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Dev Game Club

Brett Douville and Tim Longo
Dev Game Club
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  • DGC Ep 434: Cave Story (part two)
    Welcome to Dev Game Club, where this week we finish our series on 2004 indie classic Cave Story. We talk a lot about difficulty, a bit about story, and also just what a miracle a game like this is from one person. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished (Brett), to dragons (Tim) Issues covered: killing baby dragons, the boss rush, being exhausted beating your head against the wall, drinking a potion maybe too early, what is easy when you play a game every day, the hardcore game underneath, the punishing weapon system, depth of weapon strategy, bad patterns, save points as a balancing mechanism, the charm offensive, story depth and characters, motivating the player, having the music stop to introduce a character, the jetpack weapon, finding the map really late, keys that aren't keys, a HUD on top of level information, parallax, designing for player scalability, macro difficulty and player choice, linearity, having a choice at the end, committing to make a game more difficult or easier for yourself, the music options.  Games, people, and influences mentioned or discussed: League of Legends, Nintendo Treehouse, Hollow Knight/Silksong, From Software, Bayonetta, Nintendo Switch, Calamity Nolan, Resident Evil 4, Jamie Fristrom, MegaMan, Kaeon, Earthbound, Mario (series), Metroid, Castlevania, God of War, Celeste, Zelda: Ocarina of Time, Dark Souls, KyleAndError, Metal Gear Solid (series), Fez, Spelunky, Derek Yu, Outer Wilds, LostLake, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Spelunky! Links: Music for Podcasting!  Twitch: timlongojr  Discord  [email protected] 
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  • DGC Ep 433: Cave Story (part one)
    Welcome to Dev Game Club, where this week we start a new game in our series on independent games with 2004's Cave Story. We briefly set the game in its time, talk a little about its developer, and then talk about the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours Issues covered: freeware vs democratized indie dev and publishing, Japanese independent development, an indie darling, likely antecedents, 2004 in review, the end of a cycle, standing out in a stacked year, sticking it out, breaking through onto Nintendo platforms, early independent success on the Switch platform, influences and what's in the mix, weapon leveling, more story than expected, characters and dialog, more adventure, having a mess of villagers, setting up mysteries, merging lots of elements into their story and interactions, a spike at the end, adding puzzle-y elements, keys and keys that are not keys, threads of characters and relationships, something that is more than a MetroidVania, a skill-based game, "you're a really good person," forgetting a console came out, having the opportunity to play off-the-beaten path games, not needing a map, the dangers of categorization, how the platforming feels, fear of skill-based need, becoming one with the controller, an emotional response, empathetic response, catharsis, building the dam and breaking it, graceful building, manipulation in art, can a movie version work vs the interactivity, shock in literary fiction. Games, people, and influences mentioned or discussed: Nintendo Switch, Fez, Daisuke "Pixel" Amaya, Cara Ellison, Downwell, Wii, Crystal Dynamics, Super Meatboy, Metroid, Nifflas, Knytt, n/n+/n++, Pixeljunk (series), Q-Games, Dylan Cuthbert, World of Warcraft, Vampire: The Masquerade Bloodlines, Halo 2, Half-Life 2, The Sims 2, Metal Gear Solid 3, Doom 3, Ratchet and Clank Up Your Arsenal, Silent Hill 4: The Room, GTA: San Andreas, Far Cry, Metroid: Zero Mission, Metroid Prime 2: Echoes, Prince of Persia: Warrior Within, Knights of the Old Republic 2, Star Wars: Battlefront, Pikmin 2, Sly 2: Band of Thieves, Jak 3, Chronicles of Riddick: Escape from Butcher Bay, Katamari Damacy, Nintendo DS, Xbox 360, PlayStation 3, Republic Commando, Paper Mario: The Thousand-Year Door, WiiWare/DSi, PS Vita, Net Yaroze, Nicalis, Castlevania, MegaMan, CapCom, Bionic Commando, Sega, Sonic (series), Square Enix, Zelda (series), Final Fantasy IX, Dark Souls (series), The Seven Samurai, Firewatch, Animal Well, Spelunky (series), Hollow Knight, Gone Home, Ashton Herrmann, Last of Us, Shadow of the Colossus, Shakespeare, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Finish Cave Story Twitch Discord [email protected]
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  • DGC Ep 432: The Stanley Parable/Walking Simulators (part three)
    Welcome to Dev Game Club, where this week we complete our series within a series on walking simulators, this time with The Stanley Parable. We talk about the multiple paths, the humor, the zany meta of it all, 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: All of The Stanley Parable Issues covered: preconceptions, focusing on different things, a good capper, a career of meta, goals for different walking simulators, recognizing the player, having the opportunity to ignore the narrator, talking about the broom closet, following directions, some of the Ultra Deluxe, the jump button, the skip button, not making something so new that it's unrecognizable but making it fresh, interactive theater and cinema, always going the opposite direction from the way the designer wants you to go, the structures which bind our lives, constraints generating interesting experiences, extreme focus and constraints, the impact of voice work, playing with constraints, playing against expectations, being in conversation with the player, is subverting expectations a genre mechanic?, recognizable human spaces, communicating through a shared humanity, a comparison with an alien space. Games, people, and influences mentioned or discussed: Davey Wreden, William Pugh, Galactic Cafe, Crows Crows Crows, Kevan Brightley, Severance, Firewatch, The Beginner's Guide, UFO 50, Hideo Kojima, Wanderstop, Crows Crows Crows, Gone Home, Dear Esther, Portal, Mousetrap, Agatha Christie, Bandersnatch, Brian Eno, Clue, Memento, Dunkirk, Christopher Nolan, Outer Wilds, BioStats, Adventure, Chris Hecker, Rogue, Rogue Legacy 2, Animal Farm (obliquely), SNES, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: TBA! Twitch Discord [email protected]
