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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 061: Planescape: Torment (part four) May 10, 2017
    Show notes

    Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk about the usefulness of tropes (which this game mostly overturns), keeping your bearings when so much is available to you, and the uses of story and narrative to prop up underwhelming mechanics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Ravel's Maze

    Podcast breakdown: 0:39 Segment 1 57:45 Break 58:17 Segment 2: Feedback/Questions

    Issues covered: permutations and open maps at the Clerk's Ward, open world games, quest UIs, tuning out the journal entries, Tim second-guessing himself, Lothar stealing Morte, alphabet soup names, Brett messes up Soego's name five different ways, how tropes give you a handhold, how The Witcher uses tropes and lore, culture: you're soaking in it!, anything can open a portal, evolution of usability, the game as maze, leaning on the journal, buying up all the items in the Curiosity Shop, tedium of fetch quests, lack of mechanical interest, being enthralled to the material, designing a puzzle platformer, marrying elements together to make something stronger, object-oriented ontology, diving deep into a thing and its mechanics and limits, the audience will decide, mainly an adventure game, thin mechanics, DA:I companion quests, Fallout as a better marriage of mechanics and story, playing as a character vs playing as a player avatar, "it's barely an RPG," combat difficulty, missing hack-and-slash, PST diverging from other Infinity Engine games, more combat and more combat difficulty in IE games, Heart of Winter mode, development divergence, finding a balance of narrative people can hang on to or not, the Brothel of Intellectual Lusts, discussing high points, whose head did you get?, Soego the wererat spy, multiple needles vs multiple haystacks, getting mazed, the zombie in the Coffinmaker's shop, the Alley of Lingering Sighs, metaphorical meaning, passion in game development, programming challenges in videogame development, moving to games from applications programming, waterfall vs iterative development, opportunities in 3D art, crossover with film, designers and passion, communicating through code, seeing branching vs taking branches, story vs systems in reader feedback.

    Games, people, and influences mentioned or discussed: Dragon Age: Inquisition, Infinity Engine, The Witcher 3, Star Trek, Memento, Baldur's Gate (series), Andrzej Sapkowski, Beauty and the Beast, Angela Carter, The Bloody Chamber, Anthony Halderman, Ian Bogost, Georgia Tech, The Atlantic, soccer, Tetris, Chess, Go, What Remains of Edith Finch, Giant Sparrow, The Unfinished Swan, Naughty Dog, Nate Wells (obliquely), Portal, Thomas Was Alone, Play Anything, Icewind Dale (series), Bioware, Interplay, Fallout, Dungeons & Dragons, Darksiders, Zelda (series), Diablo, Halo (obliquely), João Vitor Bispo Galvão, Aaron Evers, John Carmack, Fargo, Starfighter, Chris Corry, Andrew Kirmse, Unreal, idTech, Timothy Homan, Final Fantasy IX, Dragon Age: Origins, Bethesda Game Studios, Kurt Strock, Chris Mead, Deus Ex, System Shock 2.

    Point of Information: Nate Wells was the Naughty Dog Lead Artist (of The Last of Us) who went to Giant Sparrow that Tim and I were trying to remember.

    Next time: Until we return to Sigil

    Links: Video Games Are Better Without Stories, Ian Bogost

    The Exceptional Beauty of Doom 3's Source Code

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


    DGC Ep 060: Planescape: Torment (part three) May 03, 2017
    Show notes

    Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk about how the overwhelming nature of the beginning acts might have come about (again), Brett hits a game-breaking bug, and needles are sought in haystacks. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Ravel's Maze

    Podcast breakdown: 0:43 Segment 1: PST (2:21 Aw Jeez) 1:08:00 Break 1:08:28 Segment 2: Feedback (1:10:10 Aw Jeez)

    Issues covered: May Day, how the breadth of quests of Hive might have come about, setting a bar for development, vertical slices, tutorial levels, taking a Starfighter level to alpha, trickle-down videogame economics, proving things to the money men, playing the high intelligence character, wererats and Brett's crash bug, Brett starts over with the Enhanced Edition, the Dead Nations and the Silent King, people of interest vs points of interest, needles in haystacks, intrinsic reward vs the extrinsic reward, quest items and characters, items being forced out of inventory, "what's in the box," how much do you let players explore, usability problems, missable trophies, making a developer's life easier vs a player's life easier, dangling quests, living with consequences, wanting a grey area vs clearly telegraphing to the player, watercooler talk, Nameless as a cipher for a player, being immortal, four factions in Fallout 4 and the end game, pen and paper vs computer RPG, "it's just text," systemic and forgettable vs specific and memorable, focusing on the macro at the expense of the micro, gif/jif, specificity of character, art direction, music composition.

