DGC Ep 359: Eye of the Beholder (part four)
Welcome to Dev Game Club, where this week we continue our series on Eye of the Beholder. We killed Xanathar! We saved Waterdeep! And we talked about simulation vs game vs narrative and various other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Finished the game!
Issues covered: potential NPCs, getting misled by the star, hating the missing buttons, good reveals on secret doors, unmotivated puzzles, brute force, accidentally solving a puzzle, up into a small enclosed space, not finding the Drow, wanting more of a sense of NPC presence, leaning into narrative and game-iness, using game-iness to add drama, simulation elements in D&D, being more naturalistic, spiking a door vs more elaborate narrative elements, having to abstract rest mechanics, having consequences for time advancing, JRPGs and rest mechanics, dying many times to the beholder, getting so much of the map connecting moments, identifying magic items, using enemies as clues via audio, the silent mind-flayers, not seeing the dice and having the opportunity to balance, terrifying appearance of Xanathar, being unprepared, not seeing all of the beholder effects, respawning monsters, not being able to level up your mages enough, running away from Xanathar, mouse panic, using collision audio to know where he was, wand spamming, being teleported into the final room, not understanding the teleporters, portraits and the art style, not knowing when to stop pushing, giving impressions through simple art, adding audio to later games, D&D of particular eras.
Games, people, and influences mentioned or discussed: The Crystal Shard, Ultima Underworld, Temple of Elemental Evil, Fallout, Baldur's Gate III, Pool of Radiance, Star Wars, William Shatner, Sierra, LucasArts, Diablo (series), Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
Takeaways and mail bag
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