392 episodes

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!

Dev Game Club Brett Douville and Tim Longo

    • Leisure
    • 4.9 • 220 Ratings

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!

    DGC Ep 386: Beyond Good & Evil (part three)

    DGC Ep 386: Beyond Good & Evil (part three)

    Welcome to Dev Game Club, where this week we continue our series on 2003's Beyond Good & Evil. We talk a lot more about the camera, how it compares with Zelda some more, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Through the Slaughterhouse
    Issues covered: pigs and pokes, hubs and spokes, feeling like a bigger place, manufacturing the sense of evolutionary trees, getting turned around in dungeons, having a rare moment with a whale, relatable science fiction, SAC and showing character information, a baby step towards tracking, re-purchasable resources, inconsistency of pearl gathering, what you use pearls for, a weird hybrid of various games, not getting the shark names (carcharadon), finding the most difficult looters cave first, going on tilt, competing for Francis's pearl, finding the Alpha Section areas in the pedestrian district, a cool vehicle, camera issues, fun boat physics, having a hard time tiptoe-ing through narrow areas, "a partnership between camera and level design," the many demands on the camera from different departments, you can brute force at cost, going a different direction with cameras, a dungeon sewn together from three different mini-dungeons, the map and solving design problems (or not), getting off and on the hovercraft, the bee in Skyrim, the diagetic save game and cutting the camera, Tim's poor port, how is the title tied in, the state of the industry, standing by your beliefs, businesses taking advantage of cheap money and making bad bets.
    Games, people, and influences mentioned or discussed: LoZ: Ocarina of Time, Star Wars, Star Trek, Breath of the Wild, Okami, Nintendo, Mario, Mission: Impossible, Jackie Chan, Half-Life, Diddy Kong Racing, Prince of Persia (series), Remi Lacoste, Ghost Recon, Assassin's Creed, Tomb Raider, Skyrim, Nathan Purkeypile, Jean Simonet, Sasha/ScaryTiger, Friedrich Nietzsche, Larian Studios, Sony, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia.
    Next time:
    Finish the game!
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 17 min
    DGC Ep 385: Beyond Good & Evil (part two)

    DGC Ep 385: Beyond Good & Evil (part two)

    Welcome to Dev Game Club, where this week we continue our series on Beyond Good & Evil. We talk about a number of the game's systems, compare it with Zelda, and engage with the level design and characters. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Past the Factory
    Issues covered: who said that line, characterization and Frenchness, aesthetics, cosmic horror and the Domz, Hub, lacking symmetry to promote alienness, diagetic design in its systems, the first trailer, a world you want to hang out in, quirky aesthetic, the camera and when you get control, night and day between two camera systems, the PC port, the "Zelda bucket," modularity and object-orientedness in Zelda games, clockwork, the photojournalism of it, doing things because the narrative demands it and not systematically, stealth vs combat, giving your companions power-ups, companions in combat, two-heart buddies, lock and key enemies, being able to bolt on mechanics, air hockey, keys that aren't keys through the characters, committing to the characters, The Myth of Zelda, making real statements, forgiving and fail-forward stealth, great camera framing, photojournalism as heroic act, the themes of information control and propaganda, what's with Alpha Section, keys that you can use in the inventory, Ubisoft and politics (Cuba, Myanmar and... Montana), tackling universal themes with story specifics to avoid preachiness.
    Games, people, and influences mentioned or discussed: The City of Lost Children, Jean-Pierre Jeunet, Zootopia, Star Wars, Rayman, Jean-Luc Godard, Jerry Lewis, Artimage, Starfield, No Man's Sky, Spider-Man 2, Double Fine, Mario 64, Tomb Raider, Prince of Persia: The Sands of Time, Remi Lacoste, Mark Haigh-Hutchinson, Final Fantasy IX, Psychonauts, Tim Schafer, Mortal Kombat, Grim Fandango, Shufflepuck, Anachronox, George Orwell, 1984, The Last Express, Omikron: The Nomad Soul, David Cage, Metal Gear (series), Aleksandr Solzhenitzen, Andrei Sakharov, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia.
    Note:
    Mark HH's (Agent HH!) camera book did not debut until 2009
    Next time:
    Past the Slaughterhouse
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 10 min
    DGC Ep 384: Beyond Good and Evil (part one)

