So here we are in 2011, can you believe it? 2010 went by so fast. It’s going to be a great year, we can feel it.
Just after releasing N Arcade Special Edition and feeling very burnt out, we went to Tokyo to try to get some inspiration and motivation to get to work on something. Although we didn’t get much work done in Tokyo, the trip went well. We frequently found inspiration, and had many intriguing and thought-provoking adventures. It’s almost impossible not to, we think. We spent the last third of 2010 recovering and planning for 2011, and somehow here we are already.
We’re calling it: your patience will finally be rewarded. This is the year of the new version of N. Probably we’ve said that before, but this is really it. And we’re well on our way — as previously mentioned, we’re already done updating and rewriting the core game, so here’s the list of what’s left:
- high scores including cheat-detection
- database back-end including user profiles
- new levels
- NUMA integration
- interface tweaks
It’s a lot, and a much of it is going to be difficult, but we’re going to get it done. We may need help with NUMA integration, if any of you talented N fans would be interested in volunteering your time.
Also coming up in 2011, monthly blogging! Wherever we are, whatever we’re doing, we will make sure to blog at least once a month. Yes, this year you will see a possibly-record-setting 12 posts from us, or more! Count on it.
And now for some news you may not like. Not coming in 2011, or ever: an iPhone/iPad/Android/smartphone port of N. We have dissected this idea in detail and have thought about and discussed it at great length. We’ve been over every possibility we can conceive of (and incidentally we continue to rehash possibilities whenever new tech comes on the market), but unfortunately we have concluded that N just will not work to our satisfaction on these devices.
The reason is simply this: N needs buttons. As a player, you need to be able to make the lightning quick decisions N requires and have the game respond immediately. The touch screen interface just isn’t appropriate — onscreen buttons can not provide the tactile feedback necessary to make playing N smooth and satisfying. We could make a game which is N-like: a slower-paced, less action-oriented game that compensates for the player’s inability to make fine control adjustments, but we feel that does N a disservice. In that case we would rather try to make a new game which is much more suited to the environment in which it will be played: one that is designed for that interface, uses it to great advantage, and is a more awesome game because of it. We think you’d like that game better too.
And so we leave you to get to work. But we’ll be back soon! It’s a promise.
Thanks for sticking with us, it means a lot.