Interview with Reflexive Entertainment
The CMP Game Group (producer of Game Developer magazine, Gamasutra.com, and the Game Developers Conference) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers. They saw how the Sundance Film Festival benefited the independent film community, and wanted to create a similar event for independent game developers as well as the student population of game developers.
I was able to chat with several members of the Reflexive team about their game Wik and the Fable of Souls, a game that blurs the lines between several genres. Wik's unique gameplay is a quick snag to players – who would have thought a character that swings with his tongue and shoots bugs would be so cool? Apparently these guys did. Let's find out more.
Who are you and how were you involved in Wik?
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How long have you guys been together as a team?
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Wow that's a long time - have you guys entered games into the IGF before?
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Well congrats on making it to the finals on your first year. How's it feel?
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You guys seem to have a lot of games. What made you choose Wik? Were others up for entry as well?
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And how did Wik come about?
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So how long was Wik in development?
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What's the basic idea behind the game play in Wik?
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So does Wik span many genres, or do you consider it to be outside conventional genres?
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I can pretty much do everything in the game with my mouse - was this simple control scheme also a goal in the design? Or did that develop from the game play?
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Speaking of artistic qualities, what was the motivation behind the look of Wik?
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What sort of issues arose from the swinging game play, both from the design and technical sides?
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Were there any other modes of play that didn't make it into the final game?
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So was the physics developed in house? Or did you guys use an existing library/engine?
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What other tools were used in developing Wik?
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So do you guys have an office? Or are you a virtual team?
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How much time per week was spent on Wik, on average? Did you guys have any serious crunch times? Could they have been avoided?
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What other reasons made you guys decide to go indie and drop the publisher route?
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Quality of Life is the new industry hot topic. What are your views on QoL in the industry, and what do you guys do to take the pressure off and keep it fun?
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So have you guys looked beyond Wik yet? What's next?
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Well good luck guys, I'll see you on the Expo floor in March :)
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Interview conducted by Drew "Gaiiden" Sikora.
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