Nintendo - Putting Play First

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  • čas přidán 11. 06. 2024
  • 🔴 Get bonus content by supporting Game Maker’s Toolkit - gamemakerstoolkit.com/support/ 🔴
    In this episode I talk about Nintendo's method of making games, which helps this Japanese developer stand out from most other studios.
    === Sources and Resources ===
    Miyamoto on core concepts, time, and ambition - shmuplations.com/mario64/
    Gunpei Yokoi and replacing the character with a dot - shmuplations.com/yokoi/
    A focus on jumping action - www.1up.com/news/super-mario-b...
    Luigi's Mansion is a game about using the vacuum - uk.ign.com/articles/2013/04/02...
    Pikmin's simple basic action - techland.time.com/2013/06/18/s...
    Why Nintendo won't make a new F-Zero game - www.nintendolife.com/news/2012...
    Miyamoto and form follows function -
    iwataasks.nintendo.com/intervi...
    Matching aesthetics to mechanics in Splatoon - www.nintendo.co.uk/News/2016/...
    Splatoon's evolving character design - iwataasks.nintendo.com/intervi...
    Super Mario Sunshine's tropical island influence -
    www.gamecubicle.com/interview-...
    Zelda's story brings out the gameplay - www.nintendo.co.uk/Iwata-Asks...
    Ocarina of Time's time travelling story - www.zeldadungeon.net/wiki/Inte...)
    A Link Between Worlds' strange artist enemy - www.nintendo.co.uk/Iwata-Asks...
    Miyamoto admires Portal - www.mtv.com/news/2457976/shige...
    Additional research via
    Shmuplations - shmuplations.com/
    Iwata Asks (US) - iwataasks.nintendo.com/
    Iwata Asks (UK) - www.nintendo.co.uk/Iwata-Asks...
    Further reading / viewing
    Game/Show: "Super Mario's Hidden Language"
    • Game Design 101: Super...
    Really Freakin' Clever: "Yoshi's Island"
    • Super Mario World 2: Y...
    === Chapters ===
    00:00 - Intro
    01:26 - Building Around a Mechanic
    04:41 - Adding a Twist
    06:08 - Form Follows Function
    07:49 - Aesthetics and Story
    09:17 -
    === Games Shown ===
    The Order: 1886 (2015)
    Quantum Break (2016)
    The Evil Within (2014)
    Dark Souls III (2016)
    Civilization VI (2016)
    No Man's Sky (2016)
    Call of Duty: Infinite Warfare (2016)
    Captain Toad: Treasure Tracker (2014)
    Splatoon (2015)
    Super Mario 3D World (2013)
    Luigi's Mansion (2001)
    Pikmin 3 (2013)
    Super Mario World (1990)
    Super Mario Sunshine (2002)
    Super Mario Bros. (1985)
    The Legend of Zelda (1986)
    Pikmin (2001)
    Super Mario 64 (1996)
    Donkey Kong (1981)
    New Super Mario Bros. 2 (2012)
    Sonic the Hedgehog (1991)
    Disney's Aladdin (1993)
    Kid Chameleon (1992)
    Bubsy in Claws Encounters of the Furred Kind (1993)
    Joe & Mac 2: Lost in the Tropics (1994)
    The Legend of Zelda: A Link Between Worlds (2013)
    Deus Ex: Mankind Divided (2016)
    BioShock (2007)
    Red Dead Redemption (2010)
    The Legend of Zelda: The Wind Waker (2002)
    Super Smash Bros. for Wii U (2014)
    Metroid Prime (2002)
    Mario Kart Wii (2008)
    The Legend of Zelda: Ocarina of Time (1998)
    Super Mario Galaxy (2007)
    The Legend of Zelda: Majora's Mask (2000)
    Metroid (1986)
    Yoshi's Woolly World (2015)
    F-Zero GX (2003)
    Super Mario 3D Land (2011)
    Mario Bros. (983)
    Super Mario Advance (2001)
    Kirby's Epic Yarn (2010)
    Super Mario World 2: Yoshi's Island (1995)
    Uncharted 4: A Thief's End (2016)
    The Legend of Zelda: Skyward Sword (2011)
    Hue (2016)
    DOOM (2016)
    Portal (2007)
    Donkey Kong Country Returns (2010)
    Star Fox Zero (2016)
    === Credits ===
    Music used in this episode:
    midwestcollective.bandcamp.com...
    Super Smash Bros. - Super Mario Bros. Medley
    Other credits:
    PlayStation: "The Making of Uncharted 4: A Thief's End"
    • The Making of Uncharte...
    === Subtitles ===
    Contribute translated subtitles - amara.org/v/C3BFR/
  • Hry

Komentáře • 1,7K

  • @thebayleaf221
    @thebayleaf221 Před 5 lety +1807

    NINTENDO: Putting *play* first
    EA: Putting *pay* first

    • @reamuji6775
      @reamuji6775 Před 4 lety +169

      Alright guys, we finally finish the micro-transaction store, now what kind of game that could fit for this store ?

    • @CatsMeow_
      @CatsMeow_ Před 4 lety +52

      @@reamuji6775 We could try a new star wars game, people love to throw money at us for those games!

    • @SonOfSparda3139
      @SonOfSparda3139 Před 3 lety +31

      SIR!!!!! WE FORGOT THE PREMIUM SUBSCRIPTION!!!!!!!!

    • @mastaw
      @mastaw Před 3 lety +27

      @@SonOfSparda3139 To unlock the store, right?

    • @SonOfSparda3139
      @SonOfSparda3139 Před 3 lety +23

      and it also unlocks the ability to play the game!

  • @SagaciousSilence
    @SagaciousSilence Před 7 lety +2285

    I feel like Portal is one of the most Nintendo non-Nintendo game. Shovel knight too.

    • @DualVission
      @DualVission Před 6 lety +130

      I irony of Doom being his first choice for that statement is the fact that Doom is coming to Switch next month (I know they didn't make Doom still, but I did hear a lot of people saying it would never go near a Nintendo platform)

    • @biggiejerseysTV
      @biggiejerseysTV Před 6 lety +5

      Your Lord and Savior, I would completely agree with this statement.

    • @hitmanwolf
      @hitmanwolf Před 6 lety +72

      Portals and Shovel Bouncing.
      Fun Core Mechanics are the foundations of a Fun Game.

    • @Haggis_67
      @Haggis_67 Před 5 lety +4

      Shovel Knight isn't a Nintendo Game?

    • @enderallygolem
      @enderallygolem Před 5 lety +30

      @@Haggis_67 Thats exactly what the comment is saying

  • @ZanderEzekial77
    @ZanderEzekial77 Před 7 lety +1693

    I understand why Myamoto doesn't want to make a new F-Zero.
    But still. Make a new F-Zero. Please.

    • @IIIXouIII
      @IIIXouIII Před 7 lety +76

      Just putting an online mode with tournaments or leagues with the rival system would be a unique addition and great feature that drive the way online race mode is played. (because in a race your ennemies ares players who have similar position).

    • @pomikat
      @pomikat Před 7 lety +32

      Yeah, online play would definitely be a justifiable reason enough for an F-zero sequel. There's also the option to update the game with more tracks and cars instead of releasing future sequels to it as well (I know people generally don't like DLCs, but it's the best way to get more content without spamming sequels).

    • @kurisu7885
      @kurisu7885 Před 7 lety +10

      Hell ,they barely have to do a thing to it, maybe just port it.

    • @kurisu7885
      @kurisu7885 Před 7 lety +24

      Exactly, it could just as easily be a straight port of F-Zero GX with online.

    • @LegendaryMythril
      @LegendaryMythril Před 7 lety +31

      if he doesn't want to make a new one, just re-release GX. i won't mind.
      and it's not like all their new games have whole new mechanics that revolutionize the way the game is played.

  • @cuentaalterna3754
    @cuentaalterna3754 Před 5 lety +108

    "Doom migth be the most Nintendo game that Nintendo would never, ever make"... that was brilliant, well at least the reboot Doom

  • @snippy3155
    @snippy3155 Před 7 lety +477

    I think ea is following the same principle
    they focus their game around dlcs

    • @abhirambvs8818
      @abhirambvs8818 Před 5 lety +29

      snippy surprise mechanics

    • @finnthomas7014
      @finnthomas7014 Před 4 lety +4

      And money. Nintendo has so many 60 dollar games!
      I cant even count!

    • @HarvoSpoon
      @HarvoSpoon Před 4 lety +18

      @@finnthomas7014 it's worth it

    • @oldcowbb
      @oldcowbb Před 4 lety

      function follows money

    • @robertmcdowell6084
      @robertmcdowell6084 Před 4 lety +8

      @@finnthomas7014 it's better than being tricked to pay for what you already paid for.

  • @IJustLoveStories
    @IJustLoveStories Před 7 lety +572

    Just a little note for any aspiring developers around here: this is a good way, but not the ónly way to do it. Good artists aren't the ones who have found the magic formula to poop out miracles, they're the ones with a wide arsenal of methods, know what kind of product they produce, and can use that to figure out the best way to make the thing they want to make.
    This particular method works well for the particular emotion Nintendo wants their players to feel. Other goals might be better produced using different methods and workflows. Don't restrain yourself to working in one way just because someone you like does it.

