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Another post that talks about the development process:

Firstly - depending on the game, we do a massive amount of prototyping. Internally we won't green light something until we have a working prototype, we consider it fun, its original enough to be worth it, we show it to "external" (non-gamers) and they get it, and so on.

We literally spend *months* doing this. Flowerworks went through 20 iterations and tweaks, and the original concept was something completely different (and actually based on Super Mario Galaxy!). Tweaking just a number or two, is enough to break or make a concept.

Secondly - I'm not big about exposing all these ideas to the "community". Here is why:

1/ If we come up with a REALLY good idea, word will spread - and other companies can implement it before us. Remember that you can't really protect a "game play" mechanism (i.e. as a trademark).

2/ My experience on the web in general, is that people tend to be *negative*. Its much, much easier to say "its crap" than to provide any form of real feedback. I have lots of friends in the games industry, and I trust their opinions. I'll much rather show it to a few selective people, and get their opinions than throw it out there to the fanboy wolves.

3/ The key thing about the Wii is the controls. Hence, the key thing about any Wii prototype will be the controls (if it isn't - it isn't really a Wii title). You can't go sending Wii demos to the public, have them play with it and give U feedback. Not easily anyway.

We'll get people into our studio, explain what we are trying to achieve, get them to try the demo - and importantly watch their reaction to various game elements. Its there you really pick up what confuses them, and what doesn't.

4/ The one lesson I keep learning over and over again in the games industry, is showing stuff to people too early can kill you. I understand this is simply about a core gameplay mechanism - not a polished game - but it still applies IMO. We want to nail down a mechanism we are happy with, then turn this into a full "game" - before getting a *lot* of people to see it.

We honestly thought Flowerworks was "finished" 9 months ago(!) - yet if we now compare that, to what we have now (which we really think is finished) - it looks and feels like crap to us.

So yeah - food for thought!



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