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Dev Game Club

Brett Douville and Tim Longo

8
Followers
26
Plays
Dev Game Club

Dev Game Club

Brett Douville and Tim Longo

8
Followers
26
Plays
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About Us

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!

Latest Episodes

DGC Ep 214: Republic Commando (part one)

Welcome to Dev Game Club, where this week we begin a new series on the 2005 squad-based shooter Star Wars Republic Commando, on which both hosts worked. We first set the game in its time and also look at the various introductions made in the first part of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The Geonosis section Issues covered: revisiting our game and what it was like, a new console generation, HD gaming, embracing online play, the impact of a new generation on the late games of the prior generation, market pressures on Republic Commando, being a late game in a cycle and being held back by your publisher, internal flap over a separately licensed title, tying into the franchise and flooding the market, licensing as a market strategy, the growth of team size, the continuing strength of first-person shooters, presentation and Half-Life, the presentation of real life in shooters, the influence of Halo, having a sense of playing a single-player game that had the feel of playing co-op tactical games, the original high concept of the game, the mechanics of Allied Assault that helped lead to the game, wanting to point to a window and have a guy snipe from there, doing a lot with the game, a shooter for a Star Wars audience, the marines in Halo, letting the level design embrace the maneuver system, borrowing a stance system from elsewhere, why we had an unskippable intro, the strength of the team to just get things done, going above and beyond, delivering under duress, the intro being something you don't see in a Star Wars game, establishing a world, always being in the helmet, a few other influences, eliminating the text crawl, the lineage of LucasArts Logo animations, text crawls leading to the melodrama, choosing military-style introductions, introducing the characters to distinguish them more, moving to the painted armor, seeing unfinished film, giving the characters a chance to shine, creating the idea that the characters are different, having to be flexible about what the commandos can do, throwing down smoke and reflecting it in a mirror, opportunistic design, having characters comment on what they like and don't like, context-sensitive cuing, how later games would introduce a character, "we gave it to the Wolf," maybe being heavy-handed with the tutorial, finding elegant ways to trick the player into learning, difficulty levels, Brett sings a review, how to fiddle with puzzles for difficulty, messaging on a macro and micro level in presenting a puzzle, asking the player to step up, sticking to your goals, managing difficulty by presenting levels of challenge that are optional, knowing your niche and your ceiling of number of audience members, wanting to do GDC all year round, our inspiration for the 'cast, small regular bonuses of Nook Miles in Animal Crossing, letting go of Nook Miles, responding to the dopamine drip. Games, people, and influences mentioned or discussed: Morrowind, Fallout, LucasArts, God of War, Ico, Shadow of the Colossus, Resident Evil 4, Psychonauts, Guild Wars, Civilization IV, FEAR, Splinter Cell: Chaos Theory, Animal Crossing: Wild World, Guitar Hero, Mercenaries, Star Wars: Knights of the Old Republic 2, Star Wars: Battlefront II, Pandemic, Lego Star Wars, Star Wars: Revenge of the Sith, Forza, Doom 3, Xbox 360, PlayStation 3, DreamCast, Halo 2, Xbox Live Arcade, Starfighter (series), Rainbow Six (series), Rogue Squadron, Daron Stinnett, Dark Forces, Outlaws, Jedi Knight, Half-Life (series), Medal of Honor, Saving Private Ryan, EA, 2015 Games, Jason West, Vince Zampella, Respawn Entertainment, ARMA (series), The Longest Day, Chris Williams, Greg Knight, Kevin Schmitt, Peter Hirschmann, Freedom Fighters, Tim Ramsay, Scott Peters, Adam Piper, Jeremie Talbot, Pixar, Tippett Studio, Brett Schulz, Ryan Kaufman, Mike Stemmle, Telltale Games, Metroid Prime, Full Spectrum Warrior, Laralyn McWilliams,