    • @KryptKicker5
      @KryptKicker5 Před 4 lety +47

      This is so true. The actual creative process is unique to both the artist and the creation. No, one size fits all approach exists.

    • @fIayff
      @fIayff Před 3 lety +14

      Yep definitly an important point. Like "Gris" is completly build around their art style, Journey around the atmosphere and and and

    • @sarinabina5487
      @sarinabina5487 Před 3 lety +6

      thank you for commenting this. ik this comment was from 4 years ago but while i love the video i hate how he makes it seem like this is the only way to design games

    • @reev9759
      @reev9759 Před 3 lety +19

      @@sarinabina5487 rewatch the intro. Mark goes out of his way to say otherwise.

    • @mr.wigglesworth7428
      @mr.wigglesworth7428 Před 2 lety +1

      exactly, having no unity between the mechanics might seem stupid at first but it can add more unpredictability and variety to the gameplay, which is kind of what Donkey Kong: Tropical Freeze did. that game barely has a central mechanic, but it has tons of surprises.

  • @PauLtus_B
    @PauLtus_B Před 7 lety +402

    I think this again really shows in the Legend of Zelda: Breath of the Wild. I am not a fan of all the gigantic open world games because they often just turn out bland and empty with very simplistic gameplay systems and mostly a ton of walking. In Breath of the Wild you can already see that there's a ton of added mechanics all supporting the idea of an open world:
    you can climb on everything, you can "snowboard" on your shield, you can float down with your sail cloth, even the stamina bar supports this.

    • @anintendofankindaguy1368
      @anintendofankindaguy1368 Před 6 lety +57

      Couldn't agree more. Another thing I've heard in a video is how well BotW does collectibles- Instead of just getting the collectible like a star piece in Paper Mario or a star coin in New SMB games, you have to figure out a mini-puzzle. But it's not the puzzle that matters, there's not much thought you have to put in. What matters is how, when you solve the puzzle, you're telling the game "I know what's up. There's a Korok here, isn't there?". You find baskets with apples and one apple is missing and you realize you have to put the apple in, and by doing that, you're telling the game that you know what's going on, and then the game responds with "So you know. Here's your Korok seed.", unlike some games where you might just stumble across a collectible and press a button. This time you have to pay attention to what you find. It's some really good game design.

    • @Cooperal
      @Cooperal Před 5 lety +1

      @@anintendofankindaguy1368 I had a something similar with Baby's First Blocks. I can't describe the unparalleled sense of achievement I experienced from completing it 900 times over.

    • @DelayedJet
      @DelayedJet Před 4 lety +21

      ​@@anintendofankindaguy1368 I especially love the Korok seed puzzles because they sort of encourage world exploration--something I think Nintendo absolutely nailed in Breath of the Wild. They're dotted all over Hyrule, so you really have to go over every inch of the land if you're ever going to find them all (unless you get cheeky, and just Google them). I think the heart of Nintendo's genius is with the puzzles that utilize the physics engine. You're given tools (like Magnesis, Cryonis, etc), and you have to use them for an array of different puzzles, and they're all pretty much about manipulating the world around you in order to progress forwards. You might use Magnesis to lift heavy, metallic objects up in a bid to bridge your way across quick mud, for example. Even without those tools, there are still acomplishments to be had. In the Great Plateau, there's the River of the Dead, just up the mountain, and it's too freezing to set foot in. There's a jetty, or a bridge, or something, with a raft at the end of it. There's seemingly no way of reaching there, but I realized that you're actually able to cut down a tree, have it land in the river, and let it be carried downstream over to the broken jetty/bridge, allowing you to get across safely. In these instances, the puzzles themsevles are the most satisfying element to the gameplay because they require resourcefulness, and there are surely not many games out there (if any) that require you think about, for instance, how a tree might land in the water, and get carried off by the current. It's so satisfying, and it's pure simulation, rather than, like, a set-piece that was specifically designed to turn out this way.

    • @user-ti6us2br4x
      @user-ti6us2br4x Před 3 lety +2

      @@Cooperal then don't do it lol
      If you don't want to.. Just don't
      They literally give you a piece of Poo as an award for collecting them all and the devs themselves said that they were never meant to be fully colldcted

  • @JTriggerVideos
    @JTriggerVideos Před 7 lety +1447

    Anytime someone tries to convince you Nintendo games are for babies, come back to this video and remember why you love them so much.

    • @PositiveBlackSoul
      @PositiveBlackSoul Před 7 lety +21

      I'm not saying Nintendo Games are for "babies", but they never really appealed that much to me.

    • @JTriggerVideos
      @JTriggerVideos Před 7 lety +140

      PositiveBlackSoul
      It's certainly okay to not like Nintendo games, but some people dismiss them as being childish just because of their playful aesthetic. Personally, my most beloved gaming memories have come from Nintendo. Who cares if they're not as "edgy" as other companies.

    • @pomikat
      @pomikat Před 7 lety +32

      They've always tried to be very family-friendly and it was especially in the wii era, where most advertisements were directed at families with young children.
      I do like their game philosophies though, I just wish their games weren't as mainstreamed today compared to their older games. Would be nice to actually have difficulty settings, but they've never added that in their 1st-party games as far as I can remember (except hero mode in the HD Twilight princess. Would like to see more of that in non-remakes).

    • @kurisu7885
      @kurisu7885 Před 7 lety +76

      Not every game HAS to be about sending a message or skill, it can just be plain simple fun.

    • @mdeguzman2000
      @mdeguzman2000 Před 7 lety +14

      kabeltelevizio smash kinda has that skill in it. Melee for example required skill to pull of the advanced techniques in it. although a majority of it was unintentional, the game has requires high skill to perform and do well in

  • @WritingOnGames
    @WritingOnGames Před 7 lety +1514

    This may be my favourite video you've done yet. It's the beauty of simplicity. I really, REALLY like the idea that Luigi's Mansion is "about the vacuum cleaner."
    From my own experience, that resonates because it's exactly the same way one of my bands makes our music, weirdly. We're a heavier, more aggressive band, and started off with wild, complex arrangements. As time went on though, we pared everything down until most of our songs had the basis of being literally one note repeated throughout. The challenge then became "how do we make this interesting?" The answer - messing with dynamics, rhythms, downbeats and accents. Ironically, our music feels far more varied and surprising now that we've focused on that core note and how it is played, and used that to inform how we create the rest of the song. It's also connecting with far more people - it's interesting, it's different. As you touch upon, modern games lack focus, just like a lot of modern heavy music. Our aims may be different (our music is very deliberately about confrontation rather than fun) but our "one note" thing is Luigi's vacuum cleaner. Everything that makes the music interesting spawns from that core, focused approach.
    That was probably totally uninteresting to most people, but essentially what I'm saying is this - what you conveyed in this video helped recontexualise the way I view simplicity in other forms of media that I interact with and create. That's the sign of some good-ass writing. Excellent, excellent work.

    • @VARIOUShorses
      @VARIOUShorses Před 7 lety +12

      That's all pretty interesting to me as both a fan of games and music and as a musician. The only music I've heard from you has been your solo stuff in your videos, I'd be really interested to hear this stuff, care to share a link?

    • @armchairrocketscientist4934
      @armchairrocketscientist4934 Před 7 lety +9

      Hey, I was wondering if you'd give me your opinion on an idea of mine, as I aspire to be a game designer when I'm older. One of the main points in your video was how games approach stories. Many companies approach it by making the story first, which may lead to an interesting story, but the gameplay is lacking. Nintendo has great gameplay, but is lacking in story.
      This makes me wonder, what if a game's gameplay WAS the story? The game industry has seen this on a small scale, like with the Stanley Parable, but I'm talking about a gigantic adventure game. Right now, I'm trying to figure out how the mechanics of such a game would work. The story would be important, but should be delivered heavily through gameplay.
      Most of what I'm looking at is the actions of characters in fantasy novels and movies, and the kind of actions they perform.
      Another idea I have is that when you start up your file on this hypothetical game, the game asks whether you are male or female. In most games, this simple means changing the appearance of the character. In my game however,
      there are two main characters who are each gender respectively. This means the player can better associate with the character, and the character can be developed much easier throughout the story.
      As time passes in the game, eventually the male and female character meet, and then you can do multiplayer. I have toyed with the idea of having more playable characters, but I want the two protagonists to take center stage. In single player, you would be able to swap between characters depending on which one you need to complete a task (this is akin to how Lego does their games).
      Sorry for rambling on so long, but I have one last thing to ask your opinion of. Something I think an unbelievable number of games are lacking in is exploring religious themes in the story. The only game I've seen do this in a profound way is strangely enough, the drawn to life series. The problem is, I am deeply afraid of backlash from gamers at having these kinds of elements in a game. What do you think?

