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DGC Ep 121: Deus Ex (part two)

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Manage episode 211514823 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 have finally turned our attention to 2000's Deus Ex. In our second episode in the series, we discuss difficulty levels for different styles of play vs augmentation hard choices and some level systems specifics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played: Up through Hong Kong (in theory)

Issues covered: trying to get out of the level when you've been in it a while, difficulty levels and combat vs stealth, the paths not chosen, the interaction of augmentations and difficulty, not being a great shooter, motivated level design, stealth and the tranq dart, balancing weapons, the ghost or non-lethal run, the emergent quality vs achievements for ghosting, player choice in play goals, trying to remove all the TNT from a room, punishing particular play styles, how you reflect player choices in the world vs the character, forking paths and the small bugs therefrom, the crowbar vs the baton, making hard binary choices, all active augmentation and resource usage, minimal resources, bioelectric batteries vs colas and chocolate bars, forgetting the skill points, point-based skills vs discrete augmentation levels, not playing completionist, getting rewards for different solutions, Tim's weird way of dealing with the hostage situation, failing for purposes of discovery, visual language, ladders in games, cutscenes and what systems get turned off or not, Tim goes backwards, the difficulty of getting through a door, using a heavy box as a defense, save-anywhere as a critical play system.

Games, people, and influences mentioned or discussed: Starfighter (series), Halo, Thief, Dishonored, Harvey Smith, Julius Caesar, Warren Spector, Infamous (series), Fable (series), Far Cry (series), Dungeons & Dragons, LoZ: Link to the Past, Mark of the Ninja, Hitman 2.

Next time: Up through Paris Cathedral

Links: Ben Abraham Plays Far Cry 2 with Permadeath

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

  continue reading

413 episodes

Artwork

DGC Ep 121: Deus Ex (part two)

Dev Game Club

78 subscribers

published

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Manage episode 211514823 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 have finally turned our attention to 2000's Deus Ex. In our second episode in the series, we discuss difficulty levels for different styles of play vs augmentation hard choices and some level systems specifics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played: Up through Hong Kong (in theory)

Issues covered: trying to get out of the level when you've been in it a while, difficulty levels and combat vs stealth, the paths not chosen, the interaction of augmentations and difficulty, not being a great shooter, motivated level design, stealth and the tranq dart, balancing weapons, the ghost or non-lethal run, the emergent quality vs achievements for ghosting, player choice in play goals, trying to remove all the TNT from a room, punishing particular play styles, how you reflect player choices in the world vs the character, forking paths and the small bugs therefrom, the crowbar vs the baton, making hard binary choices, all active augmentation and resource usage, minimal resources, bioelectric batteries vs colas and chocolate bars, forgetting the skill points, point-based skills vs discrete augmentation levels, not playing completionist, getting rewards for different solutions, Tim's weird way of dealing with the hostage situation, failing for purposes of discovery, visual language, ladders in games, cutscenes and what systems get turned off or not, Tim goes backwards, the difficulty of getting through a door, using a heavy box as a defense, save-anywhere as a critical play system.

Games, people, and influences mentioned or discussed: Starfighter (series), Halo, Thief, Dishonored, Harvey Smith, Julius Caesar, Warren Spector, Infamous (series), Fable (series), Far Cry (series), Dungeons & Dragons, LoZ: Link to the Past, Mark of the Ninja, Hitman 2.

Next time: Up through Paris Cathedral

Links: Ben Abraham Plays Far Cry 2 with Permadeath

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

  continue reading

413 episodes

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