http://www.gamasutra.com/view/feature/5 ... _games.php
It's always interesting to hear Capy Games people talk, but from the sound of it, they probably won't be making a second Clash of Heroes, as they find the process of developing a retail game too restrictive and stressful.
Interviewer: Before we started the formal interview, you said that Clash of Heroes for DS might be the only boxed product that you guys ever do. Do you really believe that?
NV: As a studio, we've done the "make games for other people" thing. The first three and a half years of Capy was making games for other people, aside from one or two projects, the entire time. But the space that is the easiest to do the ideas we actually want to do, the ideas that we care about, are the digital spaces.
Small teams; smaller budgets; don't need to necessarily go to a publisher -- that's where it's going to happen. That's why I think there's a good chance that we won't have another retail game, because that space is so much more conducive to the types of projects that we love to make as a studio.
I'd love to do another DS title; we've got great tech just sitting there, you know what I mean? But at the same time, the process of getting those retail games made is just so much different, and there's so much extra work involved.
KP: And the benefits aren't always there. You're setting yourself up for something that's significantly more difficult and stressful, and the rewards on almost all levels -- financial, creative, and everything else in between -- are usually not worth it, basically, especially when we've had a taste of developing games for downloadable stuff, and you're missing like 70 percent of the bullshit. It's just not there! (Laughs) Game development is stressful enough, anyway. (Laughs)
NV: For sure. The whole selling things in an actual box... It was such a big professional moment for us, because we all started the studio because we actually just really wanted to make games, and a big part of that is remembering our childhoods, and getting a Super Nintendo and plugging the cartridge in, and keeping the box, and putting it on our wall and that kind of stuff; so having our first and maybe only retail game being on a Nintendo handheld...
KP: Yeah. That's magical.
NV: It is. It is. We were probably more excited about that than people who played the game were excited about playing it. The actual process of developing something like that, for us, was... Only two years ago, it was unfathomable. It didn't make sense. And now, to see a game wrapped in cellophane that has a manual that someone printed and see our little logo -- our teeny-tiny, itty-bitty little logo on the back of the box...