DGC Ep 061: Planescape: Torment (part four) episode artwork

EPISODE · May 10, 2017 · 1H 27M

DGC Ep 061: Planescape: Torment (part four)

from Dev Game Club

Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk about the usefulness of tropes (which this game mostly overturns), keeping your bearings when so much is available to you, and the uses of story and narrative to prop up underwhelming mechanics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Ravel's Maze Podcast breakdown: 0:39 Segment 1 57:45 Break 58:17 Segment 2: Feedback/Questions Issues covered: permutations and open maps at the Clerk's Ward, open world games, quest UIs, tuning out the journal entries, Tim second-guessing himself, Lothar stealing Morte, alphabet soup names, Brett messes up Soego's name five different ways, how tropes give you a handhold, how The Witcher uses tropes and lore, culture: you're soaking in it!, anything can open a portal, evolution of usability, the game as maze, leaning on the journal, buying up all the items in the Curiosity Shop, tedium of fetch quests, lack of mechanical interest, being enthralled to the material, designing a puzzle platformer, marrying elements together to make something stronger, object-oriented ontology, diving deep into a thing and its mechanics and limits, the audience will decide, mainly an adventure game, thin mechanics, DA:I companion quests, Fallout as a better marriage of mechanics and story, playing as a character vs playing as a player avatar, "it's barely an RPG," combat difficulty, missing hack-and-slash, PST diverging from other Infinity Engine games, more combat and more combat difficulty in IE games, Heart of Winter mode, development divergence, finding a balance of narrative people can hang on to or not, the Brothel of Intellectual Lusts, discussing high points, whose head did you get?, Soego the wererat spy, multiple needles vs multiple haystacks, getting mazed, the zombie in the Coffinmaker's shop, the Alley of Lingering Sighs, metaphorical meaning, passion in game development, programming challenges in videogame development, moving to games from applications programming, waterfall vs iterative development, opportunities in 3D art, crossover with film, designers and passion, communicating through code, seeing branching vs taking branches, story vs systems in reader feedback. Games, people, and influences mentioned or discussed: Dragon Age: Inquisition, Infinity Engine, The Witcher 3, Star Trek, Memento, Baldur's Gate (series), Andrzej Sapkowski, Beauty and the Beast, Angela Carter, The Bloody Chamber, Anthony Halderman, Ian Bogost, Georgia Tech, The Atlantic, soccer, Tetris, Chess, Go, What Remains of Edith Finch, Giant Sparrow, The Unfinished Swan, Naughty Dog, Nate Wells (obliquely), Portal, Thomas Was Alone, Play Anything, Icewind Dale (series), Bioware, Interplay, Fallout, Dungeons & Dragons, Darksiders, Zelda (series), Diablo, Halo (obliquely), João Vitor Bispo Galvão, Aaron Evers, John Carmack, Fargo, Starfighter, Chris Corry, Andrew Kirmse, Unreal, idTech, Timothy Homan, Final Fantasy IX, Dragon Age: Origins, Bethesda Game Studios, Kurt Strock, Chris Mead, Deus Ex, System Shock 2. Point of Information: Nate Wells was the Naughty Dog Lead Artist (of The Last of Us) who went to Giant Sparrow that Tim and I were trying to remember. Next time: Until we return to Sigil Links: Video Games Are Better Without Stories, Ian Bogost  The Exceptional Beauty of Doom 3's Source Code   @brett_douville, @timlongojr, and @devgameclub [email protected]

NOW PLAYING

DGC Ep 061: Planescape: Torment (part four)

0:00 1:27:25

No transcript for this episode yet

We transcribe on demand. Request one and we'll notify you when it's ready — usually under 10 minutes.

LIGHTS, CAMERA, SMILE! Creatives Club Media Lights, Camera, Smile, is a podcast for anyone with a dream to share something with the world, out of the overflow of themselves - be it their mind, their heart, their personalities, and much more. Each of us are alive in this moment in time, with an innate ability to have ideas and create various things to benefit both ourselves and the people around us for a reason, and here, you will find the encouragement, the inspiration, and the motivation to do just that. Hosted by Cicily, founder of Creatives Club, she dives into various topics surrounding creativity and business. Exploring entrepreneurship for creatives in a corporate reality, sharing tips and tricks in a media centered company, answering questions regarding what a creative actually is are just a few of the things discussed on this podcast. Be encouraged to create for yourself as Cicily gets vulnerable by pivoting the camera to herself for the first time.To submit questions for Cicily to answer, or have her address certain t Game of Drones Podcast vvqhztk2n6 Podcast for Drone Professionals and Enthusiasts. This podcast covers topics about how to turn your drone hobby into a profitable side-hustle or a full-time income and your profession. Piramidi Club The Bitcoin Butcher La Migliore Pizza di Firenze Talent Stacker Jonathan Mendonsa Data suggests that the average cost of college in 2019 was $122,000 while the entry-level salary for a college graduate at the same time period was 50,000. ROI is a distant memory.hopefully for that that $122,000 the student graduates with a degree and possibly some skills. The reality is, as most individuals approach graduation, they realize that ultimately what they have to prove to their employers that they actually have the skills and since you don't need a degree or permission to start building skills, let’s document the stories and best practices of individuals that crushed the game by focusing on building their skills and their talent stack. Maybe you feel like you don’t have a talent stack. What are the skills you need to be able to generate an above-median income and when paired with interest-led learning this talent stack will allow you to work towards financial independence and design your future?If you're up for this challenge to go from no Talent Stack to designing you

Frequently Asked Questions

How long is this episode of Dev Game Club?

This episode is 1 hour and 27 minutes long.

When was this Dev Game Club episode published?

This episode was published on May 10, 2017.

What is this episode about?

Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk about the usefulness of tropes (which this game mostly overturns), keeping your bearings when so much is available to you, and the uses of story...

Can I download this Dev Game Club episode?

Yes, you can download this episode by clicking the download button on the episode player, or subscribe to the podcast in your preferred podcast app for automatic downloads.
URL copied to clipboard!