"We made a lot more. But we didn’t just make weapons to have more weapons. We planned everything out so that we could pair geographical features and weapons to create a variety of ways to play. So it was a lot of work even when we added just one weapon...
Iwata
It’s no fun if there’s a weapon that always lets you win.
Sato
Right. If this was just a one-player game, we could make an ultimate weapon that players would enjoy playing with, but since it’s a competitive online game, we took those ten months to adjust the overall game balance so each weapon had its pros and cons.
Amano
We also took a lot of time to test out the stages, with help from the people at Mario Club15.15. Mario Club Co., Ltd.: Debugs and tests Nintendo software which is under development.
Sato
If a stage was unbalanced, and there was even a slight advantage in strength, it made for a big discrepancy between players and ruined any chances to turn the battle around.
Iwata
And that’s not quite what you want for a competitive online game, is it?
Sato
Right. We wanted players to feel like they couldn’t let their guard down until the bitter end, to give them a really exciting battle. So we spent a lot of time on that.
Nogami
And there’s a real sense of accomplishment when your strategy pays off. If you work hard on something and it doesn’t bring results, you get sick of it."
Iwata: You want that effort to be rewarded.
Nogami
Right. So we took a lot of care in making all of the stages and the weapons one by one, so we could make that happen.
Amano
So each time we added a weapon, we needed to test it on the stage.
Nogami
So it was sort of like a math problem. If we added a single weapon, it was not a simple addition as we had to adjust all sorts of other variables, like a math problem, and we did that right up until the game was completed.
It definitely seem they put a lot of work into balancing the game!!!