“I didn’t want to build the 700 person team, and my studio has Wii expertise. So there are those two factors. And I’m just not a believer in the idea you have to make different games for different platforms. We had a game experience we wanted people to have. We had a story we wanted to tell.

“One of the goals for the first game was to make a Wii game that had even other developers saying, ‘Holy cow! I didn’t know you could do that on a Wii.’ And so, at the end of the day, we decided we wanted to make the same game for all three platforms.

“And because we have Wii tech and Wii expertise and because we needed to build next-gen tech, which we didn’t have, we prototyped, essentially, on the Wii. And the next-gen versions are running about a month behind everything. Just recently, everything caught up, so now we’re running in lock step, making them simultaneous.

“If we come up with something in tuning the game at Junction Point on the Wii version we think will benefit the 360 and PS3 version, that gets integrated into the 360 and PS3 version. If the guys at Blitz working on the next-gen platforms come up with something that will benefit, it comes back the other way.”

I guess you could say the Wii is the lead platform, because we’re driving the creative on all three platforms. But really, it’s been a two-way street. They’re both feeding into each other.”

He added: “I guess you could say the Wii is the lead platform, because we’re driving the creative on all three platforms. But really, it’s been a two-way street. They’re both feeding into each other.”

 

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