Zaxis Games recently
released their game “Harry the Fairy” in the App store and as it seems to be
doing pretty well in sales, soon an Android version will come out too. We talked
with the CEO Jacob Honore about Harry and other “fairies”.
By Katarina Prevelianaki
There were so many changes in the character, how did
you decide the current character was “the one”?
There are actually 2
different reasons why it ended up: one was we had to create a likable character.
And since it became too difficult to make the snail crawl around, we needed a
character that could actually fly, so it was not intentionally going that way,
it kind of evolved. Then we ended up with a character that is very likable and
also it could navigate in the environment that we wanted the game to take place
in.
How do you think your experience so far will help you
develop your next game?
We learnt so many
things, and if I were to do it again I’d probably do most things in a different
way. First of all, I think it was good (or maybe I was lucky) putting together
a team that really worked well, on that side I wouldn’t really change anything.
In terms of the game, I think we could make it in maybe 25% of the time because
we had so many iterations and we hadn’t done a lot of testing on the technical
side. So what we set out to do was actually maybe 2 years too far out in the
future (on the technical side) so we had to change it a lot of times to make it
workable game which was kind of really annoying. I think I wasn’t sharp enough to say “ok cut,
now we take all this out”, so we tried to make it work and it took way too long
time to actually realize that it wasn’t a way we could pursue.
Harry the fairy looks like a game that could be played
by all ages. Did you have a specific audience in mind while developing the game?
We had a slightly older
target group in the original plan that actually turned out to be a younger age
group. We changed the game to be simpler because we took some of the advanced controls
out, so if we had stuck to the original idea I think we would have hit our
target group. Since we took out a lot of the difficult navigation things and
dexterity issues, it turned out that a younger audience could actually also
play because it’s really simple.
Opening up for the American market sounded like
something you really went after, do you think it paid off?
I think if you look at
the percentages right now, we have around 75-80% of the games board bought on
the American and Canadian market, so I think in that respect it is a success. We
would have liked to have larger volume but if you look at the percentages, I think
having an American publisher was a wise decision.

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