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[STEAM][PRESS]After decades of Mario, how do developers bridge a widening generation gap?


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/ A prototype wonder effect—featuringMario's head turned into blocks that could be eaten by enemies—didn't make it into the final game. (credit: Nintendo)

[/url] In a game industry that seems to
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in
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as a
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of
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, it's often hard for even popular game franchises to maintain continuity in their underlying creative teams from sequel to sequel. Then there's the Mario series, where
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in the 1980s ended up having
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just last year.

In a recent interview with Ars Technica, Wonder producer Takashi Tezuka said it wasn't that tough to get that kind of creative continuity at Nintendo. "The secret to having a long-tenured staff is that people don't quit," he said. "For folks who have been there together for such a long time, it's easy for us to talk to each other."

That said, Tezuka added that just getting a bunch of industry veterans together to make a game runs the risk of not "keeping up with the times. Really, for me, I have a great interest in how our newer staff members play, what they play, what they think, and what is appealing to them. I think it's very interesting the things we can come up with when these two disparate groups influence each other to create something."

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