Welcome to Dev Game Club, where we complete our discussion of a pair of very early Sierra adventure games with Space Quest 1: The Sarien Encounter. We finally hear Tim's story about getting stuck on a game so long it drove him to drink and also get to our takeaways before hitting feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
0:43 Segment 1: SQ1
36:08 Segment 2: Takeaways and Feedback
Issues covered: music theft, the Do Not Press button and a return to Daventry, talking to the guards, cross promotion, learning to use your seat belt, the influence of the real world, making jokes out of the topical, Tim's inadvertent hint, inventory objects inside other objects, the importance of looking at things at the right time, getting a hint from the parser, the origin of the pizza orgy, killing Orat with a spider droid, random walk mechanics, hating on the skimmer, Brett gives Tim a pro tip, critical path gambling mini-game, adding in new mechanics, Brett's early skiing game, game play variety, using money in adventure game puzzles, Tim gets stuck, Tim doesn't get a fart joke, being driven to drink, the new verb with the grate, player perspective and the sense of exploration, dramatic/cinematic moments, ignoring the first offer for the skimmer, looking everywhere for a coupon, gadgets and copy protection in the box, story arc and adventure and fantasy fulfillment, aligning the player and the character as far as world knowledge, cognitive dissonance vs ludonarrative dissonance, cinematic presentation, buckazoids in the Longo family, splitting screen spaces as a push for exploration and sense of adventure, where could adventure games go, visual novels and systemic depth, underserved genres, what game would you claim for yourself, games that are hard to get and their influence, buying consoles, has something been lost in change of difficulty, opacity and discovery, finding players who won't look on the Internet, on-demand culture and chasing the next thing, putting the onus back on the game (to keep you enthralled and not searching for answers), creators asking you to not get hints, supporting the right team size.
Games, people, and influences mentioned or discussed: ZZ Top/Sharp Dressed Man, Styx, Peter Gunn/The Blues Brothers, Madonna, King's Quest 1, Ken Williams, LucasArts, Secret of Monkey Island, Loom, Grim Fandango, Curse of Monkey Island, Tim Schafer, Dave Grossman, George Lucas, Anachronox, Star Trek, The Corbomite Maneuver, Sierra, Police Quest, Star Wars, Grimm Fairy Tales, Skyrim, StarGate, The City on the Edge of Forever, Joan Collins, Jar-Jar Binks, Derek Achoy, Broken Age, Thimbleweed Park, Machinarium, Ron Gilbert, Telltale Games, Samorost, Amanita Design, Chuchl, X-Files, Wadjet Eye Games, Dave Gilbert, Year Walk, Simogo, Device 6, Sailor's Dream, Aaron Evers, Souls series, Tom Hall, Ultima, Civilization, Zork, Pitfall, Adventure, Atari 2600, Half-Life, Dark Forces, Daron Stinnett, Jeff Buttaccio, Panzer Dragoon Saga, Sega Saturn, Ico, Mario 64, NOLF, Warcraft, Steinar Nedreboe, Jonathan Blow, Braid, The Witness, GDC, Jeff Vogel.
Sierra Death Generator
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