![]() ![]() “It ties back into that idea of empathy… you have an intuitive connection even though it’s something new.” “Instead of adding something brand new, (we thought that) if he’s going to throw something, he might as well throw something that’s familiar to users,” says Motokura. in “Odyssey,” Mario can jump on his cap to make extended leaps, or throw it to vanquish enemies and trigger switches. He sports a hat because it was simpler to create than hair.īut in a sign of the series’ evolving gameplay, that hat is – for the first time – an active element of the game. He first wore overalls to make it easier to see his arms move. He has a moustache because there weren’t enough pixels for a mouth. ![]() ![]() In fact, the character’s most iconic features were dictated by the limitations of early video game technology. Mario has always been a product of function over form. It’s that feeling when you know you are doing something you’re not supposed to – that’s the excitement we want to give players when they go off course.” Motokura explained a number of ways in which designers nudge players in the right direction – placing objectives atop easy-to-see landmarks or moving the player’s viewing angle to show a point of interest.īut going off the beaten path is just as fun, he said. This freedom presents challenges for designers, such as ensuring that gamers don’t get lost.
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