User:Shokora/Odyssey development: Difference between revisions

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When asked about "coming home" to the ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]'' style of gameplay, Miyamoto explained that when he was developing ''Super Mario 64'' with [[Yoshiaki Koizumi]], they realized that the title would be more directed towards the "core gamer", rather than the casual, pick-up-and-go gamer.<ref>NinEverything. (January 13, 2017). [https://www.youtube.com/watch?v=QmV1JY4Tl9o Miyamoto on Super Mario Odyssey - Nintendo Treehouse Live with Nintendo Switch]. ''YouTube''. Retrieved January 15, 2017.</ref>  After ''Super Mario Sunshine'', their focus re-shifted to more accessible, casual gamers, hence encouraging them to make ''[[Super Mario Galaxy]]''.
When asked about "coming home" to the ''[[Super Mario 64]]'' and ''[[Super Mario Sunshine]]'' style of gameplay, [[Shigeru Miyamoto]] explained that when he was developing ''Super Mario 64'' with [[Yoshiaki Koizumi]], they realized that the title would be more directed towards the "core gamer", rather than the casual, pick-up-and-go gamer.<ref name="Treehouse Live January">NinEverything. (January 13, 2017). [https://www.youtube.com/watch?v=QmV1JY4Tl9o Miyamoto on Super Mario Odyssey - Nintendo Treehouse Live with Nintendo Switch]. ''YouTube''. Retrieved January 15, 2017.</ref>  After ''Super Mario Sunshine'', their focus re-shifted to more accessible, casual gamers, hence encouraging them to make ''[[Super Mario Galaxy]]''.


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Development for ''Super Mario Odyssey'' began right after ''Super Mario 3D World'' was released in late 2013.<ref>https://www.kotaku.com.au/2017/06/i-played-30-minutes-of-super-mario-odyssey-and-it-sure-is-impressive/</ref>
Development for ''Super Mario Odyssey'' began right after ''Super Mario 3D World'' was released in late 2013.<ref>https://www.kotaku.com.au/2017/06/i-played-30-minutes-of-super-mario-odyssey-and-it-sure-is-impressive/</ref> Miyamoto sought more senior developers and staff teams who had been involved in past 3D ''Mario'' titles, in order to really "go back to the roots" of ''Super Mario Sunshine''.<ref name="Treehouse Live January" /> In result, Yoshiaki Koizumi was made the game's producer, and ''Super Mario 3D World'' director [[Kenta Motokura]] again took on the role of director. Motokura revealed that early stages of development involved creating a "huge" amount of gameplay prototypes with numerous ideas, and the capture ability was one of them.<ref name="Nintendo Treehouse June">https://www.youtube.com/watch?v=L9pa0qQGa4Y</ref>
 
<blockquote>It was just one of the ideas that came up, but we worked on it for two or three days, and it just instantly turned into something that was really fun, and we decided [that it should be] the center of this game.
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Many of the other different prototype ideas were still included, providing for the diversity in game mechanics throughout the game's stages. ''Super Mario Odyssey<nowiki>'</nowiki>s'' theme was highly focused on "surprises" and travel, and the developers incorporated many of their travel experiences around the world.<ref name="Nintendo Treehouse June" /> For instance, elements of the [[Sand Kingdom]] was derived from Kenta Motokura's experiences during a trip to Mexico, and the [[Luncheon Kingdom]]'s food aesthetics was inspired by Italy and other European countries.
 
Buying with coing: Alike to going to foreign lands, something that really has an impact on you when travelling. Therefore they wanted to have Mario use different currency when travelling to kingdoms.
 
Motokura, inspired by trip to Mexico. Architecture and aesthetic. Developers incorporated a lot of their experiences travelling in the game. A lot of places which could be used for Mario action.
 
 
T-Rex inspiration. Theme is surprises. Looked back at Dinosaur Land in Super Mario World, wanted to give a different design, something unseen in a Mario game.
 
Art-direction inspiration - Leaving the Mushroom Kingdom, wanted to bring out the same feeling in visiting a foreign land. Different and exciting. A lot of time was spent with art direction in getting the balance right between familiar mushroom kingdom elements and new concepts.
 
