"I felt that 2D Mario games often had the reputation of being unforgiving. Tezuka goes on to state that the team created Wonder with the aim of providing players with more freedom, since earlier 2D entries would feel somewhat restrictive in certain sections in the event players make a mistake: For example, I feel that Super Mario Odyssey is designed so that all players can reach the ending, no matter how they progress through the game."ĭeveloper Koichi Hayashida then steps in to explain that Tezuka suggested using the 3D Mario games as a reference point for the development of Super Mario Bros. Then we thought, maybe there isn't enough freedom. So we started to think about what we could do to make players want to advance. "We didn’t think was that challenging, so we hadn't realized you'd feel discouraged from continuing the game if it felt too difficult. Subscribe to Nintendo Life on YouTube Watch on YouTube
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |