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Thursday, June 22, 2006

Elebits Producer Talks Wii

“My first thought (of the controller) was that it was geared toward sports and sword-fighting games, using large controller movements. But the pointing device allows fine-grained control, too, making it a flexible, and above all, new controller–I really fell in love with it. We hammered out the game around the controller, With traditional controllers, there has never been the [ability] to twist or pull…As we discussed this, we developed the idea of freely touching or moving objects in a room, such as twisting faucets or doorknobs and pulling open drawers.”

“In discussing how we should build a game out of manipulating objects in rooms, we remembered hide-and-seek. This is, after all, a game where you actually move things around and investigate things. Our goal is to allow the player to grab onto any object in the level.”
“(Developing for Wii) Producing images didn’t take much time, Nintendo’s support is good, too…(however) Adjusting the motion for how much [an object] should move when a given amount of motion is applied is difficult. For instance, when turning a water faucet, everyone will twist the handle a different amount.”

“We put 50 designers in competition with each other, and they came up with over 100 characters, We chose characters whose cuteness would appeal to young gamers, high school and college students, and female gamers, too. However, we didn’t want them to be cute in an ordinary sense, so we made a point of choosing designs that were a bit twisted.”

“Blue Elebits are the standard type. The red ones are shy and very fast runners, so it’s important to catch them quickly. The Elebits’ artificial intelligence is elaborate, giving them many behaviors, such as quickly hiding or singing. If you leave them alone, they engage in activities unrelated to the game, such as communicating with other Elebits, crying, etc…They have feelings just like humans.”

“Later, we can hopefully show off a more developed form of the game. What we’ve shown so far is only an implementation of the basic play mechanics…We hope to create an opportunity for people to try out the game around autumn.”



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