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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 081: X-COM: UFO Defense (part five) Oct 04, 2017
    Show notes

    Welcome to Dev Game Club, where we are in our third in a series of episodes about 1994's X-COM: UFO Defense. We wrap up our discussion of the game, covering save-scumming and difficulty, and talk about some pillars and takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Just as much as we could fit in

    Podcast breakdown: 0:39 Segment 1: X-Com finale 41:51 Break 42:24 Segment 2: Pillars and feedback

    Issues covered: the terror mission that kicked Tim's butt, getting under your skin, "super-gratifying," difficulty curve a bit too steep, quitting the game early, interceptor trouble, plasma clips, the United States pulling out, powered armor, aliens I have seen, experimentation and determining enemy behavior rules, negative connotation of save-scumming, fairness, save-scumming to survive, aggressive play, discovery and save-scumming, setting up the second playthrough, smoke inhalation, planning around the 88% shot, forcing improvisation, figuring out elevations and other rules for line of sight, pacing and rhythm and controls, waiting on research and manufacture, endless learning curve, sending out the rookies to die, how medkits work, motion scanner use, the first two turns, flanking more, chain reactions, multilayered interdependent systems at the tactical level, having to deliver on the tactical combat, alien autopsies, player-driven stories, escalation of the game, invasion story to counter-invasion story, wish fulfillment of being a government bureaucrat, "they said yes to a lot of things," generosity in game design, scaling generosity because it's a sim, why games didn't incorporate time in calculations, Bad Designer No Twinkie, modding in games, unique ability of games to mod, why Vagrant Story is so good, restoring Brett's blog, horror games,

    Games, people, and influences mentioned or discussed: Alien, Metal Gear, Casablanca, Blade Runner*, Laser Squad, Temple of Elemental Evil**, Troika, Arcanum, Final Fantasy Tactics, Mario + Rabbids, Far Cry 2, Rogue Spear, Rainbox Six, Zelda: Link Between Worlds, Ghostbusters, Rube Goldberg, Republic Commando, V: The Miniseries, Morgan Gray, Super Mario World, Nick Faulhaber, Dungeon Keeper, Ernest Adams, GamaSutra, Joao Vitor Bispo Galvao, Planescape: Torment, OpenXCOM, System Shock 2, Firaxis, Just Cause 2, Skyrim, Thomas the Tank Engine, Patrick Holleman, Losstarot, Kotaku: Splitscreen, Final Fantasy XII, Vagrant Story, Yasumi Matsuno, Dark Souls, Devil May Cry, JQ (yes, that's my real name), Resident Evil, Don Delillo, Zero K, Emily Ruskovich, Idaho, Hideo Kojima, Drop 7, X-COM: Enemy Unknown, Silent Hill 2, Clock Tower, Fatal Frame, Crimson Butterfly, Amnesia, Condemned: Criminal Origins, SOMA, Cthulhu.

    *Yes, I flubbed the quote, it has been quite some time. **It was 2003 (not 2004) and I was close: it was D&D 3.5.

    BrettYK: 4 TimYK: 79

    Links: OpenXCOM: https://openxcom.org/

    Kickstarter for Reverse Design, Volume II: https://www.kickstarter.com/projects/144457690/reverse-design-volume-two

    Next time:

    Guest?

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


    DGC Ep 080: X-COM: UFO Defense (part four) Sep 27, 2017
    Show notes

    Welcome to Dev Game Club, where we are in our third in a series of episodes about 1994's X-COM: UFO Defense. We talk about our plans of attack for the game, whether the game is reacting to our plans, and how sim games make an argument. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Who even knows anymore?

