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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 440: Papers, Please (part one) Aug 06, 2025
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on indie games, by looking at Papers, Please. We talk a bit about Lucas Pope, its creator, and then turn to the game's mechanics and themes. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: One or two playthroughs

    Issues covered: tactile job simulation games, empathy and commentary, tactility and user interfaces, how it plays, the mechanics post-day, plate-spinning, all the various things you have to check, a nerve-wracking experience, stamping passports, turning the screws, paying vs not paying for things, stereotypical regimes, indie games coming up with new interesting mechanics and AAA borrowing them, justifying denial of entry, having your options limited by bureaucracy, ways that days can end, the timer pressure, dehumanizing the process, describing the board game Train, opportunities for subversion, coins, being recruited for espionage, a precedent for weapon power mechanics.

    Games, people, and influences mentioned or discussed: Shirley Jackson, The Lottery, Cart Life, Persuasive Games, Ian Bogost, Fez, Naughty Dog, Helsing's Fire, Return of the Obra Dinn, Moida Mansion, Playdate, Mars After Midnight, The Lives of Others, Fumito Ueda, Uncharted 2, Balance of Power, Chris Crawford, Seamus McNally, Train, Brenda Romero, Keita Takahashi, Katamari Damacy, To A T, Pidy Retsym/Mystery Dip, Quoggim Logglehoggle, NES, Cave Story, Blaster Master, Daisuke Amaya, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time:

    Twitch: timlongojr Discord DevGameClub@gmail.com

    (show notes updated to attempt to force AP to update)


    DGC Ep 439: The Stanley Parable Bonus Interview with William Pugh Jul 30, 2025
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on indie games with an interview with William Pugh of Crows Crows Crows, one of the principal developers of The Stanley Parable. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 1:06 Interview 1:04:15 Break 1:04:49 Outro

    Issues covered: his way in, modding for Mario and fan games, blaming our parents, planning to work for Valve, seeing a format for drama and small teams, turning "we'll see" into "whoopie!", being young when you start, early success and having to learn, being your own boss in indie, watching others, therapy, the crush in the industry, market share and Steam, misguided and unsustainable investment, hoping you can ride your past success after gaps in release, mansion success vs terrace house success, remote development living at home, using... nontraditional game development tools, production: the hardest part, a negative learning experience, killing yourselves for the game, "indie developers are certifiably nuts," intelligence and humor, working for the flowchart of it all, going from a console port to adding more and more content and expanding out to be a multi-platform release, a check that's difficult to cash, finding ways to subvert and surprise, a great trailer and setting a trend, day to day iteration on an anthology, not locking things behind meta gates but changing that up in the sequel, bringing in the bucket, maintaining the original and lovingly adding using the parts you have, having confidence, drawing the line when co-creators are happy, validating your own feelings through playtest, trusting in your own taste, team dynamics and having team members get a say, building and having to throw away, the pressure of the first 15 minutes, grabbing attention and compelling to play more... across the game, subverting the mental map, the impact on future work, edging into new areas, having to overdeliver on expectations and at a high level, needing to hit by the time it arrives, reverse-engineering the game development career, getting good advice, spending the time for the quality, seeing the player, not knowing how you'd extend it, really knowing their parameters, interpreting player feelings, the uselessness of focus-testing, overdoing it on the risk aversion.

    Games, people, and influences mentioned or discussed: Team Fortress 2, Portal, Davey Wreden, Dr. Langeskov, The Tiger, and the Terribly Cursed Emerald: A Whirlwind Heist, Accounting/Accounting+, Valve, Left 4 Dead, Mario (series), Nintendo, Macromedia Director, Garry's Mod, Narbacular Drop, DigiPen, The Lord of the Rings, Microsoft, Sonic the Hedgehog, Fez, Spelunky, Skype, Dropbox, MSPaint, Google Docs, Chet Faliszek, Indie Game: The Movie, Mark Rein, PlayStation 4, Karla Zimonja, LucasArts, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: ... TBA!