112 MIN14 h ago
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DGC Ep 214: Republic Commando (part one)

DGC Ep 213: Animal Crossing: New Horizons Bonus

Welcome to Dev Game Club, where this week we cap off our revisit of the unique series Animal Crossing with a bonus episode about it's latest installment, Animal Crossing: New Horizons. We talk about the feeling of the new game, the intersection of new mechanics and quality-of-life improvements and how they change the feel of the game, and we give the museum some love in addition to other topics and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour or so a day! Podcast breakdown: 0:47 Animal Crossing: New Horizons 57:04 Break 57:37 Feedback & Next Game Issues covered: the vacation that's not a vacation, observations of humanity and how we use our phones, our own relationships with phones, similarities with Pocket Camp, seasonal events, the evolving mobile game and its influence into New Horizons, explicit vs implicit cooldowns (and being able to pay to remove them), analysis paralysis at the beginning, the things that Brett's not crazy about in the game/Nook Miles tracking, preferring the lack of incentives, worrying about achievements, intrinsic vs extrinsic rewards, stacking fruit, hacking and modding scene, losing the innocence, imagining a world in which the original game appears now, visibility into the indie space, blowing tranquility out of the water with Nook Miles, achievements, the influence of business models on the churn and turmoil of the industry, the changing approachability of games, being able to ask Tom Nook what to do, losing discovery and its accompanying delight, taking a positive lesson from trash, franchise challenges in terms of what you keep and what you discard, tracking multiple economies, revisiting EverQuest or Ultima and not knowing what to do, taking things academically for the 'cast, wanting to stay in the tent, not being engaged by the acquisition loops, losing characters in the original, animalizing changing your look, beauty as a feature, only doing the required crafting, overlap between classic AC/WoW and modern AC/WoW, the fantastic music, Tim captures a flea, the huge impact of the beauty of the museum, Brett's Book Recommendation, having a birthday intersecting with holidays in Animal Crossing, anticipating what will delight a player, being akin to a clicker, why play a game about chores, being rewarded by a chuckle, tend-and-befriend, Scandinavian comfort culture (hygge), ikagai and lagom, thinking about the next generation of hardware, load constraints, being interested in constraints, being curious about genuine innovation, what you can do with a really big hard drive, the expense of building for a new generation, high definition as a feature, pushing up against the constraints, we look forward to returning Geonosis, Brett's screed against YouTube. Games, people, and influences mentioned or discussed: Chris Hecker, Ultima IV, Ultima VII, Stardew Valley, Harvest Moon, Death Stranding, Quake, Michael Abbott/Brainy Gamer, World of Warcraft, EverQuest, Hitman 2, Elizabeth Strout, Olive Kitteredge, Tay if that is his real name, 30 Rock, Mike, Cookie Clicker, Universal Paperclips, Cow Clicker, Last of Us, Mike Baker, LucasArts, Sierra On-line, Edwin, Nintendo Switch, PS2/3, Xbox, Wii, Metal Gear Solid, Pokemon, Fallout 4, Mark Cerny, Star Wars: Republic Commando, Star Wars: Starfighter/Jedi Starfighter, Kotaku, John Williams, David Collins, Epic Mickey, Kirby's Epic Yarn, Kirk Hamilton, Aaron Evers. Links: Michael Abbott on older games Next time: Star Wars Republic Commando: The Geonosis missions Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

102 MIN1 w ago
Comments
DGC Ep 213: Animal Crossing: New Horizons Bonus

DGC Ep 212: Animal Crossing (part four)

