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Nefarious dev discusses the inception and challenge of creating a game from the bad guy's perspective

by rawmeatcowboy
16 February 2017
GN Version 5.0

Coming from a Gamasutra feature...

“It all began as a thought exercise. I've always been a big fan of video games and Disney villains. So I began wondering: how would being a bad guy affect a game? How would this change game mechanics? That's what led to the idea that kidnapping princesses (a time honored villain tradition) could affect gameplay in some way. We didn't stop there; we couldn't have a game about being the bad guy end with you fighting a big oversized boss. You had to become that final boss! All in all, it became this one big love-letter to video game villains.

The idea that you could control a giant wrecking ball and that a little hero would be jumping all over the place was cool, and it immediately helps illustrate the idea we were pitching. We prototyped that in the real world by holding a controller and swinging it around. We built on the idea and added the mechanic of Dash [the heroic good guy antagonist] raising honeycomb towers for the player to knock down.” - Josh Hano, Starblade

Check out the full interview here

 
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