    DGC Ep 384: Beyond Good and Evil (part one)

    Welcome to Dev Game Club, where this week we begin a new series on 2003's Beyond Good and Evil. We talk a little bit about this kind of game, these story-based games that don't have a ton of focus but do have a lot of charm. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Through first dungeon
    Issues covered: UbiSoft's best year, revisiting the game, setting the game in its time, just making ends make, appreciating Nintendo as a business model, the prequel still in development, enemy design and the 2D plane, getting straight into combat, tutorializing in the game, the connection with the weird alien, the vibe, lots of custom implementation, the very many things you do in the first half hour or hour, a time capsule of mixing adventure into everything, a one-use engine, hardware convergence post PS3, the broader experience games to tell ranging stories, competing with the movies, multiple types of cameras, the quirky snail, making you find everything, unique characters and special, time to build content, the precambrian explosion, what is the sequel/prequel, focus vs many games in one, being okay with the jank, using procedural solutions, personal taste, specific sequences for the one use, more games with jank, the voice acting being quite good, the modern examples, looking forward to lots of pearls, the wild world of randomizers. 
    Games, people, and influences mentioned or discussed: Nietzsche, Prince of Persia: Sands of Time, Michel Ancel, Rayman (series), Xbox, GameCube, PlayStation, Okami, Knights of the Old Republic, Call of Duty, Simpsons Hit and Run, GTA, Freedom Fighters, WarioWare: Mega Microgames, Ikaruga, Jak 2, Ratchet & Clank: Going Commando, Mario Kart: Double Dash, XIII, Manhunt, Final Fantasy X-2, Tony Hawk's Underground, Silent Hill 3, Legacy of Kain: Defiance, LotR: The Return of the King, Max Payne 2, Far Cry, Assassin's Creed, Rabbids (series), Nintendo, Jerry Lewis, Rainbow Six, Tom Clancy, Sonic the Hedgehog, Kingdom Hearts, Final Fantasy IX, Anachronox, Valiant Hearts: The Great War, Breath of the Wild, Shenmue, GoldenEye, Jack Mathews, Metroid Prime, Galleon, Sly Cooper, Wolfenstein, DOOM (1993), Quake, Wil Wright, Nightfire, Everything or Nothing, No Man's Sky, Valhaim, Lethal Company, Half-Life (series), Mr Mosquito, Dragon's Dogma (series), Jodi Forrest, David Gasman, Dark Souls, Remnant: From the Ashes, Dr McEvilly, Archipelago, John and Brenda Romero, Calamity Nolan, mysterydip, Johnny Pockets, Kirk Hamilton, Aaron Evers, Mark Garcia. 
    Next time:
    More of this game!
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 9 min
    DGC Ep 383: Homeworld Bonus Interview with Alex Garden

    DGC Ep 383: Homeworld Bonus Interview with Alex Garden

    Welcome to Dev Game Club, where this week we return to our series on Homeworld with an interview with special guest Alex Garden, who co-founded Relic and directed the title. We talk about the inception of the idea to the implementation difficulties and much more. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Podcast breakdown:
    0:52    Interview
    1:03:49 Break
    1:04:24 Outro Comments
    Issues covered: the history of our guest, distributing pirated games, the cold intro, testing games, dropping out of high school, selling the company and working for some years, fixing someone else's bugs, the crystal sphere, "Spaghetti Ball," the lightning bolt, focusing on the loss, pulling together the team, a 50000-line demo, starting with multiplayer to demo, demoing for gods, "this has changed how I'll make games," not knowing how to tell stories in space, creating a reference for the ships, believing you can overcome the difficulties, finding your home and knowing you were in the right, the gravity of the situation and losing people, every life being precious, you are not the target audience, making the story and the gameplay the same, lack of dynamic range, one revolution multiple evolution, changing the licensor, ships with fantastic shapes and colors, the main ship and why it has that design, ship scale on LODs, a frequency domain audio engine, doing a lot procedurally, clock radios, joining the rebellion, what sticks with you today, trusting your vision, expectations smashed, the new game gods, trying to make designers rock stars, knowing your collaborators.
    Games, people, and influences mentioned or discussed: Madden (franchise), Triple Play, The Divide, PlayStation, Impossible Creatures, Warhammer 40K: Dawn of War, Company of Heroes, Nexon, Xbox Live, Zune, Zynga, US Robotics, Distinctive Software, Chris Taylor, Don Mattrick, Omar Sharif On Bridge, Where in the World is Carmen Sandiego, Sega Genesis, Beavis and Butthead, Conceptual Interface Devices, Luke Moloney, Radical Entertainment, Electronic Arts, NASA/JPL, Ptolemy, Battlestar Galactica, Jon Mavor, Greg McMartin, Scott Lynch, Sierra, Valve, Erin Daly, Rob Cunningham, Aaron Kambeitz, Jane Jensen, Rob Lowe, Roberta and Ken Williams, Peter Molyneux, Black & White, Wing Commander, Chris Roberts, Star Citizen, The Breakfast Club, Blizzard, Starcraft, Republic Commando, Games Workshop, Blur Entertainment, Chris Foss, Peter Elson, Monkey Island, Shane Alfreds, Deus Ex, Warren Spector, Harvey Smith, Tim Cain, Fallout, Ion Storm, Ken Levine, Cliff Bleszinski, Killcreek (Stevie Case), John Romero, Hal Barwood, Wil Wright, Tim Schafer, Larry Holland, Gabe Newell, American McGee, Kirk Hamilton, Aaron Evers, Mark Garcia. 
    Next time:
    ???
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 18 min
    DGC Ep 382: The Last Express (part two)

