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Dev Game Club

Brett Douville and Tim Longo

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Dev Game Club
Dev Game Club

Dev Game Club

Brett Douville and Tim Longo

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Followers
4
Plays
0
Raised
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About Us

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.

Latest Episodes

DGC Ep 167: Obduction Bonus

Welcome to Dev Game Club, where this week we aren't quite ready to say good-bye to MYST and devote a bonus episode to the 2016 Cyan game Obduction. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours for Tim, the whole game for Brett Issues covered: being down the rabbit-hole for Brett, talking about the opening of Riven, losing the framing of the placed cameras, a game where you can't die, the MYST formula, getting lost without a map, the addition of photographs, having theories and testing them, mechanically consistent, being on a separate track from the rest of game development, technology and design and VR, natural evolution, recreating levels on later technologies, designing around limitations, learning to read the language, adventure games start-up cost, adding fluency as you played FPSes, mouse-look, the odd navigation on a phone, new interface/new game, ways that analog bits are bleeding into the design, no systems in the game, finding MYST Easter Eggs, physically fully rendered puzzles, not always pointing the camera in the right direction, camera and level design, Mew under a truck, saving Aerith, secrets in the age of arcade, closing and opening doors in Cyan games, modern accessibility and having automated animations, having our predecessors lay the groundwork for a later game, what makes a good MYST puzzle, Channelwood and the water pipes, the Selenitic Age, making the games for ourselves, larger teams meaning more eyes, timing puzzles and variety, our next game. Games, people, and influences mentioned or discussed: MYST (series), Cyan, Unreal, Riven - The Sequel to MYST, realMYST, Rand Miller, Robyn Miller, Dungeons and Dragons, Super Mario Bros, Minecraft, Little Big Planet, Dreams, Pong, Asteroids, Space Invaders, Arkanoid, Metal Gear Solid, Star Wars, Uncharted, Fallout, Tacoma, William Shakespeare, Romeo and Juliet, LucasArts, King's Quest, Space Quest, Day of the Tentacle, Half-Life, DOOM (1993), Duke Nuke'm 3D, Quake, Morgan Gray, Nick Foster, Gone Home, Nintendo, Switch, Wii, Super Mario Run, Red Faction Guerrilla, Gears of War, MJVogt85, Cory Potomis, Pokemon Red/Blue, Final Fantasy VII, Square Enix, Mortal Kombat 2, Waypoint, Tron, Pac-Man, Burger Time, Food Fight, Dig Dug, Nolan Filter/irreverentQ, Zimmy Finger, Mark Crowe, Diablo, John Romero, Bethesda Game Studios, Jak & Daxter, Super Castlevania IV, Castlevania Anniversary Collection, Konami, SNES/NES, Metroid, Symphony of the Night, Radiohead, Moby. Next time: The first two levels of Super Castlevania IV Link: That Time Some Players Thought Mew Was Under A Truck https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

84 MIN3 days ago
Comments
DGC Ep 167: Obduction Bonus

DGC Ep 166: MYST Bonus Interview with Robyn Miller

Welcome to Dev Game Club, where this week we're so lucky to get to talk with Robyn Miller, co-designer of MYST and its artist, composer, and writer as well. We think you'll agree, it's a fascinating discussion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40 Interview! 1:06:14 Break 1:06:43 Additional discussion Issues covered: getting into game development, bringing other interests and skills to bear, drawing a world and following what the world wanted to tell him, the fluidity of working in HyperCard, following where things take you, going to an expo with your product, HyperCard as a precursor to the web, learning that computers would connect together, each machine being isolated, self publishing and having publishers come to you, adding a soundtrack to make a CD-ROM worthwhile, a small number of games, packing in with OEMs, pushing further with MYST into narrative/cinematic/gameplay/interface, the ease of PR when you have a narrative about two brothers, throwing all your influences in like a soup, choosing an island to provide natural barriers, designing for non-linearity, diving into imaginary worlds through role-playing, dropping the mechanics of the tabletop RPGs in favor of story-based games, being into 19th century novels, multiplayer being an ideal, wanting character and story and puzzle all to be communicated together, maturing as developers, putting in doodads because you didn't know better, the order in which worlds were built, evolving the design within development, moving from 2D illustration to 3D modeling, redrawing wireframes in minutes and full frames in hours, turning off all the objects not in the view, seeing into a world for the first time/being the first person in a place, finding a video solution, having QuickTime come along at the right time, pushing the limits of technology and working with its developers, how the music came to be, proving to the publisher that music wouldn't work, wanting only diegetic audio, not wanting the publisher to corrupt the vision, mismatching emotional direction with the player experience, having the soul of an artist, unknowingly trailblazing, finding your way via your passions, a distillation of making a game. Games, people, and influences mentioned or discussed: The Manhole, Spelunx, Captain Osmo, The Book of Atrus, Riven, Zoobreak Productions, Obduction, The Immortal Augustus Gladstone, Rand Miller, HyperCard, Bill Atkinson, Activision, Jules Verne, The Mysterious Island, Dungeons & Dragons, Rod Miller, Arthur Conan Doyle, Anton Chekhov, Quicktime, Stratavision, TRON, Chuck Carter, Macromind Director, QuickTime, Broderbund, LucasArts, Sierra, Vangelis, Michael Giacchino, Mark Crowe, 20000 Leagues Under the Sea, Supergiant Games, Bastion, The Sims, Lightning Returns. Next time: A bit of Obduction! Links: HyperCard on Computer Chronicles https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

