By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Nintendo Discussion - Little King's Story post-mortem

http://www.gamasutra.com/view/news/26453/Postmortem_The_Creation_Of_Little_Kings_Story.php

My name is Yoshiro Kimura, the director and producer of Little King’s Story (LKS) for Japanese game developer Marvelous.

I've written a short, informal postmortem with a few examples of what went wrong and what went right during the game's development, and I hope you will find my report useful.

I was leading this project as a director, but also as a producer, so some of my explanations will be from a producer’s point of view, the others from a director’s.

What Went Right: As Producer

Even if it took some time, pinning down the game concept and art direction before starting the project was the key to getting the result we achieved. We feel that we managed to get pretty close to the same quality as Nintendo’s products.

LKS characters are really funny and lovable - in addition, the music is great and I think we did a good job at making it a real interactive experience.

To that end, we did a great job at simplifying the RTS and simulation genre, which are usually the exclusive realm of core-gamers, to make it accessible to all players while still keeping the depth demanded by veteran players.



To gather the best team for this project, we had to work with people located in different physical offices but even if it was hard at the beginning, we managed to overcome this issue (the publisher Marvelous is in Tokyo, while developers Cing and Town Factory are in Fukuoka).

What Went Wrong: As Producer

We were behind schedule and we had to delay the release date. After that, due to some re-writing, I had to re-think the handling of text data for the localization.

We had to scrap the multiplayer feature: A local two-player feature was implemented in the code but had to be removed. I also had to abandon the idea of having a network feature.



What Went Right: As Director

Game control was intuitive using the NPCs: the NPCs who are following the King are used as human ammo, like in a shooting game, and it proved to be a really entertaining and funny game gimmick.

Fighting and job system: We managed to create many job classes with different personalities for each NPC.

A solid AI routine for the life simulation part of the NPCs: The AI routine created for LKS makes the kingdom really lively with each NPC busy with his own life.

Seven King Bosses: We have really unique and interesting boss characters, and we managed to reflect not only in the game scenario but also in the gameplay.

Overall, I feel we created a beautiful, colorful, and funny world to explore.

What Went Wrong: As Director

Removal of the evolution feature of the NPCs: In the original concept, we were considering having a system in which the NPCs would develop automatically through their life simulation in the kingdom without requiring the user to grind.

However, we started to realize that by using such a development system, the NPCs couldn’t keep up with the later enemies or became far too strong, ruining all the level design created to that point.

Eventually, in order to keep the balance of the fighting system/level design we decided to scrap this feature. Instead, to strengthen your royal guard the user would just have to pick up the job classes needed or increase the number of soldiers in his team.

Tidying up the job matrix: In the middle of the project, we realized that the AI of the different job classes started to get hectic.

There are 20 job classes in LKS and eventually the AI matrix of their behavior depending of the enemy/object targets had to be rewritten, and that took a lot of time.

For example, depending of the target, the behavior of a farmer should be different from the carpenter’s. And if you don’t tidy up your job matrix properly, you can end up with soldiers digging holes whereas it should be the farmer’s job. We also had to consider and readjust the timing of when we made each job class available, to allow you to beat each boss while keeping the game balanced.

Deleting the 1st chapter of Little King's Story: In the original code, there was an introduction chapter where you could play Corobo in pajamas looking for the crown. It took you around 40 minutes before you could find the crown, and it actually hindered the tempo.

That’s why we decided to cut this and replace it with the opening you can see in the final game.

Remove all the Wii remote motion control features: When we started to work on LKS, we considered using the Wii remote motion control functions but eventually we abandoned this idea as it didn’t really work with the game, and didn’t make it more fun to play.

Our conclusion is that implementing the Wii remote motion features just for the sake of implementing them is wrong.

Additional effects were necessary: The final product we created was correct, but we needed to put additional post-effects on screen. However, we were running out of memory, until one of our programmers had a spark of genius and managed to create an effect we called “Cross Lemonade,” which you can see in the final version of the game.



Final Notes

I would say that you need to control the flow of ideas and delete things when necessary. During the development of a game, when you have a good concept, the staff usually comes up with a lot of ideas. My head is actually filled with so many ideas that I can’t see the end of it.

However, no matter the type of game you are making, whether it’s an RPG or action game, adding too many ideas does not serve the game and they have to be polished properly, meaning tidying up and cutting out elements, if you want to achieve a high quality game.

Good stuff! Sad stuff too!



Around the Network

He doesn't seem to regret the things that "went wrong".

My major problem with the game was that it's not what it seemed to be before I bought it. The way you control your troops is really limited. There was the potential to make an intuitive interface using the Wii IR, but instead they went with something seemingly designed for a gamepad. The other thing is that I never got the impression that I was actually managing a kingdom, instead just going out and conquering new areas with a bunch of guys. I gave up on the game quite early, and I wouldn't recommend it to anyone.

It's not pick up and play, so there was no way it was going to attract a wider audience. And the beginning of the game was really slow and dull, the ultimate crime.