    Podcast breakdown: 0:31 Game discussion 39:19 Break 39:45 Feedback/email

    Issues covered: Tim's death of dysentery, Tim's approach and Brett's approach, reserving time for opportunity fire, how time units scale, ranking soldiers and hierarchy, mastery of sims, taking down a much larger UFO, is it dynamically scaling?, algorithms and tables, board game systems, complexity from simplicity, how a simulation makes an argument, visibility of rules and systems, how X-COM promotes anxiety, lack of telegraphing, wasting a player's time, the RNG and drama, strategy and planning and percentages, entertainment vs anxiety, do aliens panic?, flocking/herding/schooling behaviors, learning the AI's rules, looking forward to a modern version, exploits vs learning behaviors, empowerment of setting a trap, naming your troops and telling stories about them, streaming's impacts on games development, increasing player customization as a means of authoring, MOBAs as streaming games, shooters having difficulty crossing over, randomness in games, rewarding success because of the possibility of failure, RNG and the level layout, accessibility vs complexity and depth, transparency and mystery, over-indexing on accessibility working against aesthetics, diving deeper into games, thinking ahead to making a sim game of my own.

    Games, people, and influences mentioned or discussed: Oregon Trail, Ken Levine, Pandemic, Sim City, Mario vs Rabbids, Sid Meier, Randy Quaid, Johan Huizinga, Pac-Man, Clint Hocking, XCOM: Enemy Unknown, Ubisoft, Super Mario World, Final Fantasy IX, Dan Hunter, The X-Files, Julian Gollop, RebelStar Raiders, Laser Squad, Dark Souls, Guernsey College (of Further Education), No One Lives Forever, Warcraft, Edge of Tomorrow, Player Unknown's BattleGrounds, Minecraft, Nuclear Throne, Vlambeer, Forza, Overwatch, Lucas Rizoli, D&D, Invisible Inc, World of Warcraft, Spelunky, Bjorn Johannson, Firaxis, GTA III, Recettar, Receiver, Surgeon Simulator, Reed Knight, Trespasser, Jurassic Park, Far Cry, Civilization, Michael Sew, Hitman 2, Hitman 2016.

    BrettYK: 1 TimYK: 45

    Next time: Finish the game? (Narrator: They will not finish the game.)

    Links: https://www.rockpapershotgun.com/2017/07/05/no-one-will-sell-no-one-lives-forever-so-lets-download-it/

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


    DGC 080: Ken Levine Redux Sep 20, 2017
    Show notes

    That week, the Dev Game Club podcast welcomes special guest Ken Levine, founder of Irrational Games and designer/writer of System Shock 2! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:33 Intro 1:50 Early days of SS2 and Irrational 31:33 Break 1 31:57 SS2 World-building, design, future 1:17:16 Break 2 1:17:29 Quick note about next episode

    Issues covered: "Shock" prototype, Looking Glass relationship and Ken's early career there, Irrational Games beginning, business structure, imagining your audience and what you'd like to make, fingering .plan files, emergence and immersion, simulation, persistent world, personal ownership of experience, engine strengths and weaknesses, making fish stew, the benefits of constraints and happy accidents, polish, sense of place, naturalism in a science fiction setting, making the most of minimalism, turning a weakness into a strength, economical design, race track design/nooks and crannies, lack of time for level review, "spreading the butter thinner over the bread," elevator as storage chest, balancing, player skill vs. character skill, the "genius of the novice," story influences and groundedness, leaning on the audio space, writing towards the voices you have, bringing everything you have to the party, single-player squad shooters, letting people figure things out, crunchier design, the pendulum of accessibility, dealing with player frustration as a resource, what next

    Games, people, and influences mentioned or discussed: Paul Neurath, Looking Glass, Jon Chey, Rob Fermier, Apocalypse Now, Dark Engine, Thief, EA, Origin, Se7en, Doug Church, The Magnificent Seven, Star Trek: Voyager, Hideo Kojima, Eric Brosius, Dorian Hart, Insomniac Games, Naughty Dog, Star Wars, System Shock 1, John Carmack, Ultima Underworld, Choplifter, Defender, Asteroids, Space Invaders, Might and Magic series, Doom, Warren Spector, Bethesda Game Studios, Quake, Todd Howard, Fallout 3, Skyrim, The Division, Republic Commando, GTA series, Starfighter, Terra Nova, Roberta Williams, Alien/Aliens, Kemal Amarasingham, Stephen Russell, Terry Brosius, Courtnee Draper, Sean Vanaman/Jake Rodkin, Firewatch/Campo Santo, Bioshock, Freedom Force, SWAT 4, Tribes Ascend, The Lost, Firaxis Games, Minecraft, Dark Souls, Don't Starve, Fallout 4, Left 4 Dead, Battlezone, Austin Grossman.

