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Konno on Mario Kart character and track selection, Retro’s support, innovation leading to change

Posted on March 5, 2012 by (@NE_Brian) in 3DS, GameCube, General Nintendo, News, Wii

Mario Kart producer Hideki Konno was recently asked a series of questions about the franchise in an interview with IGN. Konno discussed how the roster and tracks are considered, making sure its still accessible when adding in new features, how and why Retro was brought in for Mario Kart 7’s development (though this was previously discussed in Iwata Asks), and more.

In terms of specific, interesting content divulged by Mario Kart’s head honcho, Konno stated that the team thought about adding in Wiggler for Mario Kart Wii, expressed uncertainty about the return of character specific abilities from Mario Kart: Double Dash, and how “the need to significantly change the Mario Kart series will arise if an innovation is developed that will enable more people to enjoy Mario Kart.”

All of Konno’s remarks can be found after the break.

Konno on how the Mario Kart roster is determined…

“I usually consult with the staff when deciding which characters to include. Everyone is attached to one character or another, so it can be difficult to reach a conclusion, but the director takes everyone’s preferences into consideration and makes the final decision. In previous Mario Kart games, the large characters have been wild types, like Bowser and Donkey Kong, so this time we decided to add some large characters that look nicer, like Queen Bee and Wiggler. Wiggler was one of the candidates for Mario Kart Wii, and this time we were finally able to include Wiggler in the roster. Regarding the size of the roster, considering that up to eight players can compete against each other and that this is a game for a handheld game console, I think the number of characters is sufficient. Also, players can customize their carts, so I think character selection has actually become more fun. ”

Konno on what led to kart customization…

“I believe that Mario Kart is enjoyed by a wide range of players, including both new and veteran gamers. That’s why we needed to come up with a simple and easily enjoyable structure. We ended up using a system in which players can customize their frame, tires, and glider. By enabling players to choose combinations of parts that match their racing style, we’ve made the game more strategic. It’s also fun to choose the parts based on a sense of fashion, as if you were picking what clothes to wear. I think the customization in Mario Kart has enriched the multiplayer experience. Whether this kind of idea will be more prominent in future Mario Kart games is not a question that I can answer right now.”

Konno on how careful they have to be when considering new features…

“When we think about adding new features, we always focus on making sure that the game is accessible enough so that anyone can start playing immediately and deep enough so that players will want to keep playing over and over again. In Mario Kart 7, players are able to customize their karts from a display that looks like a slot machine. I think we managed to create a system that is both intuitive and fun to experiment with.”

Konno on whether or not Mario Kart has specific boundaries that can’t be changed…

“Mario Kart is a communication game for everyone to enjoy together. This concept has remained constant from the very first Mario Kart to the most recent Mario Kart 7, which allows players to connect over the Internet. The multiplayer features of the Mario Kart series are one of its most important elements. Currently, I believe that the introduction of the online multiplayer mode is very important. When we think of new features, we always ask whether the features will interfere with the multiplayer action. In other words, elements that don’t match well with multiplayer gameplay are difficult to incorporate into Mario Kart games, so I suppose you could say that there’s a boundary there.”

Konno on the decision to bring Retro in to help with track design…

“We asked Retro Studios to help with the track design because at the end of 2010, Retro Studios had just finished developing Donkey Kong Country Returns, and we were faced with a development staff shortage. It was a very fortunate coincidence for the Mario Kart series.

“Retro Studios and Nintendo each designed about half of the courses. I think that EAD and Retro Studios were able to cooperate and work productively to create a high-quality product. I am very grateful for the work that everyone at Retro Studios accomplished.”

Konno on how tracks are developed…

“We focus on the gameplay when developing tracks. First, we decide on a gameplay experience that we can express in a simple phrase, and then we start working on the course design. Some examples of phrases that we have designed tracks around include “glide from a mountaintop” and “ride through a desert town.” Some themes are inspired by real places, but we determine whether those themes are appropriate for Mario Kart or not based on what type of experience they provide for the player. The final track designs are reached after repeated testing to see if most people will be able to enjoy driving on the tracks. ”

Konno on keeping balance when adding new power-ups…

“Stated simply, we play the game over and over again and adjust it as we go. When we create a new item, we do our best to imagine in detail what kind of effect that item will have on players at different positions in the race. Then, as we make the game, we play it repeatedly with a variety of different people to check whether the effects that we imagined are actually realized. Since we have to play over and over again, you could say that it’s difficult. But I think that this is a vital process for game production.”

Konno on character-specific abilities from Double Dash…

“The character-specific items from Mario Kart: Double Dash!! were definitely appealing. However, these items make it difficult to balance the game and ensure that the game program runs smoothly, so we chose not to include them in Mario Kart 7. Whether this mechanic will return in future installments is not a question that I can answer right now.”

Konno on whether or not he’s worried about items like the Blue Shell or Bullet Bill taking away from skill-based play…

“I believe that Mario Kart is enjoyed by a wide range of players, including both new and veteran gamers. Ideally, we would like to allow players of different experience levels to play Mario Kart together. We don’t want to create a game in which more experienced players will always win; we want to create a game in which when less experienced players are lucky, they can win too sometimes. That’s why we use items to add an element of chance to the game. I think it’s fun to play Mario Kart as if you were checking your horoscope. Even if your luck isn’t good today, it might turn around tomorrow if you keep trying.

“On the other hand, we have added the ability to limit the items that are available in local and online multiplayer games so that players can also enjoy races that are less influenced by luck.”

Konno on whether or not he feels there needs to be a significant change to Mario Kart in the near future…

“The need to significantly change the Mario Kart series will arise if an innovation is developed that will enable more people to enjoy Mario Kart. On the other hand, there are good things that don’t change, like familiar tastes and sports rules. I’m repeating myself now, but I want to emphasize that the multiplayer gameplay of the Mario Kart series is one of its most important elements. We want to make Mario Kart a series that can be enjoyed by people all over the world, regardless of boundaries like age and nationality.”

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