| Donkey Kong Bananza programmer Tatsuya Kurihara recently held a talk at GDC during which he talked in-depth about the development of the impressive 3D platformer. He said that when the team came up with the initial inception of Donkey Kong Bananza the team initially didn't find smashing random blocks in game that much fun saying that "the satisfaction of destroying them was still lacking." However when the team built the terrain up into beautiful environments that could then be smashed and destroyed, the fun element came into it telling the audience that "it's more fun to destroy something that doesn't look like it can be destroyed. It is more fun to destroy that which is beautiful. With this in mind, the development team set out to pursue destruction." |
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