    • @lugbzurg8987
      @lugbzurg8987 Před 7 lety

      I was just waiting for when explaining what all those more "mature" games were all about, he'd come right out, speaking as Nintendo, and say "Super Mario Bros. is about jumping!"

    • @ChadWWolfe
      @ChadWWolfe Před 7 lety +7

      1. All of your ideas have already been created, numerous times. Play more "walking simlulator", visual novel (Persona), and RPG's (Summonnight)
      2. All of those ideas are fine, but are nothing you'll be capable of making until almost 10 years of experience in game development.
      3. Religious themes are explored in almost every game, most gamers realize it and don't mind. Have you ever played Final Fantasy?

    • @CreativeWM_Personal
      @CreativeWM_Personal Před 7 lety +16

      awesome astronaut Try playing Dark Souls, it's a great game that combines gameplay with narrative. Also for your first game think small and think simple to get the hang of games development first before jumping into the deep end with your God of War meets Skyrim, trust me on this.

  • @chickensangwich97
    @chickensangwich97 Před 7 lety +252

    Another aspect of this is that Nintendo games tend to follow the "final exam" philosophy on final boss/final level design. Even in cases where you don't physically go through little reminders of all the levels before, you do typically have to run back through all the mechanical ideas you learned, often swapping in an out of them on a second's notice, to finally beat the game. Some examples...
    - Metroid Prime in Metroid Prime. I think that you use every single power-up in the game over the course of that boss' two phases.
    - Ganondorf in Ocarina of Time: The big twist in the first half of the fight is that you can't use Z-Targeting, the game's central mechanic. The big twist in the second half is that you can't use your sword, the game's central weapon/tool for interactivity.
    - Bowser in Super Mario Galaxy: You hurtle between several planetoids over the course of the fight, and it's all about predicting where he'll end up after traveling the length of the planetoid.
    - Cackletta's Soul in Mario and Luigi Superstar Saga: It's perfectly possible to finish that fight without taking a single HP of damage, but it requires absolutely perfect button-press timing and the ability to focus on both brothers at the same time.
    - Yuga in A Link Between Worlds: There's a reason that you have to think laterally about how to get the final three hits in on him in a 2D world.

    • @MarcSylex
      @MarcSylex Před 7 lety +11

      Yuga boss fight was such a pleasure. Best I've experienced in a great long while. Most other games just amounts to how long can I spam healing and wail on the boss?

    • @KoolAidManOG
      @KoolAidManOG Před 7 lety +33

      The final boss in Splatoon is another great example. You use everything you learn in the campaign in that one drawn out ten minute fight. Its so great, I'm smiling just thinking about it.

    • @xaphon89
      @xaphon89 Před 7 lety +20

      I absolutely loved Splatoon's final boss fight, probably the best Nintendo boss fight I've done in a good long time.

    • @WerewolfEnjoyer
      @WerewolfEnjoyer Před 7 lety +4

      KoolAidManOG Yeah, that boss fight is a masterpiece.

    • @browncoat697
      @browncoat697 Před 7 lety +4

      I'm thinking through the Metroid Prime fight, and yeah, I think you actually do use every item in the game... except, I believe, the morph ball bombs or power bombs. You *do* use missiles, all four beams, probably some beam combos (I know I usually used at least the Super Missiles - obviously - and the Wave Buster), the morph ball, the grappling hook, some stuff with Phazon, all visors, the space jump (for dodging, yo)... not sure about the spider ball or boost ball though. I think you might use the boost ball for dodging if you so choose, but I think the spider ball goes unused.

  • @RhyHello
    @RhyHello Před 7 lety +120

    So was mother 3 based on a rolling health system and a timed button press combat system rather than making me empty my tear ducts

    • @WizPigTactics
      @WizPigTactics Před 7 lety +13

      I think the gameplay is the story of the mother series (not literally but as close as you can tie the two) . It was conceptualized by an author after all.

    • @marinanicole5693
      @marinanicole5693 Před 6 lety

      They came up with trans people to explain PSI attacks

    • @Hehe-nt4oe
      @Hehe-nt4oe Před 5 lety +2

      Jocky J no, it was based on not releasing in the states

    • @jackrush1222
      @jackrush1222 Před 5 lety +4

      not about mother 3, but I think mother's main concept is about making an RPG in a modern setting as most RPGs in the past are fantasy settings

    • @snorange14
      @snorange14 Před 3 lety +1

      mother 3's gimmick is not releasing outside of japan

  • @GVGINU
    @GVGINU Před 7 lety +246

    One of the few people who actually understands how they build games and respects it. Though I am fine with people developing games the way they want to, I'm not about telling everyone that they have to do it the same way like many others have.

    • @Kinos141
      @Kinos141 Před 7 lety +5

      I am, with my wallet. lol.

    • @xaphon89
      @xaphon89 Před 7 lety +26

      Nintendo resisted the push towards more cinematic, story-focused games when FF7 came out and developers were all hailing the optical disc for its ability to store cutscenes. But we had FMV adventure games on PC long before that, some of which were very well made and successful. Really, these two camps have always been around, it's just Nintendo has been the flagship of play-focused game design (leading the indie revival), while other developers have pushed past the likes of Square into new territories of movie-esque games, and even what appears to be a revival of FMV adventure games with how Telltale is doing it. Both approaches are legitimate, and both have produced some amazing games, but at the end of the day a game is a game, and if the core gameplay sucks you're likely to put it down early feeling unsatisfied.

    • @GVGINU
      @GVGINU Před 7 lety +12

      Clouvas I can agree with that. I just don't like people saying one company should be exactly like another company in how they go about things. Everybody does things differently, which is how it should be.

    • @xaphon89
      @xaphon89 Před 7 lety +9

      The Game Idea Guy A thriving industry is one that is diverse. I'm a huge Nintendo fan but I always wind up buying all the other consoles just to see what I might be missing. Glad this year to have played Doom, Dark Souls III, and Abzu.

    • @GVGINU
      @GVGINU Před 7 lety

      Clouvas I can see that we agree then. There's not really much more to say at that point.

  • @elly7498
    @elly7498 Před 7 lety +232

    So that explains their issue with paper mario and mario party. They have to think of a new gimmick for every game... and sometimes it isn't recieved well.

    • @Superflaming85
      @Superflaming85 Před 7 lety +54

      Heck, think about the older Mario Parties too! Day/Night cycles, growing big and small, capsules, microphones, even items in general! They've been doing this since the very beginning! MIND. BLOWN.

    • @JM-us3fr
      @JM-us3fr Před 7 lety +3

      Kingston White Mario Party 2 and 3 were awesome! They went downhill though...

    • @xaphon89
      @xaphon89 Před 7 lety +43

      That's a good way to describe it really quickly. It's better than getting the same shit over and over because even if one game is pretty meh, you can look forward to the next game being different. It's better than watching AAA franchises slowly die as they repeat themselves, even if they were once great.

    • @fashionpatrol2214
      @fashionpatrol2214 Před 7 lety +25

      +ZFighter1011
      In the case of the new Paper Marios. People are more annoyed that they did away with interesting and unique characters,/companions and a good progressional system.

    • @hstriepe
      @hstriepe Před 7 lety +30

      It's really not a gimmick, but a mechanic that has the ability to provide a certain depth.
      There is a difference. Gimmicks are superficial.

  • @ActiveGamerLife
    @ActiveGamerLife Před 7 lety +125

    This Is why I consider Nintendo the greatest of all time and It seems to go over so many peoples heads. It's why Indies have been destroying the big 3rd party publishers In terms of quality content this whole generation. Bring on the Switch! where the greatest of all time and the most inspired developers (Nindies) around will be creating games that are meant to do more than make you count pixels and check how many pores the generic protagonist has on his face.
    Fantastic video!

    • @Icanonlycountto4
      @Icanonlycountto4 Před 7 lety +3

      ActiveGamerLife You someday Sega might gather a few Indies together and make a comeback with something like the Switch....call it the Dreamcast Go lol

    • @buibuiopolismayor7329
      @buibuiopolismayor7329 Před 7 lety +10

      People forget that Nintendo can make so many different games and try and make those genres accessible to everyone, including kids (I think the most ironic insult is "nintendo is for kids", why is that an insult? age appropriate is much better than a 6 year old playing GTA or a 12 year old cussing on Halo COD).
      Nintendo's own IPs range from adventure, party games, FPS, fighter, racing, sports, life simulation, cooking, pets, open world, linear, rpg, platformer, puzzles etc. I don't know which developer does that and do it so well.

    • @chaosmiles07
      @chaosmiles07 Před 6 lety +1

      Michael A. Robson And that's the problem Sega is facing with the Sonic franchise. Catering to multiple platforms doesn't expand possibilities: it limits them. It means that the same game has to work AND deliver the same intended mechanic / experience / feel on platforms that don't always get along. Example: the many versions of Sonic Unleashed / Sonic World Adventure. Some platforms used motion control, others used the analog-stick-and-buttons combo.

    • @metalliholisti3728
      @metalliholisti3728 Před 6 lety +1

      Spectral Gatekeeper What do you mean 'art'?

