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DGC Ep 396: The Sims (part two)

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Content provided by Brett Douville / Tim Longo, Brett Douville, and Tim Longo. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brett Douville / Tim Longo, Brett Douville, and Tim Longo or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Welcome to Dev Game Club, where this week we continue our series on 2000's The Sims. We spend a little time on the gender normativity of the title, sprinkle in some stories about our various households, and also fit in some reader mail! 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: satire and farce, Timmy's toilet troubles, Betty's rapid rise in scientific circles, sexual orientation and the Sims, dark times for Bob, Jeff in the military, whether the game is conforming to gender biases all the time or not, Diane and politics, how Betty got her job, thinking about design decisions around careers, the value systems that the game systems express, working with smaller spaces and the difficulties for game development, the American Dream qua Nightmare, being in the 1950s and the music, "None of my good points are inadvertent," opacity of systems in other simulations vs this game's clarity, a toy vs a game, Bob winning things via the phones, Chance and Community Chest, Potty Talk with Tim and Brett, dolls and trains, finding SimCity more serious, can the Sims die?, not knowing that we had to pay the bills, investing in Bob's creativity, touching on the animation and object systems, teenagers and hygiene, getting Bob's confidence up, a little ditty, the shlubs getting the gals, encouraging community via modding and engagement, moon names, code names, hunting for things in games, the tension of player cleverness and wasting your time, environment scanning, visual language and level design, getting playersr to have intuition.

Games, people, and influences mentioned or discussed: Mia Goth, Mad Men (obliquely), SimCity 2000, Unpacking, Fallout (obliquely), Will Wright, Monopoly, John Mellencamp, Seth Rogen, Raid on Bungeling Bay, Bethesda Game Studios, Skyrim, Jonah Lobe, Quiet: Level One, Sasha, Tomb Raider, mysterydip, Kaeon, Might and Magic, NES, Where's Waldo, Ratchet & Clank, Microsoft, Sony, Nintendo, UbiSoft, Witcher III, World of Warcraft, Morrowind, Arkham (series), Breath of the Wild, Ocarina of Time, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time: More of The Sims!

Links: Jonah Lobe's Quiet: Level One

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

  continue reading

404 episodes

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DGC Ep 396: The Sims (part two)

Dev Game Club

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Manage episode 428324603 series 125338
Content provided by Brett Douville / Tim Longo, Brett Douville, and Tim Longo. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Brett Douville / Tim Longo, Brett Douville, and Tim Longo or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Welcome to Dev Game Club, where this week we continue our series on 2000's The Sims. We spend a little time on the gender normativity of the title, sprinkle in some stories about our various households, and also fit in some reader mail! 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: satire and farce, Timmy's toilet troubles, Betty's rapid rise in scientific circles, sexual orientation and the Sims, dark times for Bob, Jeff in the military, whether the game is conforming to gender biases all the time or not, Diane and politics, how Betty got her job, thinking about design decisions around careers, the value systems that the game systems express, working with smaller spaces and the difficulties for game development, the American Dream qua Nightmare, being in the 1950s and the music, "None of my good points are inadvertent," opacity of systems in other simulations vs this game's clarity, a toy vs a game, Bob winning things via the phones, Chance and Community Chest, Potty Talk with Tim and Brett, dolls and trains, finding SimCity more serious, can the Sims die?, not knowing that we had to pay the bills, investing in Bob's creativity, touching on the animation and object systems, teenagers and hygiene, getting Bob's confidence up, a little ditty, the shlubs getting the gals, encouraging community via modding and engagement, moon names, code names, hunting for things in games, the tension of player cleverness and wasting your time, environment scanning, visual language and level design, getting playersr to have intuition.

Games, people, and influences mentioned or discussed: Mia Goth, Mad Men (obliquely), SimCity 2000, Unpacking, Fallout (obliquely), Will Wright, Monopoly, John Mellencamp, Seth Rogen, Raid on Bungeling Bay, Bethesda Game Studios, Skyrim, Jonah Lobe, Quiet: Level One, Sasha, Tomb Raider, mysterydip, Kaeon, Might and Magic, NES, Where's Waldo, Ratchet & Clank, Microsoft, Sony, Nintendo, UbiSoft, Witcher III, World of Warcraft, Morrowind, Arkham (series), Breath of the Wild, Ocarina of Time, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time: More of The Sims!

Links: Jonah Lobe's Quiet: Level One

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

  continue reading

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