Dev Game Club – Details, episodes & analysis

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Dev Game Club

Dev Game Club

Brett Douville and Tim Longo

Leisure

Frequency: 1 episode/8d. Total Eps: 451

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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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  • 🇨🇦 Canada - videoGames

    26/07/2025
    #96
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    25/07/2025
    #45
  • 🇨🇦 Canada - videoGames

    06/06/2025
    #98
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    05/06/2025
    #78
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    04/06/2025
    #40
  • 🇬🇧 Great Britain - videoGames

    28/04/2025
    #69
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    22/04/2025
    #54
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    21/04/2025
    #34
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    20/04/2025
    #93
  • 🇩🇪 Germany - videoGames

    19/04/2025
    #75

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Score global : 53%


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DGC Ep 405: Fatal Frame (part two)

mercredi 9 octobre 2024Duration 01:12:07

Welcome to Dev Game Club, where this week we continue our series on 2001's Fatal Frame. We talk about the economy of the design, some sticky puzzles and usability thoughts, and mechanical considerations. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few more hours

Issues covered: economy and discipline, the warbling space that signifies a ghost, a possible positive reinforcement loop and the score economy, making every ghost matter, high stakes camera use, unsettling your comfort, the disorienting movement and camera shifts popping out of combat, melodramatic and zany, the different movie eras these series connect to, the Mothman, Japanese making Western horrors, Buddhism vs Shintoism, playing croquet with the Old Ones, brute forcing a puzzle, "well there's a note," head-look, wanting a little more from the map, usability issues, the gap in the wall, mechanical inconsistency, seeing patterns that aren't there, the adventure game of it all, exponential vs linear, the talisman photos in your inventory, RTFM, various reminiscences of Father Beast on HOMM, discovery in HOMM.

Games, people, and influences mentioned or discussed: Resident Evil (series), Clue, Capcom, Dead Rising, Unsolved Mysteries, Jen Longo, Silent Hill, Don't Look Now, Eternal Darkness, Day of the Tentacle, Father Beast, Heroes of Might and Magic, King's Bounty, Master of Magic, Archon, X-COM, Final Fantasy VI, Dave Wolinsky, Pippin Barr, Beyond Good and Evil, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
More Fatal Frame

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 404: Fatal Frame (part one)

mercredi 2 octobre 2024Duration 01:23:57

Welcome to Dev Game Club, where this week we begin our annual spooky series, this time on 2001's Fatal Frame. We briefly talk about the year it came out, its developer/publisher, and why we picked it before turning to other introductory topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
An hour-ish

Issues covered: Discord-only going forward, why this game?, photo mode games, changing culture of photography, re-elevating photography, Sony shenanigans, best years of all time, the ubergame, years where genres were introduced or forks were in the road, being able to fit more games in, risk aversion and uniqueness, indie games, too big to feel?, a bit about Tecmo, Japanese horror, based on a true story?, the cover and the possible origins of the game, the correlations screen, connecting up details, following the ghosts, pushing characters in the directions of the horror, using ghosts in interesting ways, pixel hunting with the characters, interaction prompts on key items, controls, meticulous camera placement and movement, entering a piece of furniture, not overthinking it, the straining of fixed cameras, distinguishing between cameras, something refreshing, feeling extremely different, the visual aesthetic, relying on tropes but using it to enrich, less is more, audio and horror, games that feel like save states due to repetition, accessibility options, give players options and opportunities and not getting in the way of that, accessibility as a frontier, save anywhere, games that get sanded down, more game boxes. 

