“We didn’t want to have any hand-eye coordination games in there,” Marty said, “most of the time you can just look at the page and say ‘OK, what am I supposed to do here?’. It was a move that not only helped keep the pace spry, but helped make the game more accessible to those who may only have a few minutes to play on a coffee break.Ĭlassically, adventure games aren’t big on testing reflexes, and that’s one respect in which Azada stayed true to its source material, as it were, as the developers chose which types of mini-games would be paired with its central seek-and-find-and-solve mechanic. Marty ensured that all of the puzzles were contained to one room. In Myst, players often move across an entire level (or even into a different dimension) before an item can be used. One of the first changes was one of scope. Those classic adventure games were a good jumping off point, but, as Marty points out, significant changes had to be made to their formula before they would work for the casual market. Mystery Case Files had developed for us, so we started looking at adventure games like Myst and we tried to make that accessible for our audience.” We wanted to make a game for the audience that “Big Fish had been developing the Mystery Case Files, and had been very successful,” Emmanuel Marty, director of Big Fish Studios Europe said. When Big Fish went looking for the next big thing in the seek-and-find genre, they found their answer in the past: An amalgam of an item hunt and a classic adventure game that they would soon dub Azada.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
February 2023
Categories |