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DGC Ep 075: Super Mario World (part three)

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Manage episode 184979954 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 we currently playing 1991's Super Mario World. This week, we talk about how the difficulty of the game more and how it interacts with the exploration of the space. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played: Through the Forest of Illusion

Podcast breakdown: 0:33 Segment 1 (SMW Discussion) 34:35 Break 35:11 Feedback

Issues covered: finding a key, picking things up mechanic, directing the player, repeating use of mechanics, picking up and placing objects, difficulty controlling the cape, progression of mechanical complexity, building on fundamentals, doing new things with hardware, similarity of modern consoles and PCs, meta infrastructure, controller changes over time, what do you add and remove with sequels, serving old fans vs serving new fans, helping you to be a completist, incentive to explore, discouraging exploration, exploration and requirement for high skill, lag in the Wii and switching to emulation, mastery as a design choice, user experience of difficulty, joy of playing as an incentive, "every level you find is a gift," precision of Mario play, lack of collectibles as proof of mastery, seeing other games in Nintendo games, the picture of Brett in Nintendo World HQ, taking Yoshi or the cape through every level, getting corrected on lore, retconning the lore, trying to make sense of long series, films and world-building, disconnected ("title-related") series, paying down the Wii points, alternate reality games, adventure games being dead, archiving server-based games, appreciating the fleeting experience, Jen's Majestic experience, reflecting on the podcast through a review, eavesdropping mission in Thief II, user experience in literature/theater/film/comics/etc, different every time, role-playing vs boss battles.

Games, people, and influences mentioned or discussed: Star Wars Starfighter, Prey, Dark Souls, Breath of the Wild, Assassin's Creed, Shadow of the Colossus, Metroid (series), Tomb Raider, Halo, Super Meat Boy, Wolfenstein 3D, Skyrim, New Super Mario Bros 2, Link Between Worlds, Ben Zaugg, Mighty Joe Young, King Kong, The Giant BeastCast, Skyward Sword, Marvel Cinematic Universe, John Wick 2, James Bond, Casino Royale, Final Fantasy (series), Wizardry (series), Ultima (series), The Witcher (series), Metal Gear (series), C. J. Zimmerman, Super Princess Peach, Chrono Trigger, In Memorium, mym1nd, Blade Runner, Eternal Darkness, Discworld (series), Reed Knight, Majestic, The Black Watchmen, The Secret World, Antioch Scarlet Bay, Republic Commando, Computer Gaming World, Andrew Kirmse, Meridian 59, Chris Kirmse, 3D0, Star Wars Galaxy, The Matrix Online, Giant Bomb, KaiN - if that's my real name, Half-Life, mjwaz, AddictArts, DocBrutals, Soul Reaver, DreamCast, Thief II: The Metal Age, Looking Glass, System Shock 2, Ken Levine, Ultima Underworld, Origin Systems, Deus Ex, Warren Spector, Dishonored, Raph - some artist guy, Diablo II, Final Fantasy IX, True West, Daron Stinnett, Hitman 2, Tacoma, @giant_rat/Ficus.

BrettYK: 6 TimYK: 52

Side note: What the heck is a "pedi-stool"?

Correction: Super Princess Peach was a Nintendo DS title.

Links: Bananas and Gigantism

Next time: Finish the game!

@brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

  continue reading

413 episodes

Artwork
iconShare
 
Manage episode 184979954 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 we currently playing 1991's Super Mario World. This week, we talk about how the difficulty of the game more and how it interacts with the exploration of the space. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played: Through the Forest of Illusion

Podcast breakdown: 0:33 Segment 1 (SMW Discussion) 34:35 Break 35:11 Feedback

Issues covered: finding a key, picking things up mechanic, directing the player, repeating use of mechanics, picking up and placing objects, difficulty controlling the cape, progression of mechanical complexity, building on fundamentals, doing new things with hardware, similarity of modern consoles and PCs, meta infrastructure, controller changes over time, what do you add and remove with sequels, serving old fans vs serving new fans, helping you to be a completist, incentive to explore, discouraging exploration, exploration and requirement for high skill, lag in the Wii and switching to emulation, mastery as a design choice, user experience of difficulty, joy of playing as an incentive, "every level you find is a gift," precision of Mario play, lack of collectibles as proof of mastery, seeing other games in Nintendo games, the picture of Brett in Nintendo World HQ, taking Yoshi or the cape through every level, getting corrected on lore, retconning the lore, trying to make sense of long series, films and world-building, disconnected ("title-related") series, paying down the Wii points, alternate reality games, adventure games being dead, archiving server-based games, appreciating the fleeting experience, Jen's Majestic experience, reflecting on the podcast through a review, eavesdropping mission in Thief II, user experience in literature/theater/film/comics/etc, different every time, role-playing vs boss battles.

Games, people, and influences mentioned or discussed: Star Wars Starfighter, Prey, Dark Souls, Breath of the Wild, Assassin's Creed, Shadow of the Colossus, Metroid (series), Tomb Raider, Halo, Super Meat Boy, Wolfenstein 3D, Skyrim, New Super Mario Bros 2, Link Between Worlds, Ben Zaugg, Mighty Joe Young, King Kong, The Giant BeastCast, Skyward Sword, Marvel Cinematic Universe, John Wick 2, James Bond, Casino Royale, Final Fantasy (series), Wizardry (series), Ultima (series), The Witcher (series), Metal Gear (series), C. J. Zimmerman, Super Princess Peach, Chrono Trigger, In Memorium, mym1nd, Blade Runner, Eternal Darkness, Discworld (series), Reed Knight, Majestic, The Black Watchmen, The Secret World, Antioch Scarlet Bay, Republic Commando, Computer Gaming World, Andrew Kirmse, Meridian 59, Chris Kirmse, 3D0, Star Wars Galaxy, The Matrix Online, Giant Bomb, KaiN - if that's my real name, Half-Life, mjwaz, AddictArts, DocBrutals, Soul Reaver, DreamCast, Thief II: The Metal Age, Looking Glass, System Shock 2, Ken Levine, Ultima Underworld, Origin Systems, Deus Ex, Warren Spector, Dishonored, Raph - some artist guy, Diablo II, Final Fantasy IX, True West, Daron Stinnett, Hitman 2, Tacoma, @giant_rat/Ficus.

BrettYK: 6 TimYK: 52

Side note: What the heck is a "pedi-stool"?

Correction: Super Princess Peach was a Nintendo DS title.

Links: Bananas and Gigantism

Next time: Finish the game!

@brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

  continue reading

413 episodes

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