Games, people, and influences mentioned or discussed: Heroes of Might and Magic, Resident Evil (series), Pokemon Snap, Umurangi Generation, Toem, Beyond Good & Evil, Deadly Premonition, Minecraft, Halo, Animal Crossing, GTA III, Devil May Cry, Civ III, Phoenix Wright: Ace Attorney, Ico, Silent Hill 2, Final Fantasy X, Gran Turismo 3: A-Spec, MSG 2: Sons of Liberty, Myst III: Exile, SSX Tricky, Super Smash Bros. Melee, Advance Wars, Burnout, Gothic, Black & White, Ghost Recon, Jak and Daxter, Max Payne, Onimusha: Warlords, Koei, Pikmin, Red Faction, Serious Sam, GameCube, Xbox, GameBoy Advance, Spider-Man 2, Horizon, Ubisoft, Valheim, Dead or Alive, Ninja Gaiden, Tecmo Bowl, Pac-Man, Romance of the Three Kingdoms, Hideki Itegaki, Makoto Shibata, Ringu, Criterion Channel, Ju-On: The Grudge, Audition, Amityville Horror, The Entity, Until Dark, Skyrim, Alone in the Dark, Sam, MegaMan, Hitman, Tunic, Castlevania IV, Alien: Isolation, P. T., Dead Rising, Celeste, Far Cry 2, Ben Abraham, Ben Zaugg, Grim Fandango, Father Beast, Jedi Knight 2: Jedi Outcast, Dave K, Half-Life 2, Starfighter/Jedi Starfighter, Raven Software, World of Warcraft, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
More of Fatal Frame!

Twitch: timlongojr
Discord
DevGameClub@gmail.com

DGC Ep 398: The Sims (part four)

mercredi 24 juillet 2024Duration 01:08:25

Welcome to Dev Game Club, where this week we complete our series on 2000's The Sims. We give some anecdotes, Tim builds his own from the ground up, and of course, we turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few more hours

Issues covered: losing the alien, making the middle-of-the-road character, pecs and glutes, not being able to hire, having to have someone work on the house full time, the light bulbs need replacement, building a house from scratch, a one-room apartment, getting to know your Sim by them walking around, the dread setting in, finding a daily schedule, the newspaper, managing one of the Sims, the chaos of several Sims, figuring out the daily morning routine, getting repeatedly burgled, fighting for detente, finding perfect synchrony, a lonely Sim existence, proactive socialization and obligations, preferring the remove of fantasy or science fiction, how you feel about this game at different points in life, finding other demographics, object encapsulation, gravity wells, attaching animation to the objects themselves, the online stories of the Sims, high value UI choices, realism leading to anxiety, finding the right level of abstraction but simulating a lot of life, breadth and depth, a wider range of feelings, progression vs maintenance, exposing the bars all the time, the design choices we make and the commentary that results, astrological signs, the things I thought about, Zen and the importance of weekends, teams make games.

Games, people, and influences mentioned or discussed: Mr. Rogers, Piet Mondrian, Bob Newhart, Mia Goth, Will Wright, Grand Theft Auto, SimCity, Sid Meier, Animal Crossing, Nintendo Switch, Portal (obliquely), Halo, World of Warcraft, Maxis, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
?

Links:
Alice and Kev (Sims 3 story)

Animal Crossing Mom

Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub
Discord
DevGameClub@gmail.com

DGC Ep 310: Dark Souls (part eight)

mercredi 1 juin 2022Duration 01:31:26

Welcome to Dev Game Club, where this week we complete our series on Dark Souls, and so we turn to our takeaways and discuss our final hours with the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Brett finished

Issues covered: the podcast mirrors the game, feeling like you have godlike powers in New Game+, spending hours on farming different resources, putting the pieces together, enjoying mysteries and putting the clues together, what you take from Dark Souls as an imitator, examining a space and trying to figure out where you can go, senses of accomplishment and discovery as opposed to the checklist, where the studio goes from here, attribute changes in the sequel, miracles and their mechanics, the flexibility of having options, seeking out the things I hadn't found, poor Solaire, feeling of coming full circle, memorable fights and world connections, "butt exposion!", smaller memorable moments, the snoring of Frampt, the inadequacy of the camera in tight spaces, keeping from going on tilt, teaching patience and observation, antithetical game design, a game of secrets, having little guidance, the impossible balance of this game for multiple classes, the knowledge you gain along the way, controlling ambience and tone, the vague pieces of history, Brett's Book Recommendation, character and player knowledge, leaning on archetypes, the weird afterlife metaphor, Star Wars as arsenic, how far do you go to explain a thing, finding your line per game.