76 MIN1 weeks ago
Comments
DGC Ep 166: MYST Bonus Interview with Robyn Miller

DGC Ep 165: MYST (part three)

Welcome to Dev Game Club, where this week we finish our discussion of 1993's MYST. We talk about avatar-based puzzle games, story elements, and some other bits and bobs before turning to our takeaways from the game and answering listener feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Podcast breakdown: 0:45 Final sections discussion 58:27 Break 59:00 Takeaways and feedback Issues covered: not seeing the fourth ending, a first-person avatar/playing as yourself, increasing immersion, not having to develop a back-story, throwing back to text adventures, forcing a light touch on the story, removing layers of story, the player succeeding or failing, using FMV to reinforce that they are people which matches with you, other story/adventure games, getting stuck in the Stoneship Age, being unable to see details in the frame, up-rezzing and porting, having difficulty with the compass and the submersible lamp, logical vs physical connections in Stoneship and Channelwood Ages, Brett and Tim do math on-air, the sounds in the Selenic Age, teaching how a puzzle works, compatibility issues in 1994, the lore in the books, trying to piece together the timeline, the themes of reading and being immersed in a book, finding through-lines in Cyan's work, stewardship of young minds, fan service and Jules Verne, absent fatherhood, we work through a possible plot hole, talking about each of the endings, threading your story and lore to enrich the world, accessibility in interface and approach, limiting verbs, complexity in other adventure games, playing to your strengths and using constraints to improve your game, being in the right place at the right time, technology matters, Brett's Book Minute, interface suggestions for touch, VR controls, parallels between game design and modular synthesizers, gameplay programming and constraints, making choices around accessibility and context-sensitivity, disturbing side rooms, word of mouth and watercooler talk to get ideas about games, leaning into obfuscating, playing games in the 80s, finding ways to make a community work together, disarming nuclear silos in MGS V, getting out through the solar system in Noby Noby Boy, placing limitations on yourself in the age of the Internet. Games, people, and influences mentioned or discussed: Sierra On-Line, LucasArts, Colossal Cave Adventure, Zork, Enchanter, The Hitchhiker's Guide to the Galaxy, The Curse of Monkey Island (obliquely), King's Quest (obliquely), Space Quest (obliquely), The 7th Guest, Gabriel Knight, Phantasmagoria, Roberta Williams, Tex Murphy, Full Throttle, The Dig, Grim Fandango, The Wire, biostats/Ryan, The Manhole, Alice in Wonderland, The Mysterious Island, 20000 Leagues Under the Sea, Kingdom Hearts: Chain of Memories, Gone Home, Tacoma, Xbox 360, Assassin's Creed, Riven, The Lighthouse, gutenberg.org, The Impostor, Javier Cercas, Raymond Cason, realMYST, Walker Farrell, Super Mario World, Legend of Zelda: Ocarina of Time, Starfighter, HyperCard, Nolan Filter, Cory Potomis, Pokemon Red/Blue, Rockstar, Mortal Kombat 11, Richard Powers, Plowing the Dark, Silicon Graphics, Dark Souls, Ninja Gaiden Black, Majestic, Destiny, MGS V, Noby Noby Boy, Red Dead Redemption, GTA San Andreas, Jonathan Blow, The Witness, Robyn Miller, Lightning Returns: Final Fantasy XIII. Next time: Either an interview or a bit of Obduction! Links: Modular synthesizers https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

