It’s almost time for us to fly out to San Francisco for this year’s Game Developers Conference. We’ve got an early build of escapeVektor on the 3DS to show press and the latest version of Spirit Hunters Inc. We’ve been flat out over the last few weeks making sure everything is prepared.
However, we’re never too busy for an interview. So when The Strikester from Nintendo Nation asked Nic to answer a few questions, he was right on it.
What happens when you make a successful WiiWare game? The Strikester talks to Nic Watt, the head of the team behind the hit game escapeVEKTOR.
NN: Congratulations on the success of escapeVEKTOR: Chapter 1 on WiiWare. What was the idea behind it?
NW: The idea came from several places. Firstly we wanted to make a new WiiWare game and thought that doing something fun and stylish with depth would appeal to the Nintendo market. Secondly we wanted to make something we could ensure would give the best game-play and graphics we could achieve with not only our resources but also within the confines of the WiiWare service.
I really like the idea of having a person trapped inside the player’s Wii and having to go through games to get out. This sparked the idea of a series of games telling the tales of Vektor, how he became trapped in your Wii and his subsequent escape. escapeVektor is only one part of that story.