Games, people, and influences mentioned or discussed: Kingdom Hearts, Sherlock Holmes, Day of the Tentacle, Bloodborne, Sekiro, Elden Ring, Prince of Persia: Sands of Time, Tomb Raider (1996), Clint Eastwood, Unforgiven, Practice/NYU, Rob Daviau, Morrowind, Skyrim, Demons's Souls, King's Field, GTA III, Wolfenstein, Mario (series), Artimage, Platinum Games, Shadow of the Colossus, Ico, Dungeons & Dragons, Mass Effect, Star Wars, Keza MacDonald, Jason Killingsworth, Robin Hobb, Assassin's Apprentice, Dan Hunter, Jedi: Fallen Order, JJ Abrams, Half-Life, Neverwinter Nights, Legend of Zelda (series), Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
We don't know!

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

DGC Ep 309: Dark Souls (part seven)

mercredi 25 mai 2022Duration 01:30:18

Welcome to Dev Game Club, where this week we continue our series on Dark Souls. The big story is about how Brett is a monster, but we also dig into setting goals for yourself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Brett 154h, Level 160
Tim 39.5h, Level low 50s

Issues covered: squeezing the Dark Orb, Drunk Souls, having more options as you level, having multiple hammers, the fire centipede, liking feeling really nimble, fighting death skullops, entering the painted world and going back to the Asylum, the curiosity killing the cat, Gwynever and Gwyndolin, Timmy bringing twilight to Anor Londo, murdering a fire keeper, wanting to uncover the mysteries, usability in exposing ethical choices in other games, signposting choices, digging into the Catacombs, Patches the cleric-hater, not knowing if you should go places yet, having things you want to do, using simple systems to recontextualize sections or skills, dealing with curse resistance, farming humanity, black knights and going on a black knight murder spree, avoiding an enemy for hours and hours and turning the tides, setting goals for yourself, #consequences, lack of quest log, designing to require the Internet, egg vermifuge removes parasitic egg from body, the importance of discovery, using humanity where it's dropped, "I may have died 28 times but at least I learned something," the uncanny valley of player performance, gameplay as escape from the limitations of reality, accepting film as reality, sports games emulating tv presentation, usability and difficulty, the value of figuring out how things work, accessibility and difficulty.

Games, people, and influences mentioned or discussed: Artimage, Mass Effect, God of War, The Matrix, The Walking Dead, Ico, Shadow of the Colossus, Mario (series), Peter, mysterydip, Michael Abbott/The Brainy Gamer, Johnny "Pockets," Shakespeare, James Joyce, Microsoft, David Cronenberg, Kirk Hamilton, Aaron Evers, Mark Garcia.

Notes:
Brett's "rendering bug" is actually a reflection of the sky dome, but it doesn't read that way on his PS3

The Higgins Armory did in fact close in 2014, but the collection lives on in the Worcester Museum of Art

Links:
How players behave (h/t mysterydip)

Next time:
Brett finishes?

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

DGC Ep 308: Dark Souls (part six)

mercredi 18 mai 2022Duration 01:11:47

Welcome to Dev Game Club, where this week we continue our series on Dark Souls. We catch you up a little bit on where we are before trying to catch up with the mail bag! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Brett 115hrs, lvl 114
Tim 33hrs, lvl 50

Issues covered: getting and placing the Lordvessel, Frampt and the second bell, Anor Londo and the two bosses, farming rats for humanity, getting invaded and hiding, the mystery of Gwynevere and leaving Anor Londo and also what's with Gwyndolin, meeting Reah (sp?) again and again, being ambushed by paladins, grinding to upgrade, Tim defeats the Ceaseless Discharge, having sorcerors that revivify the skeletons, powering up your spells, the fire keeper's soul, kindling more, fast traveling, a level design joke, twinkling sounds and occasional marks, being invaded and the costs of banishing, parallel play, recordings of other players, asynchronous multiplayer, fellow-feeling, a Metroid moment, making a big soul-infused thing, good RPG math tropes, missable bosses, the actual level cap, what weapons we use, the reward is the knowledge and the items, the origin of that quote I mentioned, pushing scale, using framing really well for landmarks and aesthetics, "butt explosion!"