    Games, people, and influences mentioned or discussed: Stairway to Heaven, Led Zeppelin, nambulous, Chris Avellone, Baldur's Gate, Icewind Dale, Beamdog Entertainment, Interplay, Obsidian, Fallout: New Vegas, Bethesda Game Studios, Skyrim, Republic Commando, Troy Mashburn, Starfighter, Harley Baldwin/White-Wiedow, Tomb Raider, Factor 5, Totally Games, Dungeons & Dragons, World of Warcraft, Fallout, It Follows, Soul Reaver, Breath of the Wild, Darksiders, Fallout 3, Mass Effect (series), Dragon Age (series), The Witcher (series), Reed Knight, Star Trek: The Next Generation (obliquely), Fallout 4, Far Cry 2, Final Fantasy (series), Jade Empire, marcus, Jesse - if that is my real name, Rorytheperson, James Taylor, Henry and June, Jen and Lia Longo, Dave Collins, Jesse Harlin, Arrrrrrjay, Fargo, Kotaku Splitscreen, Jason Schreier, Kirk Hamilton, LucasArts, Eric Johnston, Mark Blattel.

    Next time: Through Ravel's Maze

    Links: Brett appears on Kotaku/Splitscreen

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


    DGC Ep 059: Planescape: Torment (part two) Apr 26, 2017
    Show notes

    Welcome to Dev Game Club, where we are discussing 1999 Infinity Engine classic Planescape: Torment. We talk a bit about franchise fatigue, turning tropes on their heads, turning back historical design choices, and discuss some of what we saw as we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up through the Undercity

    Podcast breakdown: 0:37 Segment 1: PST Talk 49:53 Break 50:26 Segment 2: Feedback, next time (51:28 Aw Jeez)

    Issues covered: Tim's bachelor party (really!), franchise fatigue, turning tropes on their heads, unexpected games, opportunities to unbalance a game, level curves, the meanings of systems, combat complexity, interface opacity, inability to die, shedding the arcade design sensibilities, finding a wider audience, matters of taste, finding ways to improve usability and recovering from mistakes, deliberate design choices for aesthetics, first microtransactions, winking at the player, breaking out of patterns, accreted design in D&D, stats mean more than level, more adventure game than RPG, overwhelming Hive area, map markers and POIs, seeing more of Hive than intended, Brett's many Hive quests, Tim getting killed and awaking underground, playing by different rules, deflating a quest, player distress and tension, sifting for what's important, portals everywhere and everything a key, creating a secret with every fact, working with the same tech and toolset again and again, hardware generations and changing expectations, user feedback and reviews, GDC, the connections between Ueda's games.

    Games, people, and influences mentioned or discussed: D&D, Rich Davis, Geoff Jones, Haden Blackman, Star Wars, Mysteries of the Sith, Tomb Raider, Halo (series), Dark Sun, Ravenloft, Baldur's Gate, Icewind Dale, Final Fantasy (series), Infinity Engine, Diablo, Soul Reaver, Republic Commando, TIE Fighter, Ultima (series), Ms Pacman, Spelunky, Stefan Schmidt, Fallout, Tolkien, The Hobbit, Harry Potter, J.K. Rowling (obliquely), Black Isle, LucasArts, SCUMM, Chris Suellentrop, Shall We Play A Game?, degreekelvin, Jonny Whitlam, MacDork, knowitman, Ico, Shadow of the Colossus, Link to the Past, Harper Hadley, TeeJay, Fumito Ueda, 3D Monster Maze, Sinclair Timex ZX81, The Last Guardian, Glixel, Rolling Stone, John Davison, Shigeru Miyamoto, Robert Gunardi, Super Metroid, Chris Avellone, Gothic, Piranha Bytes, Elder Scrolls (series), Witcher (series), Reed Knight, Gabriel Knight: Sins of the Father, Day of the Tentacle, Maniac Mansion, King's Quest, Sierra, Wizard and the Princess, Shin Megami Tensei, Persona (series), Chrono Trigger.

