Nintendo’s method of making games [video]
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Even if you don't like videogames, but you are creating experiences for other people, you should understand what's behind a videogame.
Like film and photography in the last century, we're still figuring those out. But what is clear is that the main aesthetic experience revolves around the interactive loop a player has with a game. This is different from, say, the interaction with a painting.
In short: the aesthetics of games are fundamentally based on the aesthetics of interaction. And therefore much more broadly applicable than just a game-context.
This is why many interaction design studies have a game design course (I gave a few when was an adjunct IxD teacher at Malmo Uni). Other than being a bit of self-indulgence of the professors, that is.
Curious what fundamental issues you had with the book?
- Ahoy, particularly Retro Ahoy (https://www.youtube.com/playlist?list=PLOQZmjD6P2Hk9m-sEG_fo...)
- Game Array (https://www.youtube.com/channel/UCIr5cIzrkBIOwMCxJVJOx7Q)
- Sunder (https://www.youtube.com/playlist?list=PLHKJTKyEfjmGegraWzCJY...)
- snowmaN (https://www.youtube.com/playlist?list=PLrSZDOvRCmRBLuY5_DPZ0...)
- Satchbag's Goods (https://www.youtube.com/channel/UCShqXc61KTV5NgGKDq7Fz6g)
- Gameological Dig (https://www.youtube.com/channel/UC3yMe49zMo6lKhLNZmIg_yw)
- RagnarRox (https://www.youtube.com/channel/UCFg9-S0cfu3UvBYuSNFT9hQ)
- Turbo Button (https://www.youtube.com/channel/UCWPTiFpzm8559H-9Err59gw)
- Innuendo Studio (https://www.youtube.com/channel/UC5fdssPqmmGhkhsJi4VcckA)
Please let me know if you have any more for me to check out :)
And old game has the charm and personality of the current indy games, but the professionalism of the greats. It has a soul, even with no story, few pixels. It has an identity.
It's very rare to find a game that has that today, and this is what nintendo is still good at.
Remember the first time you woke up in the kokiri forest ? It was amazing. I tried it again. It is still amazing. With very few things, it shines, it lives.
Now the first time I come out of the bunker in Fallout 4 ? The first time I spawn in Skyrim ? Meh. Not bad, it was fun. But it was not unforgettable.
Now I know it is possible to make a great game, with a lot of space, fantastic graphism, and density, and a soul. But it's very rare.
That and the fact we are getting older, and we are partial to games we loved when we were younger :)
"Inside the Mind of “Mario” Creator Shigeru Miyamoto" http://rickyreports.com/archives/miyamotoshigeru/
Form follows function
Many gamedevs don't get this. The underlying mechanics form the core gameplay. You can always make the story, looks and characters fit, but if your game mechanics are boring and broken, only major rework or starting over helps. In fact, the form being restricted by function may even be beneficial for the creative process and make the form more original.
If Windows sells, why should you make Linux?
If iPhones sell, why should you make Android phones?
If gasoline cars sell, why should you make electric cars?
Because we can do better. Because we should do better. And even if we do not - we force the orignal versions to be improved or lose their market share. We push boundaries by improving upon existing products. Frankly, I cannot enjoy games that put form before function.
http://kotaku.com/why-game-developers-keep-getting-laid-off-...
http://venturebeat.com/2014/07/18/why-triple-a-devs-are-goin...
I would prototype dozens of small game ideas in Flash without much planning until I found one that I spent more time playing than I did making.
Kongregate, Facebook, and Steam have quite a few users that play Flash games.
That being said, I the type of games I make now, it could probably handle, but it hasn't been anywhere near as pleasant of an experience to work with, so I've been pretty bad about porting my games to HTML5.
It combines well with this video because it answers the question in detail of 'What do you do' and 'How do you communicate it', once you have your character's actions and mechanics nailed down.
Too many designs start with how it looks and now how it works, but Nintendo's genius is to pick one interaction model, teach the user that model, and then just run with it.
I wish there was more information out there about Nintendo's software development process.
ico: escape while escorting
shadow of the colossus: the boss battles are the levels
the last guardian: mix the previous two
> Nintendo always starts with the same goal, coming up with a new way to play
As a game developer this comes across as quite the Nintendo propaganda video. Nintendo games are the least innovative things I have ever played, as they simply recreate their popular IPs over and over again (mario, zelda, pokemon etc) with somewhat better/different graphics. The only reason they are where they are today is the original games were released at the right time (timing + luck), and people continue to buy the sequels today out of nostalgia.
Super Mario 64 was an exploration of platform games in 3d: it doesn't require Mario, but he's a very good fit.
On the other hand, some of their games have new characters, Splatoon is pretty much new characters (except maybe the squid guy from Mario Brothers?)
http://www.gamespot.com/articles/nintendo-considered-making-...
There are very few new game series from Nintendo with rich worlds in them.
Wii Sports is just Miis put into sports settings. Splatoon is just generic looking characters put into different arenas. Animal Crossing is avatars put in farms or whatever. Pikmin is just one generic spaceman and billions of little colorcoded plant people.
Nothing they make outside of sequels and spinoffs have much in the way of rich worlds in them. And even those are just reusing old content from earlier games. (Oh wow now we can have the tanooki suite again! Oh wow now we can play as a evil purple-colored baby version of mario!)
"wii sports is just Miis put into sports settings" what is bad about this? the game itself is very enjoyable and was a worldwide sensation. what was wii sports supposed to be? not every game needs to be an open world adventure starring a bald man who's wife and child were brutally murdered.
What happened? Who knows. But it's definitely noticeable.