  • @DiegoT
    @DiegoT Před 7 lety +575

    This is not a video, this is a love letter to the videogame culture! A love letter to our childhood.
    Thank you!

    • @chunkymonkey7983
      @chunkymonkey7983 Před 2 lety +1

      @ShankYaWITdaskang SYWIT We are all deeply sorry for you... 😔
      (Jk btw, it's completely fine that you play other games than me.)

    • @chunkymonkey7983
      @chunkymonkey7983 Před 2 lety

      @ShankYaWITdaskang SYWIT What is?

    • @chunkymonkey7983
      @chunkymonkey7983 Před 2 lety +1

      ​@ShankYaWITdaskang SYWIT Oh...
      It's never too late to play them now, if you ever get the chance. (Assuming you still don't play Nintendo games, which may or may not be true.) :D

  • @TheKirout
    @TheKirout Před 5 lety +25

    "if the game's not fun, why bother?"

  • @tamar7065
    @tamar7065 Před 7 lety +607

    This is a great analysis, but I think this does leave out one key point: as a result, Nintendo's stories can be kinda weak. Pikmin is "get stuff, get home" with additional flavor text. Mario is "rescue princess and/or get the magical artifact which is probably star-themed, also here's some other characters depending on the spin-off". Zelda is arguably the most advanced storyline they've got going, but the individual games are not usually story-heavy--it's more about how all the games fit in sequence.
    Basically, thanks to this approach, they mostly do bright, cartoony games with sparse narrative. Which is great--I actually love that--but it's not what I want 100% of the time, and it's not everybody's jam. On the other hand, I also don't want to play a story-heavy but gameplay-deficient slog through muddy controls and glitchy cutscenes for 40 hours. I feel like there has to be some approach that lets you reliably get both your story and your gameplay well-developed.

    • @pennyfarting
      @pennyfarting Před 7 lety +118

      That would be the Tim Schafer approach, where both the story and gameplay are conceived simultaneously and developed alongside each other. But that's harder to come by because it all but requires that your lead designer and your lead writer be the same person, and that simply isn't how the industry works most of the time. Another way is to have an existing gameplay formula that can easily be shaped and molded to accommodate different narratives, which is essentially how the JRPG and adventure genres work.

    • @KTSpeedruns
      @KTSpeedruns Před 7 lety +64

      I think that stems from a lacking of brilliant writers. Shigesato Itoi is who I would consider the pinnacle of story telling through gameplay and gameplay driving the story at the same time. He wrote everything in Earthbound. He is a terrific story teller and it doesn't get in the way of the core gameplay. It simply has breaks for humor and funny quirks. And Nintendo needs more writers like that. Sadly, writers like Itoi are EXTREMELY few and far between.

    • @Vvonter
      @Vvonter Před 7 lety +55

      That's still an issue for the whole industry. Because as the story becomes more important the gameplay becomes narrower for the story and character to make sense. In contrast as the gameplay becomes more important the story mainly needs a beginning and an ending with the game being unrestrained by the story needing to tell something.
      In the end it's execution like how Until Dawn does more with the cinematic storytelling than the Order 1886 by actually closing the story and giving several outcomes to it and how Super Metroid or Dark Souls reward players who dig deeper into the game's lore than a Kirby or Mario.
      I like the notion games can grow by having powerful ideas more than powerful stories.

    • @Chowder_T
      @Chowder_T Před 7 lety +42

      I think that sparse story can be good by creating a blank canvas for the player to project onto. Sure Nintendo didn't write Ocarina of Times story with the goal of resonating with players on themes of childhood and adulthood but it happened anyways. I'll admit the ending of Mario Galaxy still strikes an emotional core with me to this day even knowing what I know now. Many times the artist has a meaning in mind with their art but sometimes I think it can be up to the audience to create their own meaning. So while many Nintendo stories can be forgettable, their light story can also be their own strength too.

    • @BizerkPixel
      @BizerkPixel Před 7 lety +56

      This hybrid you speak of exists in the Metroid Prime series. Not only is the story wonderfully complex on a game by game basis, but the gameplay is 100% solid as well. The developers at Retro Studios knew how to blend a complex story INTO the gameplay. Rather than feeding stuff to you via informational cutscenes, most of the story, if not all of it, is found by the player via the gameplay. That's ingenious design IMO, and I wish more developers did that.

  • @PrenticeNeto
    @PrenticeNeto Před 7 lety +25

    You just managed to put into words what I've been feeling about the gaming industry in general for most of my life, but I could never figure it out. I've always wondered why I liked some games, hated others, and at first liked the concepts of some others but not liked to actually play them.
    "Why do I love most games from Nintendo, Rareware (the old ones), or Valve? Why do I like most racing games? Why do I hate most FPSs, while loving a few of them? Why do I find most RTSs goddamn boring and cofusing, while I could play some of them until the next sunrise? Why do I hate playing MMORPGs so much, yet I keep going after every other game, always ending up loathing the next one, and the next, and so forth?"
    Now I think I know. From what I can recall, most (if not all) games that get me hooked have one central mechanic that all the others revolve around. All of those FPSs and RTSs that I love are mostly like that, and the ones that I hate are the ones that have too many, distinct, and equally important mechanics. And I never figured out why I'd never play MMOs for too long, despite the fact that I love (to this day) the concept of, inside a constantly living world, having a lasting, non-ephemeral character, who can because of that grow with your time invested in them. I guess no MMORPG never made it quite right for me.
    Really, I think your video made me have an actual epiphany about my relationship with games.

  • @Michirin9801
    @Michirin9801 Před 7 lety +99

    I think Nintendo's design philosophy is pretty much the best one there is, however sometimes you don't need a new way to play, sometimes all you need is take something that's already perfect, like Super Mario 64, Super Metroid or F-Zero, and make a new one in the same style so that more people can get to play it and enjoy!
    And Nintendo themselves are no strangers to that, as they've done it with the New Super Mario Bros. games, which as generic as they seem, they are still quality games none the less...

    • @denimchicken104
      @denimchicken104 Před 3 lety +4

      Right. They have no qualms milking a franchise that sells millions of copies and can be shit out really easily.
      If f-zero sold 5 million copies I’m sure Nintendo would be singing a different tune about a sequel.

    • @legrandliseurtri7495
      @legrandliseurtri7495 Před 3 lety +9

      @@denimchicken104 NSMB sold a lot, and I mean a lot more than that.

    • @denimchicken104
      @denimchicken104 Před 3 lety

      legrandliseur tri your point?

    • @legrandliseurtri7495
      @legrandliseurtri7495 Před 3 lety +10

      @@denimchicken104 That F-zero wouldn't have gotten a sequel even if it sold 5 millions of copies.

    • @denimchicken104
      @denimchicken104 Před 3 lety +1

      legrandliseur tri I doubt that very much, but whatever.

  • @1stpltpkmnTR
    @1stpltpkmnTR Před 7 lety +92

    Yeah... Nintendo are like the safety net of gaming in my honest opinion. When other developers fail and let you down, they're just almost always good. They make games you can come back to and play many times and still have things to do. There's often a reason to play the games, whereas some games don't add that necessary incentive. It's the main reason I dropped Uncharted The Nathan Drake Collection and Fallout 4 so early on. I need a reason to play, I need appeal.

    • @pascalgruger2102
      @pascalgruger2102 Před 7 lety +2

      i think fallout is a game where you have to play in in a certain mindset i think. that happens outside the game but it still can be fun because you invent the way you want to play. altough fallout 4 was less rpg and more an action rpg it still felt good to build settlements etc

    • @leeroynewman
      @leeroynewman Před 7 lety +6

      they are so safety they takedown free fangames.

    • @pedrogomezid
      @pedrogomezid Před 6 lety +1

      the reason to play is story/world/aesthetics, etc...

    • @chunkymonkey7983
      @chunkymonkey7983 Před 2 lety +4

      @@pedrogomezid Maybe that's your reason to play, not everyone's.

    • @Gadget-Walkmen
      @Gadget-Walkmen Před rokem +4

      LOL what? There IS a reason to play Uncharted or Fallout, they both have compelling enough gameplay AND stories in their games in order for you to enjoy them, that's the WHOLE REASON for why you play them. Both those games HAVE reason to play AND they have appeal, you just want the nintendo style of appeal but those games aren't trying to be like nintendo at all, they're their own games and their own style and REASON to play; for story incentive and compelling gameplay incentive that all Uncharted games have AND Fallout 4 has as well. Simple as that!

  • @Mustang_Sally_
    @Mustang_Sally_ Před 3 lety +15

    I never understood why you would put "play" as a second thought. You play video games. Story second.

  • @JeffDeChambeau
    @JeffDeChambeau Před 7 lety +65

    Outstanding work as always! You've really zoned in on the perfect balance of education and entertainment. Thanks Mark!

  • @anashafeur3102
    @anashafeur3102 Před 7 lety +124

    Thank You! **Some** gamers like to pick on Nintendo fans accusing them of of fanboyism, you eloquently explained why their presence is essential to the game industry.