A game I'm developing with some friends:

www.xnagg.com/zombieasteroids/publish.htm

It is largely a technical exercise but feedback is appreciated.

I still don't own this game. :( Shame on me.

That said, I'm surprised he didn't mention anything about the IR pointer. That is one of the biggest complaints I have heard about the game. Unless that was included when he said they removed all the motion control, but it doesn't really sound like it.



Switch Code: SW-7377-9189-3397 -- Nintendo Network ID: theRepublic -- Steam ID: theRepublic

Now Playing
Switch - Super Mario Maker 2 (2019)
Switch - The Legend of Zelda: Link's Awakening (2019)
Switch - Bastion (2011/2018)
3DS - Star Fox 64 3D (2011)
3DS - Phoenix Wright: Ace Attorney (Trilogy) (2005/2014)
Wii U - Darksiders: Warmastered Edition (2010/2017)
Mobile - The Simpson's Tapped Out and Yugioh Duel Links
PC - Deep Rock Galactic (2020)

What went wrong.....

They tried to make this game too accessible.  As an RTS, it was way too dumbed down.  Very few games work well when they try to be accessible, and looking at the sales, trying to make this game accessible was a mistake.

The controls.  Using NPCs like a shooter is fine, but aiming them with an analog stick was a chore.

This game is full of meh.  I wish I could get my money back.  It seems like it's a teen title written for little kids.



I totally loved the game; very funny, very intelligent scripting.

It would be nice to get an improved follow-up. Not sure that's very likely though.



Yes.

www.spacemag.org - contribute your stuff... satire, comics, ideas, debate, stupidy stupid etc.

Around the Network

A very good game, this game has shown me that there are still innovative 3rd parties , who don't rely everything on gfx. Moreover, it's a prety hard and long game with shitloads of sidequests. Go get this game if you haven't, it's one of the best on the Wii. Too bad it wasn't properly advertised.



While I can definitely say the game is innovative, I can agree with him that he had some definite limitations and obviously cut some stuff from the game over its development. It really shows as there's lots of areas in the game where content seems rushed, missing or even just mismatched to the previous scenes/areas. And while I liked the game a lot, it also had SEVERE pacing and difficulty issues. In all ways, it felt like a game which probably had either a rushed schedule, major budget constraints, or both.

Even with all this though, I still don't think it deserved to sell as poorly as it did. Its still one of the most unique titles the Wii has seen...if not one of the most unique any console has seen in the last 10 years. And like he said, he was trying his best to make a product to match the quality and fun factor of a Nintendo product. Perhaps if he had more time and a bigger budget, he could have.



Six upcoming games you should look into:

 

  


If only Nintendo could help to fund the development of such games... cos' of course, the game was awesome, but far from perfect: they didn't have an extended team with extended time and extended budget, like some of the best Nintendo games they tried to equal...

And who could spend millions and millions to make the game perfect, if nobody's sure about future sales? Cing themselves? Marvelous? This is a business, and they don't make games just for the "art" and the fame, nobody in this industry can afford that...

Except maybe a multi-billion rich Nintendo, of course...

But as they're now too busy with their own multi-million sellers, there's no chance to see them move and help other talented teams out there, just to sell 500k copies of a game, eventually... it's sad, but who can blame them?



 

"A beautiful drawing in 480i will stay beautiful forever...

and an ugly drawing in 1080p will stay ugly forever..."

Nintendo fund other companies? How about funding their own games? That's the better idea.



Galaki said:
Nintendo fund other companies? How about funding their own games? That's the better idea.

 

Oh, c'mon... they're already doin' it for more than 20 years... and just give me the name of any other company who could afford to work 4 years on the next chapter of a game like Zelda?

No, really, money isn't a problem anymore for Nintendo: 3 to 5 billions of BENEFITS each year, for now 5 years, just do the math...

In fact, Nintendo's now so rich that they're in the Top 5 of all japanese companies, while Sony isn't even in the Top 20 anymore... and you see what Sony does, in music, in movies, in television and electronics, in gaming, in future 3D tech?

Nintendo has enough money to do even better, but what do they do? Fund the next Zelda, the next Galaxy, and the next Pikmin? Prepare for the successors of Wii and DS? OK, all that cost some money, but it's only a small fraction of their fortune... a very, very small fraction, believe me...

 

Edit: oh, and something else i forgot... Nintendo has only 4000 employees... some of them in the commercial departments, some of them in the hardware departements... which leaves "only" 2000 to 3000 guys actually workin' on games...

It's nice, but is it enough to do even more AAA games on both Wii and DS? No, not at all... the only solution is to buy some smaller companies and make them 2nd party, or do some partnerships with some talented teams and indeed, fund their games and make these exclusive to their consoles... just like Sony and Microsoft sometimes do, btw, it's nothing THAT special in this business...

But if you prefer to see Nintendo do nothing, sitting on their money, and waiting for 3rd parties to come, be prepared to wait for many many years, as we all have seen they're not comin', at all...

 



 

"A beautiful drawing in 480i will stay beautiful forever...

and an ugly drawing in 1080p will stay ugly forever..."