    Next time: Hitman 2: Beginning through level 4

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


    DGC Ep 079: X-COM: UFO Defense (part three) Sep 13, 2017
    Show notes

    Welcome to Dev Game Club, where we are in our third in a series of episodes about 1994's X-COM: UFO Defense. We talk about the ways in which procedural generation and written generation interact a bit, as well as detailing our playthrought a bit. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: In theory, 6 months

    Podcast breakdown: 0:38 X-COM segment 35:05 Break 35:35 Feedback segment

    Issues covered: opportunity fire cost, reserve time units, how much things cost, how we did on our goals, Brett starting over and why, researching yourself into a whole, games are a a series of interesting decisions, what are we willing to live with, difficulty knowing how you're doing, failure conditions, Tim's rocket launcher opener, alien mental effects, tile generation algorithm for terror attacks vs downed UFOs, procedural generation at its best, an engine for wonderful moments, tuning procedural generation, multiple states for tiles, persisted state of tiles, telling a story via your swath of destruction, screaming deaths of civilians, center of the UFOs, determining when to reload a save, procedural vs written content (e.g. tech trees), Brett's base management, how does science and research work, Monty Haul problem, providing two ways of thinking about/explaining a problem, psychology in game design, tricks in game design, board game popularity.

    Games, people, and influences mentioned or discussed: Sid Meier, Civilization (series), X-COM: Enemy Unknown, Darius Kazemi, Superman (obliquely), Ryan, Giant BeastCast, Thinking Fast and Slow, Daniel Kahnemann, Bobby Oster, PlaneScape Torment, Final Fantasy Tactics, Super Mario World, Bloodborne, Warcraft, Legacy of Kain: Soul Reaver, Amy Hennig, Half-Life, Uncharted, Ogre Battle 64, Advance Wars, Tomb Raider, Eric Shields, Kotaku, X-COM: The Bureau, 2K Marin, Republic Commando, Jennifer Scheurle, Starfighter, Nathan Martz, Halo (obliquely), Andrew, Mario + Rabbids, Hearthstone, Pit People, Transistor, Armello, Antihero, Hare & Tortoise, Settlers of Catan, Carcassonne, Qwirkle, Susan McKinley Ross, Chris Ross, Dungeons & Dragons, World of Warcraft, Blade Runner, Star Wars, Pandemic: Legacy, JackBox Party Pack, Pictionary, Trivial Pursuit, Apples to Apples, You Don't Know Jack.

    BrettYK: 0 TimYK: 44

    Links: Kotaku article: http://kotaku.com/game-developers-explain-some-of-their-favorite-ways-to-1798749279 Board game stuff: https://www.theguardian.com/technology/2014/nov/25/board-games-internet-playstation-xbox https://fivethirtyeight.com/features/crowdfunding-is-driving-a-196-million-board-game-renaissance/ https://www.vice.com/en_us/article/9bkj7z/rise-of-board-games https://icv2.com/articles/news/view/38121/tabletop-games-driving-2017-kickstarter-growth

    Next time: In theory, a year?

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


    DGC Ep 078: X-COM UFO Defense (part two) Sep 06, 2017
    Show notes

    Welcome to Dev Game Club, where we are beginning a series of episodes about 1994's X-COM: UFO Defense. This week, we talk about terror attacks, game tension, gratification, and a bit of base management. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: A few hours past the first ground mission

    Podcast breakdown: 0:38 Segment 1 41:18 Break 41:47 Feedback

    Issues covered: managing the clock speed, difficulty of the game and having to get better, failure screens, terror attacks, meeting different alien types, starting over again and getting more ground missions, learning the dynamics of covering one another, being unable to understand line of sight, infiltrating an UFO, contributions to tension, researching tech tracks, being unable to capture an alien alive, the use of radar dishes, recruiting scientists and soldiers, base building, the research loop and discovering what's out there, weapon lists, no storage of time units, energy costs, soldier stats, deep management, saving mid-ground mission, AI difficulty balance towards fairness, developing difficulty more towards numbers changes than behavioral ones, real-time flight combat, finance game, QAing a game like this, QA and developer skill and having trouble identifying how difficult to make your game, gratification of mastery or partial mastery, pin and fork moves in chess, fire propagation, learning how to use grenades, losing bodies and artifacts to grenades, alien deployment curve, tutorials, incorporating lessons without folks knowing they're being taught, underestimating tutorial building time, taking your time to build skills over multiple small levels, layering in simulation.