    Twitch: timlongojr Discord DevGameClub@gmail.com


    DGC Ep 438: Gone Home Bonus Interview with Karla Zimonja Jul 23, 2025
    Show notes

    Welcome to Dev Game Club, where this week we revisit our series on Gone Home and walking simulators with an interview with Karla Zimonja. We talk about Karla's early career before transitioning to talking about Minerva's Den and get a lot of great gems from the development of Gone Home. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 01:02 Interview 1:21:00 Break 1:21:30 Outro

    Issues covered: early life and education, stop motion animation and puppetry, Squigglevision, no usual paths into games, transitioning to 3D animation, getting on the content mill, getting in, repetition and burnout, doing tons of research and visual design, picking the soundtrack and working on voice, a small team covering a lot of stuff, putting together clipped out letters, covering all the bases for graphic design/props/and more, digital hoarding, moving to Portland, having a great production, making the bros cry, getting onto Steam, critical acclaim getting you to market, taking out the combat, removing rather than replacing, environmental storytelling, setting the game in the 90s, being aware of the world and having no cellphones, setting yourself up for rigor, pacing, tying together time and space, knowing where the player will go, going to the second floor vs the first floor, putting chunks together, a mind map, callbacks between props, forgetting you're in a video game, the story doesn't exist without the player putting things together, the IKEA effect, situating the journal in Sam's perspective, audio logs, Katie knowing what her sister's voice would be like, not being a little game designer, avoiding artifice, avoiding goofiness, three parter audio logs, cutting out logs you didn't need, not holding the player's hand, dumbing down too far vs letting people be uncomfortable, finding the voice via research, being able to generalize from the highly detailed specifics, getting handwriting, magic and Unicorn Cloud 7, being just as easy to put in the supernatural story but resisting that, wanting the fantasy, how to think about game structure, "the team makes the game," putting story in the ephemera, constraints and applying them to generate the tension, award-winning, the indie space and the blogs, indies banding together, thinking about a game when you're not playing it.

    Games, people, and influences mentioned or discussed: Asheron's Call 2, Zoo Tycoon 2, 2K Marin, Bioshock 2, Minerva's Den, Fullbright, Tacoma, Open Roads, Wanderstop, Sonderlust Studios, Generation Exile, EA, Comedy Central, Cartoon Network, Olive Jar Animation, MTV, The Critic, Nightmare Before Christmas, Tom Snyder, Soup to Nuts, Dr. Katz, Home Movies, Mitch Hedberg, Trainspotting, Animator Pro, Turbine Games, Lightwave, The Last of Us, Something Awful, Fallout (series), Bob Hope, Maya, Johnnemann Nordhagen, Karina Veronica Riesgo, Inkscape, Steve Gaynor, Rachel Gaynor, Steam Greenlight, Independent Games Festival/IGF, Dear Esther, Call of Cthulhu, Street Fighter, NES/SNES, IKEA, William Goldman, Alien: Isolation, Kate Craig, Final Fantasy VII, Horse Master, Oddity Roadshow, Carl Lumbly, Alias, John Wick, Lance Reddick, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia, Bratmobile.

    Next time: TBA!

    Twitch: timlongojr Discord DevGameClub@gmail.com


    DGC Ep 437: Spelunky (part three) Jul 16, 2025
    Show notes

    Welcome to Dev Game Club, where this week we complete our series on 2D indie platformer-ish things with our final episode on Spelunky. Tim talks a little bit about Derek Yu's book, the rigor and how the game just plays different, as well as Brett dipping into spoiler territory for Tim's benefit, before we turn to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: To Ice Mines (Tim)

    Podcast breakdown: 00:00:47 Game discussion 59:05 Break 59:45 Takeaways

    Issues covered: the opening song, music in later levels and its fitness, applying movement mechanics to different challenges, procedural metrics, fall distances, hanging vs standing in one state, getting into the mental state of what your equipment is, not panicking, playing with a heart monitor, living in present vs future, the specialness of the daily challenge, reps and exercise, fighting games and muscle memory, consistency of the rules, using ropes to drop from your height, always be carrying, getting right up to the edge and dropping your carry, getting into the book, making all objects consistent, sacrifice spoiler talk, golden path spoiler talk, turkeys, going beyond your genre, what's a roguelike/lite, personality coming through, unleashing creativity, pursuing consistency throughout, games that say yes/and or yes/but, embracing a roguelite's purity, trusting the game and not minding failure, getting to depth, choosing the right run length, the risk of dilution.

