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  • So let's say you want to make a video game. Where do you even begin?

  • Some developers start with a story they want to tell, or a premise they want

  • to explore. Others start with some emotion they want the player to feel, like terror

  • or accomplishment.

  • Others still start by using the technology to simulate something, like a planet, or a

  • universe. And, of course, plenty of developers start by taking a game that already exists,

  • and adding in a few extra features.

  • But Nintendo is, predictably, quite different.

  • Whether it's making a brand new game or the latest entry in the long-running Super Mario

  • series, Nintendo always starts with the same goal: coming up with a new way to play.

  • So what you do in the game, and how you do it, is used as the catalyst to drive everything

  • else - from the design of the main character, to the way you deal with enemies, to the genre

  • of music on the soundtrack.

  • "That's how we make games at Nintendo," says Shigeru Miyamoto - creator of Mario,

  • Zelda, Pikmin, and more. "We get the fundamentals solid first, then do as much with that core

  • concept as our time and ambition will allow".

  • And so, in this episode of Game Maker's Toolkit, we're going to look at how one of the world's

  • greatest game developers finds success by prioristing play.

  • In many of its games, Nintendo starts by coming up with some interesting new action for the

  • main character to perform. The late Gunpei Yokoi,

  • said "I first take the character which you're going to control and replace them with a dot

  • as a placeholder, then I think about what kind of movement would be fun".

  • The most famous outcome of this way of thinking is this guy. You might know him as Mario,

  • but when he arrived on the scene he was simply known as Jumpman because this portly Italian

  • plumber is defined by his leap.

  • Not only does he have the most dynamic and expressive jump in all of gaming - 2D or 3D

  • - but his breakout game, Super Mario Bros, is all about the jump.

  • Mario leaps onto platforms and over pipes. He jumps into bricks to break them and blocks

  • to unleash power-ups. And that includes the fire flower which shoots at an annoying 45

  • degree angle meaning you have to jump to get a good shot. And the flagpole is always one

  • brick off the ground, so you have to jump to finish the level.

  • Miyamoto toyed with other ideas, including a shoot 'em up stage, but dropped them because

  • "we wanted to focus on jumping action".

  • Oh, and don't forget about jumping on enemies to kill them. That might seem like an obvious

  • way to dispatch foes as that's how Sonic, Aladdin, and scores of other platformer heroes

  • do it but - get this - no one did it before Mario.

  • Miyamoto came up with that by asking: what is the logical way to defeat an enemy in a

  • game about jumping?

  • There's a real advantage to forging a game around a strong main mechanic.

  • When you can interact with almost everything in the game by using this mechanic, Nintendo

  • can make a game where the player's range of actions is very small and easy to learn - but

  • the number of things they can interact with is huge.

  • When talking about Pikmin, Miyamoto said "the basic action that you conduct is very simple.

  • It's a matter of simply throwing the Pikmin at tasks and calling them back. And yet with

  • the Pikmins' abilities and the breadth of strategies available, it opens up broad possibilities

  • of how you can approach the gameplay".

  • Other examples of unique actions include shooting a water gun, firing ink, turning into a painting,

  • plucking things out of the ground, and using a vacuum cleaner.

  • In Luigi's Mansion for Gamecube, Luigi interacts with the world almost exclusively through

  • his vacuum cleaner. He can't even jump but where his brother overcomes every challenge

  • with a big springy leap, Luigi uses his hoover to solve puzzles, suck up ghosts, collect

  • loot, check for booby-trapped doors, and more.

  • So while some developers might say their game is about prejudice or ideology or the decline

  • of the American frontier, how many games are literally about using a vacuum cleaner?

  • And when Nintendo needs to add in extra mechanics, it can attach them to those main actions.

  • For example, Splatoon is primarily about shooting ink and swimming in ink - and so, you can

  • reload your gun or climb up a high wall by shooting ink on the floor and then swimming

  • in it. No extra buttons required.

  • God that's good.

  • Of course, not every game is built around some brand new mechanic. Nintendo is, after

  • all, not exactly known for making entirely new games and characters - or new IPs as the

  • industry calls them - and there are only so many things you can strap to the back of a Mario brother

  • But Nintendo games are still driven by new ways to play and so sometimes it's about putting

  • a new twist on an already established mechanic.

  • That might involve reinventing 2D gameplay in a 3D world, as we saw in Mario 64 and Zelda:

  • Ocarina of Time. It might be about putting those old mechanics in an interesting new

  • context, like Super Mario Galaxy which is still fundamentally about jumping - but now

  • in micro gravity. Or how Pikmin 3 is still about commanding Pikmin, but now with the

  • added stress of juggling three heroes.

  • And sometimes, Nintendo looks to come up with an interesting new system that governs how

  • you play - like the three day timer in Majora's Mask or the interconnected map of Metroid.

  • Whatever the case, there's got to be some new gameplay that can help drive things - or,

  • Nintendo says there's no point making the game.