 
 
 


Miyamoto discussed how the 3D camera in ''Super Mario 64'' worked very well, as it had the joystick as well as the C buttons to adjust the automatic camera. ''Super Mario Sunshine'' had the C stick in order to "control the camera freely", although they received feedback that the camera control was "a little bit difficult". With later 3D titles such as ''Super Mario Galaxy'', the minimal control of the camera also attracted some negative feedback. Miyamoto added that it's "very difficult to find the right balance".
Miyamoto discussed how the 3D camera in ''Super Mario 64'' worked very well, as it had the joystick as well as the C buttons to adjust the automatic camera. ''Super Mario Sunshine'' had the C stick in order to "control the camera freely", although they received feedback that the camera control was "a little bit difficult". With later 3D titles such as ''Super Mario Galaxy'', the minimal control of the camera also attracted some negative feedback. Miyamoto added that it's "very difficult to find the right balance".
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With all the different ideas that Miyamoto received from other, "younger" developers and programmers, some actually worried him about how well Mario would "fit in" to these different worlds, although he was "open minded" to all ideas that were presented. Miyamoto also sought more senior developers and staff teams who had been involved in past 3D ''Mario'' titles, such as Yoshiaki Koizumi, in order to really "go back to the roots" of ''Super Mario Sunshine''. [involvement of Miyamoto]
With all the different ideas that Miyamoto received from other, "younger" developers and programmers, some actually worried him about how well Mario would "fit in" to these different worlds, although he was "open minded" to all ideas that were presented. [involvement of Miyamoto]


==References==
==References==
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Created many different prototypes with numerous ideas, and many were included to give each stage different game mechanics.


Buying with coing: Alike to going to foreign lands, something that really has an impact on you when travelling. Therefore they wanted to have Mario use different currency when travelling to kingdoms.


8-Bit - Wanted to make a contrast with 3D stages that you're in where you are exploring freely. 2D space is more confined, precise. And hope that those that love the 2D will enjoy as well.
8-Bit - Wanted to make a contrast with 3D stages that you're in where you are exploring freely. 2D space is more confined, precise. And hope that those that love the 2D will enjoy as well.




Motokura, inspired by trip to Mexico. Architecture and aesthetic. Developers incorporated a lot of their experiences travelling in the game. A lot of places which could be used for Mario action.
Teamwork: Wanted Mario to be able to throw something. And since he always wears his hat, he should throw that. May be more appealing to players if it was also a character, and so he should be able to move around himself, which led to multiplayer.
T-Rex inspiration. Theme is surprises. Looked back at Dinosaur Land in Super Mario World, wanted to give a different design, something unseen in a Mario game.
Art-direction inspiration - Leaving the Mushroom Kingdom, wanted to bring out the same feeling in visiting a foreign land. Different and exciting. A lot of time was spent with art direction in getting the balance right between familiar mushroom kingdom elements and new concepts.
Process of developing 3D worlds - Lots of different prototypes with many game ideas, and building on the ones that seem fun.


https://www.youtube.com/watch?v=_GQGUGe7kDU
https://www.youtube.com/watch?v=_GQGUGe7kDU
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Balance between the familiar and surprising.
Balance between the familiar and surprising.


Capture ability: Begun making huge amount of prototypes, and the capture action was one of them.
Motokura - "It was just one of the ideas that came up, but we worked on it for two or three days, and it just instantly turned into something that was really fun, and we decided [that it should be] the center of this game."
Many of the different prototype ideas were placed within the stages. Combined art assets.


https://nintendotreehouse.tumblr.com/post/161799433482/whats-in-a-box
https://nintendotreehouse.tumblr.com/post/161799433482/whats-in-a-box

Revision as of 07:46, September 24, 2017

Development

Official infograph showing the recognized difference between the progression-oriented, and the more sandbox-exploration style of Super Mario series games.
Official infograph showing the recognized difference between the progression-oriented, and the more sandbox-exploration style of the 3D Super Mario series. Or as put by Miyamoto, "casual" and "core" games.


When asked about "coming home" to the Super Mario 64 and Super Mario Sunshine style of gameplay, Shigeru Miyamoto explained that when he was developing Super Mario 64 with Yoshiaki Koizumi, they realized that the title would be more directed towards the "core gamer", rather than the casual, pick-up-and-go gamer.[1] After Super Mario Sunshine, their focus re-shifted to more accessible, casual gamers, hence encouraging them to make Super Mario Galaxy.

