Dev Game Club
Dev Game Club
Brett Douville and Tim Longo
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!
DGC Ep 472: Splinter Cell: Chaos Theory (part one)
Welcome to Dev Game Club, where this week we start a new series on 2005's Tom Clancy's Splinter Cell: Chaos Theory. We set it in its time, talk about the Clancy of it all, and then get into the play and presentation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first level or two Issues covered: missing a week, games from 2005 and UbiSoft, stealth games and how we feel about them, what it borrows from its forebears, Tim's history and love of military themes, grounding the series in real places, hard milspec, the spectrum of more or less video-gamey, Brett's history with Clancy, offputting tone and writing, the weird nationalistic lens, the military melodrama, when you can mess up the formula, black and white and the icks, systems thinking in the game vs not the narrative, finding ways to maintain the black and white, the tutorial videos, seeing the mechanics against the real missions, controlling Sam's movement speed, other interface choices, alt-fire modes, shooting everyone in the head, having multiple kill moves, having mission objectives that get canceled, whether there's an alternate version, a number associated with your performance, the weirdness of speaking to your handler directly behind a target, your advisors, informing the choice of loadout, how different games reinforce the loadout, a review, Tim's Twitch drop. Games, people, and influences mentioned or discussed: Star Wars (series), God of War, Shadow of the Colossus, Resident Evil 4, Psychonauts, Guild Wars, Civ IV, FEAR, The Undying, AC: Wild World, Guitar Hero, Mercenaries, Battlefront II, KotOR II, Lego Star Wars, Prince of Persia: The Sands of Time, Peter Molyneux, Clint Hocking, Far Cry 2, Thief, Metal Gear Solid (series), Looking Glass, Dishonored (series), Hideo Kojima, The Division (series), Rainbow Six (novel), No One Lives Forever, Harrison Ford, Alec Baldwin, Sean Connery, Doubleday (book publisher), Day of the Jackal, Tolkien, Project: Hail Mary, Ghost Recon (series), Rainbow Six (series), John Krasinski, Ben Affleck, Jack Reacher (series), Lee Child, Tom Cruise, Mark Greaney, The Gray Man, Arnold Schwarzenegger, Rambo (series), Jon Bernthal, Call of Duty (series), Hitman (series), Shadowlord-72, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: more TC's SC:CT! Errata: It was The Cardinal of the Kremlin. We regret the error.  Twitch: timlongojr and twinsunscorp YouTube Discord [email protected] 
May 20
1 hr 5 min
DGC Ep 471: Dungeon Keeper (part four)
Welcome to Dev Game Club, where this week we complete our series on Dungeon Keeper. We talk about the various strategies we used to overcome some levels, possession, and units as resources of different kinds before turning to our takeaways. Also: Happy Birthday, Peter Molyneux! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To level 11 (B) or 10 (T) Issues covered: a Happy Birthday message, favorite moments in his games, a punishing campaign of distinct levels, feeling the puzzle, the dungeon crawl aspect of the game, trying many different strategies, playing against what the AI will do, disrupting the enemy, exploratory sacrifice for fun and profit, possessing the Horned Reaper and taking out the heart, strategies for moving around quickly, a diversion into the scavenger room, strategy guides and marketing, first-person mode, all the information about creatures, mood changes, exploiting FPS strategies, cheating and fairness for the AI, creatures as resources for tech trees or for combat, disposable units vs conserving units, playing and failing at various strategies, a non-normal catalog, merging genres, potential, supporting the villian theme, do most players finish Bullfrog games, audio design. Games, people, and influences mentioned or discussed: Peter Molyneux, Theme Park, Populous, Glenn Corpes, Mark Healey, Masters of Albion, Lionhead, Tomb Raider, The Descent, World of Warcraft, MysteryDip, Soren Johnson, Black and White, Starcraft, Homeworld, Fable, Majora's Mask, Evil Genius, Hitman (obliquely), Spelunky, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Not sure! Twitch: timlongojr and twinsunscorp YouTube Discord [email protected] 
May 6
1 hr 13 min
DGC Ep 470: Dungeon Keeper (part three)
Welcome to Dev Game Club, where this week we continue our series on Dungeon Keeper. We talk about the weird mix of genres this game presents, and the unique problems that presents to level design and for the player. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To level 8 (B) and 10 (T) Issues covered: the genre mix, complexity, narrative genre and setting, Murphy's Law (vs Moore's Law), pulling from their own conventions, balancing difficulty, not knowing if it's scripted, requirements for creatures, needing to read the manual, not knowing what the rules are, explaining things to the player and getting over the hump, what some of the rooms do, knowing when to go, using level design for flow, having a clever level with four wizards, grim places the game visits, dungeon crawling, the impact of audio design on RTSes, a little discursion into dynamic music, musical choices, hearing what your units are getting done, understanding game state from audio, favorite codes from back in the day, implementing cheat code systems, giving players options. Games, people, and influences mentioned or discussed: Overlord, Civilization (series), Evil Genius, Chris Corry, StarCraft, WarCraft, Populous, Republic Commando, Dungeons & Dragons, Blizzard, Homeworld, John Carpenter, Russell Shaw, X-COM, mysterydip, Konami, Gradius, Contra, Starfighter (series), Belmont, Penny Arcade, Daron Stinnett, Jedi Knight, Outlaws, id Software, Troy Mashburn, Adventure, Kaeon, Hitman, Bruce Lee, Majora's Mask, Nintendo, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Play more! Twitch: timlongojr and twinsunscorp YouTube Discord [email protected] 
Apr 29
1 hr 11 min
DGC Ep 469: Dungeon Keeper (part two)
Welcome to Dev Game Club, where this week we continue our series on 1997's Dungeon Keeper. We talk about its tone again, and delve into a number of design topics including interface choices, verbs, and level design. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Three more levels-ish Issues covered: tonal neutrality vs tonal specificity, constructing a fantasy world, having a clear identity, villainous UI choices, white standing out, a subtle tiling system, feeling like increasing a hoard, increasing the verb space through direct interaction, picking and dropping things to direct them, units you're not meant to care about, camera choices, shortcuts to get around, preferring the zoom level as it was, the magical moment of possessing a creature, more RTS than expected, the early RTS curve repeating itself, not wanting to lose the builder choices, having to research all the rooms again, needing canvas space to paint, not knowing when units change over to you, finding idols and small rooms, economic victory, pincer moves, having the multiplayer options with the meta, power-up timing loops, starting with multiplayer first, how we have time for all this, trading off time with other games or hobbies, Tim the baby designer.  Games, people, and influences mentioned or discussed: Civilization, Sid Meier, SimCity, Will Wright, Firaxis, Maxis, Populous, Lionhead, The Movies, Peter Molyneux, Black and White, StarCraft, Homeworld, Blizzard, Dragon Quest Builders, Minecraft, Thomas Pynchon, id Software, Doom 2, Quake (series), Halo, Unreal Tournament, Ben, Dark Souls, Bloodborne, Saros, Hollow Knight, Valheim, Diablo (series), Mortimer and the Riddles of the Medallion, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: More Dungeon Keeper! Twitch: timlongojr and twinsunscorp YouTube Discord [email protected] 
Apr 22
1 hr 10 min
DGC Ep 468: Dungeon Keeper (part one)