  • When Miyamoto was told that fans wanted to see a new F-Zero game, he said "I'd like

  • to ask those people: Why F-Zero? What do you want that we haven't done before". To Miyamoto,

  • the thought of just making another racing game with more attractive graphics is unfathomable.

  • Nintendo designers are big fans of the design principle "form follows function", which basically

  • means that how something looks is determined by how that thing works. It's something that

  • Miyamoto likely picked up when studying industrial design at college.

  • And it's why boos blush when you look at them, and why enemies that charge at you in Super

  • Mario World look like quarterbacks, and it's why whenever Nintendo re-releases the original

  • Mario Bros it swaps turtles for Spinies because everyone keeps trying to jump on the damn

  • turtles.

  • But Nintendo goes further than that, and uses the new gameplay at the heart of a game, to

  • determine almost every aspect of the presentation.

  • Once Splatoon's mechanics had been developed, producer Hisashi Nogami says "we then conceived

  • the characters and the world vision to match perfectly with the gameplay".

  • So if you ever got to play Splatoon during the prototyping phases, you would have controlled

  • a big white block. The designers came up with the squid kids afterwards, when they needed

  • to find a character that could swim in ink, and would clearly separate the inking and

  • swimming mechanics.

  • And entire characters can come about as extensions of the mechanics themselves - like Navi, who

  • is a personification of the z-targeting system in Ocarina of Time. Or this Lakitu, who carries

  • the new-fangled camera in Super Mario 64.

  • Or the Luma who hides in Mario's hat and shows the player when Mario's spin move is recharged.

  • In this way, gameplay needn't be abstract systems but organic parts of the game world.

  • Splatoon's producer also revealed that because shooting ink is a bit like spraying graffiti,

  • the game got its punk rock music and 90s aesthetic. Similarly, the only reason Super Mario Sunshine

  • is set on a tropical island is because the water pistol gameplay made the designers think

  • about summer.

  • The mechanic can even drive the narrative. Sorry to burst your bubble but the story in

  • the Zelda games isn't part of some grand overarching narrative but it's simply there "to bring

  • out the best of the fun and interesting gameplay elements", according to late Nintendo president,

  • Satoru Iwata.

  • A Link Between Worlds has a mad artist for an antagonist because Nintendo needed some

  • reason for why Link can turn into a painting. And even Ocarina of Time's beloved story came

  • from a process like this. Miyamoto wanted both young and teenage Link in the same game

  • so the writers had to come up with a time travel plot to make it happen.

  • This might seem like a crazy way to come up with a story, but it can help ensure that

  • there's a deep connection between what you do in the game, and what happens in the story.

  • Consider Yoshi's Island, which has a narrative about protecting baby Mario, and gameplay

  • mechanics about protecting baby Mario.

  • Most developers come at the other way round. They dream up stories, characters

  • and worlds, and then work backwards to figure out what gameplay mechanics might fit. It's

  • no surprise that they're rarely very successful.

  • But, okay, I shouldn't paint Nintendo as some game design gods and every other developer

  • as just getting it completely wrong. Though, maybe...

  • No, no. Nintendo gets it wrong sometimes. And other developers get it oh so right - indie

  • developers, for example, are particularly good at building their games around unique

  • gameplay. And I loved how the new Doom completely orbits around the melee mechanic - it's at

  • the heart of the combat system, it gives you health, and it ties into movement. You even

  • use the melee button to open doors, just like how Samus opens doors by shooting them. Doom might

  • be the most Nintendo game that Nintendo would never, ever make.

  • And then you get a game like Portal, which is so beautifully built one super smart bit

  • of interactivity that it's no surprise Miyamoto has said that game was "amazing".

  • Because for Nintendo, the way you play a game is simply more important than anything else.

  • So it's not just the jumping off point for a new project, but every other element - the

  • enemies, graphical style, locations, music, stories, and characters - are picked and produced

  • to frame the most fundamental aspect of a game.

  • And when every aspect of the game is suggesting the way you play it, it becomes effortless

  • to pick the game up and get stuck in. And so this is one big reason why Nintendo's games

  • often feel quite different to everything else on the market.

  • They're more playful and toylike than most other games. They're more accessible and inviting - but no less

  • complex. And, quite frankly, they're some of the most elegantly designed games ever

  • made. And so, even after missteps and miscalculations, we're there. Ready and waiting for whatever

  • this iconic Japanese developer comes up with next.

  • Hey there, thanks so much for watching. This episode was a pretty big undertaking but I

  • hope it sheds some new light on what makes Nintendo such a fascinating game developer.

  • I wanted to say a huge thank you for helping me reach 100,000 YouTube subscribers, and extend another

  • thank you to everyone who has taken the time to translate the subtitles on these videos

  • into other languages.

  • Game Maker's Toolkit is proudly funded by its fans, over on Patreon. Who don't just

  • get a fuzzy feeling in their tummy for helping support independent games criticism but also

  • tonnes of goodies like bonus videos, video recommendations, game reviews, and more. And

  • those donating 5 bucks get to see their name at the end of the video like... this!

So let's say you want to make a video game. Where do you even begin?

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