110 MIN2 weeks ago
Comments
DGC Ep 165: MYST (part three)

Latest Episodes

DGC Ep 167: Obduction Bonus

Welcome to Dev Game Club, where this week we aren't quite ready to say good-bye to MYST and devote a bonus episode to the 2016 Cyan game Obduction. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours for Tim, the whole game for Brett Issues covered: being down the rabbit-hole for Brett, talking about the opening of Riven, losing the framing of the placed cameras, a game where you can't die, the MYST formula, getting lost without a map, the addition of photographs, having theories and testing them, mechanically consistent, being on a separate track from the rest of game development, technology and design and VR, natural evolution, recreating levels on later technologies, designing around limitations, learning to read the language, adventure games start-up cost, adding fluency as you played FPSes, mouse-look, the odd navigation on a phone, new interface/new game, ways that analog bits are bleeding into the design, no systems in the game, finding MYST Easter Eggs, physically fully rendered puzzles, not always pointing the camera in the right direction, camera and level design, Mew under a truck, saving Aerith, secrets in the age of arcade, closing and opening doors in Cyan games, modern accessibility and having automated animations, having our predecessors lay the groundwork for a later game, what makes a good MYST puzzle, Channelwood and the water pipes, the Selenitic Age, making the games for ourselves, larger teams meaning more eyes, timing puzzles and variety, our next game. Games, people, and influences mentioned or discussed: MYST (series), Cyan, Unreal, Riven - The Sequel to MYST, realMYST, Rand Miller, Robyn Miller, Dungeons and Dragons, Super Mario Bros, Minecraft, Little Big Planet, Dreams, Pong, Asteroids, Space Invaders, Arkanoid, Metal Gear Solid, Star Wars, Uncharted, Fallout, Tacoma, William Shakespeare, Romeo and Juliet, LucasArts, King's Quest, Space Quest, Day of the Tentacle, Half-Life, DOOM (1993), Duke Nuke'm 3D, Quake, Morgan Gray, Nick Foster, Gone Home, Nintendo, Switch, Wii, Super Mario Run, Red Faction Guerrilla, Gears of War, MJVogt85, Cory Potomis, Pokemon Red/Blue, Final Fantasy VII, Square Enix, Mortal Kombat 2, Waypoint, Tron, Pac-Man, Burger Time, Food Fight, Dig Dug, Nolan Filter/irreverentQ, Zimmy Finger, Mark Crowe, Diablo, John Romero, Bethesda Game Studios, Jak & Daxter, Super Castlevania IV, Castlevania Anniversary Collection, Konami, SNES/NES, Metroid, Symphony of the Night, Radiohead, Moby. Next time: The first two levels of Super Castlevania IV Link: That Time Some Players Thought Mew Was Under A Truck https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

84 MIN3 days ago
Comments
DGC Ep 167: Obduction Bonus

DGC Ep 166: MYST Bonus Interview with Robyn Miller

Welcome to Dev Game Club, where this week we're so lucky to get to talk with Robyn Miller, co-designer of MYST and its artist, composer, and writer as well. We think you'll agree, it's a fascinating discussion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40 Interview! 1:06:14 Break 1:06:43 Additional discussion Issues covered: getting into game development, bringing other interests and skills to bear, drawing a world and following what the world wanted to tell him, the fluidity of working in HyperCard, following where things take you, going to an expo with your product, HyperCard as a precursor to the web, learning that computers would connect together, each machine being isolated, self publishing and having publishers come to you, adding a soundtrack to make a CD-ROM worthwhile, a small number of games, packing in with OEMs, pushing further with MYST into narrative/cinematic/gameplay/interface, the ease of PR when you have a narrative about two brothers, throwing all your influences in like a soup, choosing an island to provide natural barriers, designing for non-linearity, diving into imaginary worlds through role-playing, dropping the mechanics of the tabletop RPGs in favor of story-based games, being into 19th century novels, multiplayer being an ideal, wanting character and story and puzzle all to be communicated together, maturing as developers, putting in doodads because you didn't know better, the order in which worlds were built, evolving the design within development, moving from 2D illustration to 3D modeling, redrawing wireframes in minutes and full frames in hours, turning off all the objects not in the view, seeing into a world for the first time/being the first person in a place, finding a video solution, having QuickTime come along at the right time, pushing the limits of technology and working with its developers, how the music came to be, proving to the publisher that music wouldn't work, wanting only diegetic audio, not wanting the publisher to corrupt the vision, mismatching emotional direction with the player experience, having the soul of an artist, unknowingly trailblazing, finding your way via your passions, a distillation of making a game. Games, people, and influences mentioned or discussed: The Manhole, Spelunx, Captain Osmo, The Book of Atrus, Riven, Zoobreak Productions, Obduction, The Immortal Augustus Gladstone, Rand Miller, HyperCard, Bill Atkinson, Activision, Jules Verne, The Mysterious Island, Dungeons & Dragons, Rod Miller, Arthur Conan Doyle, Anton Chekhov, Quicktime, Stratavision, TRON, Chuck Carter, Macromind Director, QuickTime, Broderbund, LucasArts, Sierra, Vangelis, Michael Giacchino, Mark Crowe, 20000 Leagues Under the Sea, Supergiant Games, Bastion, The Sims, Lightning Returns. Next time: A bit of Obduction! Links: HyperCard on Computer Chronicles https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

