![]() ![]() What we did with Kingdom Battle was to really make the movement phase a lot more appealing, because you could dash, Team Jump, take a pipe, cover lots of ground, et cetera. ![]() In a lot of other tactical games, the movement is just to go from point A to point B – and of course, it’s a meaningful choice because this is where you will decide to attack, et cetera – but there is not much happening. When we released this game and we started to get player feedback, which was usually positive, well, which was great… the main thing we noticed was that players really enjoyed everything that they could do during the movement phase. Well, once again, it’s coming from the foundation of Mario + Rabbids Kingdom Battle. Why was that something that was important to you? The switch to making the combat a little more real-time… when I was playing it, it really does make it feel a lot more dynamic and open-ended. So in a way, I guess the thing I am the proudest of is the fact that we managed to deliver on each of those three pillars as a whole. And finally, on the dynamism with the real-time aspect that we brought Sparks of Hope in combat. You have a lot of agency with the Sparks that you can equip that can tweak your character’s archetype, and you can build your own team and think about how you want to approach different challenges. So, it might be a broad answer, but I think that it’s every single one of those pillars – the freedom in exploration, the freedom to explore the planets, encounter new NPCs, quests, puzzles, mysteries and combat. All of them were coming from the experiences and the feedback from the players that we received from Kingdom Battle and the follow-up expansion of Kingdom Battle, which was the Donkey Kong Adventure DLC. The second one was player agency, and the last one was dynamism. Well, it would be hard not to talk about the combat, but overall, I think when we started the development of Sparks of Hope, we had three pillars in mind. ![]()
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