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Dev Game Club

Podcast Dev Game Club
Brett Douville and Tim Longo
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...

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  • 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 [email protected]
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  • 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 [email protected]
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  • Discord Game Club Ep 7
    With Tim's power out for multiple days, we again lean on the Discord community for an episode. This time around, BioStats and Calamity Nolan interview LostLake86, one of the Discord's mods, a highly experienced Minecraft player and a streamer. We expect to return to finish off Outcast next week. Twitch: timlongojr Discord [email protected]
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  • 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 [email protected]
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  • 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 [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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