When there are enemies in the world you just have to get away from them rather than fight them. Is there no combat in the game?
That's exactly it. From the start, the joy of movement was important to us. And at the same time – and this is a super fluffy, creative-director kind of answer for you – but Mickey and friends didn't necessarily scream combat to me. We've got this brand-new world and these new characters, and what didn't sit right was this isn't like a big evil world. This is a world that exists about Mickey and friends. I didn't really want the characters to come in and just start jumping on people's heads when all those people are doing is hanging out in their houses, basically. It didn't really fit the vibe of the story; it didn't really fit the vibe of the characters for us.
And as soon as we started getting in the abilities, that's what the game was to us. The platforming magic – those abilities – that's where we were having fun. Even in our thought processes where we sat in a room, and combat almost, whenever it was in a conversation, it was almost like this side thing of us being keen, “Ah, we probably have to put combat in the game.” And I think at some point, we're just like, “Why do we have to?” Who's sitting there saying, like, “We have to do this.” And I'll say that Disney supports us doing that [laughs]. We just looked at it, and we realized, you know, if the game doesn't need it – and it doesn't – the game isn't sitting there going, “I’m missing something,” then let's trust our guts and build this experience around the movement.