Welcome to Dev Game Club, where this week we continue our series on the unique Animal Crossing. We talk about the holidays we visited, Mr. Resetti and not wanting to mess with your save, going to the island, and many more, before turning to our series takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour a day! (Many in holidays.) Podcast breakdown: 0:41 Animal Crossing 1:07:38 Break 1:08:13 Takeaways and Feedback Issues covered: Brett's gyroids and UFO, Tim's asteroid, the attract mode and seeing outfits you don't have yet, learning about how to play the stalk market, whether the animals talk about things you haven't engaged with, additional visiting characters, how the fireworks work, the tricks on Halloween, how Jack works on Halloween, Tortimer's gifts on holidays, losing items to tricksters, having big scares on Halloween as a kid, how different Halloween is, the evolving nature of Mr Resetti, wanting to protect your town, the animal version of the Windows BSOD, playful shaming, having a dialogue with a designer, emerging design, recognizing what the player is going to do, seeing the things the player will do, encouraging the player to diverge from the intended style of play, weeds everywhere, setting the world state on the clock, having unique sets of animals between us, speculating about why the acre transitions occur, aesthetic choices and whether that translated to movement, Tim's adventures with morning aerobics and sports day, lacking interactions in mini-games, changing up the appointment play, trading off appointment play with real-world tension, theme sets on holidays, moving events to be longer time-framed for MMOs, talking about the new game's egg-onomy, reaching the island via Kapp'n, picking coconuts and wearing island shirts, Kapp'n's songs, the remarkable amount of discovery, Brett finds a coelacanth, the variety of bugs and other collectibles, attuning yourself to the world and being able to read things in the environment, appointment play and mobile gaming influence, the connection to mobile and social games, tend-and-befriend, means of player expression, Brett's gyroid fascination, growing expressiveness of the series, representing everything in the world, mechanically using the things that players interact with as animals and animal interactions, a huge variety of discovery supplanted by shallow interactions, not getting stuck, the potential to generate stories, a singing non-review delivered as a dramatic reading, the role of a designer for longer and larger development (such as AAA), the shifting needs for system design, communicating and holding a vision for an element of a design, advocacy and the narrative or progression of a design, communicating across departments, the complications of enemy or vehicle design, having to put micro pieces together that support the macro, being about more than the ideas, answering lots of why questions. Games, people, and influences mentioned or discussed: The X-Files, Auld Lang Syne, Blizzard Entertainment, RoboCop, Starcraft, Asteroids, Gothic Chocobo, Game Boy Player, World of Warcraft, GTA III, Facebook, Zynga, FarmVille, Mafia Wars, The Sims, Pixar, Batman, Waypoint, Metal Gear Solid 4, Civilization, Peyton Place, Beverly Hills 90210, Blarg42, Pokemon, Billy/The2ndQuest, Halo (series), SW Republic Commando, Jamie Griesemer, Ryan Darcy, Elan Ruskin, Left 4 Dead, Epic Mickey, Kirby's Epic Yarn, Kirk Hamilton, Aaron Evers. Next time: An hour a day of Animal Crossing: New Horizons Errata: Although I stand by my memory of there being a coelacanth discovered in the Mediterranean in the 90s, the discovery that coelacanths had survived to the modern era dates back to one being caught in 1938. Also: Brett, what is a "stegalosaurus?" STEGOSAURUS. The television show Brett was looking for was Melrose Place. Peyton Place was in fact a multi-year running prime

121 MIN2 w ago
Comments
DGC Ep 212: Animal Crossing (part four)

DGC Ep 211: Animal Crossing (part three)

Welcome to Dev Game Club, where this week we continue our series on the unique series Animal Crossing. We talk about collecting, changing the world, paying off your second mortgage, the many purposes the animals serve, and the fun the developers seem to have had contributing ideas to the game, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour each day! Issues covered: Brett's growing gyroid collection, Gyroid Orchestra, speeding through your second mortgage, expanding player verbs through mortgage payoffs, stealth training and game expansion, changing perspective in games and in life as your routine is hampered, limiting your verbs by weather and time of play, the metagame of what's worthwhile to have in your inventory, revealing something about you through your style of play, freeing up time by paying off that second mortgage, how a change in inventory management would dramatic...

70 MIN3 w ago
Comments
DGC Ep 211: Animal Crossing (part three)

DGC Ep 210: Animal Crossing (part two)

Welcome to Dev Game Club, where this week we continue our series on the unique series Animal Crossing. We talk about real time gaming, acquisition loops, how it resembles a mobile game and other topics, before turning to reviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour a day! Issues covered: pinchy-pinchy and puns, wanting to pay off that second loan, the daily routine of play, filling about an hour, "that fossil belongs in a museum," Tim's routine, lost and found items and the villagers, having more villagers than you can keep track of, chicken varieties, localizing names, Brett playing in a more laid-back way, tranquility, grinding for bells, being trolled by the animals, tying in to the GameCube clock, appointment gaming, mobile touchstones, lacking monetization and being liberating, how many trees you chop down, forest maintenance, weekly events: seagull and fortune teller and furnitu...