    Next time: Through Ravel's maze

    Links: Fumito Ueda on Glixel

    The Wizard and the Princess on the Internet Archive

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


    DGC Ep 058: Planescape: Torment (part one) Apr 19, 2017
    Show notes

    Welcome to Dev Game Club, which this week begins a new series exploring 1999 Infinity Engine classic Planescape: Torment. We situate it in time both against other games and the D&D license but also especially as the pinnacle of Interplay's Infinity Engine games, and then dive into the first section of play. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through the Mortuary

    Podcast breakdown: 0:41 Segment 1: History and discussion of play 53:20 Break 53:54 Feedback

    Issues covered: situating game in time, D&D licensing, rendered 3D backgrounds, 2nd Edition D&D rules, licensed settings, boiling down ADnD, D&D rules implementation as selling point, the Planescape license as a setting with various realms all tied together, veering away from Tolkien, what computers are good at and what DMs are good at, storytelling settings yesterday and today, looking for variety as a creator, hybrid combat system, preferring full real-time or full turn-based, huge map sizes, non-gridded play area, being confused by the opening cutscene, waking up from the dead with Morte, sense you've been in this situation before, avoiding the problem of the Chosen One, flexible stories, simple character creation, attribute choices, establishing the character as important but not knowing why, slowly introducing the setting, dialog options, making amnesia work (and being in concert with the setting), great story hook, setting up your first quest, the missing journal, bouncing off the game, Brett looks for a good metaphor (and fails), tons of descriptive text, subverting player expectations, making Morte humorous, not liking Morte, less use of voice, Brooklyn cabbie, Minsc, subverting character expectations, fluid alignment system, getting your experience from dialog options, having to look at everything, finding a key vs Tim taking a portal, analyzing games.

    Games, people, and influences mentioned or discussed: Black Isle, Infinity Engine, System Shock 2, Soul Reaver, Unreal Tournament, Quake III Arena, Longest Journey, C&C Tiberian Sun, Homeworld, BioWare, Baldur's Gate, Gold Box Games, SSI, Dungeons and Dragons, Final Fantasy (series), Day of the Tentacle, Icewind Dale, Forgotten Realms, Greyhawk, TSR, Wizards of the Coast, Hasbro, JRR Tolkien, Monster Hearts, Friends at the Table, Chris Avellone, Archie Comics, Shadowrun, The Chronicles of Amber, Roger Zelazny, Saga system, Diablo, Legend of Zelda: Link to the Past, Kenneth Lee, Ultima, Memento, Link's Awakening, Reed Knight, Fallout 1/2, Obsidian, The Witcher, mathboxers, Mr. Eric Anderson, Kotaku, Matva_88, Call of Duty, This War of Mine, Darksiders, David from Houston, Mike D/TBC Generation 0, Fallout New Vegas, Tales of Zestaria, Beamdog, Jeffool, Breath of the Wild, Link Between Worlds.

    Next time: Through the Undercity

    Links: "That One Time It's Different" blog post

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


    DGC Ep 057: Legend of Zelda: A Link to the Past (part four) Apr 13, 2017
    Show notes

    Welcome to the fourth and final episode in our series exploring SNES classic The Legend of Zelda: A Link to the Past. We discuss the end of the game, finding nooks and crannies, various difficulties, and then quickly cover our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through the end of the game!

    Podcast breakdown: 0:35 Segment 1: Finishing Zelda 46:48 Break 47:22 Segment 2: Takeaways, Feedback 1:10:28 Aw Jeez

    Issues covered: Brett's loop, using a walkthrough to find the pieces of heart, Tim playing less cautiously due to save state style, Brett fills in Tim on bottle locations, lack of systems, sprite and processing limitations, credits sequence, Brett's dungeon strategy, visual language problems, low cost of failure and encouraging exploration, finding multiple solutions, Brett wonders how you build a thing like Zelda, GDC talk on BotW, taking space to iterate on a game and add moments, planning and serendipity, critical path and not, usability costs, "it's a sword game," boss descriptions, finding the super bomb, aesthetic cracks, opt-in hints from the Sage, "It's.... Zelda...", overworld, progression structure and lenses, exploration and discovery, differences with Metroid progression, powering up, Swiss Army knife, learning rule sets, playground banter, taking sea changes seriously, differences with Western action-adventure, skill-based gameplay with adventure vs exploration, timelines vs legends, making it hard and OCD, remembering why you got into it in the first place, finishing a project.