Welcome to Dev Game Club, where this week we begin a new series on 1997's Dungeon Keeper. We set the game in its team, Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First few levels Issues covered: fulfilling our weird needs, the iterated version of some ideas, the feel of a Bullfrog game, the impact of Bullfrog, taking bigger risks, the impact of acquisition, pulling ideas forward, the game in its time, transitioning from software to hardware rendering, the high concept, the mobile mess, trying to take out the heroes, imps flipping off the hero, describing and then destroying the towns, being a dungeon master for players who won't have a good time, the ecology of the dungeon, starting inside, audio for the digging heroes, a game you can lose, low-brow humor, building on grids, zoning spaces and generating appropriate models, a hero's dungeon, wondering what variables the minions have, hybrid direct impact to the minions, giving the player only one sort of interaction, possessing a creature and running around in first person, finding the ways for this thing to work, mixing ingredients to retain tension, what delights await me, real parties coming in, permit season, 30 years of game development, MIDI... snail game. Games, people, and influences mentioned or discussed: Populous, Syndicate, XCOM: Enemy Unknown, Square, Nintendo, Theme Hospital, Black & White, Peter Molyneux, Lionhead, EA, Microsoft, LucasArts, Glenn Corpes, Mark Healey, Ragdoll Kung Fu, Alex Evans, Media Molecule, Rare, Fable (series), The Movies, GoldenEye 007, Diablo, Castlevania, Fallout, Interstate '76, Final Fantasy Tactics, The Last Express, Age of Empires, Outlaws, Daron Stinnett, Curse of Monkey Island, Dark Forces 2: Jedi Knight, Shadows of the Empire, Wing Commander: Prophecy, Final Fantasy VII, Mario Kart 64, Gran Turismo, PlayStation, Nintendo 64, SW: Starfighter, Mark Haigh-Hutchinson, Monty Python and the Holy Grail, Afterlife, Michael Stemmle, Bastion, Justin Graham, Minecraft, LostLake86, Civilization, SimCity, Dwarf Fortress, The Sims, Ultima Underworld, Streets of SimCity, DOOM (2016), Majora's Mask, Mortimer and the Riddles of the Medallion, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Dungeon Keeper Links: 27 Years Later, LucasArts' Afterlife Is Brilliant, Brutal, and Few Know How to Beat It  Note: I was incorrect, it is the Bile Demon, not the Fat Demon. Twitch: timlongojr and twinsunscorp YouTube Discord [email protected] 
Apr 15
1 hr 7 min
DGC Ep 467: LoZ: Majora's Mask (part five)
Welcome to Dev Game Club, where this week we complete our series on The Legend of Zelda: Majora's Mask. We talk about the demoralizing effect of a crash, hear about the notebook and time manipulation, and also turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Zora Boss (T), through Goron Dungeon (B) Issues covered: the giants sequence, dealing with a crash or its demoralizing effects, tools stability, puzzling out what your systems can do, convoluted dungeon designs, learning a lot from building the game, having clues to aid the player who has to come back, a vague map, a design getting away from you, having too many tools for the interface, having more time to smooth it out, constraints on a team, not knowing if the rewards would be worth the effort of doing things, having a loop as a player, feeling protected in save systems, people slowing down when you slow down time, memorable vs unmemorable NPCs, the amount of dialog you have increasing depth and motivation, making one location really deep, having NPCs come back to help the player, enriching Clock Town, the alien defense and its reward, the Pied Piper of Romani Ranch, the chick magnet and a great pay-off, having theories, getting stuck on a boss but being able to move on, being more than the sum of its parts, swinging for the fences, layering onto the world, being able to independently develop things into the game, a man's reach should exceed his grasp, usability not quite getting there, getting that audio mix right, remaking Ocarina and this game. Games, people, and influences mentioned or discussed: SW: Starfighter, Jesse Moore, Dark Souls, Unreal, Outer Wilds, Indiana Jones and the Infernal Machine, Groundhog Day, CalamityNolan, Baldur's Gate III, The Matrix, Spider-Man 2, Hollow Knight, Blizzard Studios, Metroid/Castlevania, Robert Browning, Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. TTDS: 9:00 Next time: ?? Twitch: timlongojr and twinsunscorp YouTube Discord [email protected] 
Apr 8
1 hr 21 min
DGC Ep 466: LoZ Majora's Mask (part four)
