DGC Ep 423: Interstate '76 (part two)

Welcome to Dev Game Club, where this week we continue our series on 1997's Interstate '76. We talk about physics again, mission design, input, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played: 
Roughly six missions (B), technical difficulties (T)

Issues covered: end of mission two sitting duck and acting, many controller bindings, driving an automatic, mapping onto the character's body instead of the car, the hardware abstraction layer and Direct X, enumerating devices and buttons, IBM PC light grey numpads, mechanical keyboards, the nostalgia of two hands on the keyboard, extra peripherals, simulating the character vs the car, the car as the crosshairs, getting stuff off the battlefield, upgrades, managing weight, racing missions, the potential of weight impacting the simulation, a game that's not well-preserved, weird configuration and axes, mission design, following the guy you're racing, broken physics world, compounded errors, blowing up the diner, 90s references, failing the mission multiple times, guiding the player back, being unable to save Skeeter, level of detail issues, sim mission design, cheating the sim, car condition, wanting to try the flight stick, the band, good looking cars, mayhem on the field, now available on YouTube.

Games, people, and influences mentioned or discussed: Falcon, XvT, MechWarrior, Steel Battalion, Guitar Hero, Microsoft, Forza, TIE Fighter, Tipper Gore, Escape from New York, Third Eye Blind, fbrccn, MuzBoz, Twisted Metal Black, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Notes: 
The more common and cheap keyboard type that Brett didn't know the name of is a "membrane" keyboard. 

Next time:
More I '76

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 422: Interstate '76 (part one)

Welcome to Dev Game Club, where this week we begin a new series on 1997's Interstate '76. We set the game a bit in its time, talk about Activision (almost as an afterthought), and then start getting into the characters and the vibe, of which there is much. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Early mission or two

Issues covered: a game time forgot, playing a sim game genre, a unique take on the sim genre plus car combat, prepping the sim elements vs the actual play, other games from that year, taking a formula and doing something different with it, modern exploitation-inspired games, exploitation cinema, grindhouse, other potential influences and inspirations, why you pick sparse environments, breakable cacti, a huge variety of games, low-cost film-making and democratization, vigilantes, a bland corporation, text adventures, a business and not a game company, seeing the impact of acquisition or mergers, character introductions, fake actors playing characters, character names, Groove Champion vs Stiletto Anyway, stylized and simplified characters, flat shading and seeing every polygon, connecting to the character in the cockpit and via the radio, naturally cinematic, stylized presence, jitteriness and physics, compounding errors, deterministic physics, preserving this game and finding ways to play it, just shipping a game, dealing with a controller vs keyboard. 
 
Games, people, and influences mentioned or discussed: TIE Fighter (series), Starfighter, MechWarrior (series), Voltron, Diablo, Resident Evil, The Last Express, Fallout, GoldenEye, Castlevania: SotN, Age of Empires, Outlaws, Curse of Monkey Island, Dark Forces 2, Shadows of the Empire, Wing Commander: Prophecy, Final Fantasy VII, Mario Kart 64, Gran Turismo, PlayStation, Dark Forces, Final Fantasy Tactics, Wet, Kane and Lynch, Suda 51, Grasshopper Interactive, Killer 7, Death Race 2000, Russ Meyers, Death Proof, Mad Max (series), MegaMan 8, Kaeon, Cleopatra Jones, Enter the Dragon, Jim Kelly, Bruce Lee, Game of Death, Quentin Tarantino, Kill Bill, Fist of Fury, Starsky and Hutch, River Raid, Pitfall, David Crane, Atari, Call of Duty, Guitar Hero, Capcom, Blizzard, id Software, Interplay, Infocom, Zork (series), Witness, Enchanter (series), Ballyhoo, Lurking Horror, Electronic Arts, Bobby Kotick, Nintendo, BattleZone, Pac-Man, Jason Schreier, Play Nice: The Rise and Fall of Blizzard Entertainment, Hearthstone, Marvel Snap, Ultima (series), Bioware, Treyarch, Raven Software, Heretic/Hexen, Quake, Battletech/FASA Entertainment, Anachronox, Pam Grier, Chuck Norris, Dungeon Keeper, Half-Life 2, Indiana Jones and the Internal Machine, Video Game History Foundation, Star Wars: Episode I: Racer, Forza (series), Falcon (series), Dark Souls, Minecraft, LostLake86, Mors, Kirk Hamilton, Aaron Evers, Mark Garcia.  