    Games, people, and influences mentioned or discussed: Twilight Zone: To Serve Man, The Naked Gun, TIE Fighter, Fallout, Cryptosporidium-137, Destroy All Humans!, Nintendo, Ultima, Super Mario World, Julian and Nick Gollop, Reed Knight, Darren Johnson, John Yorke, Half-Life, Halo, Republic Commando, Starfighter, System Shock 2, charles F. george, minatorrent, Final Fantasy IX, Nickname_Placeholder, Aaron Evers, Ducky Shirt.

    BrettYK: 1 TimYK: 73

    Next time: Play six months

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


    DGC Ep 077: X-Com (part one) Aug 30, 2017
    Show notes

    Welcome to Dev Game Club, where we are beginning a series of episodes about 1994's X-COM: UFO Defense. This week, we set the game in its historical context and discuss the beginning of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up through first ground mission

    Podcast breakdown: 0:38 X-Com Segment 1:06:28 Break 1:06:51 Feedback segment

    Issues covered: business model of early Wizardry, DOS Box, perils of the back catalog, 1994 in games, turn-based games history, war gaming, X-Com as shorthand and a genre definer, tutorial in the manual, pure sim, "Suit up son, you're going to Mars," tracking your first UFO, placing your first base, destroying your base and losing the money, simulation depth, usability issues, getting outrun by UFOs, don't shoot it down over water, placing your base in Australia, air combat, time units as primary resource, line of sight, random number generation and probability, managing player expectations, switching from math to psychology, how we've used probability over time in design, nailbiting moments when the RNG goes your way, end of month ratings, Tim loses, high skill and exploration.

    Games, people, and influences mentioned or discussed: Wizardry, The Witcher (series), Mass Effect, Ultima, Bard's Tale, Night Dive Studios, Meridian 59, No One Loves Forever, Julian Gollop, Super Metroid, TIE Fighter, Warcraft, Final Fantasy VI, Doom ][, Earthbound, Earthworm Jim, System Shock, Heretic, Megaman X2, Jazz Jackrabbit, Master of Magic, Beneath a Steel Sky, Burn Cycle, Richard LeMarchand, Fallout, D&D, Avalon Hill, Axis & Allies, Chris Crawford, Eastern Front, TankTics, Koei, SSI, Panzer Strike, Laser Squad, Mario vs Rabbids, Firaxis Games, Jake Solomon, Klei, Invisible Inc, Oxygen Not Required, LucasArts, Secret Weapons of the Luftwaffe, Chess, Nintendo, Famicom Wars, Gameboy Wars, Advance Wars, Jagged Alliance, Panzer Generals, Final Fantasy Tactics, Castlevania, Chainmail, Gary Gygax, Star Trek, Morgan Gray, Ron Gilbert, Ken Shoemake, Civ II, Dunkirk, Sid Meier, Oblivion, Skyrim, Ross Hadden, Super Mario (series: World/Sunshine/64/Galaxy), Ben Zaugg, Jason Schreier, SNES Classic, Redwunder, Idle Thumbs, Important If True, ChrisLaBs, scootermm, Micus_Ficus, Eternal Sunshine of the Spotless Mind, Ausy19, Kotaku Splitscreen, Spirit Tracks, Legend of Zelda: Link Between Worlds.

    BrettYK: 5 TimYK: 60

    Next time: A few hours more

    Correction: I believe the "Suit up, son, you're going to Mars" quote actually came from a Mark LeBlanc talk. DGC regrets the error.

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


    DGC Ep 076: Super Mario World (part 4) Aug 23, 2017
    Show notes

    Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we finish Super Mario World and talk about our takeaways, including some deep dives into modern design sensibilities and constraints. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: To End of Super Mario World!

    Podcast breakdown: 0:37 SMW Discussion 44:19 Break 44:57 Feedback/Next time

    Issues covered: Bowser's Castle, introducing mechanics in a critical path way, picking up the mecha-Koopas and tossing them onto Bowser's head, relentless pace of new stuff, player-motivated triggering of boss state, boss patterns, using Yoshi (or not), timer platforms, setting your own goals then and now, speedrunning origins, milking more out of levels by choices, keeping people interested via new level design tricks, expense limiting new gimmicks and reinforcing reuse, abandoning the lessons of the past, production realities, combinatorial depth, great base rule set where adding single elements extend in surprising ways, virtuous cycle of exploration and mechanical depth, RPG-ification of games, achievements, intrinsic vs extrinsic rewards, turning off notifications, notification and FOMO, achievements and the platform ecosystem, trading cards, Switch voip weirdness, focusing on the games, collecting every category in Breath of the Wild, tension-based enemy design, finding the rhythm in jumps, playing off up vs down, Eastern design sensibilities, yin/yang, opposition in Eastern design, subtractive vs additive design, punishing mechanics, save states against learning/mastery, apocalypse in Hyrule, lock/key vs player expression in Breath of the Wild, Mario as theater, variance among early Mario games, Luigi through the years, theater and games, comics, VHS of Legend of Zelda, cyclical nature of games, web of games, text adventures and scores.

    Games, people, and influences mentioned or discussed: Justin Timberlake, Sonic Mania, SEGA, Legend of Zelda (series), Shadow of the Colossus, Starcraft II, Half-Life, Warcraft, Mario (3D games), Giant Bomb, Breath of the Wild, Chris Hecker, Sony, Microsoft, Steam, Origin, UbiSoft, GOG, Switch, Ratchet and Clank, Pikmin, Shigeru Miyamoto, Jonathan DeLuca, Game Informer, Tacoma, Halo, Bjorn Johansson, Star Wars (obliquely), Inception, Mario RPGs, Mike Vogt, Super Mario All-Stars, Cameron Daxon, Sleep No More, True West, Sam Shepard, Who's Afraid of Virginia Woolf, The Real Thing, Tom Stoppard, Gone Home, The Scottish Play, Punch Drunk, The Antenna Theater, Kublai Khan, The Dark Knight Returns, Vertigo Comics, Wonder Woman, Nick Tapalansky, Skyrim, Ultima, Wizardry, Bard's Tale, Final Fantasy IX.

    BrettYK: 3 TimYK: 67

    Interstitial Music from OCRemix.org, artist N4L4

    Links: Peach-hime Kyushutsu Dai Sakusen!

    Next time: Ultima III, Wizardry III, Bard's Tale "Introductions"

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


    DGC Ep 075: Super Mario World (part three) Aug 16, 2017
    Show notes

    Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we talk about how the difficulty of the game more and how it interacts with the exploration of the space. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through the Forest of Illusion

    Podcast breakdown: 0:33 Segment 1 (SMW Discussion) 34:35 Break 35:11 Feedback

    Issues covered: finding a key, picking things up mechanic, directing the player, repeating use of mechanics, picking up and placing objects, difficulty controlling the cape, progression of mechanical complexity, building on fundamentals, doing new things with hardware, similarity of modern consoles and PCs, meta infrastructure, controller changes over time, what do you add and remove with sequels, serving old fans vs serving new fans, helping you to be a completist, incentive to explore, discouraging exploration, exploration and requirement for high skill, lag in the Wii and switching to emulation, mastery as a design choice, user experience of difficulty, joy of playing as an incentive, "every level you find is a gift," precision of Mario play, lack of collectibles as proof of mastery, seeing other games in Nintendo games, the picture of Brett in Nintendo World HQ, taking Yoshi or the cape through every level, getting corrected on lore, retconning the lore, trying to make sense of long series, films and world-building, disconnected ("title-related") series, paying down the Wii points, alternate reality games, adventure games being dead, archiving server-based games, appreciating the fleeting experience, Jen's Majestic experience, reflecting on the podcast through a review, eavesdropping mission in Thief II, user experience in literature/theater/film/comics/etc, different every time, role-playing vs boss battles.