    • @RaidenFreeman
      @RaidenFreeman Před 7 lety +5

      It is certainly not essential, and will go away if they keep going down that path. I adore their style, but video games are currently a business and an industry, and you need customers to keep making art. It sucks but it's true. And people have voted with their wallets, that they like more the yearly updates on graphics and season passes and pre order bonuses, than they like new ways to tackle problems (which is what nintendo offers). I don't want them to embrace that, but they must find a way to be more profitable, or be a software developer only.

    • @Altar360
      @Altar360 Před 7 lety +18

      And yet the amount of money Nintendo has made by taking risks like the Wii has made it so they can go years without making any money back and not go bankrupt. Often people need devs like Nintendo to show them new ways because, frankly, not a lot of people know what they want. As long as their future exploits keep them on the good sides of the 3rd Party Devs, Nintendo's got nothing to worry about

    • @es5845
      @es5845 Před 7 lety +2

      the video itself is very Nintendo leaning, the guy either pretends or actually does not like things outside the Nintendo and indie bubble. Theres quite a handful of games that even if they are something done before with extra twists they are fun, just as every Mario game is the same Mario with extra twists. (Mario Kart, NSMB, M Party, etc)

    • @anashafeur3102
      @anashafeur3102 Před 7 lety +7

      Dude do you ever see his other videos?
      And it's not considered leaning towards something when you just state facts.
      Of course there are other developers who do stuff right and he talks about them every now and then.

    • @MistorDi
      @MistorDi Před 6 lety

      There's absolutely nothing essential about Nintendo because it exists in its own bubble. It could go down any day and that would be completely inconsequential for the industry.

  • @Imladris-lm3bo
    @Imladris-lm3bo Před 7 lety +23

    Thank god you're back Mark. The only VG journalist with anything interesting to say that isn't a top ten or a lame rant.

  • @VideoGameAnimationStudy
    @VideoGameAnimationStudy Před 7 lety +9

    Superb! Really enjoying the evolution of your aesthetics, like the flickering titles. And yeah I agree, I've always enjoyed simple games polished right down to a diamond, probably why I'm more of a retro gamer. Thanks for these videos!

  • @MechaShmo
    @MechaShmo Před 7 lety +6

    I always found the "I don't know what to do for F-Zero that's new" quite odd when he released 4 or 5 New Super Mario Bros. where the "new" factor is really small (multiplayer in Wii, some transformations here and there in the others...). It's not that difficult to find something new in F-Zero or to do it better. New cars, new type of level design for the race (more vertical action or multi-layers stage), online action, more customization, a better editor stage... There's a lot to do but oh well.
    Apart from that, it's a really good video so good job, Mark Brown. I really like the graphical design you make for your videos, it really sublimate your message.

    • @777boman
      @777boman Před 7 lety +1

      I think Nintendo needs to actually feel passionate about making a game before setting out to do it - something like NSMB2 might feel dull and repetitive but the developers still had a ton of fun making it and retained a core idea behind it ("let's play with coins"). The core idea might seem like a small change from its predecessors but it results in a major change in how the developers approach and design every single level.
      This doesn't always work out for them but it's good to see they are in it, not for the money but, for the content they produce. Sadly games like F-Zero just isn't that important to them :/, one day someone at Nintendo might have a fresh idea on how to make a new F-Zero.
      TL;DR It's about passion and inspiration, not about forcing new ideas in a sequel.

    • @MechaShmo
      @MechaShmo Před 7 lety +3

      Well, then, I would have prefer Miyamoto saying "We just don't feel like it" than saying the "no new idea" excuse. I mean, if he doesn't wake to make one, no problem, they can give it to somebody else. If nobody at Nintendo wants to do a F-Zero game, well that's sad but okay. But at least, they remain honest. Not saying they're dishonest, just this particular bit.
      Well, that's just my opinion after all. They do what they want. Haha.

    • @777boman
      @777boman Před 7 lety

      ZEBULON92 To be fair he said how he felt about the game, he has no new inspiration or ideas for a sequel so to him it feels like there is no new ground to tread.

  • @rumelismorende8177
    @rumelismorende8177 Před 7 lety +2

    A great way to see this mentality at work is looking long and hard at common Mario mechanics. Most of the enemies and objects in the original game can be answered with two questions:
    -What happens when I jump on (or at) this object?
    -What happens when I touch this object normally?
    Every game object deals with these questions, with maybe one or two exceptions.

  • @Mario1080p
    @Mario1080p Před 7 lety +62

    Videos like this is why I like Nintendo.

    • @lunarfrog
      @lunarfrog Před 6 lety +15

      Nintendo is why I like Nintendo.

  • @Ecronomus
    @Ecronomus Před 5 lety +9

    "What do you want that we havnt done before ?"
    Me looking at the New Super Mario Bros games questioning why are there so many of them.

    • @PwnyHammer
      @PwnyHammer Před 3 lety +6

      I know this is a year old, but the last real New Super Mario bros game was back in 2013 with New Super Luigi U and there are only 5 New Super Mario Bros games made (I was curious so I checked). Super Mario Maker 1 and 2 don't really count imo since they're level creators for people and that's it. And Deluxe that released on Switch is just a rerelease of the 2012-13 games. So really it's been 7 years since the last entry with 5 total entries to date.

  • @mattdog1000000
    @mattdog1000000 Před 7 lety +5

    YES!! This is spot-on! Another great example of gameplay driven design from Nintendo I want to add here are the Tiki enemies in Donkey Kong Country Returns. An enemy designed entirely around platforming gameplay, intuitively designed to attract a jump, yet also designed with a angry jack-o-lantern face to convey to the player that this thing is dangerous, yet its flat bongo head acts as a perfect platform to jump off of. This one enemy type is plastered everywhere throughout the game, and I feel, is a perfect example of Nintendo's 'form follows function' game design philosophy.

  • @unclebrizz1053
    @unclebrizz1053 Před 5 lety +1

    This channel is head and shoulders above most.
    Whenever your work comes up in searches, I'm always happy to see it.
    Well done

  • @elputupingu6459
    @elputupingu6459 Před 5 lety +11

    Damn. Guess I've just realized why outside of Nintendo games, I only pretty much like Portal (literally my favourite game ever along with Skyward Sword) and a handful of truly well-designed indie games. Essentially, I believe Nintendo's philosophy of video game design is just the best, and I'd almost go as far as to say the only possible one.
    Being honest, the fact that these guys basically invented video games and have literally been the torch-bearers ever since just proves my point (let's not kid ourselves, who showed EVERYONE how to do 3D games first? And most recently, why are so many people claiming that Breath of the Wild is the first TRUE open-world game, and the one that other developers are going to look at as a blueprint from now on?).
    So yeah, as Mark says, we shouldn't consider Nintendo as game design gods while all the other developers just get it wrong... though maybe?

  • @ToriHiragana
    @ToriHiragana Před 6 lety +31

    "Making another racing game with more attractive graphics is unfathomable"
    And here I thought I couldn't respect Miyamoto more then I already do :D
    I was wrong

  • @hypersonic1337
    @hypersonic1337 Před 7 lety +83

    My only problem with Miyamotos approach to F-Zero is that F-Zero was always just a series about racing and going fast and doing it with extreme precision. Sure there's only a handful of games but its been 10+ years since we've gotten a game. And while GX is pretty much perfect, no one is going to say to a straight up no non-sense F-Zero sequel in HD. Just throw in some goofy story mode again and a track editor and some online play and people will eat it up. F-Zero doesn't need innovation when it's already perfect, it just needs another goddamn game. People just want to go fast Shiggy, it's not that hard to figure out

    • @vman339
      @vman339 Před 7 lety +14

      Reminder that just about every franchise gets routine rereleases, remakes and HD versions of their games except for Starfox and F-Zero.
      If you're not Zelda, Mario or Pokemon Nintendo won't be showing you any love anytime soon.

    • @matrixcom69
      @matrixcom69 Před 7 lety +3

      If they do the whole remake the same game thing, it won't attract the people who may not like Fzero. The reason they want to innovate their games is to broaden their horizons and attract more people than the last game. The Wii was a good example of getting new customers into the gaming mix.

    • @xaphon89
      @xaphon89 Před 7 lety +1

      I highly recommend Fast Racing Neo, it's nothing but the speed and precision of F-Zero GX turned all the way to 11. The game gave me heart palpitations lol.

    • @millieman76
      @millieman76 Před 7 lety

      rawblink Yeah, but how strong is the IP? Not strong enough.
      So Nintendo nor any company would focus on IPs that wont generate revenue.

    • @vman339
      @vman339 Před 7 lety +9

      millieman76 IP's don't tend to get stronger when you neglect them for a decade.

  • @ricardotorraca6360
    @ricardotorraca6360 Před 3 lety +2

    Thank you for exploring these concepts- it’s really helping me to find my voice as a developer

  • @fire-droplets2607
    @fire-droplets2607 Před 6 lety

    Love the commentary! I've done quite a bit of reading about Nintendo and their design process, but it's very nice to see it all bundled up in a package.
    Good job!