Errata:
Lost Treasures of Infocom actually originally came out in 1991. We regret the error. 

Next time:
More I'76!

Twitch
Discord
DevGameClub@gmail.com

DGC Ep 421: Outcast (part four)

Welcome to Dev Game Club, where this week we complete our series on 1999's Outcast. We talk a bit about the end of the game, the challenge of plate-spinning, gadgets we missed out on for much of the game, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Finished (Brett)... some more (Tim)

Podcast breakdown:
00:47 Discussion
54:07 Break
54:36 Takeaways/Mailbag

Issues covered: getting captured and losing your stuff, getting some ammo from your subquests, some of the other weapons, the silenced sniper tranquilizer, not fulfilling stealth, a difficult puzzle in the tree world, the deep sound puzzle of the forest world, getting one key from a complicated puzzle and then a physics puzzle, doing what you think is right for your goals, modest budgets vs today's indie and AAA, the lower development cost and the challenge of readability, making big hard decisions to collapse away a problem, market size, the delusion of ship when it's ready vs making what you can by the deadline, the podcast exposing us to some really great games, plate-spinning and tendrils spreading out, imagining the flowcharts, getting to the end of the Motazaar gauntlet, "your key is in another castle," the F-Link gadget and speeding play, the other gadgets, quest system being per-zone, story bits that cover the length of the game, "rules are meant to guide people, not contain them," narrative niceties, memorable and understandable NPCs, the two fishermen, NPC depth, greater empathy vs snark in Cutter Slade, describing the time shifty stuff, running through the story at the end of the game, a bold world structure, motivating and leveraging the connectivity, the voxel terrain, dynamic systems in play, the depth of the narrative space, legacies. 
 
Games, people, and influences mentioned or discussed: Indiana Jones, Beyond Good and Evil, Anachronox, Unreal, Nintendo Switch, Breath of the Wild, Shadow of the Colossus, Assassin's Creed (series), Tomb Raider (series), Uncharted (series), Team Ico, Fbrccn, Infogrames, Appeal, Blizzard, Warcraft (series), Dwarf Fortress, The Last Express, The Crying Game, John Carter/A Princess of Mars, Delta Force, Anthony Gallegos, Rebel FM, mysterydip, Pong, Belmont, Mark Garcia, Jedi Starfighter, Republic Commando, Castlevania, Dark Souls 2, BioStats, CalamityNolan, Kirk Hamilton, Aaron Evers. 

Next time:
TBA!

Links:
The Ghost Racing Article

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 420: Outcast (part three)

Welcome to Dev Game Club, where this week we continue our series on 1999's Outcast. We talk about world structure, world building, concrete vs abstract implementations of mechanics, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Up to/through Talanzaar

Issues covered: sad news, a digression on Edgar Rice Burroughs and Project Gutenberg, finally "getting" the game, depth of story and environment at the time, the "second" world, moderating your own difficulty, supporting narrative goals, a dynamic "find this person" system, concrete interactions to increase believability of the world, the big impact of the world state change, organic architecture, cheesing the terrain collision, world-building in conversations, Mogi and his history, the crane puzzle, auto-targeting the swinging cube, the brothers competing for the business, the flautist and singer, the adventurous music, world state music, reputation as a concept, enemy states.