    Games, people, and influences mentioned or discussed: Final Fantasy IX, Breath of the Wild, Ocarina of Time, Mario series, The Witcher, Nintendo, Shadow of the Colossus, Super Metroid, Nintendo Power, Metroid Prime, Twilight Princess, Majora's Mask, Wind Waker, Beyond Good and Evil, Darksiders (series), Soul Reaver, Tomb Raider, GTA, Spirit Tracks, Link Between Worlds, Ben Zaugg, That Alex Guy, cam_dax, Kotaku Splitscreen, Republic Commando, Spider-Man 2, segosa, blarg9538, Barbie's First Surgeon, James Taylor, Beamdog, inXile, Torment: Tides of Numenera, Brian Fargo, Fallout.

    Next time: Planescape: Torment - through the mortuary!

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


    DGC Ep 056: Legend of Zelda: Link to the Past Apr 05, 2017
    Show notes

    Welcome to the third episode in our series exploring SNES classic The Legend of Zelda: A Link to the Past. We discuss what storytelling there is, several of the bosses we fought, the analog nature of combat and also the difficulty curve before turning to some player questions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up through the Ice Palace

    Podcast breakdown: 0:33 Segment 1: LttP discussion 25:50 "Aw, jeez" 45:44 Break 46:10 Segment 2: Feedback/email discussion

    Issues covered: overview of the bosses we fought, story-telling as reward, intrinsic vs extrinsic awards, storytelling in other games at the time, entering the Dark World and mechanical differences, navigating the environment, visual tells, making notes, dungeon variety, Skull Woods integration of the overworld and the dungeon, using the map as spatial awareness, the place where you get stuck and put a Zelda game down, preferring the overworld, ancillary mechanics that support overworld exploration, multiplying options for interacting with the world, elemental stuff, resource usage and magic, magic measurement vs hearts, recharging magic mechanic in later game, fast travel, combat and player affordances, z-targeting as a good advance and iteration on the mechanic, Brett's circuit from fairy fountain to shop to fountain to dungeon, gearing up for a run, the water effects in the swamp dungeon, the Hyrule Historia and the LoZ timeline, creativity in the AAA space, making art direction choices, risk tolerance in games and Hollywood, indie games on the margins, the cost of change, delaying making decisions, shining a light on what works, making tradeoffs for innovation, speedrunning Link to the Past.

    Games, people, and influences mentioned or discussed: Ocarina of Time, Final Fantasy series, Super Metroid, Breath of the Wild, Link Between Worlds, Halo, Joust, Dungeons and Dragons, Dark Souls, Jonathan DeLuca, Nick Tapalansky, System Shock 2, Michael Keane, Horizon: New Dawn, Minecraft, Uncharted 2, Proteus, Dear Esther, Richard Lemarchand, Bethesda Game Studios, Todd Howard, Skyrim, Ubisoft, irreverentQ, Phil Rosehill, Beyond Good and Evil, Michel Ancel, Friedrich Nietzsche, Pickled Stick, Final Fantasy IX.

    Next time: Finish the Game!

    Links: This week's Remix of the Dark World Dungeon theme is by Pokerus, check out his work on OCRemix.org

    Jonathan DeLuca's podcast, "Play and Listen"

    100% Speedrun

    4-way any% race (no major glitches), featuring the 2nd fastest time ever recorded

    Reverse Boss Order any% race

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


    DGC Ep 055: Legend of Zelda: A Link to the Past (part two) Mar 29, 2017
    Show notes

    Welcome to the second episode in our series exploring SNES classic The Legend of Zelda: A Link to the Past. We talk a lot about how it's difficult even to analyze a game that casts such a long shadow and open worlds as a genre. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Agahnim battle

    Podcast breakdown: 0:30 Segment 1: LttP Discussion 52:05 Break 52:25 Segment 2: Feedback

