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Nintendo - Putting Play First | Game Maker's Toolkit

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    So let's say you want to make a video game. Where do you even begin?
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    Some developers start with a story
    they want to tell, or a premise they want
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    to explore. Others start with some emotion
    they want the player to feel, like terror
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    or accomplishment.
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    Others still start by using the technology
    to simulate something, like a planet, or a
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    universe. And, of course, plenty of developers
    start by taking a game that already exists,
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    and adding in a few extra features.
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    But Nintendo is, predictably, quite different.
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    Whether it's making a brand new game or the
    latest entry in the long-running Super Mario
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    series, Nintendo always starts with the same
    goal: coming up with a new way to play.
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    So what you do in the game, and how you do
    it, is used as the catalyst to drive everything
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    else - from the design of the main character,
    to the way you deal with enemies, to the genre
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    of music on the soundtrack.
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    "That’s how we make games at Nintendo,"
    says Shigeru Miyamoto - creator of Mario,
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    Zelda, Pikmin, and more. "We get the fundamentals
    solid first, then do as much with that core
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    concept as our time and ambition will allow".
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    And so, in this episode of Game Maker's Toolkit,
    we're going to look at how one of the world's
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    greatest game developers finds success by
    prioristing play.
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    In many of its games, Nintendo starts by coming
    up with some interesting new action for the
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    main character to perform. The late Gunpei
    Yokoi,
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    said "I first take the character which you’re
    going to control and replace them with a dot
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    as a placeholder, then I think about what
    kind of movement would be fun".
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    The most famous outcome of this way of thinking
    is this guy. You might know him as Mario,
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    but when he arrived on the scene he was simply
    known as Jumpman because this portly Italian
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    plumber is defined by his leap.
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    Not only does he have the most dynamic and
    expressive jump in all of gaming - 2D or 3D
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    - but his breakout game, Super Mario Bros,
    is all about the jump.
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    Mario leaps onto platforms and over pipes.
    He jumps into bricks to break them and blocks
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    to unleash power-ups. And that includes the
    fire flower which shoots at an annoying 45
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    degree angle meaning you have to jump to get
    a good shot. And the flagpole is always one
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    brick off the ground, so you have to jump
    to finish the level.
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    Miyamoto toyed with other ideas, including
    a shoot 'em up stage, but dropped them because
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    "we wanted to focus on jumping action".
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    Oh, and don't forget about jumping on enemies
    to kill them. That might seem like an obvious
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    way to dispatch foes as that's how Sonic,
    Aladdin, and scores of other platformer heroes
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    do it but - get this - no one did it before
    Mario.
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    Miyamoto came up with that by asking: what
    is the logical way to defeat an enemy in a
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    game about jumping?
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    There's a real advantage to forging a game
    around a strong main mechanic.
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    When you can interact with almost everything
    in the game by using this mechanic, Nintendo
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    can make a game where the player's range of
    actions is very small and easy to learn - but
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    the number of things they can interact with
    is huge.
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    When talking about Pikmin, Miyamoto said "the
    basic action that you conduct is very simple.
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    It's a matter of simply throwing the Pikmin
    at tasks and calling them back. And yet with
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    the Pikmins’ abilities and the breadth of
    strategies available, it opens up broad possibilities
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    of how you can approach the gameplay".
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    Other examples of unique actions include shooting
    a water gun, firing ink, turning into a painting,
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    plucking things out of the ground, and using
    a vacuum cleaner.
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    In Luigi's Mansion for Gamecube, Luigi interacts
    with the world almost exclusively through
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    his vacuum cleaner. He can't even jump but
    where his brother overcomes every challenge
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    with a big springy leap, Luigi uses his hoover
    to solve puzzles, suck up ghosts, collect
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    loot, check for booby-trapped doors, and more.
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    So while some developers might say their game
    is about prejudice or ideology or the decline
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    of the American frontier, how many games are
    literally about using a vacuum cleaner?
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    And when Nintendo needs to add in extra mechanics,
    it can attach them to those main actions.
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    For example, Splatoon is primarily about shooting
    ink and swimming in ink - and so, you can
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    reload your gun or climb up a high wall by
    shooting ink on the floor and then swimming
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    in it. No extra buttons required.
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    God that's good.
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    Of course, not every game is built around
    some brand new mechanic. Nintendo is, after
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    all, not exactly known for making entirely
    new games and characters - or new IPs as the
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    industry calls them - and there are only so many things you can strap to the back of a Mario brother
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    But Nintendo games are still driven by new
    ways to play and so sometimes it's about putting
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    a new twist on an already established mechanic.
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    That might involve reinventing 2D gameplay
    in a 3D world, as we saw in Mario 64 and Zelda:
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    Ocarina of Time. It might be about putting
    those old mechanics in an interesting new
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    context, like Super Mario Galaxy which is
    still fundamentally about jumping - but now
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    in micro gravity. Or how Pikmin 3 is still
    about commanding Pikmin, but now with the
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    added stress of juggling three heroes.
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    And sometimes, Nintendo looks to come up with
    an interesting new system that governs how
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    you play - like the three day timer in Majora's
    Mask or the interconnected map of Metroid.
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    Whatever the case, there's got to be some
    new gameplay that can help drive things - or,
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    Nintendo says there's no point making the
    game.
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    When Miyamoto was told that fans wanted to
