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Vicarious Visions talks Skylanders vs. Disney Infinity, shares insight on how to make a kid's game

by rawmeatcowboy
23 August 2013
GN Version 4.0
The following comes from a Polygon interview with Vicarious Visions co-studio head Guha Bala told Polygon.

On Disney Infinity and making games for kids

"Spyro's Adventure was a big bet for the studios, as well as Activision, but we thought we really had something cool on our hands. Bringing toys to life seems to be a universal fantasy for children, and some adults.

Our ideas for Swap Force actually started before Spyro was even released. We knew that if we created something really unique like this and with the kind of potential we thought it had, we'd have competition somewhere. That's what a competitive, capitalistic market does.

One of the big play patterns we observe with children is the way that they replay. The levels are designed as playgrounds, really, for the toys. [It's designed so] the child, as the Portal Master, will feel clever and powerful. This kind of guided experience is a really positive thing, but beyond the guided experience there's so many other things to do. Making a kid's game isn't about dumbing it down; it's about making the right way in."

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