Lego Star Wars: Le secret = Pour 8 ans et plus si affinité...
Lego Star Wars fut l’une des sensations de l’année dernière. Le producteur, Jonathan Smith, revient sur ce qui a guidé le design de ce jeu:
GameSpot UK: Lego Star Wars is a kids' game that also appeals to adults. Do you think a lot of kids' games are too childish?
Jonathan Smith: I think that a game that is made for children, which children genuinely enjoy, will also be enjoyed by older players as well, because it will appeal to the child in us all. The more you make games for an 8-year-old boy, the more you'll make a game for everyone.
That's what we found with Lego Star Wars. Everything that we did in that game that we did for children we enjoyed ourselves as well. This took us in directions where, as gamers and designers, we found ourselves creating new things, which older players, set in their ways, overexposed to conventions may not notice.
Children, who are fresher, with new eyes, more impatient, and with better things to do, are great guiding lights for innovation. I think childishness can be a good thing, [although it] has a bit of a negative connotation, which I think is attached to a lack of substance, and that's where issues appear in games. The capabilities of an 8-year-old as a gamer are being severely underestimated [in kids' games].
GSUK: You said in your talk that the best thing developers wanting to make a great game should do is test it out on an 8-year-old boy. So what do 8-year-olds like and dislike about games?
JS: They like moving forward in a game. They like funny things happening in a game when they press buttons. They love, more than you can possibly believe, cheats.
Actually some of the things that are features in Lego Star Wars and Lego Star Wars II particularly with free play and the character switching and character customiser could be cheats, but wherever we've thought of something like that we've tried to make it a game feature.
They dislike waiting for anything, and the universal phrase is that if something is too difficult, that doesn't necessarily mean that it's too challenging, it means that they don't understand what they're being asked to do, and what the effects of the actions that they are taking in order to try and overcome that challenge are, and that's almost universally a problem with information.
The game designer is asking something from them, but they're not asking the kids clearly enough and not giving appropriate feedback to their attempts to overcome the challenge. It's rarely a skill difficulty.
[ GameSpot ]
Ps: J’en profite pour inaugurer une section Game Design, qui je l’espère, s’étoffera très vite ;)