Playtonic Games - the studio grown primarily from ex-Rare staff - struck gold with its idea to crowd fund a Banjo-Kazooie-style collectathon revival via Kickstarter. Raising over £2 million for 3D platformer Yooka-Laylee, the devs were hugely successful in tapping nostalgia for the kind of game that had fallen out of fashion over the years, but the success of the campaign brought with it unique challenges which made development a struggle at times.
In an interview with MCV, Playtonic co-founder Chris Sutherland, technical art director Mark Stevenson and designer Hamish Lockwood have discussed the various challenges and issues that cropped up during production and addressed specific criticisms of the game, some which they expected and others which took them by surprise.
On the one hand, the team knew that the camera was likely to rub people the wrong way. Sutherland had this to say on the subject:
“Where it didn’t work so well maybe was the camera because we were trying to bring back the style of the camera that we had when those first 3D games were coming out… The cameras tended to take the approach of trying to sort things out for you and trying to position themselves in intelligent places.
“So we went along that route because the way the camera frames the player [is part of the] feel of these games. But the way that works means it could actually end up disorientating the player and I think that’s something that we realised maybe slightly later on.
“We addressed it in a patch where we introduced different camera options so people could take control, as people now do with cameras in most 3D environments. If we were going back and redoing it all over again we would probably start off with the other camera options in there.”
However, the team were more surprised to find the trademark garbled voice work a cause of irritation:
"It was interesting because it’s something that back in the 1990s was probably amusing people and it didn’t irritate them so much. Or maybe it’s just because there wasn’t the internet back then so people couldn’t tell us how much they hated things.
“It was again something that we addressed in the patch. It was interesting because some people said: ‘Oh it’s great because it recreates the original feel’ and that’s one of the things we were going for but at the same we didn’t want to wind people up either so we had an option in the update that allowed for a more restrained form of the voices than the one we shipped with."
Designer Lockwood said he agreed with many of the criticisms:
“A lot of the criticism we probably expected and were aware of from the day it came out. We all knew where the issues were. Mostly because we didn’t have a lot of time to do everything that we wanted and how we wanted it. So a lot of criticism people had we probably agree with.
“I think one of the only things that did surprise me was the voices because as I was playing I was like: ‘Yeah this is fine it’s just like what the old one used to be’ – and that’s kind of the point of this game. So the voice thing for me was a surprise but a lot of the other criticism I just accepted and that’s fine. It was a tough project I think.”
The trio went on to caution other developers considering Kickstarter due to the non-game related commitments inherent to crowd funding. Stevenson commented:
”There’s lots of other things work-wise, like having to provide regular updates to the community, and all the rewards that we had to produce in-house like booklets, posters, T-shirts… I had to produce artwork ready for print, something I’d never done before in my life!"
Lockwood went on:
“There were days where we would all go into these rooms and sort out all the T-shirts because they all had to be in groups of large and small or whatever. That was time where I could have been working on the game!”
Finally, Lockwood spoke of the necessity to keep promised features that might have been jettisoned had the development not been tied to the promises of the Kickstarter:
“For example we did bosses and minecart sections as well as arcade games – all these extra things where, if we hadn’t made any of these promises, we could say: ‘You know what, this isn’t really working so well so we’ll just ditch it and spend more time on the more core areas of the game’.”
Stevenson agreed with this:
“That’s one of the worst aspects. You have to promise stuff up front and then you’re kind of committed to it. For better or worse. With games it’s an inherent difficulty that what sounds great on paper may not work that well in practice and often times things have to be iterated on again and again or even just scrapped."
That's just a few extracts from the article, so be sure to check out the entire 'When We Made...' interview over at MCV for more details on the trials and tribulations of making a complex game through crowd-funding. By all accounts, development on 2D spin-off Yooka-Laylee and The Impossible Lair is progressing much smoother - read our interview with the composers of the game's music (including the legendary David Wise of Donkey Kong Country fame) for a taste of what's to come from Playtonic in the near future.
Did Yooka-Laylee live up to your expectations and are you happy with the updates the game has seen since launch? Looking forward to Yooka-Laylee & The Impossible Lair? Let us know below.
[source mcvuk.com]
Comments 42
And it really needed to be 60fps guys! It's 2019!
Nostalgia is great, but nobody is nostalgic for 90's era framerates!
For me, I still love the garbled speech in Zooie/Tooie/AC/Starwing etc.
They just didn't do that particularily well in YL.