    DGC Ep 382: The Last Express (part two)

    Welcome to Dev Game Club, where this week we complete our miniseries on rotoscoped games with part two of The Last Express. We talk about the sweep of history, playing parallel, ending in Vienna and other topics before turning to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    To Vienna (Tim), Somewhere after Strasbourg (Brett)
    Issues covered: different puzzle formats and it still working, not knowing what to do with the bug, diverting to The Murder on the Orient Express plot, putting a spin on the old plots, Tim has a favorite tea, political violence in games, world history on the march, the tension of violence in political discourse, the legendary cities it passes through, avoiding caricature for the most part, the melting pot, strong writing and performances, naturalism and theatrics, countries shifting, passing through empires, playing parallel versions of the story, trying the wrong rooms, the medical issue of the older Russian, the importance of time, games that are watertight, the appearance of simulation, adjusting the state machine, wondering whether the game knows what you know, the dog and having to get it into place, a consistent character, committing to a different sort of game and the downstream consequences, comparing with more abstract games, adding constraints, pulling in things from other media, making a big leap forward in realism and groundedness, the talent for keyframing grounded animation, getting metrics and level design constraints from the animation, deeper and different storytelling, teasing an interview, Gogo and Umaro and tuning your player experience.
    Games, people, and influences mentioned or discussed: MYST, Agatha Christie, And Then There Were None, CSI, Peter Ustinov, Kenneth Branagh, Sherlock Holmes, Scream, Wes Anderson, The Darjeeling Limited, Far Cry (series), Sierra, LucasArts, Anton Chekhov, Karateka, Deadline, The Witness, The 7th Guest, Prince of Persia, Firewatch, The Walking Dead, Jake Gyllenhaal, Source Code, Rian Johnson, David Bowie, Duncan Jones, Edge of Tomorrow, Michelle Monaghan, Groundhog Day, Bill Murray, Deathloop, Prey: Mooncrash, Day of the Tentacle, Vienna Waits for You, A Death in Venice, Another World, Super Mario (series), Lord of the Rings/The Hobbit, Fire and Ice, Eric Chahi, Jordan Mechner, Ray Harryhausen, Seventh Voyage of Sinbad, Phantasmagoria, Police Quest, Grim Fandango, Akira Toriyama, Chrono Trigger, Dragon Quest, Dragonball Z, Ashmann86, Em, Final Fantasy VI, Rage, Bethesda Game Studios, Kingdom Hearts III, Kirk Hamilton, Aaron Evers, Mark Garcia.
    Next time:
    An Interview!
    Note:
    The Murder on the Orient Express adaptation from 1974 did not feature Peter Ustinov, who took up the role of Poirot in 1978. The 1974 film starred Albert Finney. We regret the error.
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 25 min
    DGC Ep 381: The Last Express (part one)

    DGC Ep 381: The Last Express (part one)