    Issues covered: hardware features, the series long shadow, how do you look at it with fresh eyes, the vocabulary that comes up every day, the underlying structure, discovery and exploration, "the Zelda game I always wanted," Nintendo establishing structures for several genres, what the legend means, multiple hands touching a series, the template, building up a set of skills to tackle each new challenge, stamina system in the new Zelda and how it's set aside in Skyrim, challenge vs expression, a wild goose chase, side quests to the ice rod and the flippers, taking notes, digression into Nintendo hardware quality, balancing discovery and usability, the bunny rabbit moment, the Moon Pearl, review drive, Game Theory Club, reimagining games, revisiting a game with series improvements, Link to the Past Randomizer, extending the life of a game.

    Games, people, and influences mentioned or discussed: Spirit Tracks, Super Metroid, Dungeons and Dragons, Atari 2600, Adventure, Breath of the Wild, Soul Reaver, Assassin's Creed (series), Mario (series), Castlevania, 1001 Nights, Dark Souls, Hidetaka Miyazaki, Shigeru Miyamoto, Metroid Prime (series), Retro Studios, Metroid: Other M, Team Ninja, CapCom, Eiji Aonuma, James Bond, Casino Royale, Final Fantasy, Skyrim, Todd Howard, UbiSoft, Far Cry (series), OC Remix, Zapturk, dedalusdivine, seaofmorgan, John Feil, Harley Baldwin, Mr.Rintrah, World of Warcraft, AreEyeSeaKay, Daron Stinnett, Starfighter, Ratchet & Clank, Doom (2016), Timothy McAleer, James R., Spelunky.

    Next time: Play up to and through the Ice Palace

    Links: Link to the Past Randomizer

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


    DGC Ep 054: LoZ: A Link to the Past (part one) Mar 22, 2017
    Show notes

    Welcome to the first episode in our series exploring SNES classic The Legend of Zelda: A Link to the Past. We situate the game in time and talk about its long shadow in game development before tucking into the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through the end of the Eastern Palace

    Podcast breakdown: 0:30 Segment 1: LoZ 49:38 Break 50:09 Eastern Palace & Feedback

    Issues covered: Zelda's long history and which of them Brett and Tim played, action adventure with overworld, each identify their favorite, differences between entries, overworld flow vs Metroidvania skills and re-traversal, visual telegraphing of skill usage, getting lost, marking the map, lack of direction or quest log, goals and gating, the misleading fortune teller, setting of context, dream sequence, the role of Zelda, Agahnim trying to break the seal, initial experience, learning combat mechanics (hit locations sometimes mattering and sometimes not), initial dungeon mechanics, cost of death in dungeons, leaving through the sewers, light simulation elements, two levels of tiles, layered dungeon spaces, getting bombs earlier, off the beaten path, combat difficulty, how we fill in our roles, team size and diversity of roles, specialization, knowing about business and marketing, Brett reveals Master Chief's secrets, reviews, licensed titles, interviews, unionization and standardization and film.

    Games, people, and influences mentioned or discussed: Johnny B. Goode, Chuck Berry, Back to the Future, Super Metroid, Final Fantasy IV, Civilization, Another World, Battletoads, Monkey Island 2, Legend of Zelda (series), Legacy of Kain: Soul Reaver, Hideki Kamiya, Platinum Games, Okami, Clover Studio, Fumito Ueda, Hidetaka Miyazaki, Souls (series), Jedi Starfighter, Skyrim, Final Fantasy IX, Michael Keane, Starfighter, Wayne Cline, Ultima, Richard Garriott, Daron Stinnett, David Lee Swenson, Shibby Train, Peter_randomnumbers, Kevin Kauffman, Ben from Iowa, Kotaku Splitscreen, Aladdin, Lion King, Shadows of Mordor, Arkham series, MrSean2k, Ken Levine.

    Next time: Play up through (first?) battle with Agahnim

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


    DGC Ep 053: Legacy of Kain: Soul Reaver (part four) Mar 15, 2017
    Show notes

    Welcome to the final episode in our series exploring PS1 and PC 3rd person action-adventure game Legacy of Kain: Soul Reaver. We delve into the last bits of the game including pluses and minuses surrounding its environmental navigation and puzzles, its voice acting, and then turn to our takeaways and pillars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finishing the game!

