A Nintendo strategy game about commanding small plant-like creatures.
Gcreator of Game Maker's Toolkit, with the designer of Islanders and Thronefall testHow to find amazing game ideas
Gcreator of Game Maker's Toolkit testNintendo - Putting Play First
Gcreator of Game Maker's Toolkit testControllers Control EverythingPikmin grew from Miyamoto's interest in gardening, and its only core actions are throwing Pikmin at tasks and calling them back, yet Pikmin abilities open broad strategies. It also suits a gamepad because you move a character, not a cursor. Lesson: draw mechanics from outside interests, build on one strong action, and match controls to the interaction.
From Pikmin page, basic action quote
Miyamoto made Pikmin after getting interested in gardening. Shigeru Miyamoto drew the idea from an outside hobby, not from other games. It is cited as an example of mining real-world interests for new mechanics.
The same point cites Lucas Pope's passport checks becoming Papers, Please, and Will Wright building SimCity and The Sims from what he reads. Quote: "it's important to have experiences and interests outside of games."
Pikmin keeps actions few by building on one strong mechanic. The basic action is throwing Pikmin at tasks and calling them back. The different Pikmin abilities still open up broad strategies, so players learn little but can apply it to a lot.
Pikmin 3 reused the idea in a new context by adding stress, making you juggle three heroes. Quote: "the basic action that you conduct is very simple. It's a matter of simply throwing the Pikmin at tasks and calling them back"
Pikmin works as a strategy game on a pad because you move a character. Real-time strategy usually needs lightning fast access to any part of the screen, which is awkward with an analogue stick. Pikmin avoids this by having you move a character about a space.
Overlord is named as another RTS-like game that suits a pad for the same reason.
Miyamoto made it after getting interested in gardening.
Miyamoto made Pikmin after getting interested in gardening. Shigeru Miyamoto drew the idea from an outside hobby, not from other games. It is cited as an example of mining real-world interests for new mechanics.
The same point cites Lucas Pope's passport checks becoming Papers, Please, and Will Wright building SimCity and The Sims from what he reads. Quote: "it's important to have experiences and interests outside of games."
The only actions are throwing Pikmin at tasks and calling them back, yet the Pikmin abilities open broad strategies. Pikmin 3 adds stress by making you juggle three heroes.
Pikmin keeps actions few by building on one strong mechanic. The basic action is throwing Pikmin at tasks and calling them back. The different Pikmin abilities still open up broad strategies, so players learn little but can apply it to a lot.
Pikmin 3 reused the idea in a new context by adding stress, making you juggle three heroes. Quote: "the basic action that you conduct is very simple. It's a matter of simply throwing the Pikmin at tasks and calling them back"
Works on a pad because you move a character about a space rather than needing fast access to any part of the screen.
Pikmin works as a strategy game on a pad because you move a character. Real-time strategy usually needs lightning fast access to any part of the screen, which is awkward with an analogue stick. Pikmin avoids this by having you move a character about a space.
Overlord is named as another RTS-like game that suits a pad for the same reason.
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