75 MINMAY 6
Comments
DGC Ep 210: Animal Crossing (part two)

DGC Ep 209: Animal Crossing (part one)

Welcome to Dev Game Club, where this week we begin a new series on the unique series Animal Crossing. We situate the game briefly in time before turning to some of the ways the game introduces itself and its mechanics, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour a day! Podcast breakdown: 0:50 Animal Crossing 1:08:09 Break 1:08:43 Feedback Issues covered: "this is one of my favorite Nintendo series, actually," Tim uses the 'cast to his advantage, trying to think of forerunners, Daddy, an explosive era of design, the variety of games and the PC/console divide, thinking outside the box, a weird kind of buzz, the Nintendo spin on some genres, having a chillout time, being able to meditatively play, the weird concepts at work and conveying that to a potential audience, Nintendo going its own way, having a lot going on in even this first game, daily routine and tranquili...

93 MINAPR 29
Comments
DGC Ep 209: Animal Crossing (part one)

DGC Ep 208: World of Warcraft (part four)

Welcome to Dev Game Club, where this week we return to Blizzard's 2004 classic MMORPG World of Warcraft. We discuss the pace of the game in solo vs group, another dungeon, and make some observations about MMO combat before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to level 30 Podcast breakdown: 0:53 WoW Talk 1:06:32 Break 1:07:08 Feedback Issues covered: blasts from the LucasArts past, "a gaming miracle," XP bonuses galore, Westfall culminating in Deadmines, quest storylines culminating in a dungeon run, extending the storyline into the Stockades, elegant design of these quest lines, breaking someone out of Stockades in modern, instance dungeons getting better over time, grey setting and repetitive play, hit point sponges, lack of boss mechanics, similarity to tower defense or EverQuest, dungeons with wings, the game as a group experience, having less down time, having a bet...

106 MINAPR 22
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DGC Ep 208: World of Warcraft (part four)

DGC Ep 207: Chrono Trigger (part five)

Welcome to Dev Game Club, where this week we complete our series playing Chrono Trigger. We discuss the handful of remaininig quests in "The Fated Hour" and defeating Lavos (as an afterthought) before turning to our takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finish the game! Podcast breakdown: 0:48 Chrono Trigger 1:27:22 Break 1:28:05 Feedback Issues covered: reforestation with Robo, being aware that certain characters have to be in your party, Robo's world sprite, seeing Robo on the world map, being able to have player theories, not deploying Robo as a player verb, Robo's theory, a Gaia hypothesis, the double-edged sword of optional content, time travel wish fulfillment, having trouble saving Lara, a moment by a campfire, Robo's evolution, Lucca's mini robot and the progeneration of the robots, collecting the highest power loot, hunting the moon stone, Tim discovers there's ...

157 MINAPR 15
Comments
DGC Ep 207: Chrono Trigger (part five)

DGC Ep 206: Chrono Trigger (part four)

Welcome to Dev Game Club, where this week we continue our series playing Chrono Trigger. We hit the story notes first and doing things in your own order before turning especially to where the game goes once we reach "The Fated Hour." Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up into The Fated Hour Podcast breakdown: 0:50 Chrono Trigger 1:08:35 Break 1:09:07 Feedback Issues covered: the chapters at the end, the monomaniacal immortal queen and her daughter, underdeveloped queen nemesis, the cast of characters surrounding the queen, a battle with the Golem Twins, having bosses that are puzzles rather than slugfests, bringing in cosmic horror, fighting Lavos early, finding the locked chests organically... and not, finding the blue pyramid, a brief digression on the Ultimate Weapon, the revelation of the prophet, Chrono struggles to his feet and is obliterated, the fall of the floating continents, the p...

95 MINAPR 9
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DGC Ep 206: Chrono Trigger (part four)

DGC Ep 205: Chrono Trigger (part three)

Welcome to Dev Game Club, where this week we continue our series playing Chrono Trigger. We talk about new modes of exploring the game, the tone of the translation between the two of us, some of the boss battles and go over the story bits for the week. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to "What Lies Beyond?" Podcast breakdown: 0:53 Chrono Trigger 1:14:42 Break 1:15:17 Feedback Issues covered: bowling balls and sashimi, slipping in jokey references, tone in translation, finding places for the game to be heavier, being caught off guard by differences in tone, the consequences of your actions, getting more information on Lavos and getting a sense of cosmic horror, being a little lost on the timeline, focusing on the linear story vs the ripple effect, other games dabbling with time travel, Tim moves to Wait mode, Wait mode and feeling like a better fit, using Marle's Haste ability and having...

