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Why did Reflexive decide to create a game on the unproven Xbox Live Arcade console service?

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Why did Reflexive decide to create a game on the unproven Xbox Live Arcade console service?

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Simon: Ricochet is a game that appeals to both casual and hardcore gamers alike. It has a harder edge to its art style and music than most break-out type games in the market, and we felt that these would work well on the Xbox platform. Wik is a game that we felt would appeal more strongly to more hardcore gamers even before it was released in the casual PC gaming space. Since its core play mechanic is based on the development of skills which enable the player to control Wik with increasing finesse to perform acrobatic movements, we envisioned the control scheme working even better with a console controller than with a mouse. My base of experience and love of games in general is also firmly rooted in console development, so there was a strong desire to move Reflexive towards becoming a part of this exciting new service—and console development in general. Do you think developers should focus on porting existing content as you did, or on creating new content? Is it better to create and tu

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