Games, people, and influences mentioned or discussed: Belmont/Jesse Lane Nelson, Defeating Games for Charity, Jedi Starfighter, BioStats, LostLake, Edgar Rice Burroughs, John Carter/A Princess of Mars, Project Gutenberg, Computer Gaming World, Tomb Raider, Anachronox, LoZ: Ocarina of Time, Total Recall, Grim Fandango, Moscow Symphony Orchestra, Star Wars, Castlevania X: Rondo of Blood, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
Finish (?) Outcast

Links:

Belmont hosts Tim & Brett on JSF

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 419: Outcast (part two)

Welcome to Dev Game Club, where this week we continue our series on 1999's Outcast. Tim can't get enough of the voxels, and we dive a little bit into combat, mounts, and structure. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Mostly through Shamazaar

Issues covered: revisiting Defeating Games for Charity, the work behind the event, launch of VGHF library, accepting the voxels, possible benefits of voxels, how to represent transfer, back to metaballs, generating noise in the voxels, collision and voxels, looking unlike other games of the time, leaving out polygons for the voxels to show through, avoiding the enemies vs blasting, apparent resource scarcity, weak stealth, projectile-based shooting, combat and missing all the time, enjoying dodging but hating missing, abstraction in games, enemies dropping guns that disappear, voice work, stand-out characters, having fun with the NPCs, not being too self-serious, investigating the twon-ha, the different aesthetics of European games, a flexible mount, stumbling on the quest log, skipping ahead in the knowledge tree, seeing games in the same family, a milieu or scene, what were the game inputs that got you to this game, coming at ideas from different directions, German dubbing, the voice of Pey'j, adding legitimization, the music. 

Games, people, and influences mentioned or discussed: BioStats, Mark Garcia, Artimage, Final Fantasy VI, Video Game History Foundation, Phil Salvador, Minecraft, Starfighter, Steve Ash, Spore, System Shock 2, DOOM (1993), CliffyB, Chess, Annals of the Grand Historian, Arnold Schwarzeneggar, Bruce Willis, Halo, Dark Crystal, Beyond Good and Evil, Rayman, Ultima (series), Populous, Peter Molyneux, Sid Meier, Civilization (series), Vitor, Assassin's Creed (series), David Gasman, Star Wars, John Williams, Dark Souls 2, Kirk Hamilton, Aaron Evers.

Next time:
More Outcast

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 418: Outcast (part one)

Welcome to Dev Game Club, where this week we begin a new series on 1999's Outcast, from Appeal and Infogrames. We first talk about this past weekend's charity event, before setting the game in its time and discussing its early presentation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Through tutorial

Issues covered: Defeating Games for Charity, variety of streamers, offerings to the foundation, the speedrun seed, commenting on our own game, more memories of Jedi Starfighter, how a developer sees a game vs a player, a big doodyhead, the crossover of European games, setting the game in its time, not fitting in with others of its time, a weird company in gaming history, not being sure what's in the game, a parody of 1980s action heroes, pop culture origins, proper noun soup and a lexicon, waking up in another place, doling out too much worldbuilding at once, othering non-Western cultures, building on golden era science fiction, exploring the starting area, lots of verbs, discovering by exploring, technically first person, lack of quest markers, manipulating voxel density, using voxels differently, using voxels as rendering and simulation vs rendering only, ray-tracing, advances in hardware and looking back on old research, constructive solid geometry and tessellation, finding limitations, popularity in other regions, big in Japan.

Games, people, and influences mentioned or discussed: CalamityNolan, LostLake86, Robotspacer, N01sses, Sierra On-Line, Mystery House, Enchanted Scepters, Video Game History Foundation, Trespasser, Tower Song, Omega Intertainment, RPG Maker, Kerbal Space Program, Sol10, Kaeon, KyleAndError, Might and Magic, AgelessRPG, Minecraft, NES, Spelunky, mysterydip, Belmont, Andrew Kirmse, Chris Corry, SW: Starfighter (series), Daron Stinnett, June, Valheim, Dark Souls, Delta Force, Shenmue, System Shock2, Legacy of Kain: Soul Reaver, Planescape: Torment, Homeworld, Johnny "Pockets", Civilization, Populous, Tomb Raider, Nintendo, Mario 64, Ocarina of Time, Anachronox, Metal Gear Solid, Atari, GT Interactive, Microprose, Hasbro Interactive, Unreal, Rollercoaster Tycoon, Asteroids, Franck Sauer, Yann Robert, Yves Grolet, Lennie Moore, Beyond Good and Evil, Armageddon, Arnold Schwarzeneggar, Sylvester Stallone, The A-Team, Flash Gordon, John Carter of Mars, Edgar Rice Burroughs, David Lynch, Dune, Mass Effect, Stephen Donaldson, Octavia Butler, Star Wars, DOOM (1993), Morrowind, Stargate, Pat Sirk, Spore, The Lord of the Rings: Return to Moria, Red Faction, TRON, Enshrouded, Unity, Claudiu, Heroes of Might and Magic, LucasArts, Insomniac, Metroid (series), StarCraft, Uncharted 2, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Note:
The term I was looking for and remembered at 2 in the morning was "metaballs"

Next time:
More Outcast

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 417: Mailbag!

Welcome to Dev Game Club, where this week we are catching up on our mailbag! Let's face it, it's mostly about Minecraft, though we spend a lot of time on video game preservation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Issues covered: the manananggal, Defeating Games for Charity, ownership of work materials, Tim's notes on the Discord Game Club interview with Phil Salvador, our own games disappearing, the value of libraries, preserving all games, copyright lawyers, the tension between corporations and preservationists, protecting children online, defending your kids, engaging with your kids over games, external references, limits on exploration interest, Tim and Brett disagree about whether Minecraft devs relied on the existence of a wiki, older version availability in Minecraft Java Edition, speedrunning Minecraft, modding and Minecraft, YouTube and Minecraft trajectories, Lego Fortnite's means of directing you, limited building or building towards story purposes, curbing anxiety, dating the Balrog. 

Games, people, and influences mentioned or discussed: Dungeons & Dragons, Dark Matters/X-Files, Minecraft, CalamityNolan, Video Game History Foundation, KyleAndError, Hollow Knight, Kaeon, DuckTales, Trespasser, Tower Song, Pikmin, N0isses, Rocksmith, Robotspacer, Enchanted Scepters, Mystery House, Artimage, Jedi Starfighter, Katamari Damacy, BioStats, Phil Salvador, Midway/Bally, Nosferatu (1922/2024), Prince of Persia, Warcraft, The Sims, Tony Rowe, Microsoft, Bill Roper, Wil Wright, John Romero, Leo Tolstoy, Socrates, Frank Cifaldi, Nintendo, Tim Schafer, Double Fine, Devin Kelly-Sneed (P2 programmer), Joe Lieberman, Hillary Clinton, Joe Biden, Mickey Mouse/Disney, mysterydip, Roblox, Lego Fortnite, Just Dance, Ubisoft, Club Penguin, Luke Theriault, LostLake, Dwarf Fortress, Raymond, Mojang, Factorio, Satisfactory, Father Beast, Skyrim, Ben from Iowa, Dragon Quest Builders, The Lord of the Rings Return to Moria, The Long Dark, Pacific Drive, Valheim, Final Fantasy VI, Epic Games, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
Our next game (whatever that may be)

Defeating Games for Charity
Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 416: Minecraft (part four)

Welcome to Dev Game Club, where this week we conclude our series on Minecraft. We talk about our stories, multiplayer, and other topics, before turning to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few more hours of Minecraft

Issues covered: the upcoming charity event, Tim not knowing where Site D is, milestones for Tim, an epic story of loss with Mors, having high stakes and risk, Brett makes a long deep dive into an enormous open cavern, the procedural elements of exploration, connected caverns, Lost Lake's skill and visiting his place, the causeway that takes you to Lost Lake, automating systems, never finding an emerald, ad campaigns from the 1950s, a game developer muses about his existence in the universe, terrain modeling and erosion, not being able to tell that something wasn't hand-modeled, changes in the algorithm over time, getting lost in narrow caverns, simple goals that are obvious needs for survival, the excellence of the second-to-second loop of mining and picking up, height modeling for terrain with height maps vs voxels, player goals and having the ability to make them as specific as you want, leaving off the limits in a block game, trading verisimilitude for expressivity, allowing the player to impact everything, simple creativity, continuing the server.

