DGC Ep 425: Fez (part one)

DGC Ep 425: Fez (part one)

Author: Brett Douville and Tim Longo April 9, 2025 Duration: 1:14:26

Welcome to Dev Game Club, where this week we begin a new series of series on the independent games of the last couple of decades, starting with 2012's Fez. We set the game in its time, talk a bit about its precedents and the landscape of independent games in the middle of that console generation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Single-digit cubes

Issues covered: our real plan or lack thereof, early games, the indie revolution, the influences back and forth, the pressure of the space we're in, a highly visible indie, games from that year, sequels vs the different stuff in the indies, democratization of the market, the console cycle, always online fiasco, getting on the Steam store, opening console store fronts to independents, limitations, the broadband market and bandwidth costs, the publicity on the store, low cost of goods, continuing power of retail, a two dimensional puzzle game in a three dimensional world, charm, great music and MIDI with an unsettling feel, rotating the world, rebooting the game, achieving the effect without perspective, the Trixel engine, having a hard time getting it, trusting the game, having a new lens on a game, taking the time to infuse the whole experience, team sizes, telling a different story with an existing language, having fewer people to get on board, independent publishers and producers, influences, glitch aesthetics, map language, climbing on the sides of things, stopping time while the world rotates, how the editor might work, games from the past, CONFIG.SYS (dang it, could not remember), skipping over generations.

Games, people, and influences mentioned or discussed: Will Wright, Indie Game: The Movie, Polytron, Phil Fish, Dishonored, Halo 4, AW American Nightmare, X-COM, Firaxis, Mass Effect 3, Forza Horizon, Far Cry (series), Counterstrike: Go, Assassin's Creed 3, Borderlands 2, Diablo III, Dragon's Dogma, Journey, The Walking Dead, Telltale Games, FTL, Spelunky, Papo y Yo, Bastion, Super Hexagon, Terry Cavanaugh, Supergiant, Hades, Transistor, UFO 50, Derek Yu, That Game Company, Sky, Sony, PlayStation, Microsoft, Steam, XBLA, Braid, Super Meat Boy, Nintendo, Castlevania: Symphony of the Night, Zelda (series), Super Mario (series), Metroid (series), Outer Wilds, The Sixth Sense (obliquely), Renaud Bedard, Trapdoor, Penny Arcade, blitworks, Tetris, Axiom Verge, Tron, Out of this World, Captain Toad: Treasure Tracker, Super Mario 3D Land, Minecraft, Sam, Interstate '76, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
More Fez!

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
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