We want to own our product and control the way it goes to market. This will continue to be the way for the foreseeable future. We self-publish and finance our titles on as many suitable platforms as possible, with the exception of the partnership that we have with EA on certain mobile devices. What's your publishing model at the moment? Our publishing model is pretty straight forward. So how has Team17 survived when many of its contemporaries faded away? And what has its major series got left to offer? With Worms Ultimate Mayhem just released on PC and XBLA, and Worms Crazy Golf about to hit PSN, iOS and Steam, we spoke to the studio's managing director, Debbie Bestwick. And with its emphasis on physics-based projectile firing, it is also a precursor to Angry Birds. In this sense, it is very much Northern Britain's answer to Tetris. There have been graphical tweaks, notably several titles in 3D, and various new additions to the armoury, but in essence, everyone knows what they're getting from a Worms title. The ingredients have remained consistent – teams of worms must battle to the last annelid in turn-based combat, using a variety of ridiculous weapons. A rare screenshot of Total Wormage, Andy Davidson's original Worms prototype.ġ7 years later, Worms has been released on at least 25 different platforms, from the Amiga, through the SNES, Jaguar and every iteration of the PlayStation, as well as Java-based mobiles and the latest smartphones.
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