![]() That short gameplay segment serves a purpose: "It's not about a chess move where you spend four minutes thinking," says Knutsson. Players of its games have a different expectation than the sort of immersion and engagement routinely evoked by core games. According to the company's chief creative officer, Sebastian Knutsson, that's "bitesize" two- to four-minute experiences. King's developers are no different - but they also understand, first and foremost, what players want from their games. A Pause to RelaxMost game developers are avid players, and look at games quite differently from mainstream audiences. What principles help guide King's game development? Recently, Gamasutra traveled to the company's Stockholm, Sweden headquarters to find out. The company has found repeated success, so it must be doing something right. ![]() It's easy - and foolish, and cynical - to assume that this kind of success is some kind of fluke, or that mainstream players don't know any better than to engage with King's games. If you want one, this bizarre Fox News segment will tell you everything you need to know about how far it has seeped into the popular consciousness. Candy Crush Saga is so huge, at this point, that it requires no introduction.
0 Comments
Leave a Reply. |