    Games, people, and influences mentioned or discussed: Nintendo, Indiana Jones, Prince of Persia, Final Fantasy (series), Dark Souls (series), Clint Eastwood, Unforgiven, KyleAndError, Hollow Knight, Calamity Nolan, Quake, Artimage, Boss Fight Books, Nick Suttner, Shadow of the Colossus, Sebastian Deken, Aquaria, Dwarf Fortress, The Evil Dead, PlayStation Vita, Fez, Cave Story, Daisuke Amaya, Earthbound, Pokemon, Derek Yu, mossmouth, Super Mario Bros, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: TBA

    Twitch: timlongojr Discord DevGameClub@gmail.com


    DGC Ep 436: Spelunky (part two) Jul 09, 2025
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Spelunky, part of a larger series on independent games. Tim uses the B word about the game, and we talk about the rigor with which one approaches the game, as well as some best practices for play, among other topics and listener mail. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Into the Jungle (Tim)

    Issues covered: relative lack of text but narrative, blending between levels, the Tunnel Man, the gold key and the chest, triggering the golden path, bouncing off the game originally, practice and rigor, in the learning/knowledge phase, a platformer Tim would play, embracing the process, how you spend the time and how to learn, learning from deathly mistakes, Always Be Carrying, looking down, the brilliance of breaking the platformer mold, "this could be the run," the patterns of Spelunky, learning to play Chess, remembering in chunks, slipping into flow and staying, dying to the shopkeeper in a new way, stepping back with the analytical brain, how to use ropes, everything's physical, building up the things you can do, the Polaroid simulating after you die, similarities to Outer Wilds, sacrificing on the altar, the safe space of a coffin, making a choice, running vs not running, the exception that proves the rule, how the random seed works, animating a sprite on a curve, the first commercial game, frying a video card.

    Games, people, and influences mentioned or discussed: Rogue, Rogue Legacy (series), Dark Souls (series), Mario (series), Andy Nealen, Outer Wilds, Hollow Knight, Remnant II, Chess, LostLake86, Legend of Zelda, Cave Story, Sasha/scarytiger, Daisuke Amaya, Wii, Nintendo Switch, Luke Theriault, Derek Yu, Aquaria, Alec Holowka, Bit Blot, World of Goo, Gish, Edmund McMillen, Lugaru HD, Wolfire Games, Humble Bundle, Penumbra, Frictional Games, Amnesia, Ori and the Blind Forest, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More Spelunky!

    Errata: The eye is in fact called the Udjat Eye. And yes, it is in fact Edmund McMillen.

    Twitch: timlongojr Discord DevGameClub@gmail.com


    DGC Ep 435: Spelunky (part one) Jul 02, 2025
    Show notes

    Welcome to Dev Game Club, where this week we continue our major series on various indie games, now looking at some 2D action games with Spelunky. We talk very briefly about its director and then Tim marvels over a dynamic level design that nonetheless feels just right. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Into the Jungle (Tim)

    Issues covered: walking over the sands, a little history of the game, a legendary game, precise platforming, procedural and dynamic, how the level generation works, rules-based generation, eschewing precise level design, not being able to know the level, having many verbs, having to learn the skills, the wind-up of the whip, a game where you have to be focused, not seeing an obstacle due to focusing, focus meditation, the Spelunky daily challenge, similarities to theater, taking a risk with design, not knowing what other players will do, opponents dictating skill ceilings, matchmaking as the balancing feature, consistency of behaviors, not rushing, gaining knowledge in games, the ghost and fear, practicing via the tunnel man, whether it's helpful to skip ahead, the speed-run achievement, spending time on each level, getting abilities in the stores vs equippables, the eggplant and the ball-and-chain, Derek's book, learning by death.

    Games, people, and influences mentioned or discussed: Tiny Subversions/Darius Kazemi, Fez, Derek Yu/mossmouth, Andy Hall, UFO 50, PS Vita, World of Warcraft, Cave Story, Diablo, Dead Cells, Minecraft, Kaeon, MegaMan, Contra, Super Mario Bros., Hunt: Showdown, Overwatch, Fortnite, Halo (series), Dark Souls, Andy Nealen, Zelda (series), Elden Ring, Bloodborne, Olmecorox, Half-Life 2, TIGSource, Demons's Souls, Dark Souls 2, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Spelunky!

