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So, how many people did you have working on this project?
MH:
People who were full-time in production phase? Nine.
And about how long did it take you to make it?
MH:
Well, it's kind of complicated because it's kind of up and down.
Including prototypes, and all of the on and off, like 18 months, I guess. But a
lot of our time working on this game was just in the back of our heads.
How is the prototype process for you? Is it a process?
MH:
It's like a process... of chaos. We spend a long time playing around
with Wii, trying to come up with core mechanics that were novel and worked well
on the Wii. And this is like our first game to come out of that whole process.
We hope there will be more. A lot of those are still in flight. We hope to have
more games come out of that.
AK:
Oh wow, this one's hard.
Yeah, wow, this one's serious.
MH:
Well, you're on day two here, now, Andrew. That's scary, that hole
in the middle, isn't it? That's like a transformation. Like, "Oh no!"
So, there are twelve
characters; there are twelve kinds of branch structures. So, they've got
different shapes of hair, which makes a different. Some of them have got one
root, two roots, three roots.
The way the branches branch out, it's got
different kinds of trees -- oak, maple, sycamore, willow. So, every character
is different. Later characters are harder, especially Charles B. Foster, who is
like a weeping willow.
Tendrils going down.
MH:
Yeah, it's kind of droopy. He's like super hard. However hard you
want the game to be, he's that. He's good for that. Only two testers out of
sixty people could do all the styles with Charles B. Foster.
Do you worry about that, given your audience?
MH:
No, because it's for the Nintendo-core as well as... If a six year
old kid doesn't want to play Charles because they had a bad experience the
first time with him, nothing bad happens.
Do you have to complete all the plants in one day to enjoy tomorrow?
I'm assuming not, right?
MH:
You can have no stars, and skip with the gong -- for one thing. It
just means you made Charles unhappy, right? But you can live with that. If you
choose to hate him, then you just hate him.
But we're not used to that, as gamers. We're used to going through
task lists, right?
MH:
A six-year-old will be fine with it, because they're completely
unconcerned.
And they're unaware of the face that we're trained. Clint Hocking
put it like this: gamers are like lions trained to jump through fiery hoops.
And if you take away the hoops, then they don't know what to do.
MH:
This game has hoops, but actually, if you notice that if you don't
jump through the hoops, great things happen.
AK:
[Playing game] This one's crazy.
Your tactic of shaving off the leaves and then attacking the
branches is pretty clever.
AK:
This is a Martin tip. It's a ProTip.
[laughs]
AK:
I don't know how much you can do down there.
That's what I wonder about. You can probably leave her with one
branch, though.
AK:
Maybe.
Until someone knocks those off. [Observes Andrew's tactic in
action.] Yeah, see.
Here, the conversation's happening, right? It's funny. I asked you
how you design for it. I don't know how you do it, but you've done it, I guess.
[laughs]
MH:
You try lots of things and learn about the possibility space, and
you start to get a feel for how things work, and you hone on it, and you have
lots of trial of error, and you have it as cheaply and painlessly as possible.
It's painful, but
prototypes get thrown away, you start again, do a new one, start again, do a
new one, and your team starts to get down, as people, and you start to ask for
things you want, and they push and pull.
[Observing the game being
played] This is the problem with showing your game after you've made it. I
remember we tried like 20 things. I can't remember, which one, in the end,
worked the very best. In the test, when you actually sit down with people
who've never seen it.
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