When it comes to crafting a game, visuals and setting are crucial, but what about gameplay and story? Those elements, after all, form the backbone of a game.
Fukushima: To get started on the core gameplay, we were fortunate to have Acquire propose an impressive initial idea. Their pitch read something like this: “A Mario story that’s uniquely yours. Living and adventuring on drifting islands.”
Ohashi: The concept of drifting islands really caught my attention. Imagine discovering a new island, going on exciting adventures, and making friends along the way. It seemed like it would be thrilling to connect these islands together, growing your circle of allies as you go.
Otani: I must say, it was a stroke of genius. During our brainstorming sessions at Nintendo, no one had come up with anything quite like this. The idea of linking diverse islands wasn’t something that came up easily. (Laughs)
Ohashi: However, capturing that “Mario & Luigi-like” essence was quite challenging, so the testing for this novel element wasn’t a priority at first. While attempting to make this drifting island gameplay enjoyable, it took longer than anticipated to showcase something solid to Nintendo, which likely kept them on edge.
Otani: Anxiety was a constant companion. Fukushima-san and I found ourselves frequently wondering when Acquire would be ready to share their progress. (Laughs)
Fukushima: Despite this, we had faith in Ohashi-san, who is known for pondering deeply and offering a well-thought-out solution once he’s completely satisfied. Yet, it didn’t stop us from holding many internal discussions about how long we could afford to wait. (Laughs)
Ohashi: In our game, Shipshape Island is the hub for Mario and his pals. This island roams the ocean, visiting different islands and embarking on adventures. But sorting out mechanics like how the island would navigate through the vast oceans took some time.
Fukushima: Generally, we finalize the gameplay and story direction early in development, then hash out the details. This time, things dragged on longer than expected. While these aspects were being fine-tuned, we were simultaneously working on aspects like battles and exploration actions, even though some details weren’t finalized yet. It felt a bit like chasing after something elusive, and it demanded significant effort.
Otani: Additionally, there was a stark contrast in our development approaches. Normally, we develop gameplay first and then devise a narrative to enhance it, with the director overseeing the progress. But Acquire had the director, Ohashi-san, handling the drifting islands gameplay while an external story team independently crafted the narrative. However, being an RPG, seamless integration of story and gameplay is essential for progression.
Ohashi: The external story team also faced hurdles in instilling that “Mario & Luigi-like” essence into their narrative concepts.
So, how did you finally overcome those challenges?
Ohashi: I believe it was when we began thinking collectively about the storyline and established themes for each sea. We decided the first sea would embody “family,” the next “friends,” and continued in that manner.
Fukushima: Exactly, that’s when everything started to align. The theme of “connection” emerged organically. The gameplay, centered on connecting islands, mirrored the interpersonal connections shared by the island inhabitants.