In crafting the unique visuals and setting for this game, there was a lot of attention to detail. But let’s dive into how the core gameplay and story came together.
Fukushima: At its heart, what would shape the gameplay was originally conceived by Acquire. They had a stellar initial idea, and we kicked things off by having them prototype it. Their proposal was captivating: "Imagine a Mario story that’s distinctly yours, set against the backdrop of venturing and living on drifting islands."
Ohashi: The notion of drifting islands immediately drew me in. The idea of discovering new islands, embarking on adventures, and forging friendships with the inhabitants was exciting. The concept of connecting multiple islands and expanding your band of allies felt incredibly compelling.
Otani: I must admit, it was a brilliant idea. During our brainstorming sessions at Nintendo, nobody had thought of something like this. The idea of linking different islands isn’t your everyday brainstorm. (Chuckles)
Ohashi: We did face challenges, though. Capturing that "Mario & Luigi-like" vibe took a considerable amount of time, which meant testing some of these new elements was sidelined. While we figured out how to make the island gameplay engaging, there was a significant delay before we could pitch solid ideas to Nintendo. This could’ve understandably been concerning for them.
Otani: Honestly, I was quite anxious. Fukushima and I kept wondering when Acquire would reveal their plans. (Laughs)
Fukushima: Nevertheless, we had faith in Ohashi-san’s methodical approach. He delves deep and offers solutions only once satisfied, so we trusted him. Still, internally, we had numerous strategy meetings to decide how long we could afford to wait. (Laughs)
Ohashi: In the game, Shipshape Island acts as the hub for Mario and his friends’ adventures. This island drifts across the ocean, stopping by various other islands for adventures. Finalizing the game mechanics, like how the island would traverse the vast ocean, took time.
Fukushima: We typically nail down gameplay and story direction early, and then refine the details. This time, however, things delayed us. As we worked on battles and the exploratory actions, many elements were still undefined. Things like Shipshape Island’s drifting system and aspects like the number and themes of the islands were still under discussion. It felt like chasing rainbows and was a monumental task.
Otani: A significant challenge was the stark contrast in our development styles. In past series entries, we’d develop gameplay first, then weave a plot to complement it. The director guided our progress. But Acquire approached it differently. Ohashi-san was tasked with the drifting islands concept, while an external company focused on story writing. Since this is an RPG, both story and gameplay need to mesh seamlessly to make headway.
Ohashi: The external storytellers struggled to embody that "Mario & Luigi-like" essence and devise a compatible narrative.
So, how did you overcome this hurdle?
Ohashi: I recall when things began coming together. We discussed the plot collectively and designated themes for each sea; for instance, the first sea would focus on "family", the second on "friends", and so forth.
Fukushima: Exactly! That’s when the elements began aligning around the theme of "connection". While the gameplay emphasizes linking islands, it also highlights the bonds formed among the islanders.