LiveWii.fr : Why did you choose the WiiWare system for your game?
Matt Bozon : Weíve had such a rough time getting our original concepts out on handheld and consoles, that when WiiWare was announced it seemed like a good fit for us. After choosing to put our efforts there, we kicked designs around for several months, trying to come up with concepts that would help give strong support to the Wiiís odd input style. We demoed a few ideas, went back to the drawing board several times, and LIT was the game we ultimately decided on as our first step onto the Wii system.
Adam Tierney : As the levels progress in this game, the puzzling becomes faster and faster. Weíre building everything around the speed of the Wiimote, so several puzzles in this game just wouldnít be beatable with a pair of analog sticks.
3. What is your game about?
Adam: LIT is best described as a horror puzzler. As opposed to most horror games, which are filled with action and maybe a few, simple puzzles, this game is all about logical thinking and using triggers to get from one room to the next. Stylistically it takes a cue from games like Silent Hill and Resident Evil, but its core gameplay is more similar to games like Sokoban and The Adventures of Lolo.
MATT: As for the theme, itís preying on our fear of being in a familiar place after hours, where things seem out of place and the surroundings are eerily quiet. Jake is trapped in a school at night, canít get out, and the place has undergone an unnatural transformation, the affects of which are revealed as he literally sheds light on the situation.
4. What price point you will suggest for this game?
MATT: A price isnít set yet, but we feel that it will be compelling when compared to what other WiiWare games give you for your money. WiiWare is a better means of getting our games into the hands of the players. Weíre not going for the low quality/quick buck at launch.
5. Do you know when can we expect the game to be released? And please don't say - "we don't know yet" :).
MATT: We donít know yet. But a ďback to schoolĒ release would make good sense. We expect to still be working hard through the early summer months, and give the game ample polish.
7. We don't want to look into your pockets but what is the cost of developing a typical game for Wii-Ware in your opinion?
MATT: This is a total unknown. Iíve seen games that appear to have been made on a shoestring, and other ones that look like hundreds of thousands of dollars were spent. I think the best WiiWare games are going to fall into the middleÖsomething that was made half of love and commitment, half on marketability and funding. I mean, if somethingís funded by publishers from the ground up, youíre not going to get anything thatís very different than what you get on the shelves. Thereís a place for those games, but Iím looking forward to what the really creative independent developers can come up with.
9. Does Nintendo help you in the developing process?
MATT: Nintendo has been very helpful in challenging our application of the Wii tech, and Iíve found their developer support on DS and Wii to be very enabling. I walk away from every conversation feeling challenged, but also freed up. They definitely play by a different rule book, which is as refreshing to developers as their products have been to consumers.
10. We know that you have many ideas for other games so can you give us some details about one of your next projects for Wiiware?
MATT: We do have a Shantae WiiWare game in development, but Iím keeping the details somewhat hushed. I want to be sure this oneís for real before making an official announcement, as a courtesy to longtime fans.
11. How many memory blocks will your game require?
MATT: No answer for you yet, but Adamís philosophy has been to make everything very efficient so that it doesnít take up a lot of space on the system. The entire concept is built around revealing things in darkness for the purpose of having less baggage to store. Itís a very smart approach considering the Wiiís limited storage space.