DGC Ep 413: Minecraft (part two)

DGC Ep 413: Minecraft (part two)

Author: Brett Douville and Tim Longo December 19, 2024 Duration: 1:07:21

Welcome to Dev Game Club, where this week we continue our series on 2009's Minecraft. We talk about it birthing the survival genre, and a bit about what that means on several levels, drive into player motivation, and talk a little bit about how our play has gone. 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: announcement about servers, the importance of iteration and innovation in game development, implementing on the basis of what you need, layering with survival in play, exploratory game-making and seeing where choices take you, not knowing the opportunities for things, spatial exploration and buildable exploration, not knowing what to do with all this copper, adding things to challenge your assumptions, setting up traps, having to do a lot of stuff to get to the nether, having a hard time sustaining an open game, digging towards a mountain, finding an abandoned mine, a minimal story that doesn't quite scratch the narrative itch, spawning a genre which explores the other gameplay spaces, loving the Viking stuff, seeking efficiency and layout goals, finding things as you dig down, the many sites of Brett D, figuring out your layout, building building building digging digging digging.

Games, people, and influences mentioned or discussed: LostLake86, David Brevik, Artimage, Breath of the Wild, Annihilation, Enshrouded, Return to Moria, Lord of the Rings, Valheim, Dragon Quest Builders, The Sims, Kirk Hamilton, Aaron Evers, Mark Garcia. 


Next time:
More Minecraft!

Twitch: timlongojr
Discord
DevGameClub@gmail.com


Dev Game Club is a conversation between two working game developers who have been there. Each week, hosts Brett Douville and Tim Longo pick a classic video game from the past-often a title that shaped design thinking or introduced a new technical standard-and break it down from their professional perspective. Their discussions go beyond nostalgia, examining how these older titles functioned, why certain creative decisions were made, and what lasting impact they left on the industry. You’ll hear specific analysis of game mechanics, narrative structure, and technical achievements, all filtered through decades of hands-on development experience. The goal isn’t just to reminisce but to extract tangible lessons that are still relevant for creators and deeply interesting for passionate players today. They invite you to play the game in question alongside them, then settle in for a detailed, insider’s post-mortem. This podcast offers a unique blend of critical appreciation and practical insight, treating video game history as a living textbook. It’s for anyone who loves games and wants to understand the craft behind them on a deeper level. New episodes release regularly, diving into a different influential game from the archives.
Author: Language: English Episodes: 100

Dev Game Club
Podcast Episodes
DGC Ep 412: Minecraft (part one) [not-audio_url] [/not-audio_url]

Duration: 1:10:13
Welcome to Dev Game Club, where this week we begin a new series on 2009's Minecraft. We talk about the early access history of the title, the impact on the industry, and then dive into some initial thoughts on our first…
Discord Game Club Episode 6 [not-audio_url] [/not-audio_url]

Duration: 1:23:19
This time around, BioStats and Calamity Nolan interview Phil Salvador, Library Director of the Video Game History Foundation. We expect to return with a new series next week. Twitch: timlongojr Discord DevGameClub@gmail.…
DGC Ep 411: Dead Rising (part four) [not-audio_url] [/not-audio_url]

Duration: 1:29:23
Welcome to Dev Game Club, where this week we conclude our series on 2006's Dead Rising. We visit the end of the game a bit and then turn to our takeaways, before tackling a reader question. Dev Game Club looks at classic…
DGC Ep 410: Dead Rising (part three) [not-audio_url] [/not-audio_url]

Duration: 1:20:08
Welcome to Dev Game Club, where this week we continue our series on Dead Rising. Brett finally slays a killer clown a decade after his first failure, and we talk more about weapons, location, and "the run." Dev Game Club…
DGC Ep 409: Dead Rising (part two) [not-audio_url] [/not-audio_url]

Duration: 1:07:14
Welcome to Dev Game Club, where this week we continue our series on 2006's Dead Rising, a Capcom game. We talk about the evolving intro, strategies for play, saving those left behind, and other topics. Dev Game Club look…
DGC Ep 408: Dead Rising (part one) [not-audio_url] [/not-audio_url]

Duration: 59:46
Welcome to Dev Game Club, where this week we start a new series on 2006's Dead Rising, from Capcom. We situate the game a bit in its time and with Capcom and this generation of hardware before turning to the structure an…
DGC Ep 407: Fatal Frame (part four) [not-audio_url] [/not-audio_url]

Duration: 1:09:45
Welcome to Dev Game Club, where this week we complete our series on Fatal Frame. We talk about a couple of rough things about the game, some things we loved, and then turn to our takeaways. Dev Game Club looks at classic…
DGC Ep 406: Fatal Frame (part three) [not-audio_url] [/not-audio_url]

Duration: 1:02:44
Welcome to Dev Game Club, where this week we continue our series on 2001's Fatal Frame. We talk about retreading, camera upgrade strategies, how ghosts move and how that impacts level design, and various other topics. De…
DGC Ep 405: Fatal Frame (part two) [not-audio_url] [/not-audio_url]

Duration: 1:12:07
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 lo…
DGC Ep 404: Fatal Frame (part one) [not-audio_url] [/not-audio_url]

Duration: 1:23:57
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 ot…