Games, people, and influences mentioned or discussed: Indiana Jones and the Last Crusade, Ashton Herrmann, Morrowind, Bloodborne, Demons's Souls, Elden Ring, Death Stranding, Animal Crossing, Metroid, Jarkko Sivula, Ben Zaugg, Sam Thomas, The Honorable T.H. Sismyre Alname, VaatiVidya, Triple Click, Kotaku Splitscreen, Shadow of the Colossus, Disney parks, Brandon Fernandez, Kirk Hamilton, Aaron Evers, Mark Garcia.

Links:
That Majestic Quote

Next time:
Maybe Brett finishes?

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

DGC Ep 307: Dark Souls (part five)

jeudi 5 mai 2022Duration 01:21:13

Welcome to Dev Game Club, where this week we continue our series on Dark Souls. We catch you up a little bit on where we are in the game, leveling weapons, and the mix and match of combat, to name a few topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Brett: Level 80, 77 hrs
Tim: Level 41ish, 27 hrs

Issues covered: defeating the Iron Golem, finding the bonfire, discovering you can dash and jump, watching a giant drop rocks into a hole, killing a hydra, switching back to the leather armor, fighting the nerves, fiero, pushing it too hard, a scripted invasion, one-shotting the gaping dragon, seeing a space and then fighting in it, the game clicking, a game of patience and intent, having a mace for a long time, transient curses, getting all the moves at once in some games, feeling like you push to a place where you farm things, twinkling titanite, lot of cool armor sets, walking with the silent ring, considering some souls already lost, Blighttown's scaffolding, having to push quickly when cursed, planning gear against what an area is like, vertigo feelings, "Hey, I just got a humanity," thinking that humanity drops from killing lots of enemies, lots of little button combos, the discovery of mechanics versus explicit telling, speculating on the benefits of magic weapons, attacking with two hands, the rhythm of switching weapons, omnicompetence, wish fulfillment, market conditions and getting through games, choices that cut you off from experience, usability problems and fairness, player skill and spectacle.

Games, people, and influences mentioned or discussed: "They Might Be Giants," John Huizinga, Shadow of the Colossus, Mario (series), Jedi: Fallen Order, God of War, Morrowind, Dagur Danielsson, Deus Ex (series), Skyrim, Epic Mickey, Warren Spector, Junction Point Studios, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
More Dark Souls

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

DGC Ep 306: Dark Souls (part four)

jeudi 28 avril 2022Duration 01:29:55

Welcome to Dev Game Club, where this week we continue our series on 2011's Dark Souls. We talk about some bosses, exploration, and our quest for humanity. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Brett: 66h, level 75
Tim: 21h, level 30ish

Podcast breakdown:
0:48 Dark Souls
1:01:57 Break
1:02:23 Feedback

Issues covered: that dang mimic, Brett's fistful of rings, Tim the Tree and moth killer, production budget, the cost of polishing any given encounter, making specific choices about your systems and how they interact with the level design, forcing the player to think about how to use the space, farming to have equipment, the things Tim has that I don't have, running through the Firelink Shrine to get elsewhere, the game trolling you with resources, rushing and pushing too hard and dying, Tim one-shots the Butterfly trading off with a bow, the area beyond the Crest of Astorias, changing strategy mid-game, being able to self-balance, clearing a whole area and feeling powerful and accomplished, similarities to MMOs, the "no way" moment of a shortcut, encountering a sad demon, admiring the majesty of some of the bosses, understanding the impact of the game, more polish and usability choices, giving permission to return to run-based games, learning telegraphs vs being given telegraphs, Brett is old, the birthday gift for Tim, stripping down mechanics and watering down, not really hurting the bottom line, being numb to your own game, losing perspective, making games for yourself, finding the balance for a different audience, being proud of Fumitsu ratings.