Games, people, and influences mentioned or discussed: Lost Lake, Trespasser, Phil Salvador, Video Game History Foundation,  mors_d, Buck Rogers, Disneyland, Star Trek, Burma Shave, Mad Men, Dwight Eisenhower, Fallout 3, Skyrim, Oblivion, mysterydip, Valheim, Lego, Ravenloft, Picross, Terraria, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
End of year review!

Links:
Defeating Games for Charity
Video Game History Foundation
Interview with Phil Salvador 

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 415: At Year's End

Welcome to Dev Game Club, where this week we recap 2024 through our interviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

It's all about our takeaways -- I'm going to let the clips speak for themselves and remove the usual stuff from here. In the past year, we interviewed Michel Ancel, Alex Garden, Sam Lake, Jordan Mechner, and Tony Rowe, and every interview was fun to listen to again. Terrific slate. We're so lucky. It's humbling.

Next time:
Either Minecraft or a mail bag

Links:
Defeating Games for Charity

Note: Tony Rowe's whitepaper was not yet on the Internet as of this recording; we'll keep an eye out and share it when we discover its publication.

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 414: Minecraft (part three)

Welcome to Dev Game Club, where this week we continue our series on Minecraft, with this special Christmas edition. We talk a little about seeds and sharing them, carpeting your friend's base, stories of ongoing Minecrafting, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few more hours of Minecraft

Issues covered: wall-to-wall carpeting, Defeating Games for Charity, Minecraft gear, motion capture, finding Tim's base, stairs being my hallmark, the importance of community, a potato generator, farming spaces and pens, not being deep on the tech tree, building being an important part, learning about sheep and their needs, grass propagation, sudden appearance of grass, emergent properties and experimentation, getting quickly to the nether, leaning on villagers, building up the spawn point, monster generation, XP as currency, upgrading villagers, a system to get quickly to villages, a very deep hole, climbing out of a big hole, getting connected to the world, blockiness contributing to readability, replayable/pseudo-randomness, selecting a seed, determinism, a multiverse of deterministic universes, a shareable number that you can replicate, difficulty progression in other games, getting same-y, going to the end, investing yourself, asking why?, making and letting go, spreading out to other games, Deathgaze and other end-game FF6 discussion.

Games, people, and influences mentioned or discussed: Phil Salvador, BioStats, Mega 64, Mark Garcia, LostLake86, MysteryDip and progeny, Lord of the Rings (obliquely), Valheim, Dark Souls, Breath of the Wild, Indiana Jones (obliquely), Minesweeper, Bridge, Starfighter, Spelunky, Skyrim, Soren Johnson, Civilization, No Man's Sky, Star Trek: The Next Generation, Corbin Bernsen, Pacific Drive, Final Fantasy VI, Kirk Hamilton, Aaron Evers.

Next time:
End of year review!

Links:
Defeating Games for Charity

Twitch: timlongojr
Discord https://t.co/h7jnG9J9lz
DevGameClub@gmail.com

DGC Ep 413: Minecraft (part two)

Welcome to Dev Game Club, where this week we continue our series on 2009's Minecraft. We talk about it birthing the survival genre, and a bit about what that means on several levels, drive into player motivation, and talk a little bit about how our play has gone. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few more hours

Issues covered: announcement about servers, the importance of iteration and innovation in game development, implementing on the basis of what you need, layering with survival in play, exploratory game-making and seeing where choices take you, not knowing the opportunities for things, spatial exploration and buildable exploration, not knowing what to do with all this copper, adding things to challenge your assumptions, setting up traps, having to do a lot of stuff to get to the nether, having a hard time sustaining an open game, digging towards a mountain, finding an abandoned mine, a minimal story that doesn't quite scratch the narrative itch, spawning a genre which explores the other gameplay spaces, loving the Viking stuff, seeking efficiency and layout goals, finding things as you dig down, the many sites of Brett D, figuring out your layout, building building building digging digging digging.

