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Seece said:
Yeah because a developer making an FPS could learn a lot from Mario .....


Yes !

On a more abstract level !

There is an Iwata asks out there, pointing out how the very fist level in SMB is specifically designed to teach the player that you are supposed to jump on Goombas (that they are harmful and bad) and that mushrooms are good for Mario (giving you the chance to survive a hit) with both looking similar is a great example! The level is designed so that you can´t escape the mushroom, but are running in the goomba if you don´t figure out how to jump on him.

without any text !

This is precisely what Inafune refers to!

There are other examples as well: Miyamoto tested how the mushroom should behave to make it fun for the player (stand still, come to the player, move away either slow or fast)...they found out that it was thrilling to chase a mushroom that is barely slower than Mario.

Those are classic examples of good game design, this isn´t meant as "every game should have a Princess in another caste" or something like that !