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Koichi Hayashida GDC talk about Mario 3D Land. The secret: Fun

http://kotaku.com/5891437/how-do-you-make-a-super-mario-game-at-a-time-of-national-tragedy

Stephen Totilo said:
Most of Koichi Hayashida's talk at the Game Developers Conference today about making the most recent Super Mario game for Nintendo was silly. Some of it was even a joke. Until he got to the earthquake.

March 11, 2011. Japan's worst natural disaster in ages. He was in the fifth floor of a building in Tokyo and, well, how do you get enthusiastic about making a Mario game after that?

Who would want to? How does life go on?

"I felt the earthquake," he said. "I was busy explaining to my team how we ade the first level in Super Mario Galaxy 2 at the time. I was on the fifth floor and the shaking was really severe. From inside the walls I heard a sound I'd never heard before, like the sound of something breaking. At that moment, I was thinking, 'this is it, I could die…'

"The office was closed for a week. We were concerned about radiation, power outages and there were lots of large after shocks. We weren't' sure if we were going to be able to continue development in Tokyo at all. No one knew…

"I didn't know what to do with myself at the time. When the office reopened, this is what I said to the staff: 'We're all asking ourselves what we can do to help right now. I think bringing smiles to the faces of people with a fun game by the end of this year is something maybe only we can do.'

"But I had to ask myself: is it really possible to enjoy your work under such conditions? About a month after that, I asked one of our team members why he decided to get into this kind of work. The reason he gave was because making games is fun. I heard that, and I thought, of course, making games is fun in and of itself. "

Hayashida said his team started spending part of their workdays playing Super Mario 3D Land together, needling each other about design decisions and just having a good time. "Enjoying work was a great source of strength for me following the earthquake," he said.

That kind of talk is heavier than it usually gets from Nintendo game makers. It is also entirely human.

Super Mario games aren't made in some fantasy land. They are made in a world where the ground cracks and people can die. They're made in country where Shigeru Miyamoto, Nintendo's pioneering game designer, remains an inspiration for game creators like Hayashida both because of his game design knowledge and because he's the kind of person who seeks to find the fun in everything. Hayashida explained that Miyamoto likes to walk around so he can guess how long things are, then measure them, then feel good about his guesses. "'That desk looks 50 inches wide,' [he'll say]. Then he'll measure it. If his estimate is correct, he'll decide he's in fine shape that day."

Find the fun in everything, Hayashida kept saying, which is why his presentation about the game started so... silly.

He had begun his talk by sharing some of the goofier ideas that he may have had while thinking about what Super Mario 3D Land would be about. (It wasn't clear if he was just making this stuff up.)

He had considered making a "Huge Mario", who was so tall that you could only see the lower half of him on the screen.
He thought of making a "Long Mario" with long legs. Problem: "He was kind of scary."
Maybe they could put a cockroach on the top screen and you'd have to smash your 3DS shut to squash it.
Or... you could change Princess Peach's face to your girlfriend's face.
"How about Pro Skater Mario?"

None of this came to pass. Maybe none of it was ever even considered. It was hard to tell.

"What can you expect in 2012?" Hayashida said, being silly again. "A new Mario game? Pro Skater Mario with smashing cockroaches! That was just a joke." Really, just a joke.

The middle of Hayashida's talk was about game design ideas: how Nintendo worked to make Mario play well in 3D and how to make a fun portable Mario game.

The stereoscopic 3D was intended to make jumping through a Mario game easier. But not everyone could see the 3D in 3D Land prototypes the same way. Some needed the graphics to pop more or to recess. The developers tested 3D in a version of Super Mario 64's Whomp's Fortress level. They tried a few styles of 3D that they left in the game (you can switch them in the menu and adjust them with the system slider).

The game was intended to court advanced and beginner players. To do that, Hayashida put the "end" of the game earlier than he normally would. He left the hard levels in the back half of the game, after the credits rolled.

He had his son play the game, and re-learned the value of letting people play the game they want to. He explained this by sharing a story about how his young son initially tried controlling the game with only his right hand, and then with both hands on the 3DS circle pad... and then told his dad that he figured the point of the game was to collect coins. Sure, Hayashida realized, his boss, Shigeru Miyamoto always told him that players should be able to play things however they want to.

The 3D Land's team motto was "Enjoy Everything," Hayashida said. And that's what got him talking about the earthquake and the challenge to find life's sunshine during a bleak moment.

He told his story about being on the fifth floor.

And then he concluded with a letter his team got from a Japanese person who played Super Mario 3D Land after the game came out in the fall.

