Company was ready to expand the scope of the physics elements

May 1, 2012 00:51 GMT  ·  By

Trials Evolution is one of the most complex and interesting releases on the Xbox Live service for 2012 and its development team says part of its success was linked to their refusal to break any element of the core Trials HD experience.

Tero Virtala, the managing director working on Trials at RedLynx, told Gamasutra that, “Don't break the base game, because it isn't broken. We didn't add on a bunch of extra features to the core game mechanic. Instead, we went through our wish list of every single ancillary feature around the core game and designed Trials Evolution to really bring those features - player-created content, a more powerful editor, and multiplayer - up to where we have always wanted them to be.”

The base game features were not affected in any way, but the development team was ready to enhance the rest of the game in order to make sure that players felt immersed in the various stages and got more feeling of place from each playthrough.

The expansion of Trials also meant adding a complex level editor that allows gamers to create any sort of game experience as long as it is focused on physics and the interaction between a character and the game world.

Virtala added, “It is the exact same editor our level designers used to create all the levels, skill games, and scripted endings within Trials. They built those on an Xbox too, with a controller - we never built a separate PC editor, believe it or not.”

Some have compared the editor in Trials Evolution with that of Sony and Media Molecule’s Little Big Planet, but Virtala says there’s a clear difference in scope between the two.

The RedLynx team has refused to talk about porting Trials to any other platforms, but the developers have suggested that physics-based games have little limitations and could pop up on other devices.