76 MIN1 weeks ago
Comments
DGC Ep 166: MYST Bonus Interview with Robyn Miller

DGC Ep 165: MYST (part three)

Welcome to Dev Game Club, where this week we finish our discussion of 1993's MYST. We talk about avatar-based puzzle games, story elements, and some other bits and bobs before turning to our takeaways from the game and answering listener feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Podcast breakdown: 0:45 Final sections discussion 58:27 Break 59:00 Takeaways and feedback Issues covered: not seeing the fourth ending, a first-person avatar/playing as yourself, increasing immersion, not having to develop a back-story, throwing back to text adventures, forcing a light touch on the story, removing layers of story, the player succeeding or failing, using FMV to reinforce that they are people which matches with you, other story/adventure games, getting stuck in the Stoneship Age, being unable to see details in the frame, up-rezzing and porting, having difficulty with the compass and the submersible lamp, logical vs physical connections in Stoneship and Channelwood Ages, Brett and Tim do math on-air, the sounds in the Selenic Age, teaching how a puzzle works, compatibility issues in 1994, the lore in the books, trying to piece together the timeline, the themes of reading and being immersed in a book, finding through-lines in Cyan's work, stewardship of young minds, fan service and Jules Verne, absent fatherhood, we work through a possible plot hole, talking about each of the endings, threading your story and lore to enrich the world, accessibility in interface and approach, limiting verbs, complexity in other adventure games, playing to your strengths and using constraints to improve your game, being in the right place at the right time, technology matters, Brett's Book Minute, interface suggestions for touch, VR controls, parallels between game design and modular synthesizers, gameplay programming and constraints, making choices around accessibility and context-sensitivity, disturbing side rooms, word of mouth and watercooler talk to get ideas about games, leaning into obfuscating, playing games in the 80s, finding ways to make a community work together, disarming nuclear silos in MGS V, getting out through the solar system in Noby Noby Boy, placing limitations on yourself in the age of the Internet. Games, people, and influences mentioned or discussed: Sierra On-Line, LucasArts, Colossal Cave Adventure, Zork, Enchanter, The Hitchhiker's Guide to the Galaxy, The Curse of Monkey Island (obliquely), King's Quest (obliquely), Space Quest (obliquely), The 7th Guest, Gabriel Knight, Phantasmagoria, Roberta Williams, Tex Murphy, Full Throttle, The Dig, Grim Fandango, The Wire, biostats/Ryan, The Manhole, Alice in Wonderland, The Mysterious Island, 20000 Leagues Under the Sea, Kingdom Hearts: Chain of Memories, Gone Home, Tacoma, Xbox 360, Assassin's Creed, Riven, The Lighthouse, gutenberg.org, The Impostor, Javier Cercas, Raymond Cason, realMYST, Walker Farrell, Super Mario World, Legend of Zelda: Ocarina of Time, Starfighter, HyperCard, Nolan Filter, Cory Potomis, Pokemon Red/Blue, Rockstar, Mortal Kombat 11, Richard Powers, Plowing the Dark, Silicon Graphics, Dark Souls, Ninja Gaiden Black, Majestic, Destiny, MGS V, Noby Noby Boy, Red Dead Redemption, GTA San Andreas, Jonathan Blow, The Witness, Robyn Miller, Lightning Returns: Final Fantasy XIII. Next time: Either an interview or a bit of Obduction! Links: Modular synthesizers https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

110 MIN2 weeks ago
Comments
DGC Ep 165: MYST (part three)

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