    Twitch: timlongojr Discord DevGameClub@gmail.com


    DGC Ep 434: Cave Story (part two) Jun 25, 2025
    Show notes

    Welcome to Dev Game Club, where this week we finish our series on 2004 indie classic Cave Story. We talk a lot about difficulty, a bit about story, and also just what a miracle a game like this is from one person. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished (Brett), to dragons (Tim)

    Issues covered: killing baby dragons, the boss rush, being exhausted beating your head against the wall, drinking a potion maybe too early, what is easy when you play a game every day, the hardcore game underneath, the punishing weapon system, depth of weapon strategy, bad patterns, save points as a balancing mechanism, the charm offensive, story depth and characters, motivating the player, having the music stop to introduce a character, the jetpack weapon, finding the map really late, keys that aren't keys, a HUD on top of level information, parallax, designing for player scalability, macro difficulty and player choice, linearity, having a choice at the end, committing to make a game more difficult or easier for yourself, the music options.

    Games, people, and influences mentioned or discussed: League of Legends, Nintendo Treehouse, Hollow Knight/Silksong, From Software, Bayonetta, Nintendo Switch, Calamity Nolan, Resident Evil 4, Jamie Fristrom, MegaMan, Kaeon, Earthbound, Mario (series), Metroid, Castlevania, God of War, Celeste, Zelda: Ocarina of Time, Dark Souls, KyleAndError, Metal Gear Solid (series), Fez, Spelunky, Derek Yu, Outer Wilds, LostLake, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Spelunky!

    Links: Music for Podcasting!

    Twitch: timlongojr Discord DevGameClub@gmail.com


    DGC Ep 433: Cave Story (part one) Jun 18, 2025
    Show notes

    Welcome to Dev Game Club, where this week we start a new game in our series on independent games with 2004's Cave Story. We briefly set the game in its time, talk a little about its developer, and then talk about the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: A couple of hours

    Issues covered: freeware vs democratized indie dev and publishing, Japanese independent development, an indie darling, likely antecedents, 2004 in review, the end of a cycle, standing out in a stacked year, sticking it out, breaking through onto Nintendo platforms, early independent success on the Switch platform, influences and what's in the mix, weapon leveling, more story than expected, characters and dialog, more adventure, having a mess of villagers, setting up mysteries, merging lots of elements into their story and interactions, a spike at the end, adding puzzle-y elements, keys and keys that are not keys, threads of characters and relationships, something that is more than a MetroidVania, a skill-based game, "you're a really good person," forgetting a console came out, having the opportunity to play off-the-beaten path games, not needing a map, the dangers of categorization, how the platforming feels, fear of skill-based need, becoming one with the controller, an emotional response, empathetic response, catharsis, building the dam and breaking it, graceful building, manipulation in art, can a movie version work vs the interactivity, shock in literary fiction.

    Games, people, and influences mentioned or discussed: Nintendo Switch, Fez, Daisuke "Pixel" Amaya, Cara Ellison, Downwell, Wii, Crystal Dynamics, Super Meatboy, Metroid, Nifflas, Knytt, n/n+/n++, Pixeljunk (series), Q-Games, Dylan Cuthbert, World of Warcraft, Vampire: The Masquerade Bloodlines, Halo 2, Half-Life 2, The Sims 2, Metal Gear Solid 3, Doom 3, Ratchet and Clank Up Your Arsenal, Silent Hill 4: The Room, GTA: San Andreas, Far Cry, Metroid: Zero Mission, Metroid Prime 2: Echoes, Prince of Persia: Warrior Within, Knights of the Old Republic 2, Star Wars: Battlefront, Pikmin 2, Sly 2: Band of Thieves, Jak 3, Chronicles of Riddick: Escape from Butcher Bay, Katamari Damacy, Nintendo DS, Xbox 360, PlayStation 3, Republic Commando, Paper Mario: The Thousand-Year Door, WiiWare/DSi, PS Vita, Net Yaroze, Nicalis, Castlevania, MegaMan, CapCom, Bionic Commando, Sega, Sonic (series), Square Enix, Zelda (series), Final Fantasy IX, Dark Souls (series), The Seven Samurai, Firewatch, Animal Well, Spelunky (series), Hollow Knight, Gone Home, Ashton Herrmann, Last of Us, Shadow of the Colossus, Shakespeare, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Finish Cave Story

    Twitch Discord DevGameClub@gmail.com


    DGC Ep 432: The Stanley Parable/Walking Simulators (part three) Jun 11, 2025
    Show notes

