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Music from game homescapes
Music from game homescapes













“What I mean is that we tried to make the user experience as simple as possible (when it comes to building and constructing) and concentrate more on emotions”_ Igor Elovikov (Creative Director, Playrix): I guess the key things here are simplicity, and emotional appeal. Om: What precautions or change in design if any, did you have to make to ensure these base building mechanics were not too overwhelming for casual players? Igor Elovikov (Creative Director, Playrix): We just relied on our previous experience with casual downloadable games.

music from game homescapes

Om: Was the decision to add a light base building loop made consciously or found to work through trial and error? “Actually, those two games inspired us when we created Fishdom, and then Gardenscapes, so what you see in our mobile games now is something that was actually tried and tested a long time ago.”_ In Tropix it was an island, while in Cradle of Rome it was a whole village. Both games were released in 2007 (over 10 years ago!) and had a lot in common - players had to beat match-3 levels to earn currency and resources, which were needed in order to construct something. One of the pioneers in that were Tropix: and Cradle of Rome. Companies wanted to stand out which led them to try blending genres.

music from game homescapes

Back then no one was even thinking about free-to-play mechanics and the market was saturated with lots of similar products. Igor Elovikov (Creative Director, Playrix): The roots of that decision date back to the times of casual downloadable games. Om: Why did you choose to move away from a Saga Map? What led the team to break away from this established cardinal rule of the Match 3 genre?















Music from game homescapes