The bottom line
Nintendo starts every game with a new way to play, and lets that action shape everything else. This makes its games feel effortless, toylike and unlike the rest of the market.
Key takeaways
- Nintendo begins every game with a new way to play, not a story or a look. 0:41
- Gunpei Yokoi replaced the character with a dot and asked what movement would be fun.
- Super Mario Bros is built on the jump. The fire flower shoots at 45 degrees and the flagpole sits one brick off the ground, so you must jump.
- A strong core action lets a few simple controls reach a huge number of things. 3:06
- In Pikmin you only throw Pikmin at tasks and call them back, yet the strategies are broad.
- In Splatoon you reload and climb walls by shooting and swimming in ink, with no extra buttons.
- When there is no new action, Nintendo gives an old one a new twist. 5:03
- Super Mario Galaxy is still about jumping, but in micro gravity.
- Miyamoto asked fans who wanted a new F-Zero: Why F-Zero? What do you want that we haven't done before.
- Characters, music, setting and story are then chosen to fit the mechanic. 6:47
- Splatoon was prototyped as a white block. The squid kids came later, to clearly separate inking from swimming.
- A Link Between Worlds has a mad artist villain because Link can turn into a painting.
- When every part of a game hints at how you play, the game is effortless to pick up. 10:29
- Nintendo games are more playful and toylike than most, and no less complex.
- Other studios can do this too. The new Doom orbits around melee, and Portal is built on one idea.
We get the fundamentals solid first, then do as much with that core concept as our time and ambition will allow.
Shigeru Miyamoto
Chapter summaries
0:00 Intro
Most developers start from a story, a feeling or a technology, but Nintendo starts from play.
- Nintendo's starting action drives every other design choice. 0:47
- Other studios begin elsewhere, such as a premise or a simulated universe.
- Some simply add features to a game that already exists.
- The action shapes the main character's design.
- It also shapes how enemies are handled and the genre of the music.
1:26 Building Around a Mechanic
A strong main action gives every part of a game a reason to exist.
- Mario was built so that everything serves the jump. 1:52
- He first went by Jumpman, and his jump is the most expressive in gaming.
- A shoot 'em up stage was dropped to keep the focus on jumping.
- Stomping enemies was new. Miyamoto asked for the logical way to defeat an enemy in a jumping game.
- Jumping also breaks bricks and unleashes power-ups from blocks.
- The core action can be strange, like a vacuum cleaner. 3:48
- In Luigi's Mansion he can't jump and uses a vacuum for almost everything.
- It solves puzzles and sucks up ghosts.
- It also collects loot and checks doors for booby traps.
- Other Nintendo actions include a water gun, turning into a painting and plucking things from the ground.
4:41 Adding a Twist
Without a new mechanic, Nintendo reworks an old one, or the game isn't worth making.
- An old mechanic can feel new in a new setting or under a new system. 5:03
- Mario 64 and Ocarina of Time brought 2D gameplay into 3D.
- Pikmin 3 adds the stress of juggling three heroes.
- Majora's Mask uses a three day timer.
- Metroid uses an interconnected map as its governing system.
- A racing game with prettier graphics is unfathomable to Miyamoto.
6:08 Form Follows Function
Nintendo makes how a thing looks follow how it works.
- Looks are set by what a thing does. 6:10
- Charging enemies in Super Mario World look like quarterbacks.
- Re-releases of Mario Bros swap turtles for Spinies.
- Miyamoto likely learned the principle studying industrial design at college.
- Boos blush when you look at them.
- The swap happens because players keep trying to jump on the turtles.
- Characters can be the mechanics made visible. 7:21
- Navi personifies the z-targeting system in Ocarina of Time.
- Lakitu carries the camera in Super Mario 64.
- The Luma hiding in Mario's hat shows when the spin move has recharged.
- So gameplay is an organic part of the game world, not an abstract system.
7:49 Aesthetics and Story
The mechanic also chooses the setting, the sound and the story.
- The mechanic suggests the setting and the music. 7:49
- Shooting ink is like spraying graffiti, so Splatoon got punk rock and a 90s look.
- Water pistol play made designers think of summer.
- That is the only reason Super Mario Sunshine is on a tropical island.
- Splatoon's producer revealed the graffiti link.
- Story exists to bring out the gameplay. 8:07
- Iwata said Zelda's story is there to bring out the best of the fun and interesting gameplay elements.
- Ocarina's time travel plot exists because Miyamoto wanted young and teenage Link in one game.
- Yoshi's Island has a story about protecting baby Mario and mechanics about protecting baby Mario.
- This ties what you do to what happens in the story.
- Most developers start with story, characters and worlds, then hunt for mechanics, and rarely succeed.
9:17 Not Only Nintendo
Putting play first is not Nintendo's alone, but it is what sets its games apart.
- Nintendo gets it wrong sometimes, and others get it right. 9:28
- Indie developers are particularly good at building around unique gameplay.
- Doom's melee is the heart of its combat.
- Melee gives you health, ties into movement and opens doors, like Samus shooting doors.
- Portal is built on one smart bit of interactivity, and Miyamoto called it amazing.
- How you play outranks every other element. 10:10
- Enemies, style, locations, music, stories and characters are all picked to frame the core action.
- Nintendo's games are accessible and inviting, but no less complex.
- They are some of the most elegantly designed games ever made.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Nintendo starts every game from a new way to play, then lets that core action decide the character, enemies, art, music and even the story. The example that makes it worth watching is Splatoon, which began as a controllable white block and only later got squid kids, punk music and a graffiti look.
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