Games, people, and influences mentioned or discussed: LostLake86, David Brevik, Artimage, Breath of the Wild, Annihilation, Enshrouded, Return to Moria, Lord of the Rings, Valheim, Dragon Quest Builders, The Sims, Kirk Hamilton, Aaron Evers, Mark Garcia. 


Next time:
More Minecraft!

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 412: Minecraft (part one)

Welcome to Dev Game Club, where this week we begin a new series on 2009's Minecraft. We talk about the early access history of the title, the impact on the industry, and then dive into some initial thoughts on our first few hours. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few hours

Issues covered: Brett kills Tim, an announcement about opening world, an announcement about Defeating Games for Charity, the Minecraft Timeline, the beginning of Early Access, starting with creative mode, adding core concepts later, viral success, cellular automata, emergence in a user-created space, free-to-play vs early access, hunger, huge success, a smart purchase, a rough start, undirected and unexplained, the key to the experience, building a game with a community, the crafting table and drawing little items, sanding edges off, crafting blocks with blocks, connecting to your humanity, how long you can go without stuff, building up a city, the survival test and launching a genre, holding everything in your hand, the sense of exploration, player types, sanding away friction, space for sequels, dealing with the Internet, the rise of the day one patch, boundaries and generations, a dangerous model, triaging bugs for day one, right-sizing the game.

Games, people, and influences mentioned or discussed: BioStats, Calamity Nolan, Phil Salvador, Video Game History Foundation, Arkham Asylum, Uncharted 2, Borderlands, Demons's Souls, Brutal Legend, League of Legends, Infamous, Assassin's Creed II, Dragon Age: Origins, Left 4 Dead 2, New Super Mario Bros Wii, Bayonetta, Plants vs Zombies, Red Faction: Guerilla, Artimage, Steam, Dwarf Fortress, MUD, Everquest, Far Cry 2, Clint Hocking, Valheim, Microsoft, Mojang, Bethesda Game Studios/Zenimax, id Software, Machine Games, Tango Gameworks, Discord, Phil Spencer, Halo, The Three Stooges, Picross, Black Hawk Down, Delta Force, Dragon Quest Builders, Spelunky, WoW Classic, Blizzard, mysterydip, Ubisoft, Sony, Horizon (series), Nintendo, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
More Minecraft!

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 411: Dead Rising (part four)

Welcome to Dev Game Club, where this week we conclude our series on 2006's Dead Rising. We visit the end of the game a bit and then turn to our takeaways, before tackling a reader question. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Finished the game!

Issues covered: the enemy mix, just being a journalist, being interrupted by Otis, the arrival of the army, captured by cultists, constant use of the chainsaw, adding an enemy and its impact, greater XP rewards, state changes and controlling the state change, an ongoing narrative, how games end, overtime mode, the helicopter arrival, how new game+ or post-game works these days, frustration with unplugging the bombs, vehicle troubles, reach exceeding grasp, having the wrong feelings, the wall mission, early replay to skills gather, the bomb cyclone, the open world structure and its rogue-like nature, picking the good inspiration, weapon variety and payoff, finding new things to do on your run, conducive to achievements, systems over mechanics, different kinds of mastery, getting little bang for buck from first person or special moves, zombies as level design, tuning and balancing, item progression, humans as the real enemies, psychopaths, little survivor stories, balancing silliness and poignancy, when you've changed your mind, individuating the clones, adding humor, using more and less of the language, moving to systems over mechanics, moving away from design documentation, iteration over inspiration, defensiveness, solving for growing team size with documentation.

Games, people, and influences mentioned or discussed: Dark Souls, MegaMan, Fallout, Bethesda Game Studios, Morrowind, The Witcher 3, Grand Theft Auto, Lost Planet, Monster Hunter, Dragon's Dogma, Resident Evil (series), Dawn of the Dead, Gears of War, Vampire Survivor, Robotron 2084, Fatal Frame, mystery dip, Republic Commando, George Lucas, The Clone Wars, The Bad Batch, Robin Williams, William Shakespeare, Harley Baldwin, Starfighter (series), Soren Johnson, Sid Meier, LucasArts, Halo, Tomb Raider, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
??? TBA ???

