This October ’95 interview with Super Mario RPG director and then - Square employee Chihiro Fujioka sheds some light on the collaborative process and the division of duties between Square and Nintendo, with a particular focus on expressing the «essence of Mario» within the parameters of seemingly dissonant structures like
isometric game maps and conventional RPG tropes.
Not exact matches
The final
game I played was a sort of Tag / Pac Man hybrid where I had an
isometric view and
map on the Wii U controller display while my opponents chased me from split - screen, third - person over the shoulder views on the TV.
Isometric games have the interesting property of laying out the entire
map for you to see.
You only see as much of the
map as the team, avoiding the typical far - off,
isometric view of tactics
games.