  • @ivanarturomendezocampo6842

    Hey, Mark! I've been working on the spanish subtitles for a time now. I really appreciate your work and I hope more people know your channel in the future. I only want to say thank you, and another thank you for the acknowledgment. (I apologize if I have some error, but, well, I swear I understand english very well, but I have some problems producing it.)
    If you have some other recommendations of quality YT channels, or anything else on Internet, I would appreciate it so much.

    • @GMTK
      @GMTK  Před 7 lety +8

      Thank you Iván! Check out Errant Signal, Turbo Button, Writing on Games, and hbomberguy to get you started

  • @OCMOOO
    @OCMOOO Před 7 lety +28

    Hey Mark!
    @3:20 when you're quoting a source.
    How do you do that bloody sexy scroll-down animation?

    • @GMTK
      @GMTK  Před 7 lety +50

      Just have the text as an image and move it up. Easy peasy - though throw on a nice ease-in curve to make it slide into view all silky like.

    • @OCMOOO
      @OCMOOO Před 7 lety +14

      Mark Brown
      Love it, adds flair to an educational video.
      Keep up the good work!

  • @MarcoNP2011
    @MarcoNP2011 Před 7 lety +1

    This must be one of the best videos, I've ever watched on CZcams. You are already making such a good content, but still keep doing better and better with almost every new video. Keep up the good work :)

  • @koopanique
    @koopanique Před 7 lety +6

    That was an excellent video which reminds everyone of the way Nintendo indeed do things: creating the world and story around the gameplay and not the reverse. And for video games, which revolves around gameplay more than anything else, it's pretty odd that there are not more devs following this simple principle

  • @Afrohawk512
    @Afrohawk512 Před 7 lety +8

    As the Wii U production comes to a close, it's nice to see a bit of retrospective on how they make games. Though the system wasn't a success, games like Splatoon& Pikmin 3 really showed promise and inventive ideas. If they keep games like that up, I certainly can't wait to make the Switch in March.
    Great video dude! Keep it up!

  • @Kitsyfluff
    @Kitsyfluff Před 7 lety +5

    Dude, very nice choice having HOME's Odyssey album playing, it's one of my favorites.

  • @StBurkeINC
    @StBurkeINC Před 7 lety

    i subscribed to you back when you were at around 7k
    i hardly watched any of your videos but i felt you deserved it, and now it seems as if youre channel is about to expand big time. good luck to you!

  • @tylerlacy9463
    @tylerlacy9463 Před 7 lety

    Editing was awesome here! The way the information was presented catches what I've been trying to say for years in such an accurate way. Nice work!

  • @MatthewStevensOrMattDave
    @MatthewStevensOrMattDave Před 7 lety +20

    Love this approach to games, but I like the Saints Row IV model too. Take a bunch of shit that you know works, shove them all together, add in velociraptors.
    Maybe that's just me.

    • @kurisu7885
      @kurisu7885 Před 7 lety

      The only thing I didn't care for in later SR games was the doing away with improvised weapons.

    • @maximeteppe7627
      @maximeteppe7627 Před 7 lety +5

      butr there is something cohesive about saint's row's mess: people enjoy fooling around in open world, so let's embrace the sillyness, and put everything in the game at its service. That's a pretty good approach.

    • @SenpaiSamaKun
      @SenpaiSamaKun Před 7 lety +4

      The thing is it's a bit polarizing among the fanbase with SR2 to SR3 and 4 because it doesn't actually IMPROVE or innovate on SR2's angle.
      It just offsets it with pure zaniness while imitating what's more popular for open world currently.
      SRIV is still a good game as it freely slapped on everything it could that worked, but SR3 just destroyed any sense of variety or pacing outside theme park esque set pieces.

    • @kurisu7885
      @kurisu7885 Před 7 lety

      SenpaiSamaKun
      In SR2 you could just randomly assault someone with a garden gnome, just grab it off a lawn and beat someone with it or throw it at someone. Why that didn't come back in SR3 is beyond me.

    • @xMasterSparku
      @xMasterSparku Před 7 lety +1

      Also Stilwater's way more enjoyable and lively than the mess that is Steelport

  • @Fibinochi
    @Fibinochi Před 7 lety +15

    This was a fantastic watch. Thank you!

  • @NeutralIon
    @NeutralIon Před 7 lety

    Mark, I've been greatly enjoying your video catalogue for a few months now (particularly Boss Keys), and I must commend you for astutely pinning down not just why I still find myself coming back to Nintendo games but to strong mechanics-driven experiences in general. I think it all comes back to a sense of grace: that a simple idea belies the communicative complexities it radiates and that what a game gives back can be greater than what the player puts into it. Keep up the good work.
    Also, really digging the synthwave-y music choices here. Feels like HOME's "Resonance" has been getting a lot of circulation lately...

  • @Caiquebarsil
    @Caiquebarsil Před 7 lety

    This video's editing was superb! Really amazing stuff, it has the looks of a documentary accompanied by some great content. Congratulations!

  • @immortalsun
    @immortalsun Před rokem +3

    “Coming up with a new way to play”
    New Super Mario Bros. and Pokémon: _Allow us to introduce ourselves_

  • @valshaped
    @valshaped Před 7 lety +67

    So that's why Sticker Star had the story of the quality of the back of a used sticker?

    • @chaosmiles07
      @chaosmiles07 Před 6 lety +12

      Val Well, besides innovating on an idea or core feature, it all comes back to how well people like the gameplay. Simply put, not many people liked Sticker Star, Color Splash, or other games like Star Fox Zero or Banjo-Kazooie Nuts&Bolts, for a similar reason. They played their chips on a gameplay mechanic, and ended up losing the round.

    • @justanothergamer9570
      @justanothergamer9570 Před 6 lety +8

      The fact that Sticker Star had some enormous gameplay flaws probably didn't help much.

  • @SechristCircus
    @SechristCircus Před 7 lety

    You are currently my favorite subscription on CZcams. Your videos are awesome, thanks for sharing your perspective.

  • @stevenrigby
    @stevenrigby Před 7 lety

    Great video again! I love the production value and your inserts! Keep up the great work!

  • @jackchu5453
    @jackchu5453 Před 7 lety +71

    「nice music」

    • @hemangchauhan2864
      @hemangchauhan2864 Před 7 lety +2

      N O I C E

    • @MarcoNP2011
      @MarcoNP2011 Před 7 lety

      It's called Synthwave and is basically a hole genre, about music, that sounds like something from the 80s^^

    • @johnbarbero757
      @johnbarbero757 Před 7 lety +5

      Just started listening to Le Matos after watching Turbo Kid. Had no idea there was a name for the genre. You made my life so much easier, thanks! :)

    • @MarcoNP2011
      @MarcoNP2011 Před 7 lety +5

      ***** Glad, I could help. :) I can recommend HOME too (especially their track called "Resonance" and for some deeper and calmer style (dreamwave) you can try a guy called "hello meteor" (soundcloud.com/hellometeor). There is also a channel on CZcams called NewRetroWave , that has plenty of synthwave. Lastly you should definitly check out the original score of Stringer Things (Netflix series) (it's avaliable on Spotify and Apple Music for example), because it has a really good synthwave soundtrack :)

    • @hemangchauhan2864
      @hemangchauhan2864 Před 7 lety

      Also, if you want something more energetic and "violent", check Carpenter Brut, Dance with the Dead, Perturbator, and everyone involved with Hotline Miami soundtrack

  • @snecolsslocens7498
    @snecolsslocens7498 Před 6 lety +3

    This video is incredible. I’m an escape room owner and designer, and your analysis in this has inspired a new room concept we will be developing this year.
    Thank you so much for creating your thoughtful, passionately crafted content.

  • @NegativeEdge64
    @NegativeEdge64 Před 5 lety +1

    Watching this just made me think back to that one ad campaign. It's so fitting thinking about it now.
    Wii Would Like to Play

  • @snakeinthegarden1146
    @snakeinthegarden1146 Před 7 lety

    this is excellent and thorough and interesting and we'll edited with great sound. glad I found you thru an article previously recorded tweeted about channels to check out :-) will definitely check out more

  • @Atlessa
    @Atlessa Před 6 lety +7

    "To Miyamoto, the thought of making another racing game with more attracted graphics is unfathomable."
    Meanwhile Mario Kart has 9 iterations now that don't really differ much in terms of mechanics (at least not since double dash)...

    • @thanhclips
      @thanhclips Před 4 lety +8

      Mario Kart Wii added bikes and motion control
      Mario Kart 7 introduce hang glider, underwater, and kart customization
      Mario Kart 8 added anti-gravity

  • @pascalgruger2102
    @pascalgruger2102 Před 7 lety +72

    which developers would you recommend that follow the same method of making games ?

    • @GMTK
      @GMTK  Před 7 lety +93

      Well... good question! Studios like this don't really exist much anymore. You're mostly looking at indie games like Braid, Limbo, Hue, and so on.

    • @WerewolfEnjoyer
      @WerewolfEnjoyer Před 7 lety +18

      Pascal Grüger Valve comes closest.

