
TGR: Why was the decision made to develop Stoked exclusively for the Xbox 360?
Tony: The Xbox 360 platform was viewed as the perfect platform for Stoked given the console’s rich graphical capabilities and the strong multiplayer community on Xbox Live. The popularity of the Xbox 360 and Xbox LIVE continues to grow, which is exciting to us.
TGR: What is the exact role of Absinthe Films in the development, publishing, or promotion of Stoked?
Tony: Absinthe Films is a key partner in Stoked as a product. Both Destineer and Absinthe continue to promote each other (in and outside of the Stoked product). Destineer is grateful to Absinthe Films for all of their contributions and the incredible number of relationships in the snowboarding industry that they were able to help us develop.
TGR: Are many of the members of the BoingFish team personally into snowboarding? Concerning the feel of snowboarding, did the team devote much time to "getting it right?"
Tony: Virtually the entire team is passionate about snowboarding. Their experiences, along with feedback from our pro rider partners, has helped to capture the sprit and the feel of snowboarding in Stoked.
TGR: Another impressive feature of Stoked is the seamless transition from single-player to online multiplayer. Were there many complications in implementing this system into the game?
Tony: Seamless transition from single-player to online multiplayer was challenging as we needed to merge two game play experiences into one and these different experiences needed to flow in and out of one another without negative impact. We rallied the team around finding the best way to bring players together and how to allow players to create game player experiences “on-the-fly” while riding around. I think we have a good system that is easily accessible for everyone.
TGR: The multiplayer mode, "The Ground is Lava," sounds extremely unique and fun. Where did you get the idea? Which multiplayer mode is played most around the development office?
Tony: There is a lot of snowboarding game experience between our developer and members of our team at Destineer. We came up with a list of fun play mechanics that were easy to understand in “10 seconds or less”. We rapidly prototyped a lot of these ideas in 2007 and 2008 and then selected the game types we thought were the most fun to play. A lot of the guys on the team enjoy riding around together as a group exploring the environment so they can find a great spot to call out a game play challenge. This makes each multiplayer session fresh and new and a great way to show off your new sponsor stuff and your evolving skills.
TGR: Can we expect to see demo in the near future for Xbox Live?
Tony: Everyone is really hard at work right now trying to finish up and game; we hope to have a demo on Xbox LIVE if there is time.
This could be a really interesting job...