91 MINAPR 1
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DGC Ep 205: Chrono Trigger (part three)

Latest Episodes

DGC Ep 214: Republic Commando (part one)

Welcome to Dev Game Club, where this week we begin a new series on the 2005 squad-based shooter Star Wars Republic Commando, on which both hosts worked. We first set the game in its time and also look at the various introductions made in the first part of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The Geonosis section Issues covered: revisiting our game and what it was like, a new console generation, HD gaming, embracing online play, the impact of a new generation on the late games of the prior generation, market pressures on Republic Commando, being a late game in a cycle and being held back by your publisher, internal flap over a separately licensed title, tying into the franchise and flooding the market, licensing as a market strategy, the growth of team size, the continuing strength of first-person shooters, presentation and Half-Life, the presentation of real life in shooters, the influence of Halo, having a sense of playing a single-player game that had the feel of playing co-op tactical games, the original high concept of the game, the mechanics of Allied Assault that helped lead to the game, wanting to point to a window and have a guy snipe from there, doing a lot with the game, a shooter for a Star Wars audience, the marines in Halo, letting the level design embrace the maneuver system, borrowing a stance system from elsewhere, why we had an unskippable intro, the strength of the team to just get things done, going above and beyond, delivering under duress, the intro being something you don't see in a Star Wars game, establishing a world, always being in the helmet, a few other influences, eliminating the text crawl, the lineage of LucasArts Logo animations, text crawls leading to the melodrama, choosing military-style introductions, introducing the characters to distinguish them more, moving to the painted armor, seeing unfinished film, giving the characters a chance to shine, creating the idea that the characters are different, having to be flexible about what the commandos can do, throwing down smoke and reflecting it in a mirror, opportunistic design, having characters comment on what they like and don't like, context-sensitive cuing, how later games would introduce a character, "we gave it to the Wolf," maybe being heavy-handed with the tutorial, finding elegant ways to trick the player into learning, difficulty levels, Brett sings a review, how to fiddle with puzzles for difficulty, messaging on a macro and micro level in presenting a puzzle, asking the player to step up, sticking to your goals, managing difficulty by presenting levels of challenge that are optional, knowing your niche and your ceiling of number of audience members, wanting to do GDC all year round, our inspiration for the 'cast, small regular bonuses of Nook Miles in Animal Crossing, letting go of Nook Miles, responding to the dopamine drip. Games, people, and influences mentioned or discussed: Morrowind, Fallout, LucasArts, God of War, Ico, Shadow of the Colossus, Resident Evil 4, Psychonauts, Guild Wars, Civilization IV, FEAR, Splinter Cell: Chaos Theory, Animal Crossing: Wild World, Guitar Hero, Mercenaries, Star Wars: Knights of the Old Republic 2, Star Wars: Battlefront II, Pandemic, Lego Star Wars, Star Wars: Revenge of the Sith, Forza, Doom 3, Xbox 360, PlayStation 3, DreamCast, Halo 2, Xbox Live Arcade, Starfighter (series), Rainbow Six (series), Rogue Squadron, Daron Stinnett, Dark Forces, Outlaws, Jedi Knight, Half-Life (series), Medal of Honor, Saving Private Ryan, EA, 2015 Games, Jason West, Vince Zampella, Respawn Entertainment, ARMA (series), The Longest Day, Chris Williams, Greg Knight, Kevin Schmitt, Peter Hirschmann, Freedom Fighters, Tim Ramsay, Scott Peters, Adam Piper, Jeremie Talbot, Pixar, Tippett Studio, Brett Schulz, Ryan Kaufman, Mike Stemmle, Telltale Games, Metroid Prime, Full Spectrum Warrior, Laralyn McWilliams,