Errata:
You do not in fact have to carry all the queens at once. Brett may not have advanced Isabela's conversation enough.

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 410: Dead Rising (part three)

Welcome to Dev Game Club, where this week we continue our series on Dead Rising. Brett finally slays a killer clown a decade after his first failure, and we talk more about weapons, location, and "the run." Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
More hours!

Issues covered: defeating killer clown, saving all the survivors, capturing Kent's photo, additional player agency, changing tactics over time, picking up the jewelry store mother, systems coming together, having no way to communicate trajectory, "simple" tweaks to a formula, learning Adam's patterns, throwing cash registers, getting battle axes to take out Adam but not losing the tourists, controller and gun, Carlito's guns, a distillation of the game, getting quick transit between, learning the survivor loops, the big effects of stat changes, survivor uniqueness, personifying mechanics or measures, "the truth has vanished into darkness," story threading into open world, putting a premium on story, juxtaposing location with horror, the beginning of the zombie outbreak, series rather than anthology, displayed stats, matchmaking, ugly matchmaking patents, more on achievements, qte escapes.

Games, people, and influences mentioned or discussed: Ico, Dark Souls, kyleanderror, Morrowind, Arkham: Knight, Legend of Zelda (series), Far Cry 2, GTA (series), Mad Libs, Fallout (series), George Romero, Resident Evil, 28 Days Later, Fear the Walking Dead, The Last of Us, The Girl with All the Gifts, Mr. E. Dip, Bubble Bobble, Starfighter, Skyrim, Josh Menke, 343 Industries, Call of Duty, League of Legends, StarCraft II, Republic Commando, Jeffool, King Kong, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
Finish (?) Dead Rising

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 409: Dead Rising (part two)

Welcome to Dev Game Club, where this week we continue our series on 2006's Dead Rising, a Capcom game. We talk about the evolving intro, strategies for play, saving those left behind, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few more hours

Issues covered: the evolving intro, grinding, the man with the paint can, mastering the level, misreading the map, varying weapon types, the evolving introduction, "I have to restart the game because I want my hair back," bucking the trend of zombie games, a gradually more porous map, keys that are keys, building up the run, skill and level checking the player, finicky quest logic, keys that aren't keys, putting timers on quests, randomly spawning zombies, needing to fail for the game to work, losing survivors, the fantasy fulfillment of the zombie, NPCs unable to traverse like Frank, the game fighting me on pathing, the story going places, being one-shot by a clown, what you get from killing psychopaths, "it's just MegaMan!," revisiting creators, the hero archetype, cleaning up Frank West, achievements that unlock gameplay things, achievement philosophy. 

Games, people, and influences mentioned or discussed: Dark Souls, Keiji Inafune, MegaMan, Rogue, Castlevania, XBLA, Blue Thunder, Resident Evil (series), The Walking Dead, Dawn of the Dead, Shinji Mikami, Evil Dead 2/Army of Darkness (obliquely), Raph Colantonio, Arx Fatalis, Arkane, Dark Messiah of Might and Magic, Deathloop, Kurt Russell, Big Trouble in Little China, Brendan Fraser, The Mummy, Indiana Jones, Assassin's Creed: Odyssey, Final Fantasy XV, Ratchet & Clank, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
More Dead Rising!

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 408: Dead Rising (part one)

Welcome to Dev Game Club, where this week we start a new series on 2006's Dead Rising, from Capcom. We situate the game a bit in its time and with Capcom and this generation of hardware before turning to the structure and feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few hours

Issues covered: the early 360 era, throwing lots of enemies on the screen, console wars, an entry into console for PC developers, achievements and GamerScore, coming into a time-limited game, the deluxe remaster, carrying over Prestige Points, limited time quests, production benefits, a controversial structure, pushing your luck, going to the mall, horde management, Tim shows he actually knows more about football than claimed, camp, inventory management, learning the space, the feeling of losing a person right at the end, saving people, Onigokko!, Artimage's charity.

