All apps and companies

App · Games

Splatoon

A Nintendo team-based shooter about painting turf with ink.

splatoon.nintendo.comApp Store6 sources9 tips

Where Splatoon comes up6 episodes and tests

Gcreator of Game Maker's Toolkit testMaking Games Better for Players with Motor Disabilities | Designing for DisabilityGcreator of Game Maker's Toolkit testMaking Games Better for Gamers with Colourblindness & Low Vision | Designing for DisabilityGcreator of Game Maker's Toolkit testHow Games Use Feedback LoopsGcreator of Game Maker's Toolkit testThe Design Behind Super Mario OdysseyGcreator of Game Maker's Toolkit testNintendo - Putting Play FirstGcreator of Game Maker's Toolkit testA Deep Dive into Star Fox Zero's Controls
In short

Splatoon grew from one fresh mechanic, ink, and built its look, characters and rules around it. Reloading and climbing fold into swimming in ink, with no extra buttons, and the team with the most ink also gets the most hiding spots and speed. It also offers gyro or stick aiming and lockable team colours. Lesson: start from one core mechanic and let design and accessibility options follow.

At a glanceSplatoon built everything else around one gimmick: shooting ink
  1. 1Start with ink shootingOne fresh interaction became the core
  2. 2Fold in reload and climbingSwim in ink to refill, climb
  3. 3Add squid kid charactersPrototype was a white block first
  4. 4Echo it in styleSpraying graffiti inspired punk, 90s style

From Splatoon design notes, producer Hisashi Nogami

What was said about Splatoon

1Building the whole game around ink

  • Splatoon started from one fresh interaction: shooting ink. Nintendo often begins a game with a new way to play, and in Splatoon that was ink shooting. The gimmick became the core, and nearly everything else was built to support and frame it.

    The same pattern shows up in Luigi's Mansion, which grew from the vacuum, and Super Mario Odyssey, which grew from the hat throw. "This gimmick then becomes the core of the game, with pretty much everything else being used to support and frame that delicious nugget of interactivity."

  • Reloading and wall climbing were folded into the ink actions, with no extra buttons. Players shoot ink on a surface, then swim in it to refill their gun or scale a wall. New mechanics hang off the two main actions instead of getting their own inputs.

    "No extra buttons required."

  • The prototype was a white block; the squid kids came later to fit the mechanics. Early Splatoon prototypes had players controlling a big white block. Squid kids were chosen afterwards as characters that could swim in ink and clearly separate inking from swimming.

    Producer Hisashi Nogami: "we then conceived the characters and the world vision to match perfectly with the gameplay."

  • The graffiti feel of inking set Splatoon's punk, 90s art and music. Shooting ink felt like spraying graffiti, which gave the game its punky look, punk rock music and 90s aesthetic. The core mechanic is echoed in the style instead of a theme being picked first.

    Super Mario Sunshine followed the same path: its water pistol made designers think of summer, so it is set on a tropical island.

2Accessibility options: aiming choice and colour lock

  • Splatoon lets players choose gyro aiming or analogue stick aiming. Motion controls can be turned off in favour of traditional twin-stick aiming, so players who cannot shake a device, or cannot stop shaking it, can still play the same game.

    Star Fox Zero uses a similar gyro system but removes the option, and expert players say they wish it had more control choices. Nintendo also forced motion in Twilight Princess, Donkey Kong Country Returns and Super Mario Odyssey.

  • A local option locks team colours to light orange and dark blue. Because team colour pairs change between matches, Splatoon lets players fix them to a readable pair. It applies only on the console of the player who chose it, so no one else's view changes.

    "so players will never come across a colour combination they can't see."

3Ink coverage as a built-in feedback loop

  • The team with more ink naturally gets more cover and faster travel. Splatoon's feedback loop comes straight from its rules: ground covered in ink is where a team can hide and swim quickly, so the leading team gains an advantage without any added system.

    Tekken is the contrast: losing a round gives no advantage or disadvantage in the next, so it has no loop.

More in Games

Games

Nintendo

A Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.

G64 sources · 356 tips
Games

The Legend of Zelda: Breath of the Wild

Nintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.

G30 sources · 203 tips
Games

Dead Space

A major video game publisher and the guest's employer.

G29 sources · 94 tips
MGames

Mind Over Magnet

A puzzle platformer where you escape a factory using a magnet and a magnetic field.

G9 sources · 126 tips
Games

Far Cry 2

An open world action game where you recruit and play any of London's citizens.

G34 sources · 69 tips
Games

God of War

A combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.

GB16 sources · 56 tips
MGames

Mind Over Magnet

Mark Brown's first game, a puzzle game he made while learning Unity.

G5 sources · 38 tips
Games

Dishonored

A first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.

G11 sources · 36 tips