Dev Game Club copertina

Dev Game Club

Dev Game Club

Di: Brett Douville and Tim Longo
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A proposito di questo titolo

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! Fantascienza
  • DGC Ep 469: Dungeon Keeper (part two)
    Apr 22 2026

    Welcome to Dev Game Club, where this week we continue our series on 1997's Dungeon Keeper. We talk about its tone again, and delve into a number of design topics including interface choices, verbs, and level design. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played:
    Three more levels-ish

    Issues covered: tonal neutrality vs tonal specificity, constructing a fantasy world, having a clear identity, villainous UI choices, white standing out, a subtle tiling system, feeling like increasing a hoard, increasing the verb space through direct interaction, picking and dropping things to direct them, units you're not meant to care about, camera choices, shortcuts to get around, preferring the zoom level as it was, the magical moment of possessing a creature, more RTS than expected, the early RTS curve repeating itself, not wanting to lose the builder choices, having to research all the rooms again, needing canvas space to paint, not knowing when units change over to you, finding idols and small rooms, economic victory, pincer moves, having the multiplayer options with the meta, power-up timing loops, starting with multiplayer first, how we have time for all this, trading off time with other games or hobbies, Tim the baby designer.

    Games, people, and influences mentioned or discussed: Civilization, Sid Meier, SimCity, Will Wright, Firaxis, Maxis, Populous, Lionhead, The Movies, Peter Molyneux, Black and White, StarCraft, Homeworld, Blizzard, Dragon Quest Builders, Minecraft, Thomas Pynchon, id Software, Doom 2, Quake (series), Halo, Unreal Tournament, Ben, Dark Souls, Bloodborne, Saros, Hollow Knight, Valheim, Diablo (series), Mortimer and the Riddles of the Medallion, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time:
    More Dungeon Keeper!

    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com

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    1 ora e 10 min
  • DGC Ep 468: Dungeon Keeper (part one)
    Apr 15 2026

    Welcome to Dev Game Club, where this week we begin a new series on 1997's Dungeon Keeper. We set the game in its team, Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played:
    First few levels

    Issues covered: fulfilling our weird needs, the iterated version of some ideas, the feel of a Bullfrog game, the impact of Bullfrog, taking bigger risks, the impact of acquisition, pulling ideas forward, the game in its time, transitioning from software to hardware rendering, the high concept, the mobile mess, trying to take out the heroes, imps flipping off the hero, describing and then destroying the towns, being a dungeon master for players who won't have a good time, the ecology of the dungeon, starting inside, audio for the digging heroes, a game you can lose, low-brow humor, building on grids, zoning spaces and generating appropriate models, a hero's dungeon, wondering what variables the minions have, hybrid direct impact to the minions, giving the player only one sort of interaction, possessing a creature and running around in first person, finding the ways for this thing to work, mixing ingredients to retain tension, what delights await me, real parties coming in, permit season, 30 years of game development, MIDI... snail game.

    Games, people, and influences mentioned or discussed: Populous, Syndicate, XCOM: Enemy Unknown, Square, Nintendo, Theme Hospital, Black & White, Peter Molyneux, Lionhead, EA, Microsoft, LucasArts, Glenn Corpes, Mark Healey, Ragdoll Kung Fu, Alex Evans, Media Molecule, Rare, Fable (series), The Movies, GoldenEye 007, Diablo, Castlevania, Fallout, Interstate '76, Final Fantasy Tactics, The Last Express, Age of Empires, Outlaws, Daron Stinnett, Curse of Monkey Island, Dark Forces 2: Jedi Knight, Shadows of the Empire, Wing Commander: Prophecy, Final Fantasy VII, Mario Kart 64, Gran Turismo, PlayStation, Nintendo 64, SW: Starfighter, Mark Haigh-Hutchinson, Monty Python and the Holy Grail, Afterlife, Michael Stemmle, Bastion, Justin Graham, Minecraft, LostLake86, Civilization, SimCity, Dwarf Fortress, The Sims, Ultima Underworld, Streets of SimCity, DOOM (2016), Majora's Mask, Mortimer and the Riddles of the Medallion, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time:
    More Dungeon Keeper

    Links:
    27 Years Later, LucasArts' Afterlife Is Brilliant, Brutal, and Few Know How to Beat It

    Note:
    I was incorrect, it is the Bile Demon, not the Fat Demon.


    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com

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    1 ora e 7 min
  • DGC Ep 467: LoZ: Majora's Mask (part five)
    Apr 8 2026

    Welcome to Dev Game Club, where this week we complete our series on The Legend of Zelda: Majora's Mask. We talk about the demoralizing effect of a crash, hear about the notebook and time manipulation, and also turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played:
    To Zora Boss (T), through Goron Dungeon (B)

    Issues covered: the giants sequence, dealing with a crash or its demoralizing effects, tools stability, puzzling out what your systems can do, convoluted dungeon designs, learning a lot from building the game, having clues to aid the player who has to come back, a vague map, a design getting away from you, having too many tools for the interface, having more time to smooth it out, constraints on a team, not knowing if the rewards would be worth the effort of doing things, having a loop as a player, feeling protected in save systems, people slowing down when you slow down time, memorable vs unmemorable NPCs, the amount of dialog you have increasing depth and motivation, making one location really deep, having NPCs come back to help the player, enriching Clock Town, the alien defense and its reward, the Pied Piper of Romani Ranch, the chick magnet and a great pay-off, having theories, getting stuck on a boss but being able to move on, being more than the sum of its parts, swinging for the fences, layering onto the world, being able to independently develop things into the game, a man's reach should exceed his grasp, usability not quite getting there, getting that audio mix right, remaking Ocarina and this game.

    Games, people, and influences mentioned or discussed: SW: Starfighter, Jesse Moore, Dark Souls, Unreal, Outer Wilds, Indiana Jones and the Infernal Machine, Groundhog Day, CalamityNolan, Baldur's Gate III, The Matrix, Spider-Man 2, Hollow Knight, Blizzard Studios, Metroid/Castlevania, Robert Browning, Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia.

    TTDS:
    9:00

    Next time:
    ??

    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com

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    1 ora e 21 min
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