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Discussing The Success Of Phase For iPod 6:00 AM | Cord Kruse | Comment on this story
In a recent speech at the Paris Game Developers Conference, Harmonix's Chris Foster outlined the production of Phase for iPod. In the discussion Foster related the importance of understanding and embracing the constraints of the iPod, as well as designing specifically for casual game oriented iPod owners. Key to the game's success, he said, was constant iterating and accepting the constraints of the Apple handheld. "Embrace your platform's limitations and audience. Don't try to cram in ideas that are not suitable," he said, pointing out that much of the success of Phase's gameplay came not from its clever use of using players' music, but from designing something that took advantage of ""the pleasantly tactile" thumbwheel on the iPod. He added: "Design is making bad decisions in pursuit of good ones. It's about making a bad decision and sticking with it until you get to the right one. It can be emotionally draining, but that's what leads you to the things that are good, unique and right." Head over to the Develop Magazine site below to read more of his comments.
DevelopMag: iPod Phase Discussion
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