『Dev Game Club』のカバーアート

Dev Game Club

Dev Game Club

著者: Brett Douville and Tim Longo
無料で聴く

今ならプレミアムプランが3カ月 月額99円

2026年5月12日まで。4か月目以降は月額1,500円で自動更新します。

概要

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! SF
エピソード
  • DGC Ep 468: Dungeon Keeper (part one)
    2026/04/15

    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 時間 7 分
  • DGC Ep 467: LoZ: Majora's Mask (part five)
    2026/04/08

    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 時間 21 分
  • DGC Ep 466: LoZ Majora's Mask (part four)
    2026/04/01

    Welcome to Dev Game Club, where this week we continue our series on Majora's Mask. Though it might come off as fairly negative, due to some of the hang-ups we've had while playing, we still love the swing of this game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played:
    Roughly Zoras/Gorons

    Issues covered: crunching and putting in developer commentary, the tone of dialog, spending another week, getting the notebook, hoping for an alien mask, layering things on the world, maximizing their opportunities, opening up spaces, changing your identity, adding special abilities via wearables, keys that aren't keys, shifting your player mentality to get the non-resetting items, feeling like you wasted time, not playing Zelda "the right way," not knowing what the rewards for side content will be, going against the formula, being yanked around over a scarce resource, wanting you to go in the hole, crutching on Tatl and being in the right spot, the time pressure and proposing a solution, a laost generation of games, changing play style, de-3DS-ifying, investing in fan theories and creating new ideas and works, using suspended/quick saves, hardware and game motivations, quality of life.

    Games, people, and influences mentioned or discussed: Eyes Wide Shut, Metroid (series), Ultima, CalamityNolan, MatPat, BenDROWNED, Inscryption, Daniel Mullins, Mark Garcia, Mario Golf, Golden Sun, Final Fantasy (series), Fire Emblem (series), PSP, Game Boy, SquareSoft, Dwarf Fortress, Kirk Hamilton, Aaron Evers.

    Next time:
    More MM and Takeaways

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

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    1 時間 17 分
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