I dunno, I really enjoyed it 🤷♂️
It's an ok game. I don't like the huge map though. I prefer small places like in Banjo so I can get the feeling I make progress. And I don't like the characters as much. Wish they went a different look for it. It's not getting me.... Banjo Kazooie got me totally
This explains a lot, especially concerning the things people hated in the game. I'm glad the studio knows it's limitations and is free of the whole kickstart thing now. Let then do their own thing, that's why we loved them in the first place right?!
@mist
tbf, 90s era framerates probably woulda had it in the high teens to mid 20s. People complain when a game isn't 1080p60fps, but 60fps is hardly the standard even today, with a ton of big games opting for the 30fps Yooka-Laylee had.
I’m playing this game now and really enjoying it. Much more than I thought I would given the generally negative reviews, but I am retro gamer first and foremost so I’m used to most of its ‘quirks’. I do find the camera annoying but I’m also playing Banjo Kazooie on the N64 and they’ve captured that 90’S annoyance perfectly 😀
I’m surprised people didn’t like the garbled voices? They sound very similar to the voices on Banjo Kazooie, wasn’t that the point?
I think it was a great game. The internet just blew out of proportions their complaints.
Ohh and I prefer good game and art design over 60fps. Don’t understand why people complain about 30fps. It’s not like your eyes bleed.
A lovely concept ruined by a frame rate that gave me a cluster headache and nausea.
@arsoneycad I really don't get why people keep bringing this up. But then I really never cared about graphics (I'm playing final fantasy 7 for the first time, and it's horrible graphics really don't bother me)
@Alucard83 I agree, I’m enjoying the game but I’d prefer the levels to be smaller like in the N64 games it was inspired from. And 200 quills per level instead of 100 notes like in BK is a bit much.
The garbled speech wasn't an issue, it's that they weren't done very well that was the issue. Most of the voices were at best just irritating to hear, only a handful having no major issue.
The level design was god awful. Huge worlds with nothing in them. The thing that was great about Banjo-Kazooie was that the worlds were as big as they needed to be and jam packed with interesting things whether it be collectables, platforming, characters or just neat little aesthetic things. Banjo-Tooie already slipped having much bigger worlds with a lot of 'nothing' between the interesting stuff, but it was nowhere near as bad as Yooka-Laylee. YL just had minutes of walking through empty abyss.
Second to that: they clearly didn't know what to do with collectables. Banjo and many other games of its era nailed it, minor collectables leading you to major collectables, power ups, secrets, being a platforming challenge on your way to a major powerup or simply nudging you in the right direction. Again, Rare was already starting to drop the ball here with Donkey Kong 64 having some truly questionable placements and requirements for this.
Collectables in Yooka-Laylee are just all over the friggin' place with no rhyme or reason to the point that they've literally hidden some in hard to access areas almost outside the map that look like you would have to use glitches to get to. What is the purpose of this? What idiot did this?
The NPC's were fairly bland and the tasks they offered weren't particularly interesting. Not a huge variety either, constantly reusing the same handful in every level with no unique NPC's anywhere as I recall.
None of the enemy NPC's really stood out, to the point I can't even remember what the standard 'grunt' who is everywhere looked like.
Speaking of Mumbo and Wumba, the transformations were awful, served very little purpose outside of the 1/2 main collectables it was designed to get and they were mostly frustrating to use due to both bad controls and level design.
As an umbrella statement: all the minigames and side activities were trash. They couldn't get the main game right, I don't know why they tried to do other stuff alongside it. Usually it was terrible controls and/or mechanics, other times it was that alongside them clearly not knowing what would make that sort of activity enjoyable.
There were times that the game poorly explained itself. The collectables being thrown all over the place are an example of this seeing as minor collectables are partially supposed to act as an unspoken guide. I remember a part trying to smash glass with the echo thing because that's what the game sounded like it was supposed to do, only to google it after 10 minutes thinking my game was bugged.
The music was clearly trying to be Banjo, but it just wasn't. It felt like what it is, a cheap imitation.
The quiz stuff as well...Wow, just, what were they thinking? It worked in Banjo because it was at the end of the game once before the final boss asking you questions you probably knew the answers to just by playing the game.
YL? About 3 times, slow as heck to get through, the annoying duck with its irritating voice is there and it's asking you trash like "how many minor collectable you probably don't keep track of you have. Like with most of YL, it copies Banjo without understanding why it worked in Banjo, it just imitates and hopes for the best.
There's just so much wrong with it and this is only a small list of stuff from the top of my head. Lord knows how they'll screw up this 2.5D platformer since they haven't worked on a 2D game in even longer.
