Nintendo Producer Takashi Tezuka has explained a bit about the yarn theme that occurs in
Yoshi’s Woolly World. While Kirby’s Epic Yarn did the same thing in 2007, Tezuka said that he was not worried about fans confusing Woolly World with an Epic Yarn sequel. In fact, they just really enjoyed the textures Epic Yarn used and asked Good-Feel to apply those textures to Woolly World.

Here’s part of Tezuka’s interview with Game Informer:

Game Informer: Is there a fear of confusion between Kirby’s Epic’s Epic Yarn and Yoshi’s Woolly World?

Takashi Tezuka: No, we’re not really worried about this being seen as like a sequel or something, because honestly, we didn’t create Woolly World as a way to create an Epic Yarn sequel – it was just an idea we had. The idea of creating a Yoshi platformer came first, and then we thought that it might be interested to see his world represented with yarn.

So, the yarn theme is just a coincidence?

No, it’s not a coincidence. We were aware of the work that Good-Feel did with Epic Yarn, and we thought it looked amazing. We weren’t trying to create a Yoshi version of that. We just thought, “They’re good at doing textures and things – what can they do for us?” So we asked Good-Feel to create a Yoshi experience.

I love that Nintendo decided to carry the yarn theme over franchises. It also ties in with
Yoshi’s Story from the Nintendo 64, which had a story-book theme. Are you happy with the direction they took Yoshi’s Woolly World? Share your thoughts in the comments!

Source: Game Informer (via GoNintendo)

Our Verdict

Mariah Beem
I am very fond of video games, which is why I chose my major of Video Game Design with focus on Narrative. The idea of being able to make people feel the way I do about games through my own game is my main goal. I want to be able to give gamers a way to connect and be brought together by an experience that could be powered by elation, sadness, or even fear. It is emotions such as those that hook people into games and make them want more. By connecting a well-thought story with mechanics, character design, level design, and even audio, a game can be unstoppable - and ridiculously fun to play. I believe that narrative design is not a static thing. For narrative to be done well, it must be fluid and dynamic - something that is able to be changed by the player. Whether that be by choices, the knowledge the player gains from exploring, or simply who the player talks to, the story must bend and change and grow. This is why I want to be a narrative designer: there is definitely more to it than meets the eye, and I love a challenge.


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