Games, people, and influences mentioned or discussed: Assassin's Creed, Nintendo, Prince of Persia, Elden Ring, World of Warcraft, Shadow of the Colossus, Half-Life, Studio Ghibli, Capcom, Tunic, Legend of Zelda, Hollow Knight, Jedi: Fallen Order, Tomb Raider, Uncharted, Gothic Chocobo, Pokemon, Bethesda Game Studios, Fallout 3, Morrowind, Dungeons & Dragons, Artimage, Skyrim, Republic Commando, Hidetaka Miyazaki, Bloodborne, Sekiro, CoD: Modern Warfare, Fumitsu, Starfighter (series), Metal Gear, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
More Dark Souls!

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

DGC Ep 305: Dark Souls (part three)

mercredi 20 avril 2022Duration 01:17:04

Welcome to Dev Game Club, where this week we continue our series on Dark Souls. We talk about how we use our souls, where and how we farm for resources, the player's goals, the variety in any given encounter, and much more! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Tim: ~15h, Brett: ~52h

Issues covered: worrying about the level cap, the variety of a single encounter, farming for arrows, fighting down in Quelaag's lair, the satisfaction of escaping Blighttown, recontextualizing spaces, the flow of the world design, convincing smoke and mirrors, brains and memory, getting time away and confidence, the huge help of an NPC in a battle, when and whether you want to fight the dragon on the bridge, finding sets of armor, feeling locked in to your choices, the curse mechanics, the choice of a lack of a map, having to earn the bonfire every time, the two weapon slots, not being able to buy miracles, clearing up the weapon confusion, the black knights, mini-bosses as skill checks for bigger bosses, playing similar approaches but with very different skills, progressive deepening, the bell ringing cinematic, having only a single/simple goal, being confused about the Darkroot Garden mist, gaining Humanity randomly, missing out on the full Humanity experience, bow timing, Drunk Souls, piecing the narrative together, using the Master Key.

Games, people, and influences mentioned or discussed: Half-Life, Elden Ring, Monkey Island, King's Quest/Space Quest, Demons's Souls, Shadow of the Colossus, Ico, Artimage, Qhuenta, Morrowind, Bloodborne, Alien: Isolation, Resident Evil (series), Tunic, Death's Door, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
More Dark Souls!

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

DGC Ep 304: Dark Souls (part two)

mercredi 13 avril 2022Duration 01:17:37

Welcome to Dev Game Club, where this week we continue our series on Dark Souls. We talk about how progress is made, the run-based approach, and the mix of player skills and RPG stats, amongst other discussions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Brett: ~29h, Tim: ~12h

Issues covered: the melodramatic NPCs, enjoying the architectural setting, seeing dragons, not knowing there were tree creatures, the bosses Brett has seen, being different from other RPGs with equipment and loot, mixing player stats and player skill, having trouble with the parry, having to memorize enemy attacks, learning and losing the timing on counters, feeling like you are learning to speed-run the sections you enter, cheesing a boss, whether or not you click, the cost of upgrading a low stat because of the XP costs, the XP system granting the same number of souls for an enemy type, the sense of progress and accomplishment being in the player and not tracked by the game, feeling like losing souls is a huge setback vs knowledge, learning and mastery as progress, dropping some Humanity knowledge on Tim, having a helping hand from an NPC, the slow death of manuals, wanting to feel like you discover secrets, the usefulness of the messages, moving trees and revealed paths, Brett drops the trompe l'oeil, being afraid you'll miss important things, personal progression and increasing confidence, grinding to find out what things will drop, the double gargoyle, seeing players who get really good, getting invaded and getting wrecked, not understanding the invasion mechanics.

Games, people, and influences mentioned or discussed: Dragon's Dogma, Shadow of the Colossus, Ico, The Last Guardian, Demons's Souls, Elder Scrolls (series), Dungeons & Dragons, World of Warcraft, Labyrinth, Jedi Fallen Order, Star Wars, Triple Click, Dishonored, Elden Ring, Bloodborne, Tunic, Death's Door, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
More Dark Souls

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com


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