
Hey guys. Ole is back for Round Two with us. You can see the previous interview I did with him
here as well as at
Nintendojo. I suggest going back and reading that interview if you haven't, because the information there was quite impressive. Let's get right to it then, shall we?
What are some of the benefits of working on WiiWare as opposed to a retail style game? Basically I think the whole business model of WiiWare or any of the other download platforms, is better suited for first time developers like us, who self publish and do not have a lot of money. On these platforms it is possible to publish a game without having the big investment needed to produce the physical copies or the logistic network required to get it out there. Other than that I guess the size limit provides some sort of freedom also. I know it sounds like a paradox, but it forces you to be creative with what you have and make the best of it. Eventually this means the emphasis is on creativity and good and "simple" game play, rather than fiddling around with some insane AI or spend years refining every pixel on every 3D model in the game. That said, retail of course provides another kind of freedom in terms of having all the space you want, but we choose to look at it from a positive angle.
We know there is a size limit of around 40MB for WiiWare games. Has this been an issue through the development of Max? What if any limitations have you had to put on yourself and has it been a hinderance at all? As mentioned above, the size limit has given us a kind of freedom, but to be more specific it has also been a pain in the ass during the development. We've had to restrict the amount of graphics, reduce quality of the music, and cut out game modes and features, which otherwise would have made it to the game. So it definitely puts a limit to what you can do.
All of the screenshots we've seen featured an orange magic marker. Are there going to be any other colors that might have different effects on gameplay? We've had long and hard discussions on this issue, because it seems like such an obvious good idea. However, we have eventually decided not to go for the multi-marker mechanic. But it is definitely relevant for a sequel.
One of the most talked about games right now is Scribblenauts, which seems to have a near endless amount of player created options available. How many different actions will you be able to perform in Max and the Magic Marker?
1 comment:
This game just sounds more and more awesome. I gotta get this!
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