Games, people, and influences mentioned or discussed: Xbox, Gears of War, Republic Commando, Crystal Dynamics, Tomb Raider: Legend, PlayStation, Capcom, Keiji Inafune, MegaMan, Onimusha, Resident Evil, Shinji Mikami, Dwarf Fortress, LoZ: Twilight Princess, Okami, Elder Scrolls: Oblivion, Final Fantasy XII, Guitar Hero 2, Rainbow Six: Vegas, New Super Mario Bros, Wii, Elite Beat Agents, Nintendo DS, Burnout: Revenge, Brain Age!, Call of Cthulhu: Dark Corners of the Earth, Condemned: Criminal Origins, Tomb Raider: Legend, Heroes of Might and Magic V, Dark Messiah of Might and Magic, Arkane, Prey, Dishonored, Nintendo Switch, ElectroPlankton, Groundhog Day, Dark Souls, Rogue, Dawn of the Dead, Chopping Mall, Night of the Living Dead, George Romero, Day of the Dead, Tim Ramsay, Harley Baldwin, Deathloop, Tony Rowe, Artimage, Minecraft, Gwyneth Paltrow, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
More Dead Rising!

Links:
Artimage's email is artimage84@gmail.com

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 407: Fatal Frame (part four)

Welcome to Dev Game Club, where this week we complete our series on Fatal Frame. We talk about a couple of rough things about the game, some things we loved, 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:
Into Night 3 (Brett), End of Night 2 (Tim)

Issues covered: ritual - oof, haunted house effects, effective randomness, character reactions, a consistent atmosphere, excellent cinematic control, mask themes and usage, integration of masks into multiple avenues of design, audio and music design, Foley work for footsteps, level reuse and recontextualization, increasing house connectivity, motivating the space, feeling empowered by learning, replanning routes, map visual language, lack of signaling about difficulty, four difficult ghosts, the possibility for grinding, unlocking nightmare mode, extending the life of survival horror games, power ups for the camera, combat is still combat, a high skill floor, the difficulty, economical and disciplined design, audio as the gateway to the limbic system, excellent lighting, projected shadows, a culturally driven story, grounding survival horror, a really great haunted house. 

Games, people, and influences mentioned or discussed: Eternal Darkness, PlayStation 2, Nintendo, N64, GameCube, Resident Evil (series), dagur danielsson, Silent Hill 2, Tecmo, Luigi's Mansion, Ninja Gaiden, Ju-On: The Grudge, The Ring, Final Fantasy VI, Biostats, LostLake, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
TBA!

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 406: Fatal Frame (part three)

Welcome to Dev Game Club, where this week we continue our series on 2001's Fatal Frame. We talk about retreading, camera upgrade strategies, how ghosts move and how that impacts level design, and various other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few more hours

Issues covered: the strangling places, replaying the beginning of the game, knowing where to go or not, variety of uses for talismans, blocked off paths, pieces and doors and showing locks before you can find the keys, intentional design with controls, creating tension with controller choices, series evolutions, having less fun, feeling frustrating, not unifying movement around one stick, zombies vs ghosts, building levels around your enemies, the outdoor areas and fear, forests and atavistic fears, things not being fully representational and adding layers of fear, the Abyss, lots of lenses to view the same events, the meta of visiting this haunted place to make a game, ammo and bonus functions, upgrading the camera strategies, feeling skittish about the bonus functions, how many nights, the use of stone mirrors, looking forward to the future, pressing your luck, how many shots do you have left, wanting to take pictures with a camera, worrying about film amounts, dragon and mime hunting.

Games, people, and influences mentioned or discussed: Resident Evil (series), Halo, GameCube, Nathan Martz, Dead Rising, Keiji Inafune, Dark Souls, Pharaijin, Dagur Danielsson, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
Finish the game?

Twitch: timlongojr
Discord
DevGameClub@gmail.com