He read it:

"This game has been like a light finally shining into what has been such a depressing time. I felt like this game has given me the power to go on living. It's something like a miracle. It's helped me remember pure feeling from a more innocent time. I want to thank the development team."

Sounded like a kickass and motivational panel. It does make me somehow appreciate this gem of a game even more.
 
Developing fun games?
Isn't that, you know, a given? It doesn't matter the genre, the game has to be fun.

You would think, But I have played some tripe in my day that makes me question whether or not whoever was at the helm asked themselves whether or not what they had made was 'fun'.
 
Developing fun games?
Isn't that, you know, a given? It doesn't matter the genre, the game has to be fun.

Way to actually read.

I asked one of our team members why he decided to get into this kind of work. The reason he gave was because making games is fun. I heard that, and I thought, of course, making games is fun in and of itself. "

Find the fun in everything

He's saying having fun creating games carries over to the actual games and in turn causes them to be fun.
 
The reason I didn't really mind the easy front half of the game being easy, and even run through the levels again is because: it's just fun. Everything in the game is fun to do.

It's a small but crucial point so many miss. The creator of Klonoa actually nailed it in an interview a few years ago about that series: when creating a platform game (for example) the very first thing one must do is make sure the basic action of just running around with the character is fun in and of itself. The character is your connection to the game. If that connection is fun purely for its own sake, the rest of the game will fall into place.

It's something that a huge number of game creators don't seem to even think about. Many even seem to think that the player's basic interaction in a mechanical sense with the game is irrelevant; they've abstracted things out too much.

But no. It is indeed about the fun, including in a "serious" game. It has to be enjoyable and rewarding to just DO things, including select menus. (Take a look at the menus in a Sakurai game, including Meteos.)
 
That was quite the good read, I wish to shake Hayashida's hand and that bit about Miyamoto measuring things for fun is a grand little tidbit.
 
What baffles me is that Nintendo is still making two more NSMB-style games. I want more games that play like 3D Land, dammit! It is better than the emaciated ghost of 2D Mario that Nintendo likes to put on display.
 
What baffles me is that Nintendo is still making two more NSMB-style games. I want more games that play like 3D Land, dammit! It is better than the emaciated ghost of 2D Mario that Nintendo likes to put on display.

They sell better. They are just as fun as the 3D ones. Both game styles are still being made. I don't see why would you want Nintendo to limit the series to 3D games.
 
What baffles me is that Nintendo is still making two more NSMB-style games. I want more games that play like 3D Land, dammit! It is better than the emaciated ghost of 2D Mario that Nintendo likes to put on display.

Lol 3D Land is great but NSMB Wii is the best 2D Mario in terms of gameplay and design. I replay it to this day.

Its art style is what could be a lot better.
 
He's saying having fun creating games carries over to the actual games and in turn causes them to be fun.

So if we find a way to distill fun into pill form and force feed them to developers then all games will be amazing?

To the lab!
 
Developing fun games?
Isn't that, you know, a given? It doesn't matter the genre, the game has to be fun.
It's having fun developing games that people take for granted.

Ever experienced how developer crunch time is like? Having fun with your work isn't always a given.
 
What baffles me is that Nintendo is still making two more NSMB-style games. I want more games that play like 3D Land, dammit! It is better than the emaciated ghost of 2D Mario that Nintendo likes to put on display.

You need time to recharge the fun man ;P

But to be fair, NSMB wii was pretty well designed level wise, a lot better than the ds one.

I do want them to make the presentation better, but it's a weird tradeoff. Rayman Origins looks gorgeous, but the platforming is pretty basic imo, and the visuals do get in the way a bit too often.
 
Developing fun games?
Isn't that, you know, a given? It doesn't matter the genre, the game has to be fun.
You say it as if something "expected" when we even had great developers like Naughty Dog that approached making a possible new Jak & Daxter on the sole basis of making it more realistic and couldn't. Or when Kojima Productions tried to make a game out of the whole "cut everything" for Metal Gear Rising and couldn't make a game out of that. Or the cases were the aim is in the feelings, cinematic approach and so on.

***

In general, agree that it was a good read, even more put into the perspective of the earthquake and how that affected how they saw things and their intentions. (i.e. let's make a fun game to bring smiles to people).
 
I'm glad he was able to pull through the shock of the earthquake. And doing it by having 'fun' making it, seems very Nintendo-like.
I wonder how huge and long Mario would looked :0
 
The game was intended to court advanced and beginner players. To do that, Hayashida put the "end" of the game earlier than he normally would. He left the hard levels in the back half of the game, after the credits rolled.

