Insert Credit Show
Insert Credit Show
Oct 11, 2020
Ep. 154 - Fist or Twist or Blister
1 hr 11 min

The term “Immersion” has been subject to perversion at the hands of vermin. Opening and closing theme created by Kurt Feldman.

Questions this week:

  1. Gaming injuries (01:21)
  2. Audaciously breaking immersion (08:40)
  3. Volatile video game partnerships (14:39)
  4. Greatest handheld LCD games (20:24)
  5. Theme sale (26:05)
  6. Question by Patreon Supporter MoxBagel, who asks: When you walk into an arcade, what is Your Game? (33:18)
  7. Most accurate game company name (40:14)
  8. Video game characters that remind you of someone you know (46:01)
  9. Beating Mario and Sonic at the Olympics (51:30)
  10. The Crystal Head Vodka Bottle of video games (56:06)

LIGHTNING ROUND: Name Design (01:00:00)

Dev Game Club
Dev Game Club
Brett Douville and Tim Longo
DGC Ep 237: Legend of Zelda Ocarina of Time (part 2)
Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk a bunch about mechanics big and small in this one, focusing on things that come up through the first dungeon as well as some audio chat and themes of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Death Mountain Issues covered: adorable Gorons, audio hardware, voice emotes, the unappreciated half of an audiovisual medium, memory cost of voiceover, ambient dungeon music, hearing Saria's Song near the entrance to the Lost Woods, using stereo music to guide you through the woods, being able to map out the Lost Woods (rather than randomization), the opportunity to get stuck, getting a hint from the King's guard, modern design vs two decades ago, many people having one thing to say, seeing a 2D representation of a ruin moved to 3D, games keeping track of things, inspiring creativity in the music through a constraint, limiting to five notes, unifying all the game music, not needing to chord up the buttons, using the Ocarina as a key, holistically integrating time into the play and leveraging it for production, the safety in mechanical and replenishing dungeons, being able to retry a room by resetting it, learning to use the tools, locking down milestones, the ease of returning to places, the repeatability of Dark Souls, the progression of the bomb mechanics, teasing that things will be available to you, the tradition of level design at Nintendo (Lost Woods in Breath of the Wild), modernization of Nintendo design (and the critical sphere), a new generation of level designers, the King Dodongo reveal, accentuating the relative size of Link, searching for gold Skulltulas, getting all the Korok seeds in Breath of the Wild, stealth mechanics, the mechanics of the shield, naming things, having a use even for a weaker shield, lighting things on fire in Zelda games, torches as an indication of adventure, Goron dancing, moving around, centering the camera, lock-on targeting, using target switching to do your next attack, care and feeding of your controls, Switch joycon drift, a note of thanks, weird to do a podcast for so long, still learning, applying the tools. Games, people, and influences mentioned or discussed: SNES, N64, Super Mario 64, Dark Souls, Breath of the Wild, Shigeru Miyamoto, Metal Gear Solid, Dungeons & Dragons, The Dungeon Run, Majora's Mask, Zimmy Finger, Valve, Discworld (series of novels), Batman: Arkham Knight, Mark of Kri, "Drew," Joystick Butter et al, Kirk Hamilton, Aaron Evers. Next time: Becoming the Hero of Time Links: Valve's Dev Note Iwata Asks Joystick Butter Tribute 64 Steel Sticks Retro-Tink 2x Pro Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
1 hr 26 min
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