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  • DGC Ep 431: Dear Esther/Walking Simulators (part two)
    Welcome to Dev Game Club, where this week we continue our series on walking simulators with 2012's Dear Esther, played here in a 2017 "Landmark Edition" but based on a 2007 Source mod for Half-Life 2. We of course set the game in its time, spend a fair amount of time on randomness and meaning, and open the cellar door. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The whole shebang Issues covered: walking simulators, 2012 in games, a little history of The Chinese Room (the company), a little digression on The Chinese Room (the thought experiment), influences, developing in the mod community, the role of randomness, discovering the randomness, justifying the randomness, mod communities replaying games, not discussing games as you play them, writers having the same space to play, 30 seconds of depressing poetry, "cellar door," a quality of lovely phonemes, the facts we know and the things we might interpret, a dreamy narrative space, Tim reveals his baseball knowledge, a metaphor for grief and an otherworldly space, rebirth, a car accident setting vs a gurney setting, things you can miss, not a thing video games would do, appreciating a new design space, directors' commentaries, crematory urns, one of the props, the impact of the ultrasound, needing to relate to the characters, the potential for missing things. Games, people, and influences mentioned or discussed: Fez, The Stanley Parable, The Chinese Room, Dishonored, Halo 4, Diablo III, Kingdom Hearts 3D: Dream Drop Distance, Forza Horizon, New Super Mario Bros U, Far Cry 3, XCOM Enemy Unknown, Alan Wake's American Nightware, Hitman Absolution, Assassin's Creed 3, Max Payne 3, Mass Effect 3, Borderlands 2, Darksiders 2, Spec Ops: The Line, Dragon's Dogma, Fez, Journey, The Walking Dead, Hotline Miami, Spelunky, Papo y Yo, Bastion, Super Hexagon, Sumo Digital, Dan Pinchbeck, Jessica Curry, Rob Briscoe, Independent Games Festival, Korsakovia, Amnesia: A Machine for Pigs, Everyone's Gone to the Rapture, Unity, CryEngine, Little Orpheus, Still Wakes the Deep, Vampire: Bloodlines (series), Hardsuit Labs, Brian Mitsoda, John Searle, Alan Turing, William S. Burroughs, Nigel Carrington, Proteus, Halo, Drew Barrymore, Donnie Darko, Rogue Legacy 2, David Lynch, Lost Highway, Inland Empire, Laura Dern, Waiting for Godot, True West, Sam Shepard, Firewatch, LucasArts, 343 Games, Kevin Schmitt, Metal Gear, Death Stranding, Trespasser, Tacoma, Jedi Starfighter, Daron Stinnett, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: The Stanley Parable Twitch: timlongojr  Discord  [email protected] 
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  • DGC Ep 430: Gone Home/Walking Simulators (part one)
    Welcome to Dev Game Club, where this week we start a new series of explorations on the walking simulator, beginning with Gone Home. We set the game in its time, talk about possible real world experiences, and dive into its restraint and storytelling. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: All of Gone Home Issues covered: walking simulator coverage, the wave of indies and another wave, career changes, Fullbright's early history, leaving the big industry, the value of focus, location-based entertainments and shows, focusing on one thing, having constraints vs not, setting your own constraints, the spooky atmosphere but having restraint, imposing expectations from video games, visiting a previously unknown house, the Ouija board, a literal red hair-ing, stripping out all the video game-isms for interactivity, few mechanics, simple systems and using their few mechanics and verbs, experience-forward, Brett quizzes Tim, narrative richness, the ordering of collectible reading, leveraging non-linear storytelling, using period-appropriate communication, games that make Tim cry, the 90s of it all, letters vs email, waste paper baskets, a visual language and the use of consistency.  Games, people, and influences mentioned or discussed: Death Stranding, Dear Esther, Firewatch, BioShock Infinite, Batman: Arkham Origins, GTA V, Tomb Raider (2013), Dead Rising 3, Dead Space 3, LoZ: A Link Between Worlds, The Last of Us, Beyond: Two Souls, AC IV: Black Flag, Rayman Legends, Splinter Cell: Blacklist, Battlefield IV, Payday 2, Outlast, Antichamber, The Stanley Parable, Papers Please, Brothers: A Tale of Two Sons, Starbreeze, Josef Fares, Hazelight Studios, It Takes Two, LucasArts, Clair Obscure: Expedition 33, Blue Prince, Animal Well, Balatro, 343 Studios, BioStats, Calamity Nolan, Tacoma, Indie Game: The Movie, Minerva's Den, Bioshock, Kate Craig, Carl Lumbly, 2K Marin, Hangar 13, Fallout: New Vegas, Morrowind, Sleep No More, Macbeth, Antenna Theater, Meow Wolf, George RR Martin, Control, Imagineering, Disney, Fez, X-Files, Resident Evil, Amnesia, Life Is Strange, Leaves of Grass, Hollow Knight, Pulp Fiction, Final Fantasy IX, Shadow of the Colossus, The Last of Us 2, Alien, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Dear Esther (2012) Links: Why Is Gone Home A Game? Twitch: timlongojr https://twitch.tv/timlongojr Discord https://t.co/h7jnG9J9lz [email protected] mailto://[email protected]
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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!
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