Welcome to Dev Game Club, where this week we continue our series on Majora's Mask. Though it might come off as fairly negative, due to some of the hang-ups we've had while playing, we still love the swing of this game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Roughly Zoras/Gorons Issues covered: crunching and putting in developer commentary, the tone of dialog, spending another week, getting the notebook, hoping for an alien mask, layering things on the world, maximizing their opportunities, opening up spaces, changing your identity, adding special abilities via wearables, keys that aren't keys, shifting your player mentality to get the non-resetting items, feeling like you wasted time, not playing Zelda "the right way," not knowing what the rewards for side content will be, going against the formula, being yanked around over a scarce resource, wanting you to go in the hole, crutching on Tatl and being in the right spot, the time pressure and proposing a solution, a laost generation of games, changing play style, de-3DS-ifying, investing in fan theories and creating new ideas and works, using suspended/quick saves, hardware and game motivations, quality of life. Games, people, and influences mentioned or discussed: Eyes Wide Shut, Metroid (series), Ultima, CalamityNolan, MatPat, BenDROWNED, Inscryption, Daniel Mullins, Mark Garcia, Mario Golf, Golden Sun, Final Fantasy (series), Fire Emblem (series), PSP, Game Boy, SquareSoft, Dwarf Fortress, Kirk Hamilton, Aaron Evers. Next time: More MM and Takeaways Twitch: timlongojr and twinsunscorp YouTube Discord [email protected] 
Apr 1
1 hr 17 min
DGC Ep 465: LoZ Majora's Mask (part three)
Welcome to Dev Game Club, where this week we continue our series on Majora's Mask. We finally get into a dungeon and also talk more about tone, weirdnesses in the save system, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Past the Swamp Dungeon Issues covered: the horror of becoming a deku, the Lynchian lens, production realities and narrative, liminal spaces, archetypes, Nordic or Tolkienesque influences, turning down the audio, thinking about other Zeldas, being exposed to something edgy as a youngster, parenting influences, being unclear about how one beat a boss, not teaching the player, feeling punished, overindexing on character, trying not to blame the player, feeling the time pressure, layering gameplay on the world, the strange ways the faeries are hidden, discussing what persists, the notebook and the perfect day, being weird that you can leave and not knowing the rules, having to make a 60 hour game, revisiting the save owls, fast traveling (and a little diversion into game history). Games, people, and influences mentioned or discussed: American Werewolf in London, Twin Peaks/David Lynch, Drew, Jim Henson, Dr. Seuss, God of War: Ragnarok, Lord of the Rings, Stephen King, CalamityNolan, Outer Wilds, Groundhog Day, Death Loop, Deadly Premonition, Ultima (series), Dragon Quest (series), Hitman, Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Majora's Mask! Twitch: timlongojr and twinsunscorp YouTube Discord [email protected] 
Mar 25
1 hr 5 min
DGC Ep 464: LoZ: Majora's Mask (part two)
Welcome to Dev Game Club, where this week we continue our series on Majora's Mask. We talk a bit about getting stuck, the structure, and do some extended catch-up on email. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Swamp Dungeon Issues covered: making it feel different, long-winded save mechanics, interrupting your play, expecting it to be okay to let the world end, the threatening moon, how games hold up, the usual strategy for reuse: more of the same, making the main mechanic out of a minor Ocarina mechanic, recontextualizing models and similar locations, the groom mask and the new interactions, constraining locations you can reach, the audio mix, being able to control for when certain events happen or not, being unclear on whether the water is poison, searching high and low for a bottle, a non-Nintendo moment, implying that the player could have been prepared, looking forward to more masks, reusing your engine, platform architecture converging, changing goals requiring changing programs, a podcast guidebook, Tim's annotated notes, finally having a list, recency bias, convergence of mechanics in AAA games, a story of a dev inspired by events and the podcast, asset flips, Majora's Mask inspiration.  