Kid Icarus voorbeeld voor weinig vernieuwing

Mitch (SkiTz4wiiRmany)

Masahiro Sakurai heeft gezegd dat hij Kid Icarus: Uprising gaat gebruiken als voorbeeld voor zijn discussie over gebrek aan creativiteit van game-ontwikkelaars. Het ging hem vooral om de manier waarop je de game gaat besturen.

Sakurai zei het volgende: ”As far as creativity, in designing Kid Icarus, I took a look at what I thought was an overriding problem with a lot of game design, I’ve found that, in the established genres, the controls are always the same. For example, in shooting games, you find first-person-shooters utilize all of the buttons on the controller and always do the same thing — the stick is for moving, triggers for shooting and they’re always trapped in this very restricted framework for gameplay.

Masahiro vervolgde zijn verhaal met: ”And, that’s just not creative. It feels like people are taking this empty shell and just swapping out the story and art and whatnot. This time, with Kid Icarus, we wanted to address that certain problem and not only because I think the industry deserves it, but also because it’s a more satisfying experience personally. In the same sort of way that fighting games started to feel stale, there was definitely something new to be had in a design like Smash Brothers. That series, I think, was able to allow new players to come in and made it more accessible. There are so many more possibilities for game design out there but I think a lot of developers are shutting out those ideas and it is definitely a creativity problem.

Kid Icarus: Uprising is aangekondigd in Nintendo’s E3 presentatie en zal te spelen zijn voor de 3DS in 2011.