Then in recent years, we made Super Mario 3D World and even though that's a 3D game, it's a little more accessible to everybody. [...] So when we thought about making a Mario for Switch, we wanted to make it [...] something a little bit more on the core side, that people who like action games can really get into.

Development for Super Mario Odyssey began right after Super Mario 3D World was released in late 2013.[2] Miyamoto sought more senior developers and staff teams who had been involved in past 3D Mario titles, in order to really "go back to the roots" of Super Mario Sunshine.[1] In result, Yoshiaki Koizumi was made the game's producer, and Super Mario 3D World director Kenta Motokura again took on the role of director. Motokura revealed that early stages of development involved creating a "huge" amount of gameplay prototypes with numerous ideas, and the capture ability was one of them.[3]

It was just one of the ideas that came up, but we worked on it for two or three days, and it just instantly turned into something that was really fun, and we decided [that it should be] the center of this game.

Many of the other different prototype ideas were still included, providing for the diversity in game mechanics throughout the game's stages. Super Mario Odyssey's theme was highly focused on "surprises" and travel, and the developers incorporated many of their travel experiences around the world.[3] For instance, elements of the Sand Kingdom was derived from Kenta Motokura's experiences during a trip to Mexico, and the Luncheon Kingdom's food aesthetics was inspired by Italy and other European countries.

Buying with coing: Alike to going to foreign lands, something that really has an impact on you when travelling. Therefore they wanted to have Mario use different currency when travelling to kingdoms.

Motokura, inspired by trip to Mexico. Architecture and aesthetic. Developers incorporated a lot of their experiences travelling in the game. A lot of places which could be used for Mario action.


T-Rex inspiration. Theme is surprises. Looked back at Dinosaur Land in Super Mario World, wanted to give a different design, something unseen in a Mario game.

Art-direction inspiration - Leaving the Mushroom Kingdom, wanted to bring out the same feeling in visiting a foreign land. Different and exciting. A lot of time was spent with art direction in getting the balance right between familiar mushroom kingdom elements and new concepts.



Miyamoto discussed how the 3D camera in Super Mario 64 worked very well, as it had the joystick as well as the C buttons to adjust the automatic camera. Super Mario Sunshine had the C stick in order to "control the camera freely", although they received feedback that the camera control was "a little bit difficult". With later 3D titles such as Super Mario Galaxy, the minimal control of the camera also attracted some negative feedback. Miyamoto added that it's "very difficult to find the right balance".

With Super Mario Odyssey, we made sure that the camera controls are really really smooth and easy to use, and the Switch controllers can really serve to that. [We] really made a sandbox-style game that's really easy and feels good to control.

With all the different ideas that Miyamoto received from other, "younger" developers and programmers, some actually worried him about how well Mario would "fit in" to these different worlds, although he was "open minded" to all ideas that were presented. [involvement of Miyamoto]

References


Nintendo Minute - Koizumi (red) and director Kenta Motokura (white) https://www.youtube.com/watch?v=q9wWsEPdDbA

Montokura "To play without interruption", without taking the player out of the stage.

Inspired 8-bit -Opportunity for different gameplay field, and give them a chance for an alternative to the 3D exploration.

Pauline - Knew that they were going to create a place that references previous games like Donkey Kong, and they thought that the best place to represent New Donk City was Pauline.

2D sidescrollers to 3D spaces.

1-Up girl: Purpose was to give people energy and vibes, and to get excited about the game.


https://www.youtube.com/watch?v=L9pa0qQGa4Y&t=123s



8-Bit - Wanted to make a contrast with 3D stages that you're in where you are exploring freely. 2D space is more confined, precise. And hope that those that love the 2D will enjoy as well.


https://www.youtube.com/watch?v=_GQGUGe7kDU

Balance between the familiar and surprising.


https://nintendotreehouse.tumblr.com/post/161799433482/whats-in-a-box

https://www.reddit.com/r/NintendoSwitch/comments/6h9s6l/hi_im_mr_koizumi_producer_of_super_mario_odyssey/

http://metro.co.uk/2017/06/19/super-mario-odyssey-interview-with-yoshiaki-koizumi-and-kenta-motokura-please-look-forward-to-it-6718082/

http://nintendoeverything.com/mario-odyssey-director-on-having-mario-travel-the-world-says-hes-human-considering-many-characters-more/