    Podcast breakdown: 0:36 Soul Reaver discussion 55:55 Break 56:35 Pillars/Takeaways and feedback

    Issues covered: controls and directional awareness, a visit to the human city, Brett's memory problems and the human city, number of pizza wedges, realizing you're in the wrong place, order in which you see new navigable challenges, visual language when you don't read it yet, over-subtlety, macro design, wishing for a key, the tradeoffs of a connected world, wanting to revisit the world, world connectivity, mapping of interdepencies, level design role in late 90s, gray boxing, seven deadly sins, tough block puzzles, working well within constraints, trailblazing and ambition, trying new things in grognard-captured genres, Dumah battle, gas and flame puzzle, rules, Dumah returning to his throne room, fighting camera and the boss at the same time, good final puzzles, symbol language, opening up a puzzle possibility set by adding a simple element, teaching the right thing, voice acting, efficiency of writing, delving into Serafan lore, Moebius, the point of no return, cohesive narrative and mechanics, the spectral realm and inherent gameplay, camera-control-environment holism, adult theme and mature story, economy of storytelling, interviews, marketing influence, what game do you think is worth revisiting?

    Games, people, and influences mentioned or discussed: Metroid (series), Conan the Barbarian, John Milius, Tomb Raider, Ico, Riley Cooper, Legend of Zelda, Ultima (series), Mario 64, Jonathan DeLuca, Metal Gear Solid, Tony Jay, Amy Hennig, Naughty Dog, Otello, Shadow of the Colossus, Prince of Persia: Sands of Time, Crash Bandicoot, Spyro, MegaMan, HeadLander, Call of Duty, The San Francisco Kid, Karen, The Last of Us, John Caboose, Natewhs152, Nintendo systems, Breath of the Wild.

    Next time: Either Interview or Legend of Zelda: Link to the Past, through the first dungeon.

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


    DGC Ep 052: Legacy of Kain: Soul Reaver (part three) Mar 08, 2017
    Show notes

    Welcome to the third episode in our series exploring PS1 and PC 3rd person action-adventure game Legacy of Kain: Soul Reaver. We pick apart the jumping madness that is the Drowned Cathedral, talk animation priority and interruption, and hit up some development thinking to boot. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Rahab

    Podcast breakdown: 0:40 Soul Reaver discussion 55:48 Break 56:25 Feedback and next time

    Issues covered: continental philosophy, Morlock the ramming boss, substituting in a boss as an enemy, jumping through the environment, gaining projectile from the boss, jumping section followed by jumping section, analog vs digital controls, lack of cueing for the jump physics, camera not helping you, level design working against the grain, convergence of level design camera jump physics and checkpointing, never dying and wasting time, skill-based jumping, dramatic choices vs mechanical choices, the analog nature of the glide with the mantle, jack of all trades/master of none, lack of specialization, putting story and character first, team size and time equals budget, stakeholders, dependencies, a flying cheat during development, animation priority (i.e. when you can break out of an animation), technical limitations on animation, "the player has to win," directorial choices to add drama or hide flaws, ownership of jump arc, air steering, leaning on your non-realistic visuals, glyphs, seeing the lack of glyphs in the game but feeling like I don't need them, did glyphs play a bigger role, was it a development mistake, portals being hidden from the player rather than being critical path, Tim loses progress while reading the manual, feedback.

    Games, people, and influences mentioned or discussed: Beyond Good and Evil, Friedrich Nietzsche, Thus Spake Zarathustra, Richard Wagner, Mario (series), Prince of Persia (series), Little Big Planet, Tomb Raider (series), Rayman 3D, Sly Cooper, Ratchet and Clank, Zelda (series), System Shock 2, Ken Levine, Amy Hennig, Dark Souls, Vlambeer, Naughty Dog, Crystal Dynamics, Final Fantasy IX, Brian Taylor, Ico, Shadow of the Colossus, Legend of Zelda: Breath of the Wild, Mega Man, Wii Music, Bjorn Johansson, Hitman 2, DLC Podcast, Jeff Cannata, Christian Spicer, Tim Schafer, Mega 64.

    Next time: Finish Soul Reaver!

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


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