@fafonio 60FPS isn't just a visually pleasing thing that doesn't effect the game. I'll personally be fine with 30FPS, but I'll always opt for 60 given the option, hence why I'll drop the graphical settings as much as possible if I need to on PC games.
There's a reason many people commonly say they would prefer a graphical downgrade in return for 60FPS. It's because it has a direct impact on your input into the game, effecting how you play the game. Art direction does not do this and a good game can be ruined by bad frame rates.
I waited until it went on sale as there was no way I would buy a full price game that was not physical. And the reviews were mixed even after the Switch fix, but I did buy it when it was on sale.
It was OK, but I'm glad I did not pay the original price. One comment, the hub word could have been better, it was quite frustrating at times.
That said I would buy the new game..... If it has a physical release. If no physical release, and providing the reviews were good I wait until it gets a good discount.
A downloaded game at full price is of no use to me. It is poor value, regardless.
For me I guess I was hoping they were going the Shovel Knight route: make it how everybody remembers it, but actually there's a lot of modern game design sensibilities that make it much better than it would actually be if faithful. Instead it felt like it was too faithful, especially with things like those camera controls.
There was too much snark in the dialogue too for me. It was constantly taking jabs at modern games, and whilst i don't mind the odd little playful dig it felt non-stop. and the fact that it really could have done with some modern sensibilities ironing out the old school elements secretly behind our nostalgia just made it kind of annoying.
I hadn't realised they'd patched it though so I might go back, I really wanted this style of game again and I am quite interested in the new 2.5D title they've announced.
@mist go tell Crash and Spyro that 😁
I'm surprised to hear people complained about the voices, they were spot on BK style.
For me the biggest issues were the camera, the way the game artificially inflated levels having you go out and then back in (instead of just letting you explore and find all pages in one go), the extremely repetitive enemies, and the frustratingly annoying and boring end boss, which made me quit the game. Also, they could have toned down a bit the self referential humor.
But there were a lot of things they got quite right. The music on the ice level is god like. That's the one part of the game I'll replay forever.
As others have already said, the levels were just too large. I think if they'd added a map like Mario Odyssey it would have worked perfectly well, but without that it was just too easy to get lost or forget where things you found were. If they could fix that I'd be all over a sequel.
and THIS right here is why I'm not completly against Playtonic unlike most other people. Acknowledging the negatives people had towards Yooka and not throwing in the towel after one game is enough to earn my respect.
The developer commentary series they did on youtube was really revealing along the same lines as this article. It was really interesting hearing how frank they all were about the areas they thought the game was lacking in and the explanation behind it (usually simply a matter of not enough time or resources). But you can also really tell the devs loved this project and put everything they had into it. YL feels like a very loving game to me, and that's why I enjoy it despite the flaws.
I enjoyed it. I think a big issue is that either consciously or subconsciously, people were judging it a bit too much by modern standards rather than as being the love letter to the N64 era it was intended to be. Some of the collectibles were annoying to get but you're not meant to get them all first time...come back later with more learned abilities (especially one you get just before the final area) and you'll find them pretty much all a doddle to get to. The camera never gave me any issues at all but I still fire up my old N64 to this day. I do agree with criticisms that the stages were a bit too big and had a little too much busywork in them though...as much as I still love Banjo Kazooie, Banjo Tooie and Donkey Kong 64 haven't aged quite as well. Less is sometimes more.
@Tao You've pretty much summed up my experiece with Yooka-Laylee. I only went through World 1 and a bit of World 2 before I was bored with it. The barren levels were the worst part for me. They should've made the levels smaller and compact so every area in a level felt 'connected' with each other, and not spaced so far apart that makes it a slog to jog everywhere.
Tiny characters fighting tiny enemies in large spaces wasn't very exciting either. You could literally walk past the enemies with no problem.
I think the sound design wasn't very engaging either. As minor as it sounds, picking up the collectibles didn't felt satisfying as it should in other games. And since the game is based AROUND collectibles, I wasn't interested.
I really hope Playtonic did learn from developing this game. It's only their first game, and seeing them downsizing their scope to 2.5D levels for the sequel gives me some hope.
@Tao For Yooka Laylee? What kind of input do you require for a platformer? LMAO.
I get it for fighters, racing games, etc. But really, Yooka-Laylee?
We had Banjo Kazooie at 30fps and we did just fine.
@mist Runs fine at 60fps for me on PC
There's frigging phones that are more powerful then our switches
All jokes aside, I love the Switch just as much as everyone else here.. But c'mon man, I see you complaining about FPS and resolution ALL THE TIME on this site.
