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I like that you have
an actual little vortex graphic that indicates the direction that the piece is
going to go.
JK: Well there's a bunch of other little things we put in
the game to try to -- especially if you go through the tutorials and stuff -- there's
a whole bunch of things to try and suggest that. We tried as much as we could
to help give visual cues as to how it plays.
Because, still, for casual players,
it takes a while to get your head around the rotating mechanic, so we wanted to
make it as easy as possible to get a feel for it and make it as unthreatening
as possible in the earlier levels. Later levels, they can get pretty difficult.
It seems really hard
to think that way -- to figure out what will be difficult for casual players. Because
to me that's very intuitive, but there was an older lady that was standing next
to me at the event, who was playing and she had a hard time.
She didn't really
get it, and then someone came over and tried to explain it to her, and she said
"I don't want you to explain it to me. I want to read it in the
game." He said "Okay, we can go back to the tutorial."
JK: Yeah, if they miss the tutorial it would be harder, for
sure. So we try to make it so that the tutorial helps you, but at a certain
point you want to go and play around with it. Like when my mom plays it, at
first she's just spinning things around and doesn't get it, and then, after a
while, she starts to get it a bit more.
She's not great at it, but she starts
to understand how it's working, and after a while you start seeing more
patterns to it, you start following that, so it definitely has a bit more of a
learning curve than basic Bejeweled
does.
That's one drawback. I think on the upside it also has a lot
more depth than regular Bejeweled
has. Once you do learn the mechanic of
it, there's an awful lot you can do with that. You see some of the guys over
there -- they're quite good.
There's a lot of strategy and interesting things
you can do with it that were not possible in Bejeweled. So it's a bit of a tradeoff.
Do you think that a
game like Hexic is too complicated?
JK: I don't think Hexic
is too complicated.
I mean for, say, the
demographic you're targeting?
JK: Not necessarily. The only thing I might have questioned
with Hexic is the same thing we had
with Bookworm, and that is that I
think the mechanic is fine, but there's a little something about hexes that
turns people off.
Hexes look like, I don't know, I think they give off a vibe
of science, of dirty stuff, of war games, and hex paper, something about them
just turns people off.
PopCap's Bookworm
Bookworm is an odd
one. I don't know if you've played that one, but Bookworm is a word game; it's basically Bejeweled with letters, if you imagine it that way. It started off
as a straight grid, and that didn't work.
We ended up with a hexagonal grid and
that played really well, but the problem was anybody who looked at a hex grid
just was turned off right away. So we ended up doing something where we kept
the hex grid but faked it.
So the hexes got turned into squares, like
little tiles, but they're offset by 50 percent. And that's just a cosmetic
change, but it actually makes the game much more appealing to casual players.
So I think that's the issue with Hexic. It's not necessarily the game is complex; [the issue is]
that it looks repellent in some way because of that weird hex thing. There's
something about hexes that's not comforting. I think it's the reason.
Imagine
Scrabble if it was a hex board. In theory it could still be a good game, but it
would turn off a lot of people.
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