At one point, Mario & Luigi: Dream Team was going to have a volcano. Itâd have been quite the spectacle: hundreds of little Luigis would gather together and morph into volcanic form, then erupt into a trickle of Luigis that would strike enemies.
But it didnât workânot quite as well as the ball of Luigis, or the hammer of Luigis. So the team at AlphaDreamâand their parent company, Nintendoâdecided to scrap it. No more volcano.
âIt was something that once we came up with the prototype for, played around a little bit,â said Dream Teamâs director, Hiroyuki Kubota. âWe realized it looked cool, but it wasnât going to control very well, so that was something we had to strike out.â
Thatâs just one of many ideas that were formed, forged, and left on the cutting room floor. Itâs not unusual, while making a video game, for developers to toss ideas that never quite fit. And Nintendo games, known for their polish and general high-quality, are surely the result of tons of iteration and developers who are unafraid to get rid of the stuff that doesnât work.
But the story behind Mario & Luigi: Dream Team is especially fascinating: for AlphaDream and Nintendo, making the game was so grueling that they had to coin a new phaseâgammaâto illustrate the process. It took them four years, two platforms, and, according to their producer, what could have been as many as seven different overhauls. Total reboots. Seven.
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I guess the eighth timeâs a charm.
A few weeks ago, Nintendo invited me to their New York City offices for a video conference with the folks at AlphaDream, the game studio behind all of the Mario & Luigi games so far, including Dream Team, which came out on August 11 for the 3DS.
This is what I saw:
On the top left is Nate Bihldorff (grey shirt), who wrote the English script for Dream Team. Sitting next to him are two translators that helped me communicate with the Japanese developers on the call. Theyâre at Nintendo of Americaâs headquarters in Redmond, Washington.
On the bottom left is Nintendo producer Akira Otani, along with someone else off-screen who didnât identify himself, conferencing in from Nintendoâs HQ in Kyoto, Japan.
The top right gives you a glimpse at an AlphaDream conference room in Tokyo. On the left side of the room is Yoshihiko Maekawa, a producer on Dream Team. Kubota is the one in the orange shirt. Theyâre two of AlphaDreamâs top people, and they helped make Dream Team what it is.
We talked about Mario & Luigi: Dream Teamâs long development process, about its challenges, about its strengths and what some consider its weaknesses. I even snuck in a question about Super Mario RPG. (Donât count on a sequel.)
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Making Dream Team, they told me, was something of an ordeal.
âI guess one way I can sort of encapsulate the journey on production of this game was thinking about all the different iteration we did for ideas with Luigi,â said Kubota. âThis is something that changed as the platform that we were developing for changed. You know we moved to new hardware over the course of the project, and suddenly found ourselves able to express ourselves with a greater level of richness and detail and processing power.â
Itâs a big shiftâthe 3DS is significantly more powerful than the DSâand the results are pretty impressive. Dream Team looks great.
There have been four Mario-and-Luigi-helmed role-playing games so far, all made by the folks at AlphaDream. Each has some sort of big hook or gameplay gimmick: the last time around, the adventurous plumbers found themselves inside of Bowser, where they could manipulate his body by clearing enemies out of his various passages. On the top screen, youâd control Bowser; on the bottom screen, youâd control Mario and Luigi.
Dream Team has a new type of gimmick: you, as Mario, get to explore Luigiâs dreams. When Luigi is snoozing, he can do all sorts of insane things that mostly involve splitting into multiple Luigis and combining to form shapes and weapons.
âWhen we hit upon the idea of having a lot of the gameplay action set in a dream, I think thatâs when it all came together and started to make sense for us,â Kubota said. âBut that was quite the processâit was a journey.â
The team started working on the game in 2009, just after releasing Bowserâs Inside Story. It was a long, excruciating process, they say.
âI think we had quite a few restarts with this gameâmaybe as many as seven,â said Otani. âBut I think that is what brought us to the wonderful product that we have.â
It is wonderfulâone of my favorite Mario RPGs to date. But the handholding can get a little out of control, as many smart reviewers (like USGamerâs Jeremy Parish) have pointed out. So I had to ask: whatâs up with all the tutorials?