    • @Jordan3DS
      @Jordan3DS Před 7 lety +94

      Or at least they did when they still made games

    • @WerewolfEnjoyer
      @WerewolfEnjoyer Před 7 lety +4

      Jordan3D heh, true

    • @leeroynewman
      @leeroynewman Před 7 lety +13

      Team ICO is a great choice, these people are just amazing.

  • @THAWNMDJ
    @THAWNMDJ Před 5 lety +1

    This is clearly the most interesting episode of GMTK.The way Nintendo make games is very interesting and can lead to games which are as crazy as fun to play.
    This and the episode about Versatile Verbs in video games really changed the way how I think about game development and video games in general. They should be watched by everyone who really is interested in video games.
    Thank you Mark Brown!

  • @weltraumimport
    @weltraumimport Před 6 lety

    This is the best episode of game maker's toolkit, the edit and the content harmonize perfectly

  • @NotASpyReally
    @NotASpyReally Před 3 lety +3

    I've been researching what is the best way to design a game, and recently I realized that the most important thing is the main game mechanic. This video just confirmed that idea and expanded on it. Thank you for making this video, I loved it !!

    • @beardlessdragon
      @beardlessdragon Před 3 lety

      I'd argue there is no "best" way. It all depends on your goals and vision for your game. This MIGHT be the best approach for you. And others might be best for other games. I do like this concept for game design and it can clearly be very successful, but I hope you don't limit yourself by thinking this is objectively the best way to do it :)

  • @miguelpereira9859
    @miguelpereira9859 Před 7 lety +17

    VALVe also follows a lot of these philosophies... or used to anyway...

    • @butt317
      @butt317 Před 7 lety +29

      ah, when valve made games. Those were the days

    • @PinkShoesAreSnazzy
      @PinkShoesAreSnazzy Před 7 lety +2

      To think it's been almost 6 years since Valve's final game. RIP Valve, we Steam now boyz

    • @martytu20
      @martytu20 Před 7 lety

      Now we know why Valve can't count to three.

    • @MajkaSrajka
      @MajkaSrajka Před 6 lety +1

      Could underwhelming game branded by Valve hurt the company? 🤔
      Is it possible that it is better for Valve employees to make games that are NOT branded by Valve, just because of risk evaluation, and how big their store is compared how big the game could be?
      Maybe just it is not worth to make 100.000.000$ on silly game, if there is a chance that steam as a platform get hit by that?

  • @TheVeriOra
    @TheVeriOra Před 7 lety

    Thanks for another great video. I've been thinking about making a game and using your videos to help flesh it out. This one is gonna help me remember to focus on the "thesis" of my game. Thanks Mark Brown

  • @Doghappend
    @Doghappend Před 7 lety

    Very well crafted video! I really appreciate it that you come up with very well explained and reasonable opinions.
    I even go as far as to say that I always learn something after watching a video of yours.
    And the music... goosh, it sounds so fitting and calm and... I think I adore it.
    Found the artist on Spotify... may spend the next few days listening to him. I even consider buying the album.
    Thank you for speaking out your oppinion, thoughts and experience and sharing it with the internet! I'm always looking forward to it! :)

  • @djidaane7864
    @djidaane7864 Před 4 lety +4

    Amazing analysis, sometimes it can be hard to explain how a simple thing truly works !

  • @rafaelmorineiva1938
    @rafaelmorineiva1938 Před 6 lety +8

    This is one of best videos from Mark Brown, i will buy Doom for the switch because of this video. Congratulations Mark you are awesome.

  • @TheAgentGold
    @TheAgentGold Před 7 lety

    Every now and then, I come across a video so high quality, I wish I could drink it. An in-depth analysis on what makes one of my favorite game developers so good and gives me advice on how to design games of my own? Oh, heck yes! This also gives me a great jumping off point for studying other games and seeing what play mechanics they were built around. Love your work, and I really appreciate videos like this!

  • @HideoGojira
    @HideoGojira Před 7 lety

    I just fell in love with your videos again. You seriously inspire me more than any other channel on youtube, because you explore important ideas about creating games to the fullest. As a game developer myself, every time I watch one of your videos I feel the creativity wanting to burst out of me. I hope you will always continue these videos. You have my deepest and most sincere gratitude. Thank you.

  • @Ghisteslohm139
    @Ghisteslohm139 Před 7 lety +29

    Great video. I always thought the gameplay in Nintendo games felt special but I didnt think so deep into it. That even the whole story and world comes after the mechanics are created is weird but makes total sense thinking about it.
    That indirectly also helps me to formulate why I dislike most open world games. So often they feel like they just wanted to create a beautiful world but they had no idea how to put a good game into this world. Feels like 2 seperat parts of the game while in Nintendo stuff it all flows together.

    • @RogueCheepSheep
      @RogueCheepSheep Před 7 lety

      I'm too fond of open world games as well, so let's hope Zelda Breath of the Wild adheres to their philosophy.

    • @mariotennisman
      @mariotennisman Před 7 lety +1

      The sheika slate is their way of saying to the other open world games that they can do stuff differently.

    • @martytu20
      @martytu20 Před 7 lety

      *cough* Ubisoft/Warner Bros. *cough*

  • @Whatthetrash
    @Whatthetrash Před 7 lety +3

    That Splatoon footage looks freakin' INCREDIBLE! Am I losing my mind? Why does it look so clean? 60 FPS combined with a super-clean aesthetic? (That's just a guess. >_

  • @Videogamer96_
    @Videogamer96_ Před 7 lety

    I have never seen your channel before and this is the first video I came across of yours. I was impressed by the quality of the content, devilry, and overall presentation. Subscribed and I look forward to many more videos from you!

  • @qreedence
    @qreedence Před 7 lety

    These videos keep getting more slickly produced. Good stuff!

  • @ranenmannin4611
    @ranenmannin4611 Před 7 lety +4

    Brilliant and insightful perspective, and helps with deciding my next gen purchase.

  • @olivermisbach2454
    @olivermisbach2454 Před 7 lety +11

    10:35. I've been trying to figure out what made The Legend of Zelda: Breath of the Wild feel different from all the other open world games out there. And this is exactly it! Thank you Mark.

    • @mas9089
      @mas9089 Před 7 lety +1

      Oliver Misbach I absolutely agree with you

  • @GamerDan89
    @GamerDan89 Před 7 lety

    You are probably the best CZcams-Channel in general! Just perfect and always interesting

  • @adampowell3133
    @adampowell3133 Před 7 lety +1

    Thank you for this video. I watched it and finally actually figured out how the mechanics of the game I'm working on will work :)

  • @tropeadope4532
    @tropeadope4532 Před 3 lety +13

    This is why I love Nintendo games. They feel great to play and honestly for me it having fun gameplay helps make the story feel more immersive. Normally when I get frustrated playing a game any feeling for story for me is lost and all I hear is "blah blah blah". Not to say I hate difficult games but we all know that one boss, level, or enemy in a game that made you think the game was out to get you.
    Part of the reason you'd play a game is for some kind of tactile interaction with a world more than reality. So if that game actively hates the player or treats them like a joke then the play of the game sucks cause it's like playing tag with either an Olympic sprinter or a paraplegic in a wheelchair. Impossibly hard or insultingly easy.

  • @frealms
    @frealms Před 7 lety +14

    Nice video, Mark, but I would also have liked to see it show the other side of the coin. How you must ensure not only to build around gameplay but make sure said gameplay is FUN. Look at the new Star Fox. Their focus on gameplay around the Wii U second controller made that such a terrible project they should've stopped to look at the core they were focusing on and ask themselves how fun that was.
    (I'm not bashing on Nintendo, just using a game of theirs for this as the video was pretty much focused on the company)

    • @MrOzzification
      @MrOzzification Před 7 lety +13

      Didn't Mark already make a video on how the controls for the new Star Fox were poorly designed?

    • @frealms
      @frealms Před 7 lety +4

      *****
      No need to be so defensive. The game had good overseas sales but did very poorly at home. I don't have the game nor have I played it myself so indeed opinions are opinions, but I'm just saying what the market reflected in sales numbers, not some personal hatred/vendetta.
      jay kj
      Yes he did! But just like his other analytic videos, I sort of expected him to cover both sides of the coin.
      Like I said (and apparentely was too subtle for some folks), not picking on Star Fox Zero, just chose to name that one since the video was so Nintendo heavy.
      Heck, think the Wii U itself would make for some great analysis, specially when compared to the 3DS in how the company chose to use the unique assets of both platforms.

    • @martytu20
      @martytu20 Před 7 lety

      Skyward Sword was built around the Wii Remote's motion control swordplay. It exposed the inherit limits of motion controls instead.

    • @jemandetwas1
      @jemandetwas1 Před 5 lety

      @@ZFighter1011 I personally think, that Star Fox Zero's controlls are more of an obstacle, than an actual good control system. I mean, they actively weakened the TV-Screen to make the Gamepad-Screen more viable, but you usually don't have the time to look at the Gamepad. I think this could have worked on the DS, where looking on the second screen is much more intuitive and takes far less time, but playing Star Fox Zero just doesn't feel good.
      That being said, I only played the demo, so maybe you get used to it on the long run.

