NBA 2K13 (Wii U) producer says devs shouldn’t base games around a console’s features, and instead only use them when they enhance the experience
“One of the main things– and it’s a philosophy I wish more people would take– is not trying to build your game around what the feature set of the hardware is, but analyze how your customer has interacted with the game up to that point and see if the hardware’s feature set can further enhance that. Because you’ve been successful for a reason, so to go and try and reinvent everything just because you want to use this feature doesn’t necessarily mean your customer is going to enjoy the new experience.” – NBA 2K13 producer Rob Jones
Much like what Jim Sterling said in a recent piece about Black Ops 2 on Wii U, sometimes you just have to let games be regular games, even when a console has specific features that make it stand out. Mr. Jones seems to understand that! He continued:
“For example, with the Wii you could use the remote as a pointer, but people don’t experience basketball games that way, so trying to change the game just to get the Wii pointer to work didn’t make a lot of sense. PlayStation Move probably had the same kind of effect. We tried to make a game that could be played simply with the peripheral, but the peripheral just didn’t match our core customer. So what you’ll see with the Wii U title is we only did what we thought would be an extension of what our customers were already experiencing because it makes sense that way.”
I like this guy! He understands how games are made! Of course, it’s a steady balance– if you (as a developer) pass up the opportunity to use a feature that would clearly improve gameplay just because you’re lazy, and then you try and pass it off as “not being gimmicky”, you’ll get into trouble. I have a feeling that’s not what’s happening here though.