112 MIN14 h ago
Comments
DGC Ep 214: Republic Commando (part one)

DGC Ep 213: Animal Crossing: New Horizons Bonus

Welcome to Dev Game Club, where this week we cap off our revisit of the unique series Animal Crossing with a bonus episode about it's latest installment, Animal Crossing: New Horizons. We talk about the feeling of the new game, the intersection of new mechanics and quality-of-life improvements and how they change the feel of the game, and we give the museum some love in addition to other topics and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour or so a day! Podcast breakdown: 0:47 Animal Crossing: New Horizons 57:04 Break 57:37 Feedback & Next Game Issues covered: the vacation that's not a vacation, observations of humanity and how we use our phones, our own relationships with phones, similarities with Pocket Camp, seasonal events, the evolving mobile game and its influence into New Horizons, explicit vs implicit cooldowns (and being able to pay to remove them), analysis paralysis at the beginning, the things that Brett's not crazy about in the game/Nook Miles tracking, preferring the lack of incentives, worrying about achievements, intrinsic vs extrinsic rewards, stacking fruit, hacking and modding scene, losing the innocence, imagining a world in which the original game appears now, visibility into the indie space, blowing tranquility out of the water with Nook Miles, achievements, the influence of business models on the churn and turmoil of the industry, the changing approachability of games, being able to ask Tom Nook what to do, losing discovery and its accompanying delight, taking a positive lesson from trash, franchise challenges in terms of what you keep and what you discard, tracking multiple economies, revisiting EverQuest or Ultima and not knowing what to do, taking things academically for the 'cast, wanting to stay in the tent, not being engaged by the acquisition loops, losing characters in the original, animalizing changing your look, beauty as a feature, only doing the required crafting, overlap between classic AC/WoW and modern AC/WoW, the fantastic music, Tim captures a flea, the huge impact of the beauty of the museum, Brett's Book Recommendation, having a birthday intersecting with holidays in Animal Crossing, anticipating what will delight a player, being akin to a clicker, why play a game about chores, being rewarded by a chuckle, tend-and-befriend, Scandinavian comfort culture (hygge), ikagai and lagom, thinking about the next generation of hardware, load constraints, being interested in constraints, being curious about genuine innovation, what you can do with a really big hard drive, the expense of building for a new generation, high definition as a feature, pushing up against the constraints, we look forward to returning Geonosis, Brett's screed against YouTube. Games, people, and influences mentioned or discussed: Chris Hecker, Ultima IV, Ultima VII, Stardew Valley, Harvest Moon, Death Stranding, Quake, Michael Abbott/Brainy Gamer, World of Warcraft, EverQuest, Hitman 2, Elizabeth Strout, Olive Kitteredge, Tay if that is his real name, 30 Rock, Mike, Cookie Clicker, Universal Paperclips, Cow Clicker, Last of Us, Mike Baker, LucasArts, Sierra On-line, Edwin, Nintendo Switch, PS2/3, Xbox, Wii, Metal Gear Solid, Pokemon, Fallout 4, Mark Cerny, Star Wars: Republic Commando, Star Wars: Starfighter/Jedi Starfighter, Kotaku, John Williams, David Collins, Epic Mickey, Kirby's Epic Yarn, Kirk Hamilton, Aaron Evers. Links: Michael Abbott on older games Next time: Star Wars Republic Commando: The Geonosis missions Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

102 MIN1 w ago
Comments
DGC Ep 213: Animal Crossing: New Horizons Bonus

DGC Ep 212: Animal Crossing (part four)