    Games, people, and influences mentioned or discussed: Star Wars Starfighter, Prey, Dark Souls, Breath of the Wild, Assassin's Creed, Shadow of the Colossus, Metroid (series), Tomb Raider, Halo, Super Meat Boy, Wolfenstein 3D, Skyrim, New Super Mario Bros 2, Link Between Worlds, Ben Zaugg, Mighty Joe Young, King Kong, The Giant BeastCast, Skyward Sword, Marvel Cinematic Universe, John Wick 2, James Bond, Casino Royale, Final Fantasy (series), Wizardry (series), Ultima (series), The Witcher (series), Metal Gear (series), C. J. Zimmerman, Super Princess Peach, Chrono Trigger, In Memorium, mym1nd, Blade Runner, Eternal Darkness, Discworld (series), Reed Knight, Majestic, The Black Watchmen, The Secret World, Antioch Scarlet Bay, Republic Commando, Computer Gaming World, Andrew Kirmse, Meridian 59, Chris Kirmse, 3D0, Star Wars Galaxy, The Matrix Online, Giant Bomb, KaiN - if that's my real name, Half-Life, mjwaz, AddictArts, DocBrutals, Soul Reaver, DreamCast, Thief II: The Metal Age, Looking Glass, System Shock 2, Ken Levine, Ultima Underworld, Origin Systems, Deus Ex, Warren Spector, Dishonored, Raph - some artist guy, Diablo II, Final Fantasy IX, True West, Daron Stinnett, Hitman 2, Tacoma, @giant_rat/Ficus.

    BrettYK: 6 TimYK: 52

    Side note: What the heck is a "pedi-stool"?

    Correction: Super Princess Peach was a Nintendo DS title.

    Links: Bananas and Gigantism

    Next time: Finish the game!

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


    DGC Ep 074: Breath of the Wild Bonus Aug 09, 2017
    Show notes

    Welcome to Dev Game Club, where we are taking a quick break from our Super Mario World series. This week, we talk in person about the first couple of hours of Breath of the Wild. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: First couple of hours of Breath of the Wild

    Podcast breakdown: 0:39 Seg1: BotW 34:10 Break 34:42 Seg2: Feedback

    Issues covered: setting up mics, how Zelda is it?, influence from other games, Shrine "modules" and puzzle rooms, pinning spots on the map vs being shown on a map as space is uncovered, lack of metagame (cheevos), checklist approach to design, world design problems with line of sight, ordering of challenges/dungeons, running into different Zelda elements, do things relate to the macro quest, tackling Ganon immediately, tilting towards exploration, materiality of the world, climbing perfection, masters of contextual animation, player engagement via many inputs, player skills, designing to the controller, mapping the N64 controller, influences, the difficult of mixing ideas, technology vs magic, Guardians in prior Zelda games, a new generation of Nintendo designers, lighting things on fire, speedrunning report, number of exits in SMW levels, jailbreaking SMW, Cheese Bridge, save state, identity politics in Mario games, damsel in distress trope, video game characters being defined by what they do or can't do, getting into game development, game jam to meet people, make a thing all the way through, difficulty with just the jump button, reaching for higher level mechanics to adapt to difficulty, choosing hardware to support game design, making things too difficult because you could load, save states changing psychology, streaming data changing design, bigger and lazier games with save everywhere.

