Unveiling the Making of Super Mario Bros Wonder at GDC 2024
In a recent GDC presentation, Nintendo reflected on the development process of Super Mario Bros Wonder, focusing on the collaborative effort to incorporate the entire team's input in designing the game's distinctive Wonder effects. As the first 2D Mario platformer in over a decade, Super Mario Bros Wonder was released last October, introducing the Wonder effects that dramatically alter various aspects of a level, such as the screen orientation, Mario's abilities, or even prompting Piranha plants to break into song. The discussion, led by Nintendo's Takashi Tezuka and Shiro Mouri, delved into the challenges of producing a new 2D Mario game after an extended period, particularly in creating a world centered around secret abilities and mysteries, given that these elements are already a staple of the franchise. This challenge led to the development of the Wonder effects, with Tezuka highlighting the difficulties of managing a large team and ensuring that each member's unique strengths and abilities are represented in the production process. "The evolution of hardware has led to an increase in development team sizes, proportional to the scale of game production," Tezuka explained. "Team management, which was not a primary focus during the NES era, has become a crucial aspect of game development. "Ensuring that all team members work towards a common goal with minimal waste is a significant challenge. However, it is even more important to recognize and leverage the diverse skills and approaches within the team, making team management a vital component of the development process." Mouri emphasized that the creation of Wonder effects was a collaborative effort, involving brainstorming sessions where all team members, regardless of their position or seniority, were encouraged to contribute ideas. "To fill the game with secrets and mysteries, we required a wide range of Wonder effects. We conducted brainstorming sessions where the entire team shared their ideas, and everyone was encouraged to participate, as Nintendo believes that every team member is a game designer. "Initially, we asked team members to write down their ideas on sticky notes without any constraints, as imposing conditions can stifle creativity. This approach yielded around 2,000 ideas, which we then refined to identify the key criteria for effective Wonder effects." One of the primary criteria for Wonder effects was establishing a connection between the pre-Wonder effect environment and the effect itself. "For instance, if players were to suddenly transform into balloon Mario during a Wonder effect, it would feel unnatural," Mouri illustrated. "However, by introducing 'balloonesque' enemies before the transformation, the transition becomes more organic." Another crucial aspect of Wonder effects was the ability to explain them simply and provide players with new abilities or experiences. "Once we established these criteria, we began testing various ideas that met these standards," Mouri added. "This testing phase involved the entire team, with each testing group consisting of a game designer, artist, programmer, and sound engineer. When necessary, we created temporary design and sound data to facilitate the testing process. "After completing the testing phase, all team members played the prototype and shared their feedback. In response to this feedback, team members shared and built upon each other's ideas, ultimately shaping the final product. Although more than half of the prototypes were not included in the final game, these testing sessions had a significant impact, as they provided development experience, boosted motivation, and enhanced team cohesion. Most importantly, the process of creating prototypes was enjoyable and engaging." Mouri showcased examples of Wonder effects that emerged from these testing sessions, including the ground tilting and the incorporation of a quiz within a level. Tezuka and Mouri addressed the shift in player preferences over the years and the team's effort to address the limited player choice in previous Mario games. In Super Mario Bros Wonder, players can choose between different abilities, unlocking various paths or completion methods for levels, and the development team provided more freedom to explore maps and select levels. Both Tezuka and Mouri acknowledged the initial uncertainty in tackling the challenges of creating the game but found that the collaborative process of discovering solutions as a team was a rewarding experience. Following an in-depth discussion of the Wonder effects, including some discarded prototypes, the pair concluded the talk by discussing the future of 2D games. "Super Mario Brothers will celebrate its 40th anniversary next year," Mouri began. "You might think it's challenging to evolve a long-running series, but new gameplay experiences are created by addressing and overcoming the challenges inherent in 2D titles. This applies not only to Super Mario Brothers but also to the broader scope of 2D games, which will continue to evolve in the future." Tezuka added, "We recognize that there are multiple approaches to game development. However, our primary focus is on identifying the core of the game. If we cannot envision what makes the game enjoyable before refining the graphics, sound, and presentation, I worry that the production will not yield the desired outcome. This is why we prioritize finding the core of the game and dedicating considerable effort to this process. "In addition to focusing on the game's core and gameplay, we must verify that these elements work, which is easier to accomplish with 2D games due to their straightforward structure. This simplicity enables us to concentrate on creating engaging gameplay." Tezuka clarified that he was not implying that the time and effort required to develop a game differ significantly between 2D and 3D games. However, in the context of 2D Mario, it is easier to make adjustments to courses and incorporate new elements throughout development. "As we move forward, embracing the challenges inherent in this franchise, new technologies will emerge, blending traditional 2D presentation with innovative elements, potentially altering gameplay itself. "Mr. Mouri discussed the ongoing evolution of 2D games. Perhaps I am the most enthusiastic about this future prospect. Maybe someone in the audience will create a new 2D game, and we hope to continue innovating and creating new gameplay experiences in the years to come. Reflecting on gameplay is an incredibly enjoyable process."