DGC Ep 463: LoZ: Majora's Mask (part one)

DGC Ep 463: LoZ: Majora's Mask (part one)

Author: Brett Douville and Tim Longo March 11, 2026 Duration: 1:24:02

Welcome to Dev Game Club, where this week we begin a new series on The Legend of Zelda: Majora's Mask. We of course set the game first in its time and at Nintendo before turning to the opening and the feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Through the first Clock Tower entry

Issues covered: our ten-year anniversary, 2000 in games, a little timeline of Zelda, making a sequel on a short development cycle, reusing engines and making a better version of your game, reusing technology, switching from cartridges to optical media, asset reuse for characters, pricing changes and getting your money's worth, falling into the warm bath, consumptive conservatism, the strange opening and some title cards, us not remembering things about Navi, choosing the legend based on the hardware or the design idea, fitting the legends together, a continuation of Ocarina, film analogues, wanting to be in the room where it happened, presenting a known quest fabric to present you with not knowing very much, getting your ocarina back to reuse a mechanic, Skull Kid as marionette, getting new masks and therefore new powers, a diversion into a film, an unsettling feel to conversations, talking about RPGs and feeling the pressure of the main plot (or not), a lower-priority feature, thinking about your audience and what types of players you have, writing quality to support your main quest, admitting you're a video game, a debatable priority, building it into your character, how we play games heroically or not, where's the wish fulfillment.  

Games, people, and influences mentioned or discussed: PlayStation 2, The Sims, Deus Ex, Final Fantasy IX, Diablo II, Baldur's Gate II, RE: Code Veronica, Chrono Cross, Pokemon Yellow, Thief II, SEGA DreamCast, Spyro: Year of the Dragon, Vagrant Story, SSX, Skies of Arcadia, Rayman 2: The Great Escape, Paper Mario, No One Lives Forever, Donkey Kong Country (GBC), Crazy Taxi, Soul Calibur, Jet Set Radio, Star Wars: Starfighter (series), Smuggler's Run, Eiji Aonuma, Shigeru Miyamoto, Uncharted 2, Mass Effect 2, Ultima (series), Warren Spector, Richard Garriott, Ultima Underworld, Jedi Knight, Outlaws, Full Throttle 2, RTX Red Rock, Gladius, SquareSoft, Nintendo 64/GameCube, Twilight Princess, Roblox, Fortnite, Minecraft, LEGO, Capcom, Groundhog's Day, Outer Wilds, Rogue, Run Lola Run, A Trip to the Moon, Georges Méliès, Breath of the Wild, King of Masks, ColonelKovalyo, Morrowind/TES (series), Fallout (series), Metal Gear Solid, Republic Commando, Halo: Infinite, Paul Crocker, Troy Mashburn, Justin Dinges, Richard Lemarchand, Clint Hocking, Naughty Dog, Crystal Dynamics, Insomniac, Spider-Man (series), Sucker Punch, Ghosts of Tsushima (series), Sasha, Symphony of the Night, Lani Lum, Hitman (series), Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
More Majora's Mask!

Notes:
The word Brett was searching for was "optical" media. We regret the brain fog and blame the cold medicine.

Twitch: timlongojr and twinsunscorp 
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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: 50

Dev Game Club
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