Welcome to Dev Game Club, where this week we continue our series on the unique Animal Crossing. We talk about the holidays we visited, Mr. Resetti and not wanting to mess with your save, going to the island, and many more, before turning to our series takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour a day! (Many in holidays.) Podcast breakdown: 0:41 Animal Crossing 1:07:38 Break 1:08:13 Takeaways and Feedback Issues covered: Brett's gyroids and UFO, Tim's asteroid, the attract mode and seeing outfits you don't have yet, learning about how to play the stalk market, whether the animals talk about things you haven't engaged with, additional visiting characters, how the fireworks work, the tricks on Halloween, how Jack works on Halloween, Tortimer's gifts on holidays, losing items to tricksters, having big scares on Halloween as a kid, how different Halloween is, the evolving nature of Mr Resetti, wanting to protect your town, the animal version of the Windows BSOD, playful shaming, having a dialogue with a designer, emerging design, recognizing what the player is going to do, seeing the things the player will do, encouraging the player to diverge from the intended style of play, weeds everywhere, setting the world state on the clock, having unique sets of animals between us, speculating about why the acre transitions occur, aesthetic choices and whether that translated to movement, Tim's adventures with morning aerobics and sports day, lacking interactions in mini-games, changing up the appointment play, trading off appointment play with real-world tension, theme sets on holidays, moving events to be longer time-framed for MMOs, talking about the new game's egg-onomy, reaching the island via Kapp'n, picking coconuts and wearing island shirts, Kapp'n's songs, the remarkable amount of discovery, Brett finds a coelacanth, the variety of bugs and other collectibles, attuning yourself to the world and being able to read things in the environment, appointment play and mobile gaming influence, the connection to mobile and social games, tend-and-befriend, means of player expression, Brett's gyroid fascination, growing expressiveness of the series, representing everything in the world, mechanically using the things that players interact with as animals and animal interactions, a huge variety of discovery supplanted by shallow interactions, not getting stuck, the potential to generate stories, a singing non-review delivered as a dramatic reading, the role of a designer for longer and larger development (such as AAA), the shifting needs for system design, communicating and holding a vision for an element of a design, advocacy and the narrative or progression of a design, communicating across departments, the complications of enemy or vehicle design, having to put micro pieces together that support the macro, being about more than the ideas, answering lots of why questions. Games, people, and influences mentioned or discussed: The X-Files, Auld Lang Syne, Blizzard Entertainment, RoboCop, Starcraft, Asteroids, Gothic Chocobo, Game Boy Player, World of Warcraft, GTA III, Facebook, Zynga, FarmVille, Mafia Wars, The Sims, Pixar, Batman, Waypoint, Metal Gear Solid 4, Civilization, Peyton Place, Beverly Hills 90210, Blarg42, Pokemon, Billy/The2ndQuest, Halo (series), SW Republic Commando, Jamie Griesemer, Ryan Darcy, Elan Ruskin, Left 4 Dead, Epic Mickey, Kirby's Epic Yarn, Kirk Hamilton, Aaron Evers. Next time: An hour a day of Animal Crossing: New Horizons Errata: Although I stand by my memory of there being a coelacanth discovered in the Mediterranean in the 90s, the discovery that coelacanths had survived to the modern era dates back to one being caught in 1938. Also: Brett, what is a "stegalosaurus?" STEGOSAURUS. The television show Brett was looking for was Melrose Place. Peyton Place was in fact a multi-year running prime

121 MIN2 w ago
Comments
DGC Ep 212: Animal Crossing (part four)

DGC Ep 211: Animal Crossing (part three)

Welcome to Dev Game Club, where this week we continue our series on the unique series Animal Crossing. We talk about collecting, changing the world, paying off your second mortgage, the many purposes the animals serve, and the fun the developers seem to have had contributing ideas to the game, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour each day! Issues covered: Brett's growing gyroid collection, Gyroid Orchestra, speeding through your second mortgage, expanding player verbs through mortgage payoffs, stealth training and game expansion, changing perspective in games and in life as your routine is hampered, limiting your verbs by weather and time of play, the metagame of what's worthwhile to have in your inventory, revealing something about you through your style of play, freeing up time by paying off that second mortgage, how a change in inventory management would dramatic...

70 MIN3 w ago
Comments
DGC Ep 211: Animal Crossing (part three)

DGC Ep 210: Animal Crossing (part two)

Welcome to Dev Game Club, where this week we continue our series on the unique series Animal Crossing. We talk about real time gaming, acquisition loops, how it resembles a mobile game and other topics, before turning to reviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour a day! Issues covered: pinchy-pinchy and puns, wanting to pay off that second loan, the daily routine of play, filling about an hour, "that fossil belongs in a museum," Tim's routine, lost and found items and the villagers, having more villagers than you can keep track of, chicken varieties, localizing names, Brett playing in a more laid-back way, tranquility, grinding for bells, being trolled by the animals, tying in to the GameCube clock, appointment gaming, mobile touchstones, lacking monetization and being liberating, how many trees you chop down, forest maintenance, weekly events: seagull and fortune teller and furnitu...

