Nintendo: Donkey Kong Bananza wouldn’t be as fun if you were destroying basic blocks, so we made it beautiful
Tatsuya Kurihara, a programmer for Nintendo's Donkey Kong Bananza, discussed the game's development at GDC. The team found that destroying generic blocks was not fun, but smashing beautiful environments provided a greater sense of satisfaction, leading them to focus on creating destructible, aesthetically pleasing worlds.
- Entities
- Game: Donkey Kong Bananza
- Person: Tatsuya Kurihara
- Topic: 2D Platformer
- Topic: Game Design
- Company: Nintendo
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