    see a new F-Zero game, he said "I’d like
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    to ask those people: Why F-Zero? What do you
    want that we haven’t done before". To Miyamoto,
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    the thought of just making another racing
    game with more attractive graphics is unfathomable.
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    Nintendo designers are big fans of the design
    principle "form follows function", which basically
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    means that how something looks is determined
    by how that thing works. It's something that
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    Miyamoto likely picked up when studying industrial
    design at college.
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    And it's why boos blush when you look at them,
    and why enemies that charge at you in Super
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    Mario World look like quarterbacks, and it's
    why whenever Nintendo re-releases the original
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    Mario Bros it swaps turtles for Spinies because
    everyone keeps trying to jump on the damn
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    turtles.
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    But Nintendo goes further than that, and uses
    the new gameplay at the heart of a game, to
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    determine almost every aspect of the presentation.
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    Once Splatoon's mechanics had been developed,
    producer Hisashi Nogami says "we then conceived
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    the characters and the world vision to match
    perfectly with the gameplay".
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    So if you ever got to play Splatoon during
    the prototyping phases, you would have controlled
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    a big white block. The designers came up with
    the squid kids afterwards, when they needed
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    to find a character that could swim in ink,
    and would clearly separate the inking and
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    swimming mechanics.
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    And entire characters can come about as extensions
    of the mechanics themselves - like Navi, who
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    is a personification of the z-targeting system
    in Ocarina of Time. Or this Lakitu, who carries
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    the new-fangled camera in Super Mario 64.
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    Or the Luma who hides in Mario's hat and shows the player when Mario's spin move is recharged.
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    In this way, gameplay needn't be abstract systems but organic parts of the game world.
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    Splatoon's producer also revealed that because
    shooting ink is a bit like spraying graffiti,
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    the game got its punk rock music and 90s aesthetic.
    Similarly, the only reason Super Mario Sunshine
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    is set on a tropical island is because the
    water pistol gameplay made the designers think
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    about summer.
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    The mechanic can even drive the narrative.
    Sorry to burst your bubble but the story in
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    the Zelda games isn't part of some grand overarching
    narrative but it's simply there "to bring
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    out the best of the fun and interesting gameplay
    elements", according to late Nintendo president,
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    Satoru Iwata.
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    A Link Between Worlds has a mad artist for
    an antagonist because Nintendo needed some
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    reason for why Link can turn into a painting.
    And even Ocarina of Time's beloved story came
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    from a process like this. Miyamoto wanted
    both young and teenage Link in the same game
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    so the writers had to come up with a time
    travel plot to make it happen.
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    This might seem like a crazy way to come up
    with a story, but it can help ensure that
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    there's a deep connection between what you
    do in the game, and what happens in the story.
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    Consider Yoshi's Island, which has a narrative
    about protecting baby Mario, and gameplay
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    mechanics about protecting baby Mario.
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    Most developers come at the other
    way round. They dream up stories, characters
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    and worlds, and then work backwards to figure
    out what gameplay mechanics might fit. It's
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    no surprise that they're rarely very successful.
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    But, okay, I shouldn't paint Nintendo as some
    game design gods and every other developer
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    as just getting it completely wrong. Though,
    maybe...
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    No, no. Nintendo gets it wrong sometimes.
    And other developers get it oh so right - indie
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    developers, for example, are particularly
    good at building their games around unique
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    gameplay. And I loved how the new Doom completely
    orbits around the melee mechanic - it's at
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    the heart of the combat system, it gives you
    health, and it ties into movement. You even
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    use the melee button to open doors, just like how Samus
    opens doors by shooting them. Doom might
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    be the most Nintendo game that Nintendo would
    never, ever make.
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    And then you get a game like Portal, which
    is so beautifully built one super smart bit
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    of interactivity that it's no surprise Miyamoto
    has said that game was "amazing".
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    Because for Nintendo, the way you play a game
    is simply more important than anything else.
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    So it's not just the jumping off point for
    a new project, but every other element - the
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    enemies, graphical style, locations, music,
    stories, and characters - are picked and produced
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    to frame the most fundamental aspect of a
    game.
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    And when every aspect of the game is suggesting
    the way you play it, it becomes effortless
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    to pick the game up and get stuck in. And
    so this is one big reason why Nintendo's games
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    often feel quite different to everything else
    on the market.
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    They're more playful and toylike than most other games.
    They're more accessible and inviting - but no less
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    complex. And, quite frankly, they're some
    of the most elegantly designed games ever
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    made. And so, even after missteps and miscalculations,
    we're there. Ready and waiting for whatever
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    this iconic Japanese developer comes up with
    next.
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    Hey there, thanks so much for watching. This
    episode was a pretty big undertaking but I
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    hope it sheds some new light on what makes
    Nintendo such a fascinating game developer.
  • 11:19 - 11:25
    I wanted to say a huge thank you for helping me reach
    100,000 YouTube subscribers, and extend another
  • 11:25 - 11:29
    thank you to everyone who has taken the time
    to translate the subtitles on these videos
  • 11:29 - 11:31
    into other languages.
  • 11:31 - 11:36
    Game Maker's Toolkit is proudly funded by
    its fans, over on Patreon. Who don't just
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    get a fuzzy feeling in their tummy for helping
    support independent games criticism but also
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    tonnes of goodies like bonus videos, video
    recommendations, game reviews, and more. And
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    those donating 5 bucks get to see their name
    at the end of the video like... this!
Title:
Nintendo - Putting Play First | Game Maker's Toolkit
Description:

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Video Language:
English
Duration:
12:02

English, British subtitles

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