Is it possible to make an excellent 3DS exclusive?
The answer, according to several game developers and publishers, is yes.
“The only way to make 3DS games is to make great games,” says Nathan O’Brien, a former member of Bungie, who left Bungie to join Nintendo in 2013.
“It’s so much easier to do the same thing on a console than it is to do it on a PC.”
O’Connor, now at Ubisoft, says his studio made a fantastic Uncharted 2, but that the game didn’t stand out on the 3DS because it didn’t have the same level of polish.
“There are a lot of great 3D games out there,” he says.
“But you have to be very careful not to make it too obvious what you’re doing.
“Otherwise, you’re just going to look like a complete jerk. “
If you’re not doing that, you’ll end up being criticized and people are going to say, ‘You don’t know what you are doing.'” “
Otherwise, you’re just going to look like a complete jerk.
If you’re not doing that, you’ll end up being criticized and people are going to say, ‘You don’t know what you are doing.'”
A better question: “How can you make a game that will be a game-changer in the same way as the next one?”
O’Briens question was answered in a recent episode of the Nintendo podcast Nintendo Podcast.
In the episode, O’Donnell, who has worked on both Uncharted and Splatoon, talked about how he’s been working on the next installment in the series, titled The Legend of Zelda: Breath of the Wild.
“I had a lot to think about about,” O’Sullivan said.
“And the most important thing I wanted to do was to make the game that people really wanted to play.
“You know, it’s not a Zelda that’s just about combat. “
I think that’s what we were trying to do in Breath of a Wild, but I think it’s also about how we can bring it back to its roots as a Zelda adventure game.” “
You know, it’s not a Zelda that’s just about combat.
I think that’s what we were trying to do in Breath of a Wild, but I think it’s also about how we can bring it back to its roots as a Zelda adventure game.”
Ondrej Paskovic, an indie game developer and co-founder of Blue Byte Games, also agreed that The Legend Of Zelda: Zelda: The Wind Waker 2 was going to make him and his team want to make more games.
“My heart just sank when I realized how much I wanted this game,” Pasković said.
After the episode aired, he and O’Connell returned to the studio to get to work.
“We talked about it for a long time,” Pasksovic said.
And while they didn’t get to decide what the next game would be, they did come up with a title.
“One of the things I always say is that we are all gamers,” Ondrew said.
So it was time to put together a title and see what the community would think.
“This was one of the first games we did that was so unique, that I had to start thinking about how could we do that?”
He came up with the idea for a sequel to the game in a few months, but he had to take a lot longer than expected.
“With Breath of Wild, we were kind of in a place where we could start thinking how we could do a sequel,” he said.
The Legend, as it was called at the time, was originally titled Zelda: Ocarina of Time 3D.
And though the game wasn’t nearly as good as its predecessor, it was a huge hit.
It was sold over two million copies in just two weeks, and was nominated for multiple Game of the Year awards.
And in 2017, Ondrow was named one of The New York Times Best 10 Videogames of All Time.
“When I started working on The Legend I was so excited because I was like, ‘This is going to change my life,'” Ondroys co-worker and Breath of New World producer Adam Miller said.
For Ondree, The Legend became a lifelong passion.
“He loves the idea of bringing it back into the world,” Miller said of Ondry’s original idea.
“For us to do a game like this, it felt like a dream come true.”
Onderdonk, a veteran game designer at Bungie who was previously at Nintendo, was inspired to create The Legend by a friend, who was a 3D animator and the first person to draw a 3DS character in a game.
“She started her