6 steps to making a successful Wii game

Think about the controls

The Wii remote and Nunchuk are radically new interfaces that have often (understandably) not been used very well by developers. Two different examples are SSX Blur and Boogie by EA. SSX made the mistake of over-complicating the controls; requiring gamers to steer one way and tilt another, and to also draw symbols that were never properly explained. Boogie was the opposite: a severely dumbed-down dance/karaoke game that relied on a few simple gestures for the dance moves. It’s safe to say that if EA had nailed the controls in these games, they would have been rewarded with better review scores and sales.

YOU MIGHT ALSO LIKE:
Daily updates! Enter your e-mail and get fresh gaming news delivered straight to your mailbox once a day.
POST AUTHOR
Ashutosh Chhibbar.