  • @ScoutOW2
    @ScoutOW2 Před 6 měsíci +1

    I've always idolised the way Nintendo does things. I have spent years trying to use the same method and let ideas evolve. Ever since this video first dropped. No matter how hard i tried, i physically couldn't. Turns out i have "hyperthymesia"....
    Meaning even before the prototype, i can see the "finished product" or at least the initial idea of one in my head as if i was playing it. Then, the creative process is more like printing while changing things here or there. Even though it's helpful as an artist, not so much as a designer who wants to come up with new and interesting concepts naturally.

  • @Yous0147
    @Yous0147 Před 7 lety

    Thanks for this video. It was very enlightening, and I got to learn and reaffirm something about Nintendo and how I feel about their games in general. It's really incredibly simply laid out, and your explanation has made Nintendo games make so much more sense to me now. I see this approach they follow inprinted in pretty much every Nintendo game.

  • @gauwoof
    @gauwoof Před 3 lety +3

    I’m very happy that Nintendo is with me since my childhood.

  • @GabrielDalposso
    @GabrielDalposso Před 7 lety +19

    I will watch this every day of my life until the day I die.

  • @3isr3g3n
    @3isr3g3n Před 7 lety

    Your videos are really good, man.
    Keep on goin', i feel your content keeps getting better.

  • @rayflyers
    @rayflyers Před 7 lety

    I want to take a second to praise your work here. I was already aware of Nintendo's game design philosophy, but watching your video showed me just how much of it I took for granted. I thought the Luma in Mario's hat was just a nice aesthetic flair; I never consciously acknowledged it as a recharge meter. I thought shooting doors in Metroid Prime just helped to mask load time (which it does), but that could easily be done with any door interface, not just shooting. Furthermore, I had NO IDEA that Super Mario Bros was the first game to use jumping on enemies to defeat them as a mechanic; I grew up on platformers, so the fact that so many games were doing that just made it seem normal. I have a renewed appreciation for the games I love, and you have a new subscriber.

  • @Ray_D_Tutto
    @Ray_D_Tutto Před 7 lety +17

    Nintendo developers aren't the problem it's the ones running the company.

    • @Konayo_
      @Konayo_ Před 7 lety +12

      Jedi E.T Managers see their job through analysis models and are valueing everything with these. The investors only want the company to go by the newest trends, that's actively hurting creative work unfortunately.
      Source: Studying economy, sorry for the bad english.

    • @ThunderRazorYT
      @ThunderRazorYT Před 7 lety +4

      Yeah, it's the money. New Super Mario Bros. Wii sold 2x what Super Mario Galaxy did (both are good but Galaxy is much better). From then on Super Mario 3D World was as much as investors would allow Nintendo to deviate from the New style.

    • @sayr8843
      @sayr8843 Před 7 lety +3

      New Super Mario Bros. Wii sold double because it was one of the bundled games with the Wii. I can assure you Galaxy would've sold just as good if not better if it was a bundled game as well.

    • @ThunderRazorYT
      @ThunderRazorYT Před 7 lety +2

      Sayr Good point.

    • @MajkaSrajka
      @MajkaSrajka Před 6 lety +1

      @Konayo
      I'd suggest watching "Awesome Video Game Data 2017" (or any year frankly) @ GDC.
      Once you can see data, you can see the reasoning behind the biggest failures (and not just PR failures, but financial ones too) of the AAA/publishers.
      I'd stay away from entire money is in opposite of the creativity - it is just something entirely different, not two extremes on one axis.

  • @SaintPepsiSanCoca
    @SaintPepsiSanCoca Před 4 lety +3

    wow this was really eye opening

  • @Tree3D
    @Tree3D Před 4 lety

    Started developing my own game, and these videos are really helping me to see what it is that makes other similar games so great. Thank you!

  • @ThunderRazorYT
    @ThunderRazorYT Před 7 lety

    This video is awesome. Your work is amazing, Mark! If I wasn't already a Patreon I would definitely become one after this video.

  • @Balagergo
    @Balagergo Před 7 lety +9

    Okay, they make games by thinking of a new and entertaining concept.
    But then what about Super Mario Galaxy 2? Is "More Mario Galaxy" really a new and integral concept?

    • @GMTK
      @GMTK  Před 7 lety +26

      SMG 2 was a rare example of them doing a straight up sequel to a game, with a similar base idea but more twists and turns. In fact, Miyamoto, at one point, wanted to call it Super Mario Galaxy 1.5 to reference this! www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Super-Mario-Galaxy-2/Volume-1-Miyamoto/1-Playing-a-3D-Game-Like-It-s-2D/1-Playing-a-3D-Game-Like-It-s-2D-230816.html

    • @maggintons
      @maggintons Před 7 lety +8

      They had a lot of other mechanical ideas which didn't make it into the original game like Yoshi and the bird thingy.

    • @TheMusicMan1012
      @TheMusicMan1012 Před 7 lety +2

      It really should have marketed as an expansion pack rather than a full-fledged sequel, but it's still a damn DAMN good expansion pack.

    • @tamar7065
      @tamar7065 Před 7 lety +2

      I'm not sure sequels really count. If sales are good enough, you assume players still want more of that concept for a while.

  • @saricubra2867
    @saricubra2867 Před 3 lety +3

    I find Twilight Princess very fascinating. Nintendo crafted such a wonderful story after something very simple. Aonuma had a dream that he was a wolf locked inside a prison cell, Miyamoto tought that Link being alone in the wolf form would be boring, so that's how they created Midna and the story is basically her growth with Link.
    One of the best duos or chemistry between characters ever made which makes Twilight Princess my favorite videogame of all time.

  • @jordanchicksen
    @jordanchicksen Před 4 lety +1

    I loved that Home was playing in the background!

  • @losalfajoresok
    @losalfajoresok Před 7 lety

    Love every video you made, but this is pure perfection. Thanks a lot Mark.

  •  Před 6 lety +4

    And still, they kept releasing new super mario bros games without any changes. But the refuse to make a new F-Zero games with maby a mechanic like Redout.
    E.g
    They make first a character and build the game around this character. But in some cases, the opposite would be better. Make a game world and design a character that fits in it. They could make new F-Zero tracks, with new mechanics like moving track parts and more crazy jumps, loopings, rolls etc. And then, they can make a raceship which fits perfectly into the game. Then, tweak booth until they match.

  • @MiseryCop
    @MiseryCop Před 7 lety +8

    You got exactly what makes Nintendo so unique... Amazing video! Congratulations!

  • @AdrienDittrick
    @AdrienDittrick Před 6 lety

    I've actually taken your lessons to heart for this week-end's Ludum Dare compo :) Thanks a lot for the great advice!

  • @legacythegame
    @legacythegame Před 7 lety

    Literally listening to this on loop, this is becoming my mantra, solving so many game design problems following this train of thought.

  • @Oli414
    @Oli414 Před 7 lety +3

    Great video Mark! I was honestly wondering what you think of the New Super Mario Bros games in regards to this video, aren't they kinda breaking this whole idea with those games?

    • @GMTK
      @GMTK  Před 7 lety +9

      They're certainly not as good in this regard as other franchises or other types of Mario game. But you can find something in each one - whether it's some power-up, or the addition of multiplayer, or the focus on coins in NSMB2.

    • @kurisu7885
      @kurisu7885 Před 7 lety

      The Mega Mushroom was certainly a new take on an old idea.

    • @samuelstephens6904
      @samuelstephens6904 Před 7 lety +1

      Oli414
      The _New_ series only seems redundant on the surface. Because the design space of the 2D _Mario_ games is so dynamic, minor changes to the formula have a huge impact. The _New_ series takes various approaches to all of the 2D games: coins, power-ups, enemies, platforms, level design, secrets, etc. and mixes them up in a way that's, well, new.

    • @ZerogunRivale
      @ZerogunRivale Před 7 lety

      The reason NSMB went on as long as it did was because it was demanded by the investors since NSMB always sells well. A business has to make money as well. It's all worth it if the money results in a worthwhile 3D Mario game, which I hope Mario "Switch" to be.

    • @hrgrhrhhr
      @hrgrhrhhr Před 6 lety

      am I the only one who loved all of those games? (except the 3ds one, I haven't played that)

  • @redgeoblaze3752
    @redgeoblaze3752 Před 7 lety +6

    I don't care about console specs, or 3rd party support.
    Nintendo is still the best Game Company.

  • @PugHoofGaming
    @PugHoofGaming Před 7 lety

    Bravo, Mark! I've absolutely fallen in love with your production, and this video in particular, elegantly puts forward a facet of Nintendo's design that I think we probably all knew about, but couldn't put our finger on it as well as this video has :)

  • @90grahamcracker
    @90grahamcracker Před 7 lety

    Another fantastic video. Thank you for all your hard work. I think you are my new favorite channel.