That Jumping Story...
J'adore lire Dan de Lost Garden. Son dernier talk commence par une histoire d'horreur d'un autre temps (enfin, j'espère), puis revient sur certains principes de GD qui lui sont cher ^_^
Not so long ago there was an experienced team, working with a known platform, and a known engine. They had just scored a popular girl friendly license valued at roughly $160 million. Their game had the potential to hit as big as Pokemon or Nintendogs.
The designer ignored all this. You see, he had always wanted to make a Zelda clone...one with the critical element that has always been missing from all Zelda games: Hardcore jumping puzzles.
If the team missed the milestones, the penalties were extreme. So they crunched in happy little silos of artists, level designers and programmers, all in accordance to a strict production schedule. It was the only possible way to get all the specified content done in time for the looming holiday ship date.
Uh oh. They relied heavily on laboriously constructed jumping puzzles tuned to the old jump mechanics. The last few levels of the game were massively broken.
Surprise, surprise, the end result wasn’t a very good game. It received miserable scores, but even worse, the core audience who would have bought it on the license alone was completely alienated by the design decisions.
They wanted to befriend and grow cute little animals. They didn't want to die repeatedly while being attacked by spiky monsters while scrambling through military obstacle courses.
When the licensee pulled out of the sequel, the team collapsed. The human cost was immense. Home were lost, families relocated, many were so burnt out on game development they left the industry permanently, their passion crushed.
[ Lost Garden ]