And the end result was a poorly paced mess, imo. I really hope they learned from this and don't do it again in future games. To combat this I think they should just go back to the Galaxy level system that way if any one star/level is too difficult for a player he can do 3-4 different star/levels of varying difficulty in order to progress.
 
I just finished SML3D, and I gotta say, this game could have been the first 3D Mario game they made. Screw Mario 64, this is the true successor to the 2D games!

It's good to hear they had fun making this game. I certainly had fun playing it!
 
What baffles me is that Nintendo is still making two more NSMB-style games. I want more games that play like 3D Land, dammit! It is better than the emaciated ghost of 2D Mario that Nintendo likes to put on display.

The 2D games are better and more popular so i don't find it too baffling.
 
SM3DL 2 would be a God send. I experienced massive amounts of fun while playing 3D land.

Gotta follow the example of the original Game Boy series and set it in a non-linear overworld.

Only then shall world be ready for the glorious second coming of the our Lord and Savior when Nintendo releases Wario 3D Land.
 
I just finished SML3D, and I gotta say, this game could have been the first 3D Mario game they made. Screw Mario 64, this is the true successor to the 2D games!

It's good to hear they had fun making this game. I certainly had fun playing it!

Honestly, if feels a lot like a first game to make the transition. The game feels like a round peg mechanically, forced into a square hole environmentally. The way the game kills all of your forward momentum as soon as you stop and change directions works in a 2D game because you're only ever going to be moving 2 ways...and the levels are mostly designed in a way to keep you going in one direction (forward). However, in a game set in a 3D environment you're constantly tasked with moving in 8 directions at any given time, and this conflicts with the control scheme for as soon as you stop and change your direction you lose all your forward momentum and your jumps become hamstringed.

They knew this, and compensated by making nearly every jump in the game incredibly easy to make. However, playing some of the harder stages like s8-crown makes the inadequacies of control mechanics very obvious.
 
He thought of making a "Long Mario" with long legs. Problem: "He was kind of scary."

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It's definitely a great game. A lot better than the New! series imo, even though I love Mario games as a whole. It felt like an awesome tribute to Super Mario Bros 3, with a little bit of World and Galaxy throw in for good measure. I think this is the way Mario is supposed to be. Even though 64 did set the bar for 3D open world platformers, the way this game is handled from point A to point B sets getting to the goal in more ways than one. And you can replay levels doing runs like small Mario, not using the Tanooki suit, etc.

I've always had more fun playing the 2D Marios than the 3D ones. Although Galaxy was pretty damn close to being Super Mario Bros 3 in 3D Space.
 
Developing fun games?
Isn't that, you know, a given? It doesn't matter the genre, the game has to be fun.

Ostensibly any work you do on a game is to make it more fun but realistically it's pretty rare for a developer to have an attitude where fun is relentlessly job 1.
 
Super Mario 3D Land was perfect from start to finish. And I'm probably the only one, but I find 1-1 endlessly replayable. I love raising the elevator by twirling the wooden wheel with the tanuki tail. And I can waste way too much time in 5-2 (the Zelda level), standing on top of a ?-block and jumping toward the screen in pop-out 3D. The effect is simply incredible.
 
Super Mario 3D Land was perfect from start to finish. And I'm probably the only one, but I find 1-1 endlessly replayable. I love raising the elevator by twirling the wooden wheel with the tanuki tail. And I can waste way too much time in 5-2 (the Zelda level), standing on top of a ?-block and jumping toward the screen in pop-out 3D. The effect is simply incredible.

I recall having a hard time finding that 1 coin that required you to roll or ground tail whip.
 
Of all the times I've been to the GDC this was probably the first time I saw a genuinely good Japanese speaker. Honestly if I didn't peek inside and saw the prototypes they were showing I wouldn't have stepped in, but I'm glad I did. I left the room with an incredibly optimistic feeling. The man's awesome.
 
Didn't he get the memo about Japanese games sucking? Poor guy must've been really embarrassed having to talk about that crap amidst all the glorious western devs.
 
Now that I think about it, the game did follow the tenets of fun, that is, friends, you and me, and anywhere and anytime.
 
Nobody commented on this, the most awesome thing in the article?

Miyamoto likes to walk around so he can guess how long things are, then measure them, then feel good about his guesses. "'That desk looks 50 inches wide,' [he'll say]. Then he'll measure it. If his estimate is correct, he'll decide he's in fine shape that day."
 
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