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ARMS producer details the game's creation process, says design was similar to Mario Kart in many regards

by rawmeatcowboy
22 March 2018
GN Version 5.0

Kosuke Yabuki, the producer of ARMS, hosted a panel at GDC today to give some insight into the game's creation. Some finer points from the presentation have been listed below.

- Mario Kart and ARMS are like siblings
- lessons learned on Mario Kart helped to form many aspects of ARMS
- Yabuki considered the possibility of creating a fighting game where the camera was position behind the player’s character
- fighting games typically use a side-on perspective to make it easier for the player to judge the distance between combatants
- the goal was to create a fighting game using the spacing and control from a Mario Kart-esque behind-the-character camera
- this lead to a rudimentary 3D prototype with fighters whose arms extended across a boxing ring
- Yabuki said early on, ARMS felt a bit like a shooter as well
- very few of the prototypes that the R&D teams design at Nintendo blossom into commercial games
- this is because Nintendo expressly looks for game ideas that deviate from existing game styles and fashions
- “If [Shigeru] Miyamoto asks me the question: “What’s different about this, and I don’t have an answer, then I’m finished.”
- at first only the fist extended, but the devs found that the action on screen was too slight and unsatisfying
- this was changed to the whole arm extending, which really clicked with the dev team
- the team did not feel that the extendable arm function needed to be explained in the game’s fiction
- using a behind-the-back camera allowed the team to flesh out the 3D stages
- the team put “a lot of effort and thought” into the characters’ clothing in order to get across that this is a serious sport
- the work on Mario Kart's fictitious logos and brands was parlayed into creating ARMS' characters
- ARMS was also inspired by Mario Kart's element of luck
- Nintendo used AI matches to ensure that no one particular combination was significantly better or worse than another
- a lot of time was spent considering the characters’ athletic bodies
- in pursuing the art and technique of good game design, no experience is wasted, as, “Good game design is universal.”

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