Games, people, and influences mentioned or discussed: CalamityNolan, Outer Wilds, Melancholia, Stranger Things, Wind Waker, Ultima, Hitman, GameCube, Oddberry Games, Vitor, Eye of the Beholder (series), Doom (series), Fallout (series), Monkey Island (series), Warren Spector, Origin Systems, Apple ][, PlayStation, Xbox, Unreal, Republic Commando, Call of Duty, Medal of Honor, Mystery Dip, Carlos, Dark Souls, Deadly Premonition, Hollow Knight, Ubisoft, Anthony Vaccaro, Synersteel Studios, Eric Heimberg, Sandra Powers, Nicholas Vaccaro, Maria Vaccaro, Valley of Shadow, What Remains of Edith Finch, The Witness, The Talos Principle, Raymond, Drew, David Lynch, Takashi Tezuka, Twin Peaks, Link's Awakening, Dwarf Fortress, Mors, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: More Majora's Mask Links: Valley of Shadow via Steam  Twitch: timlongojr and twinsunscorp YouTube Discord [email protected] mailto://[email protected]
Mar 18
1 hr 30 min
DGC Ep 463: LoZ: Majora's Mask (part one)
Welcome to Dev Game Club, where this week we begin a new series on The Legend of Zelda: Majora's Mask. We of course set the game first in its time and at Nintendo before turning to the opening and the feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the first Clock Tower entry Issues covered: our ten-year anniversary, 2000 in games, a little timeline of Zelda, making a sequel on a short development cycle, reusing engines and making a better version of your game, reusing technology, switching from cartridges to optical media, asset reuse for characters, pricing changes and getting your money's worth, falling into the warm bath, consumptive conservatism, the strange opening and some title cards, us not remembering things about Navi, choosing the legend based on the hardware or the design idea, fitting the legends together, a continuation of Ocarina, film analogues, wanting to be in the room where it happened, presenting a known quest fabric to present you with not knowing very much, getting your ocarina back to reuse a mechanic, Skull Kid as marionette, getting new masks and therefore new powers, a diversion into a film, an unsettling feel to conversations, talking about RPGs and feeling the pressure of the main plot (or not), a lower-priority feature, thinking about your audience and what types of players you have, writing quality to support your main quest, admitting you're a video game, a debatable priority, building it into your character, how we play games heroically or not, where's the wish fulfillment.   Games, people, and influences mentioned or discussed: PlayStation 2, The Sims, Deus Ex, Final Fantasy IX, Diablo II, Baldur's Gate II, RE: Code Veronica, Chrono Cross, Pokemon Yellow, Thief II, SEGA DreamCast, Spyro: Year of the Dragon, Vagrant Story, SSX, Skies of Arcadia, Rayman 2: The Great Escape, Paper Mario, No One Lives Forever, Donkey Kong Country (GBC), Crazy Taxi, Soul Calibur, Jet Set Radio, Star Wars: Starfighter (series), Smuggler's Run, Eiji Aonuma, Shigeru Miyamoto, Uncharted 2, Mass Effect 2, Ultima (series), Warren Spector, Richard Garriott, Ultima Underworld, Jedi Knight, Outlaws, Full Throttle 2, RTX Red Rock, Gladius, SquareSoft, Nintendo 64/GameCube, Twilight Princess, Roblox, Fortnite, Minecraft, LEGO, Capcom, Groundhog's Day, Outer Wilds, Rogue, Run Lola Run, A Trip to the Moon, Georges Méliès, Breath of the Wild, King of Masks, ColonelKovalyo, Morrowind/TES (series), Fallout (series), Metal Gear Solid, Republic Commando, Halo: Infinite, Paul Crocker, Troy Mashburn, Justin Dinges, Richard Lemarchand, Clint Hocking, Naughty Dog, Crystal Dynamics, Insomniac, Spider-Man (series), Sucker Punch, Ghosts of Tsushima (series), Sasha, Symphony of the Night, Lani Lum, Hitman (series), Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: More Majora's Mask! Notes: The word Brett was searching for was "optical" media. We regret the brain fog and blame the cold medicine. Twitch: timlongojr and twinsunscorp  YouTube  Discord  [email protected] 
Mar 11
1 hr 24 min
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