM: UFO Defense, Microprose, Phoenix Point, Star Wars: Starfighter, Fumito Ueda, Ico, Shadow of the Colossus, Legacy of Kain: Soul Reaver, Legend of Zelda: A Link to the Past, Super Mario World, Silent Hill 2, Super Mario 64, Battlefront II, Metal Gear Solid, The Last Guardian, Fred Markus, Aaron Evers.

    Next time: We return to Anachronox and go down to the surface of Democratus!

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


    DGC Ep 092: Anachronox (part two) Dec 20, 2017
    Show notes

    Welcome to Dev Game Club, where we are in the midst of our discussion about 2001's quirky Western-built Japanese-style RPG Anachronox. We talk about the writing and humor, how those may have developed, and also discuss the characters and their characterization, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Votowne

    Podcast breakdown: 0:45 Segment 1: Anachronox 50:23 Break 50:52 Segment 2: Feedback

    Issues covered: etymology of sly boots and other forms of boots, the writing style, broad and referential humor, the quest for a size five helmet, comedic space opera, particular interests in the humor, dark humor, lack of boundaries to the writing, Grumpos's Yammer ability, going back and forth with your party on Votowne, having to have Sly in your party, drifting in space conversations, walking a thin line of humor and menace, hinting at Detta before you meet him, is PAL's voice getting in the way?, lip-synching and fully-voiced cinematics, recording all actors in the same room, length of space cutscenes, edited together machinima, paying off on team and technical investments over multiple games, use of multiple locations, feeling like a television series, political commentary, gaining confidence in comedy, individualism in Votowne and Rho Bowman, use of space and environment in combat, combat speed, stone sentinel fight and combat design, figuring out the JRPG rock-paper-scissors stuff, combat challenge and depth (or lack thereof), enabling character dialog based on quest state, Sender Station Station, NPC state or location changes based on quest, boss battles, jeep battle section at end of MGS 1, marker system challenge in SWRC, air steering in Tomb Raider.

    Games, people, and influences mentioned or discussed: Nathan Bailey's 1721 Dictionary of Canting and Thieving Slang, Ambrose Bierce, The Devil's Dictionary, SpaceQuest, Sierra, The Beatles, Tom Hall, Jim Jones, SpongeBob Squarepants, Cartman, Buck Rogers, Kingdom Hearts, Nightmare Before Christmas, Cowboy Bebop, Mass Effect, Planescape: Torment, Chinatown, John Huston, Kingpin, Daredevil, The Godfather, Jeff Morris, Jake Hughes, Star Trek: The Motion Picture, 2001: A Space Odyssey, Uncharted (series), Star Trek: Wrath of Khan, Star Trek (television series), Avengers/Captain America, Final Fantasy IX, Chrono Trigger, Tomb Raider, Drew Homan, Final Fantasy VII, Metal Gear Solid, Panther One/Anthony Vaccaro, Asteroids, Pong, Unity, Unreal Engine 4, Hero Engine, GameMaker: Studio, Republic Commando, Nathan Martz, Tomb Raider (2013), Mario (series), TIE Fighter, Half-Life, Julian Gollop, X-COM, Chris Avellone.

    Next time: To the Surface of Democratus!

    Links: Asteroids tutorial, Step 1: https://youtu.be/7XDcSXVUGsE

    GameMaker: https://www.yoyogames.com/gamemaker

    Brett Making Asteroids in a couple hours: https://www.youtube.com/watch?v=gv7L09FOx8E

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


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