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An interview about Rygar on the Wii

It seems like everyone doesn't know the existence of "Rygar: Battle of Argus" coming out for the Wii next year (or this month?). I am now looking at an interview at Gamasutra.com with the lead Rygar producer Keisuke Kikuchi. At the end of the interview he bought up a very good point on other developers trying to force the Wii motion controls to there games and here is the Q & A

How does developing an action-adventure game on the Wii differ from from developing on a traditional console, and are there key things you need to keep in mind?

KK: This doesn't just apply to action-adventure games -- it applies to pretty much any kind of game -- I see a lot of games are being destroyed just because they try to force the Wii controller to the existing game. It's not working together. They think that just because they have to use the Wii controller, they'll force it into the game concept, thus destroying the game concept.

When you see a game using the controller to do something -- shaking it, or whatever -- it becomes just a mechanical routine, and it's not fun. The key is to somehow make the Wii controller more based on instinct, not mechanical procedure. So what I tried to do is start here and build the appropriate game concept around it, instead of going the other way.

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I agree with him. Games like Boogey, Dragon Blade, WWE smackdown vs Raw, and Soul Calibre Legends had good concepts on using the Wiimote. But they were all poorly executed. I wonder how Rygar will turn out to be?

Link to the interview http://www.gamasutra.com/php-bin/news_index.php?story=16050