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Wednesday, February 24, 2010

XBLA: Interview: Sarbakan On Lazy Raiders

lazyraidersinterview.jpgYou may not have heard of Sarbakan, but they've been around for a long while. Starting out in 1998, this small Quebecian development studio has mostly been known for their work with online browser games, with over 600 under its belt.

But now they've decided to have a go at other avenues, starting with Lazy Raiders - a new Xbox Live Arcade title where you control the world, and you have to push the Lazy Dr. Diggabones to his treasures by moving the world itself.

We spoke to Creative Director Guy Boucher and Lead Game Designer Maxime Carrier about Lazy Raiders, where it began, and what we can expect from Sarbakan in the future.

Sarbakan have been mostly involved in web development or on handheld consoles. What made you make the jump to digital downloads on consoles?

GB: Even though we started out as a Web game and servicing studio, console gaming was always part of the plan. Our years of experience in Web games allowed us to gain considerable experience in online and downloadable game development, an experience we put to the test with Lazy Raiders. Now we have our first original title on XBLA, and believe me when I say that it’s just a small taste of what we plan to bring to gamers in the next year.

MC: We believe that downloadable games are the future medium of choice for publishers, and that by focusing our development efforts on digital downloads, we’ll be able to reach a broad and diverse audience across multiple gaming platforms.

How many of you are there at Sarbakan, and how many worked on Lazy Raiders?

GB: There are about 80 of us. As for Lazy Raiders, I’ll let Maxime field this one.

MC: We had a core team of 8-10 people working on Lazy Raiders, though more often than not, there were around 15 people on board.

raiders1.jpg

Some have said the game looks like it would also work on Wii and iPhone. Why choose the Xbox Live Arcade?

GB: XBLA’s distribution services experience and core audience were a great match for Sarbakan’s vision and Lazy Raiders’ unique mechanic.

MC: By going single-platform, we were able to produce a much more polished and satisfying game experience.

GB: That being said, we also feel the game could work very well on the iPhone, Wii, PSN…

How did the idea of Lazy Raiders come about?

GB: We were throwing ideas around for a game targeting the casual PC download market when I suggested doing something around an explorer who visits exotic places in search of lost relics.

MC: I was watching my dirty laundry tumble in my washing machine when it hit me. Why not use rotation as core game mechanic? Being a designer, I’m evil by nature, so I started imagining putting my cat in the washer. The game second inspiration came from those wooden mazes through which you try to guide a ball. But how to combine a cat is a washing machine with a ball maze?

GB: We took Maxime’s spin and flip mechanic and quickly made a prototype, which was an instant hit with the XBLA Team

raiders3.jpg

At what point did you go “Let’s just throw a fat guy on there!”?

MC: Well, as my cat was both fat and lazy, it was a no brainer. But that would have been in bad taste, contrary to chucking a human being in there.

GB: Maxime’s idea mostly rested on a character that was so lazy, we had to move the world around him if we wanted him to budge an inch.

MC: Using characters like Lara Croft or Indiana Jones didn’t make any sense. We needed an anti-action hero. And so was born Dr. Diggabone.

raiders2.jpg

The Avatars tend to be a bit slimmer than the main character of Lazy Raiders. Does this change the gameplay at all?

MC: As the Avatars were integrated late in the production process, their physical differences have no significant impact and their behavior is mostly the same as Diggabone’s regarding collision, friction, etc. This is a great addition to the game and we intend to capitalize on it and take it even further in future sequels, if sequels there are.

While lazy Raiders does include 80 levels, is there any chance of DLC down the line?

GB: There’s no DLC on the horizon. We thought it’d be easier, and more fun, to include everything from the get-go. We could have gone with fewer levels and then make a couple of DLC packs, but we decided against it, instead providing the players with the integral experience in a single package.

MC: But if we feel that there’s a demand for more content, who are we to deny our fans? We already have a few concepts on paper. We’ll see…

Thanks for your time, and good luck!

Comments

Very promising information on this post. Is this part of a series? I sense there is so much more data than what is outlined on this text

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