2017 | Nintendo Switch | Open-World Mario
Super Mario Odyssey (2017) returned to sandbox design after Galaxy's linear formula. Cappy possession mechanics revolutionized gameplay - possess enemies and objects with sentient hat. New Donk City brought nostalgia. Switch launch window defining system's potential.
At 36 years old, principal architect watching Mario's reinvention. Capture mechanic changed everything. Power Moons replaced Stars - hundreds to collect. No lives system. Photo mode. 20+ million copies sold - best-selling 3D Mario ever.
Capture mechanic possessed enemies and objects with Cappy. Throw hat to become T-Rex, Bullet Bill, Goomba, even electricity. Each possession unique controls and abilities. Massive kingdoms to explore - Metro, Seaside, Luncheon, Moon. Power Moons everywhere - hundreds per kingdom.
No lives system - death only cost coins. Photo mode captured moments. Costume collectibles for customization. Motion controls optional but enhanced throwing. New Donk City Festival climax. Mushroom Kingdom postgame nostalgia. Pure exploration freedom.
Best-selling 3D Mario at 20+ million copies. Defined Switch era alongside Breath of the Wild. Influenced Nintendo design philosophy - freedom over linearity. Proved sandbox Mario could thrive in modern era. VR Missions added Nintendo Labo support. Set template for exploration-focused Nintendo games.
"At 36, principal architect, Odyssey taught platform-agnostic design. Switch hybrid nature - handheld and console. Modular systems - kingdoms as independent modules you can explore in any order. User engagement through diverse goals - not just finish game, but discover everything. That's modern software architecture - flexible, modular, player-driven."