    Welcome to Dev Game Club, where this week we complete our series within a series on walking simulators, this time with The Stanley Parable. We talk about the multiple paths, the humor, the zany meta of it all, 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: All of The Stanley Parable

    Issues covered: preconceptions, focusing on different things, a good capper, a career of meta, goals for different walking simulators, recognizing the player, having the opportunity to ignore the narrator, talking about the broom closet, following directions, some of the Ultra Deluxe, the jump button, the skip button, not making something so new that it's unrecognizable but making it fresh, interactive theater and cinema, always going the opposite direction from the way the designer wants you to go, the structures which bind our lives, constraints generating interesting experiences, extreme focus and constraints, the impact of voice work, playing with constraints, playing against expectations, being in conversation with the player, is subverting expectations a genre mechanic?, recognizable human spaces, communicating through a shared humanity, a comparison with an alien space.

    Games, people, and influences mentioned or discussed: Davey Wreden, William Pugh, Galactic Cafe, Crows Crows Crows, Kevan Brightley, Severance, Firewatch, The Beginner's Guide, UFO 50, Hideo Kojima, Wanderstop, Crows Crows Crows, Gone Home, Dear Esther, Portal, Mousetrap, Agatha Christie, Bandersnatch, Brian Eno, Clue, Memento, Dunkirk, Christopher Nolan, Outer Wilds, BioStats, Adventure, Chris Hecker, Rogue, Rogue Legacy 2, Animal Farm (obliquely), SNES, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: TBA!

    Twitch Discord DevGameClub@gmail.com


    DGC Ep 431: Dear Esther/Walking Simulators (part two) Jun 04, 2025
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on walking simulators with 2012's Dear Esther, played here in a 2017 "Landmark Edition" but based on a 2007 Source mod for Half-Life 2. We of course set the game in its time, spend a fair amount of time on randomness and meaning, and open the cellar door. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: The whole shebang

    Issues covered: walking simulators, 2012 in games, a little history of The Chinese Room (the company), a little digression on The Chinese Room (the thought experiment), influences, developing in the mod community, the role of randomness, discovering the randomness, justifying the randomness, mod communities replaying games, not discussing games as you play them, writers having the same space to play, 30 seconds of depressing poetry, "cellar door," a quality of lovely phonemes, the facts we know and the things we might interpret, a dreamy narrative space, Tim reveals his baseball knowledge, a metaphor for grief and an otherworldly space, rebirth, a car accident setting vs a gurney setting, things you can miss, not a thing video games would do, appreciating a new design space, directors' commentaries, crematory urns, one of the props, the impact of the ultrasound, needing to relate to the characters, the potential for missing things.

    Games, people, and influences mentioned or discussed: Fez, The Stanley Parable, The Chinese Room, Dishonored, Halo 4, Diablo III, Kingdom Hearts 3D: Dream Drop Distance, Forza Horizon, New Super Mario Bros U, Far Cry 3, XCOM Enemy Unknown, Alan Wake's American Nightware, Hitman Absolution, Assassin's Creed 3, Max Payne 3, Mass Effect 3, Borderlands 2, Darksiders 2, Spec Ops: The Line, Dragon's Dogma, Fez, Journey, The Walking Dead, Hotline Miami, Spelunky, Papo y Yo, Bastion, Super Hexagon, Sumo Digital, Dan Pinchbeck, Jessica Curry, Rob Briscoe, Independent Games Festival, Korsakovia, Amnesia: A Machine for Pigs, Everyone's Gone to the Rapture, Unity, CryEngine, Little Orpheus, Still Wakes the Deep, Vampire: Bloodlines (series), Hardsuit Labs, Brian Mitsoda, John Searle, Alan Turing, William S. Burroughs, Nigel Carrington, Proteus, Halo, Drew Barrymore, Donnie Darko, Rogue Legacy 2, David Lynch, Lost Highway, Inland Empire, Laura Dern, Waiting for Godot, True West, Sam Shepard, Firewatch, LucasArts, 343 Games, Kevin Schmitt, Metal Gear, Death Stranding, Trespasser, Tacoma, Jedi Starfighter, Daron Stinnett, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: The Stanley Parable

    Twitch: timlongojr Discord DevGameClub@gmail.com


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