Gamespite.net recently published an article recently about the first Dragon Warrior on the NES. One quote in particular stood out for me:
"rather than a watered-down port of a complex PC game, it was built from the ground up to work with an interface consisting of a D-pad and two buttons."
This made me immediately think of the Mario and Luigi games on DS which could be described more or less the same way - built from the ground up to work with the DS' interface. In "Partners in Time" each of the four characters had a jump button mapped to one of the A, B, X and Y buttons. This made me realise how little I use the X button in games apart from opening up a menu or something secondary like that and that it was fully taken advantage of in this game. The game was made especially with the DS controls in mind, just like NES RPGs were for that system. This might be a good thing to consider when making an RPG for a specific format.
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