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Putting Play First (Nintendo's Game Design Mechanics)

I've never really understood why the Squids were chosen as the main characters for Splatoon or how on earth the vacuum became Luigi's go to weapon from Luigi's Mansion. This video sheds light on how Nintendo designs video games by nailing down fundamental gameplay mechanic or the main actions you want to do in the game first before anything else. This at least explains why Nintendo games felt and look different. A fascinating look at how Nintendo designs video games. The future looks good for the Nintendo Switch.

Nintendo - Putting Play First | Game Maker's Toolkit
 
As long as they realize that tutorials suck, a lot of their more recent games are so slow to start. It seems like BOTW is free from that though.
 
Incoming Miyamoto shaming 3. 2. 1....

I have watched this video for a few times, pretty good. My favorite Mark Brown video are about 3D world and Hitman. Recommend.
 
"Why F-Zero? What do you want we haven't done before?"
This IP is so dead.

That explains the no new Wave Race too, I guess.
 
A new same formula F-zero would be ok with fans.

Meanwhile they greenlit stuff like Star Fox Zero.

re-making the game in Unreal Engine 4 would be nice.

That Star Fox Zero really I don't understand. Well, I guess you can't be perfect all the time.
 
A new same formula F-zero would be ok with fans.

Meanwhile they greenlit stuff like Star Fox Zero.

Star Fox Zero had a point though. They wanted to put out a game that made key use of the Gamepad and TV relationship in a way they hadn't really done much of.

They failed spectacularly, but there was atleast an intent behind it getting greenlit.

A new pretty F-Zero would be creatively bankrupt in Nintendo's eyes. And it's not like F-Zero ever sold NSMB numbers where they could handwave away such reasoning.
 
That video pretty much explains why I prefer to play Nintendo games and why opted to watch the Uncharted series on youtube rather than play it.

It's also why I couldn't agree with The last of Us winning game of the years as I felt that people liked it more for the story and character than the actual gameplay.

As long as they realize that tutorials suck, a lot of their more recent games are so slow to start.

Tutorial are a necessary evil to explain the mechanic to the players.

A new same formula F-zero would be ok with fans.

Not really as Nintendo heart wouldn't be in it as in their eyes doing the same old thing as the last game is the most boring thing that an artist can do and the game will suffer as a result of it.

For example when I write stories the first thing I do is think what interesting plot do I want to write about and go from there.
 
That video pretty much explains why I prefer to play Nintendo games and why opted to watch the Uncharted series on youtube rather than play it.

It's also why I couldn't agree with The last of Us winning game of the years as I felt that people liked it more for the story and character than the actual gameplay.

i am a massive Nintendo fan but credit where credit is due - TLOU MP is some of the most tightly crafted teamplay in gaming history
 
Tutorial are a necessary evil to explain the mechanic to the players.

Yes, let's spend 2 hours explaining to Pokemon players how to capture Pokemon, with no way to skip it!

(It is definitely not a necessary evil, either make it optional, allow players to bypass it, or let people loose and teach them gradually with good game design, like Nintendo's earliest hits.)

Not really as Nintendo heart wouldn't be in it as in their eyes doing the same old thing as the last game is the most boring thing that an artist can do and the game will suffer as a result of it.

Seriously? Must be a new motto of theirs. (There will be a new F-Zero, they again realized they need to feed their core audience, and there are plenty of ways to make F-Zero feel fresh)
 
That video pretty much explains why I prefer to play Nintendo games and why opted to watch the Uncharted series on youtube rather than play it.

It's also why I couldn't agree with The last of Us winning game of the years as I felt that people liked it more for the story and character than the actual gameplay.



Tutorial are a necessary evil to explain the mechanic to the players.



Not really as Nintendo heart wouldn't be in it as in their eyes doing the same old thing as the last game is the most boring thing that an artist can do and the game will suffer as a result of it.


For example when I write stories the first thing I do is think what interesting plot do I want to write about and go from there.


Also, the "we have done everything with F-zero" narrative from Nintendo is objectively false:

- online multiplayer
- Incorporating deeper physics on the handling and collision
- Mechanical Vehicle customizations
- Track Editor


Just from the top of my head, those additions would be nice to have in an F-zero.

The lack of interest in the IP is what keeps Nintendo from making more of it. Not creativity.
 
Originally Posted by Spiral Insanity

(It is definitely not a necessary evil, either make it optional, allow players to bypass it, or let people loose and teach them gradually with good game design, like Nintendo's earliest hits.)

Much like learning by accident. Do you still remember accidentally pressing that button and jump over a goomba thereby learning in the process? I was a victim of that thing called death from the first goomba! Oh I was terrified! haha!
 
Also, the "we have done everything with F-zero" narrative from Nintendo is objectively false:

- online multiplayer
- Incorporating deeper physics on the handling and collision
- Mechanical Vehicle customizations
- Track Editor


.

latest
 
Also, the "we have done everything with F-zero" narrative from Nintendo is objectively false:

- online multiplayer
- Incorporating deeper physics on the handling and collision
- Mechanical Vehicle customizations
- Track Editor


Just from the top of my head, those additions would be nice to have in an F-zero.

The lack of interest in the IP is what keeps Nintendo from making more of it. Not creativity.

While things like online multiplayer and a track editor would be nice but they don't really add or change anything to the core gameplay, and just having better physics would have to have some point behind it rather than just having it for the sake of having it.

That said, vehicle customization could be a good addition.
 
That video pretty much explains why I prefer to play Nintendo games and why opted to watch the Uncharted series on youtube rather than play it.

It's also why I couldn't agree with The last of Us winning game of the years as I felt that people liked it more for the story and character than the actual gameplay.

I think this mentality is reductionist. Doesn't have to be either extreme. TLOU was a fascinating survival horror game on harder difficulties, forcing you to play stealthily, manage resources. The game also has pretty good AI as well, and the multiplayer mode is really good.

Dark Souls is an example of a series that's totally revolving around the gameplay without sacrificing great story telling. Rainbow Six Siege is a game that tries to be overly realistic, and that gives way to it being the most interesting multiplayer shooter out there right now.

There's no need to force a false dichotomy on this situation. Gameplay-first games can be great, but other elements can also influence and create great gameplay too. In fact, having your game be based on more than just gameplay usually helps get more invested in it.
 
I respect the want to inovate with each title but adding competent online and HD would have been justification for a Wii and Wii U version of Fzero.

Hopefully one of the new teams wants to pick the title up.

I say this as someone who never liked Fzero (because I stink at the games)
 
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