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Thatâs what they did for Dream Teamâsome of the time. Often, when entering a new dungeon or screen on the map, you are accosted by someone and explicitly told what to do next. It can get a little grating.
âItâs certainly something we are thinking about, and struggling to find new ideas for constantly,â Otani said. âWe want to see how this current iteration goes and make sure weâre always making the effort to present game systems to players in a way thatâs easy to understand. The real danger here is that people find the game difficult and as a result start to wanderâthatâs when you lose players as well.â
Like Pulling A Mustache
Itâs interesting, watching Nintendoâs Otani interact with the AlphaDream folksâeven from our brief conversation, I could tell that thereâs something of a tug-of-war there. I asked what the collaboration process was like: does AlphaDream ever want to do things that are rejected by the folks who pay the bills?
They laughed.
âOf course these guys come up with all sorts of very interesting ideas,â said Otani, âand at some point someone at Nintendo has to express a judgement on them one way or another.â
In other words, AlphaDream is the freewheeling loose spirit, and Nintendo has to pull the reins every once in a while.
âSince this is such a longrunning series and we have such a deep working relationship with Nintendo at this point, weâve gotten to the point where we have almost an intuitive sense of how they will react to certain ideas that we propose,â said Kubota, laughing, âand exactly how far we can push forward the outer boundary of those ideas every single time. And I like to think that we are always testing them a little bit with each new project and its new set of ideas. We want to slowly tickle and expand the area that we are given to work with these characters.â
âYes, I want to emphasize that working together is the important part of that sentence,â added Otani, laughing.
âItâs a little bit like the way that we are teasing Luigiâs mustache,â said Maekawa, referring to the way you can yank and prod at the green plumberâs facial hair while heâs asleep in Dream Team
âYou have to know exactly how much you can get away with. And that for us is the trial each time.â
It was like I was in my very own Iwata Asks
Schreier Asks.
Nintendo should let me do this every week.
Grandpa Mario?
âCan you give me an example of something [AlphaDream has] tried to get away with?â I asked.
âI guess the biggest example of a rule that I can give is the one concerning vulgarity,â said Otani. âAny time we have something suggested that is just too vulgar for our concept of the Mario character, we have to throw that right out, because we donât want to invite those kind of perceptions of our characters that way.â
Perhaps a Wario RPG would allow for more vulgarity? The idea made me curious: after four RPGs about Mario and Luigi, would the team at AlphaDream be interested in making an RPG starring different Nintendo characters? Say, a Princess Peach RPG⊠or a Kirby RPG?
They wouldnât answer. âI donât think thatâs something weâre currently discussing,â said Otani.
Maekawa chimed in. âMm, I should probably defer to Mr. Otaniâs answer then,â he said, laughing.
âI mean, itâs certainly fun to think about sort of original characters, absolutely completely different characters and worlds that you can incorporate into a game,â Otani said.
Sure. Otaniâs comments made me think of a question that Kotaku bossman Stephen Totilo suggested.
âWeâve seen Mario and Luigi in normal time, and weâve seen them as babies [in Mario & Luigi: Partners in Time]âwill we ever see them as old men?â I asked.
âGrandpa Mario?â asked Maekawa, laughing.
âWell,â said Kubota. âSince Mario doesnât age, itâs not actually an idea that we may have the opportunity to explore.â
âWait a minute,â I said. âHe must have aged if he was a baby, right?â
âYou just blew my mind,â said Bihldorff.
âSure, if we had some really good ideas along those lines,â said Otani. âIâm not sure if aging is really fun, especially considering the older you get, starring in an action game would probably be pretty rough.â
He makes a good point. Sadly, I donât know if weâll ever get to see Mario & Luigi: Geriatric Ward, no matter how many times we ask. Dream Teamâthe excellent product of what seems to be a great deal of hard workâwill have to suffice.
Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET. You can reach Jason at [email protected] or on Twitter at @jasonschreier