    Games, people, and influences mentioned or discussed: Twilight Zone, Jennifer Lopez, Tacoma, Link to the Past, A Link Between Worlds, Wind Waker, Minecraft, Portal, Assassin's Creed, Miasmata, Bethesda Game Studios, UbiSoft, PS3/Xbox 360, The Witcher 3, Disneyland, Skyward Sword, Ocarina of Time, Wayne Cline, Indiana Jones and the Infernal Machine, Nick Pavis, Soul Reaver, Tomb Raider, Ultima (series), Patrick Hollemann, Super Mario World, Super Metroid, Super Mario 64, Ray Gresko, Firefox, Clint Eastwood, DLC podcast, Jeremy Fisher, SNES Classic, Shadow of the Colossus, Halo (series), Alien, The Last Guardian, DarkSiders, Prey, Desmond Miles, Star Trek, Hayao Miyazaki, Shigeru Miyamoto, Super Mario Odyssey, Phil Rosehill, Andy Laso, Patty/pcull44444, James Roberts, Jason Schreier, Michael Sew, SethBling, Red Dead Redemption, Sleeping Dogs, Rob ot, King Kong, Chris Suellentrop, New York Times, Mario Run, Super Mario Galaxy, Mickey Mouse, Stefan Soc, Unreal Engine, TIGSource, iOS, Steam, Space Invaders, Edwin Crump, Dark Souls, Super Mario Bros 3, Brian Taylor, Myst, Shadows of the Empire, Half-Life 2, NES Classic, God of War, Super Meat Boy, The Game Informer Show, Ben Hanson.

    Next time: Through the Forest of Illusion!

    Links: Swordless Zelda : https://www.youtube.com/watch?v=DSkrK0-EIVY 96 Exit Race : https://www.youtube.com/watch?v=ajPjBaG3p5c Super Mario World - Credits Warp in 5:59.6 : https://www.youtube.com/watch?v=14wqBA5Q1yc Jailbreaking Super Mario World: https://www.youtube.com/watch?v=Ixu8tn__91E Sullentrop article: https://www.nytimes.com/2016/12/22/opinion/super-mario-runs-not-so-super-gender-politics.html?_r=0

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


    DGC Ep 073: Super Mario World (part two) Aug 02, 2017
    Show notes

    Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we talk in more depth about the level design and the ways in which its open nature influences difficulty. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Vanilla Dome

    Podcast breakdown: 0:29 Game discussion 48:10 Break 48:50 Feedback

    Issues covered: In-depth discussion of saxophones, respecting the game as a work of art, potential tech issues, character momentum, ways in which 3D platformers might be different, preparing for a run, mental state for play and muscle memory, player physics, going back and forth in a level, the ghost levels, how Brett preps for a run, Brett learns thing that Tim doesn't, having levels you can't get past and then the next one being easy, frustration with reaction time, Nintendo design pillars, combining elements for complexity and depth, introduction of mechanics in Donut 3, onboarding players/teaching without them knowing, what is the Nintendo practice to tune these levels?, being prepared for a level rather than coming in fresh, learning through failure and accident, imitating Nintendo but not doing it well, visual fidelity, learning through failure as a trope, our decisions should make the players' lives easy (regardless of the cost to us), "fun does not mean challenge," no room for error, "digital failure," high-lethality shooters and skill, blaming yourself and getting frustrated, overworld, making certain things necessary to prepare for because of the overworld, balancing the game around an ability, getting your money's worth, multiple paths and having your mind blown, hint lines, not being a phone person, help line as crunch, ROM hacks, why not a 3D platformer.

    Games, people, and influences mentioned or discussed: Edward Herrmann, The Lost Boys, Koji Kondo, Link to the Past, Rock Band, Guitar Hero, Super Mario Bros, Super Mario World 2, Rayman Legends, Half-Life, Cave Story, New Super Mario Bros, Super Metroid, Breath of the Wild, Shigeru Miyamoto, Valve, Blizzard, Demons's Souls, Tomb Raider, Todd Howard, Bethesda Game Studios, Rogue Spear, LEC-Quake, Patrick Holleman, Anthony Halderman, GTA series, James Roberts, LucasArts, Alexander Graham Bell, Wizard and the Princess, Sierra, Apple ][, Mario Maker, Eric Anderson, Mario 64, Mario Odyssey, System Shock.

    BrettYK: 8 TimYK: 37

    Interstitial Music by djpretzel, find him at OCRemix.org Outgoing music by Ficus/@giant_rat

    Links: Patrick Holleman's link 1 and link 2 Super Panga World

    Next time: Through the Forest of Illusion!

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


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