Some of you know him as the dude that made that weird keynote for the Global Game Jam once. Others of you know him as that guy that made that strange game that people frikken love.
I recently managed to download Katamari Damacy on the US psn store (it's not avail on the SA one. GRR!)
It's interesting to find that the game which is so incredibly innovative - actually leaves a lot to be desired with it's UX. Not surprising: it's hard to get it right when you're making something completely new. Just ask me about Cadence ;). A game like "The wonderful end of the world" came several years later and managed to iterate on the interaction into a more natural experience that makes hard for me to go back and fully enjoy Katamari now.
You do know that this is one of the most beloved games of all time, right? ;)
Yes I do, I meant it as a complement. On the premise that it is important to first get the fun prototype working then you have a great 'toy', after that all the work is to develop it into the game it is today.
While I was watching it, my one colleague jumped up and explained to me why and how much fun it is!
Donut COuntry looks like it has some wonderful 'story telling' working for it...
I must admit, for me it has always been difficult to add good 'story telling' to a game and understand when it is a good time to. Do you start with a story and make a good game from it, or do you make a fun toy then a game then add a story to it (which is kind of what we are doing now)..but this has its own drawbacks.
Comments
(Na naaaaaaaa na na na na na na naaa)
It's interesting to find that the game which is so incredibly innovative - actually leaves a lot to be desired with it's UX. Not surprising: it's hard to get it right when you're making something completely new. Just ask me about Cadence ;). A game like "The wonderful end of the world" came several years later and managed to iterate on the interaction into a more natural experience that makes hard for me to go back and fully enjoy Katamari now.
Either way both great games. ;)
I'm very fond of games with this kind of very visible, very intuitive, very elegant progression. Like Flow, Katamari, Osmosis etc.
I meant it as a complement. On the premise that it is important to first get the fun prototype working then you have a great 'toy', after that all the work is to develop it into the game it is today.
While I was watching it, my one colleague jumped up and explained to me why and how much fun it is!
I must admit, for me it has always been difficult to add good 'story telling' to a game and understand when it is a good time to. Do you start with a story and make a good game from it, or do you make a fun toy then a game then add a story to it (which is kind of what we are doing now)..but this has its own drawbacks.