75 MINMAY 6
Comments
DGC Ep 210: Animal Crossing (part two)

DGC Ep 209: Animal Crossing (part one)

Welcome to Dev Game Club, where this week we begin a new series on the unique series Animal Crossing. We situate the game briefly in time before turning to some of the ways the game introduces itself and its mechanics, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour a day! Podcast breakdown: 0:50 Animal Crossing 1:08:09 Break 1:08:43 Feedback Issues covered: "this is one of my favorite Nintendo series, actually," Tim uses the 'cast to his advantage, trying to think of forerunners, Daddy, an explosive era of design, the variety of games and the PC/console divide, thinking outside the box, a weird kind of buzz, the Nintendo spin on some genres, having a chillout time, being able to meditatively play, the weird concepts at work and conveying that to a potential audience, Nintendo going its own way, having a lot going on in even this first game, daily routine and tranquili...

93 MINAPR 29
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DGC Ep 209: Animal Crossing (part one)

DGC Ep 208: World of Warcraft (part four)

Welcome to Dev Game Club, where this week we return to Blizzard's 2004 classic MMORPG World of Warcraft. We discuss the pace of the game in solo vs group, another dungeon, and make some observations about MMO combat before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to level 30 Podcast breakdown: 0:53 WoW Talk 1:06:32 Break 1:07:08 Feedback Issues covered: blasts from the LucasArts past, "a gaming miracle," XP bonuses galore, Westfall culminating in Deadmines, quest storylines culminating in a dungeon run, extending the storyline into the Stockades, elegant design of these quest lines, breaking someone out of Stockades in modern, instance dungeons getting better over time, grey setting and repetitive play, hit point sponges, lack of boss mechanics, similarity to tower defense or EverQuest, dungeons with wings, the game as a group experience, having less down time, having a bet...

106 MINAPR 22
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DGC Ep 208: World of Warcraft (part four)

DGC Ep 207: Chrono Trigger (part five)

Welcome to Dev Game Club, where this week we complete our series playing Chrono Trigger. We discuss the handful of remaininig quests in "The Fated Hour" and defeating Lavos (as an afterthought) before turning to our takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finish the game! Podcast breakdown: 0:48 Chrono Trigger 1:27:22 Break 1:28:05 Feedback Issues covered: reforestation with Robo, being aware that certain characters have to be in your party, Robo's world sprite, seeing Robo on the world map, being able to have player theories, not deploying Robo as a player verb, Robo's theory, a Gaia hypothesis, the double-edged sword of optional content, time travel wish fulfillment, having trouble saving Lara, a moment by a campfire, Robo's evolution, Lucca's mini robot and the progeneration of the robots, collecting the highest power loot, hunting the moon stone, Tim discovers there's ...

157 MINAPR 15
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DGC Ep 207: Chrono Trigger (part five)

DGC Ep 206: Chrono Trigger (part four)

Welcome to Dev Game Club, where this week we continue our series playing Chrono Trigger. We hit the story notes first and doing things in your own order before turning especially to where the game goes once we reach "The Fated Hour." Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up into The Fated Hour Podcast breakdown: 0:50 Chrono Trigger 1:08:35 Break 1:09:07 Feedback Issues covered: the chapters at the end, the monomaniacal immortal queen and her daughter, underdeveloped queen nemesis, the cast of characters surrounding the queen, a battle with the Golem Twins, having bosses that are puzzles rather than slugfests, bringing in cosmic horror, fighting Lavos early, finding the locked chests organically... and not, finding the blue pyramid, a brief digression on the Ultimate Weapon, the revelation of the prophet, Chrono struggles to his feet and is obliterated, the fall of the floating continents, the p...

95 MINAPR 9
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DGC Ep 206: Chrono Trigger (part four)

DGC Ep 205: Chrono Trigger (part three)

Welcome to Dev Game Club, where this week we continue our series playing Chrono Trigger. We talk about new modes of exploring the game, the tone of the translation between the two of us, some of the boss battles and go over the story bits for the week. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to "What Lies Beyond?" Podcast breakdown: 0:53 Chrono Trigger 1:14:42 Break 1:15:17 Feedback Issues covered: bowling balls and sashimi, slipping in jokey references, tone in translation, finding places for the game to be heavier, being caught off guard by differences in tone, the consequences of your actions, getting more information on Lavos and getting a sense of cosmic horror, being a little lost on the timeline, focusing on the linear story vs the ripple effect, other games dabbling with time travel, Tim moves to Wait mode, Wait mode and feeling like a better fit, using Marle's Haste ability and having...

91 MINAPR 1
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DGC Ep 205: Chrono Trigger (part three)
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