We don't play on our switch because we want 4k 120fps bells and whistles, we play them for our love of the amazing software and the joy it brings us, and also being able to just undock it and take it with us
Please just try to remember that developers are limited by the hardware they have to work with, if the Switch was some huge console like PS4 or xbox I probably wouldn't of even gotten one because it wouldn't fit on my desk
I just want a nice little device that I can play Mario on, and I'm fine with that tbh
This game was one of my personal biggest disappointments in gaming history. That being said, I'm excited for Impossible Lair. I think having those Kickstarter restrictions gone will make a huge difference with this game!
I liked the game until the casino level. The fifth level bored me because the momentum had already halted, and the final boss made me furious.
I think there is a core of a very good game here, and that's why I am disappointed in their new project. It seems like this was the opportunity to clean up after their mistakes in the original YL
@fafonio If you can have a smoother experience why not expect one? This is why 30 was the norm for over a generation, because people wanted better visuals instead of better games.
It definitely had a lot of issues and unpolished parts which resulted in me not finishing it, but I also had a lot of fun and nostalgic feelings while playing. The characters, worlds and music were really good.
Still haven't played Yooka Kaylee despite owning the game for a while. The larger levels do put me off. Banjo Kazooie seemed to have the sweet spot when it comes to level design.
Big yawn to the 60 fps junkies. We get it, you want 60 fps, no need to bang on about it. Every. Single. Time. At least I get to use the Ignore button some more...
Honestly I feel as if though team Playtonic is learning to respond to consumer feedback while working on Impossible Lair, hope im right
@MrGawain You sound like a baby that complains about everything.
I hope they try again with a 3D platformer in the future. It sounds like they learned from their mistakes and got a lot of good experience.
Ugggggh... framerate, framerate, framerate... I just don’t get it.
Like I’ve said before, I only notice 60 frames when it is there, not when it isn’t. Now if the framerate dips below 30, that’s when it’s a problem.
I know, how about we compromise and aim for 45 frames instead?
I see a lot of people complaining about 60 FPS vs. 30 FPS, but the problem with this game is that it doesn't keep a consistent frame rate at all. Maybe they addressed this in a patch or something, but I would mess up the occasional jump because the frame rate would literally drop to zero in areas that weren't even graphically intensive. If the game were a steady 30, I would have no complaints on that front.
@N00BiSH
Well they kind of have, they're not attempting to do a 3D game again.
@Donutsavant
Agreed.
@Tao
Has pretty much hit the nail on the head.
For me the main collectables, the quills, just seemed like they were blasted out of a cannon randomly onto a huge map.
Jiggies in Banjo though, in addition to looking a lot sharper and more distinctive, were placed to pique your curiosity, or lead you in a certain direction.
I think some forgave the game's shortcomings because there's a paucity of 3D platformers.
However, there's a sufeit of 2D platformers, and Playtonic have more time and money now, so they really need to knock this one out of the park.
@Franklin That doesn't mean they're giving up as a game developer, you... scamp.
I know opninions are divided on this game for whatever reason, but I was very happy with it myself, for what is worth.
I can't wait to play Impossible Lair.
@Tao higher FPS doesn’t make a “better game” ... sure it makes it have better performance ... but it’s essentally the same game. Gameplay, art direction, overall creativity is what makes a “better game”.
As people like to compare... why is it Banjo Kazooie a better game than say... Yooka-Laylee if it was in 60fps? even though BK is 30 FPS?
Because of creativity. FPS is one of the dumbest reasons to label a game “bad”
I loved Yooka Laylee and just made me want Banjo Kazooie on switch even more. Only took me a week to complete it 100%
@fafonio Well I cant answer that question given the example you're asking me to use since Yooka Laylee is basically for a plethora of reasons.
I'm also more saying why aren't developers aiming for 60fps over graphically impressive games when it's something that will make a difference to the gameplay itself. 60 used to be the standard everybody aimed for at one point for a reason.
And no, framerate isn't a dumb reason to call a game bad. If a game was running at 15fps I dont care if its Banjo, it would be bad. Likewise many games that ask for speed and/or precision I would call worse for lower frame rates. 3D platformers might not NEED that but why not aim for it? Especially when in terms if visuals 60 also helps make things look smoother, so it's a win win, performance and visual boost.
I actually love the voices! It gives the Banjo Kazooie feels, that's the whole point. It wouldn't have been the same with proper voices.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...