Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 1, 2014
arrowPress Releases
August 1, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


The challenge of developing for Wii U? The GamePad
The challenge of developing for Wii U? The GamePad
November 16, 2012 | By Staff

November 16, 2012 | By Staff
Comments
    2 comments
More:



Developers tell Gamasutra that working with the Wii U's touchscreen controller has been a challenge of making games for the console -- not least because players aren't sure where to focus.

"One thing that has been an interesting problem is a physical one: asking players to iterate between looking ahead at a TV and down at their hands requires both physiological and mental mode shifting," says Albert Reed, CEO and co-founder of Demiurge Studios. The team is working on the Wii U version of Gearbox's Aliens: Colonial Marines.

"Making sure our designs provide a usable 'flow' between these two gameplay positions has been interesting," says Reed.

Diego Fernandez Bravo, Ubisoft Paris producer on launch game Rabbids Land agrees -- though his team had to meet the challenge in a slightly different way due to the fact that they were creating a party game.

The "challenge was to keep the interest of the people watching the game when it's not their turn to play, and still be able to understand what is happening in the game, since they don't have easy access everything that is happening on the Wii U Gamepad," says Fernandez Bravo.

"We had to take into consideration how to make the game interactive and fun both on and off screen."

These quotes come as part of a feature in which the developers of these games, as well as Mass Effect 3, ZombiU and Darksiders II sound off about what it's like to develop for Nintendo's new console, which is due to be released in North America this Sunday.


Related Jobs

Petroglyph Games
Petroglyph Games — Las Vegas, Nevada, United States
[07.31.14]

Unity Engineer
Retro Studios - Nintendo
Retro Studios - Nintendo — Austin, Texas, United States
[07.31.14]

Gameplay Engineer
Crystal Dynamics
Crystal Dynamics — Redwood City, California, United States
[07.31.14]

Producer
GREE International
GREE International — San Francisco, California, United States
[07.31.14]

Senior Software Engineer, Unity










Comments


Luis Guimaraes
profile image
As I see it, it's only "challenge" in the best meaning of the word.

ray G
profile image
I love the idea of a screen on the controller and its not entirely necessary, but still cool when I think how that can be integrated with an RPG/strategy game. The one thing that gets me is when I first held it and thought "I cant see this as good fighting pad, not great for fighting games" and I really felt Like big N wanted to sorta shove a genre down our throats (like the Wii-mote before) instead of something that shows greater versatility. It also seems to get real messy when you try to conceptualize an idea that takes full advantage of these features, like how many players will have wii motes, how many wiiU controllers will there be per owner etc etc. I don't see this as practical and think most big devs will play it safe unless big N makes it a hell of a lot easier to publish game on their system.


none
 
Comment: