Blitz games will has a speech concerning "Creating Innovative Launch Titles for the Nintendo Wii and Its Unique Controller"
Session Description
Creating a launch
title is never easy, especially when the console offers something that
no one has seen before! This session offers insights from Blitz Games,
the developers of SpongeBob SquarePants: Creature from the Krusty Krab
and how we approached developing a key launch title for the Nintendo
Wii platform.
As the game featured over 10 individual control systems, including
flying, driving and platforming, we had to approach each of these with
a clear idea of what would be an innovative way of using the
controller, while also ensure that the target audience still get the
most out of the game. How do we approach traditional platforming levels
with this control system? How do we convey and explain the unique
controller uses to the user in game? How do we achieve consistency of
use over the whole game at the same time as supporting the many varied
features? These are all questions that needed to be answered.
We found that prototyping controls and ideas on the Wii platform was
surprisingly easy and this was a refreshing change and enabled us to
try out some really imaginative uses for the controller even in a short
time scale. Even though the ideas are fairly simple to prototype,
getting the feel of each control system just right was a challenge in
itself. We also found that detecting the correct motion of the
controller had to be very specific and tested thoroughly as different
people held the controllers in sometimes very different ways.
We also had to address the problem of how we actually convey the
instructions for the controller types within the game. As we all know,
nobody reads the manual, especially at the target age range. A series
of images, text prompts and even animated movies were experimented
with, all with different results. Testing and interpreting these
methods were key to getting a successful title.
The brand of SpongeBob SquarePants entails wacky and surreal
humour as a core feature, it was also possible for us to capitalise on
this by using the varying game scenarios for experimental and unusual
control systems for the many different game modes. While approaching
the controller in this way, we also had to ensure that we did not just
create controller ideas for the sake of it. We also had to ensure that
the target audience would still find the game as accessible and
enjoyable as any other title.
This lecture also addresses the question; is it possible to create an
innovative launch title with a large license, while keeping the target
audience in mind?
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