Create an account


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
News - Iconoclast’s developer talks making a game that just ‘feels right’

#1
Iconoclast’s developer talks making a game that just ‘feels right’

<div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgamedev.win/wp-content/uploads/2018/01/iconoclasts-developer-talks-making-a-game-that-just-feels-right.jpg" width="200" height="200" title="" alt="" /></div><div><p><em>Iconoclasts</em>, out this week on Steam, PS4, and PlayStation Vita, is the product of developer Joakim Sandberg, who spent seven years tuning and tweaking the side-scrolling adventure game to his personal taste. The result is a game that’s strikingly precise, and one that reflects the passions and interests of its sole developer. </p>
<p>That’s a rare thing in games, which often benefit from being touched by many hands in the course of development. Today on the Gamasutra Twitch channel, we were lucky enough to talk to Sandberg about his influences and the decisions he made producing this game. </p>
<p>You can watch our full conversation up above, but just in case you’re <strong>*checks spreadsheet*</strong> trying to escape a iron-fisted theocratic government that’s angry at you for choosing your own career, you can read some quick highlights down below. </p>
<p><strong>Building a side-scrolling action game with auto-aim</strong></p>
<p>Most side-scrolling action games, while not relying on precision aiming, do ask players to pay some attention to where they’re pointing their gun/otherwise magical item. However, Sandberg told Gamasutra that he was largely interested in creating a game where players could keep moving, so he wanted to give a small degree of auto-aim to players so they wouldn’t be stopping to shoot all the time. </p>
<p>To that end, he explained he designed a cone-centered system that only asked players to be pointing the gun toward the correct 90 degree angle, and as long as they were in range, an auto-aim system would take care of the rest. There’s also a fairly limited degree of tools the player picks up in <em>Iconoclasts</em>, since Sandberg said the insane feature creep of some modern games (He jokingly references <em>Batman: Arkham Knight</em>) reduces the impact of what encounters can be meaningful to players. </p>
<p><strong>Shooters shouldn’t have boss battles</strong></p>
<p>Amidst our discussion about the game’s many creative boss battles, Sandberg shared his thoughts about what roles a video game “boss” has in modern game design, and how some action-oriented games shouldn’t be employing them. Sandberg explained that his game has bosses because he essentially designed his control system around 1 on 1 encounters, not battles against hordes of enemies. He argued that in games where players face hordes of enemies (like shooters, for instance), singular boss encounters tend to slow down the general flow, and thus become less memorable. </p>
<p>In Sandberg’s eyes, action games that currently use bosses as narrative crutches would benefit more from structured setpieces that can either accommodate large amounts of enemies, or are crafted with unique moments that don’t occur elsewhere in gameplay. </p>
<p><strong><em>Iconoclast’s</em> inspiration includes <em>Metroid Fusion</em> and…<em>Monster World IV</em>?</strong></p>
<p>Again, since <em>Iconoclasts</em> is such a personal effort, we thought it was worth talking to Sandberg about his game design inspirations. Broadly, the game does feel reminiscent of the so-called “Metroidvania” genre, but Sandberg points out that the game’s linearity and lower emphasis on exploration means it doesn’t quite fit in that description. </p>
<p>One game that Sandberg wanted to call out was <em>Monster World IV</em> for the Sega Mega Drive. It’s a side-scrolling action game that manages to build a narrative world out of 2-dimensional space, and since we don’t hear that game cited often here at Gamasutra, we figured other developers interested in following in Sandberg’s footsteps may want to revisit its structure when studying other games. </p>
<p>For more developer interviews, editor roundtables and gameplay commentary, be sure to <a href="http://twitch.tv/Gamasutra">follow the Gamasutra Twitch channel. </a></p>
</div>
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  News - The Plucky Squire Feels Like The Ideal Game For A Parent To Play With Their K xSicKxBot 0 332 08-19-2024, 08:14 AM
Last Post: xSicKxBot
  News - Phil Spencer Talks About Helldivers 2 Not Being On Xbox xSicKxBot 0 495 02-19-2024, 06:28 AM
Last Post: xSicKxBot
  News - WWE 2K24 Adds Exciting New Features But Feels Dated In Other Ways xSicKxBot 0 526 02-01-2024, 07:20 PM
Last Post: xSicKxBot
  News - Robert Pattinson Talks New Movie With Parasite Director xSicKxBot 0 693 01-20-2023, 05:32 PM
Last Post: xSicKxBot
  News - 5 GDC talks you can watch over the holiday break xSicKxBot 0 1,000 12-25-2020, 01:25 PM
Last Post: xSicKxBot
  News - A deep dive into the making of King of Cards’ Joustus mini-game xSicKxBot 0 998 12-10-2020, 08:52 PM
Last Post: xSicKxBot
  News - Cyberpunk 2077 Features A Cameo From A Big Game Developer xSicKxBot 0 1,018 12-10-2020, 07:01 AM
Last Post: xSicKxBot
  News - Temuera Morrison Talks About Being Boba Fett In The Mandalorian xSicKxBot 0 1,186 12-08-2020, 05:45 PM
Last Post: xSicKxBot
  News - Submissions are now open for GDC 2021 Core Concepts talks xSicKxBot 0 730 11-19-2020, 06:49 AM
Last Post: xSicKxBot
  News - Suicide Squad Game Announced By Batman Developer Rocksteady xSicKxBot 0 778 08-09-2020, 05:55 PM
Last Post: xSicKxBot

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB Theme © iAndrew 2016