    Welcome to Dev Game Club, where this week we continue our series on rotoscoped games by hopping aboard The Last Express, the graphic adventure from Jordan Mechner and Smoking Car Productions of 1997 via publisher Broderbund. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    To Vienna (Tim) and past Epernay (Brett)
    Issues covered: our history with the game, playing the game on the iPad, the adventure game at the time, budget and sales, some history of the game, the edutainment industry, critical response, how many discs, cost of goods, the history of Epernay, generic settings vs the highly specific dates in the game, the overwhelm, jumping onto a moving train, photo research, pulling the brake, what to do with a dead body, trial and error, the various ways things can play out from just the first puzzle, rain in Europe in 1914, a digression into multiple speed CD-ROMs, getting into rotoscoping, a 3D modeled train with rotoscoped characters on top, chasing after a character in the hall, walk-boxes with Z values, the screen door effect, a linear game in space vs an open-ended game in time, synchronicity, the sense of a train trip, prioritizing animation vs input, mechanics-forward vs simulation-forward, what players care about and what they see.
    Games, people, and influences mentioned or discussed: Jordan Mechner, Broderbund, GoldenEye 007, Diablo, Castlevania: Symphony of the Night, Fallout, Curse of Monkey Island, Riven, MYST, Jonathan Ackley, Larry Ahern, Quake, SW: Jedi Knight: DF2, Outlaws, LucasArts, Turok, Shadow Warrior, Hexen II, Duke Nuke'em, Postal, Age of Empires, Final Fantasy VII, Wing Commander: Prophecy, Xwing vs TIE Fighter, Colony Wars, Interstate '76, Mario Kart 64, Diddy Kong Racing, Grand Theft Auto, Gran Turismo, OddWorld, Sam and Max Hit the Road, Bethesda Game Studios, Bill Tiller, Day of the Tentacle, Sierra, Phantasmagoria, Gabriel Knight: Sins of the Father, Zoetrope Studios, Francis Ford Coppola, Smoking Car Productions, Tomi Pierce, Doug Carlston, Chris Remo, The Learning Company, Another World, Prince of Persia, Baldur's Gate, Final Fantasy VII, PlayStation, Sony, Daron Stinnett, Scream (series), Grim Fandango, Quadrilateral Cowboy, Blendo Games, Thirty Flights of Loving, Agatha Christie, Murder on the Orient Express, Paul Verhoeven, RoboCop, Basic Instinct, Starship Troopers, Elle, Hitchhiker's Guide to the Galaxy, Skyrim, Ron Gilbert, Waking Life, A Scanner Darkly, Deadline, Infocom, Zork, Ben Sarason, Arkham Asylum, Red Dead Redemption (series), RockStar, Tomb Raider (series), Brandon Fernandez, Core Design, Mario (series), Uncharted (series), Kirk Hamilton, Aaron Evers, Mark Garcia. 
    Next time:
    Finish the game (?)/ Explore further
    Errata and Extra:
    The lead animator on CMI was Mark Overney (!), and it was my mistake, I was thinking it had been Charlie Ramos
    Blendo Games is Brendon Chung
    Paul Verhoeven is Dutch, and he did direct Basic Instinct
    Links:
    The Last Express: Revisiting An Unsung Classic
    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub
    Discord
    DevGameClub@gmail.com

    • 1 hr 22 min

Customer Reviews

4.9 out of 5
220 Ratings

220 Ratings

Ashmann86 ,

One of the best!

DGC is an underrated gem. If the only thing the show had to offer was two veteran game designers talking about classic games and what makes them impactful, it would be worth subscribing. But that’s not all.

The guests they get on the show are all incredible too, including some super-high profile folks in the industry.

If you’ve ever wanted to by a fly on the wall while talented game developers talk shop with one another, this is the podcast for you.

Midknight22 ,

Awesome discussion with a great perspective!

Brett and Tim’s fascinating discussion is the highlight of my morning commute. I am working my way there the back catalogue and have just reached the Dark Souls Discussion. To hear about your journeys of in that game, after being such a big fan of the Souls series is amazing!

fulltilted ,

Best game podcast!!

Absolutely love this podcast! Both game developers are excellent and have amazing insights on each game they deep dive into. So glad they finally did Deus Ex which I listened to on a long flight. Please keep doing this incredible show and thank you for your time and expertise!!!! Would love to hear the hosts take on Wizardry that digital eclipse just remade.

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