http://g4tv.com/thefeed/blog/post/709028/Warren-Spector-Speaks-Out-On-Disney-Epic-Mickey-Camera-Criticism.html
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"Speaking with MTV?s Clutch Blog, Spector initially deflected some of the criticism heaped on the game back towards the third-person action genre in general, explaining, ?There has never been a game that I couldn?t break if you give it to me for 30 seconds. I mean, I will break a camera in any game ever made?Everybody gets it wrong. It?s just a question of how close to right do you get it.?
Spector then goes on to spill a heaping helping of insider beans on the camera development process for the game, suggesting that because Epic Mickey is a blend of platforming and adventure game styles, the camera had to be designed in such a way so as to accommodate a variety of gameplay options.
?So in a platform game you want the camera up higher in a steeper angle because the important thing for the platform player is to be able to see the next jump clearly. In an action adventure game, like Zelda for example, you want the camera down lower so you have more tactical awareness because there are enemies out there. There are traversal problems that require a tactical awareness that a high camera does not provide.?
As for reviewers voicing their displeasure over the camera?s design, Spector said he is ?proud as hell of my camera team,? and ?If reviewers want to give us a hard time about it because they?re misunderstanding the game we made, it?s not for me to tell them that they?re wrong, absolutely not.? However, Spector concluded, ?I wish people would get it out of their head that we made a ?Mario? competitor, because we didn?t.?
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*yawn* And there we go. Clearly the game doesn't have a broken camera, questionable controls, repetitive side scrolling sections and a lack of graphical polish, it's just that we misunderstand the game. Yes, it's that old lame duck defense. "It's not bad, you just don't understand it!"
Sure, anyone can "break" the camera in pretty much any 3D game, but that's the point: You actually need to work to break the camera. Sorry Warren, but we've long advanced beyond the days of Mario 64 level camera issues. Critics and gamers are right to complain when you give them a camera today that would have garnered complaints 10 years ago.
.. and really, the camera is the way it is because the game mixes adventure and platforming elements? Umm, yeah. Sorry, but almost every single platformer since they went 3D has incorporated at least some level of exploration and questing. Even Mario 64 had open levels with multiple goals to complete through a mix of platforming, exploration and action challenges.
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"Speaking with MTV?s Clutch Blog, Spector initially deflected some of the criticism heaped on the game back towards the third-person action genre in general, explaining, ?There has never been a game that I couldn?t break if you give it to me for 30 seconds. I mean, I will break a camera in any game ever made?Everybody gets it wrong. It?s just a question of how close to right do you get it.?
Spector then goes on to spill a heaping helping of insider beans on the camera development process for the game, suggesting that because Epic Mickey is a blend of platforming and adventure game styles, the camera had to be designed in such a way so as to accommodate a variety of gameplay options.
?So in a platform game you want the camera up higher in a steeper angle because the important thing for the platform player is to be able to see the next jump clearly. In an action adventure game, like Zelda for example, you want the camera down lower so you have more tactical awareness because there are enemies out there. There are traversal problems that require a tactical awareness that a high camera does not provide.?
As for reviewers voicing their displeasure over the camera?s design, Spector said he is ?proud as hell of my camera team,? and ?If reviewers want to give us a hard time about it because they?re misunderstanding the game we made, it?s not for me to tell them that they?re wrong, absolutely not.? However, Spector concluded, ?I wish people would get it out of their head that we made a ?Mario? competitor, because we didn?t.?
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*yawn* And there we go. Clearly the game doesn't have a broken camera, questionable controls, repetitive side scrolling sections and a lack of graphical polish, it's just that we misunderstand the game. Yes, it's that old lame duck defense. "It's not bad, you just don't understand it!"
Sure, anyone can "break" the camera in pretty much any 3D game, but that's the point: You actually need to work to break the camera. Sorry Warren, but we've long advanced beyond the days of Mario 64 level camera issues. Critics and gamers are right to complain when you give them a camera today that would have garnered complaints 10 years ago.
.. and really, the camera is the way it is because the game mixes adventure and platforming elements? Umm, yeah. Sorry, but almost every single platformer since they went 3D has incorporated at least some level of exploration and questing. Even Mario 64 had open levels with multiple goals to complete through a mix of platforming, exploration and action challenges.