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Script sneak peek

🕑 Added 2016-10-22 10:08:16 +0000 UTC

Comments

Bjorn 'John Caboose' Johansson

Didn't want to completely spoil the video so only read the first bits but it's looking good. I'm new to Nintendo and playing through a bunch of Nintendo games right now and it's fascinating to see what game design choices hold up and which are just pure trash looking at them from an adult in 2016 perspective. Looking forward to moving over from NES to SNES soon, I hear Metroid 2 is brilliant.

Game Maker's Toolkit

yeah, this is something i'm addressing in the second draft. i'm going to make it more about new IP (splatoon, luigi's mansion, pikmin, etc) because that's where the new mechanic stuff works best. in sequels (alike SM3DW) the mechanics have already been established (jump) but they can either be joined by more mechanics (cat in 3DW, or fludd in sunshine) or experienced in a new way (gravity in galaxy).

Vladimirs Nordholm

Very good script, Mark! One point I would like to make: In Mario 3D Wörld, there is not "one" core mechanic, but many of them. Does not this counter what Nintendo wants to do with it's games?

Richard

Think the script is great, and looking forward to seeing the video -- but it did strike me that when you define "jump" as the key verb via which Mario interacts with the world, our rotund little plumber is simply being true to his original incarnation as "Jumpman".

Game Maker's Toolkit

Hey all - thanks so much for your feedback so far. I'm going to incorporate basically all of this. really good stuff.I also showed it to some friends and family and decided it needs to be a lot more clear and concise in the "what is nintendo's secret" and "why do they do this" bits. Also i'm not crazy about the splatoon thing - while it s a great example it seems like it starts the video back up when it feels like it's coming to a close. so i'll rework that. anyway - keep thoughts coming but don't be surprised if it's quite different upon release ;)

I feel like you could incorporate more of your "Game Feel" video into this script. You even talk a lot about jumping around as Mario in that video. I think it may be important to mention that for this design philosophy to work, you can't just build the game around a single mechanic, but also need to make sure that the single mechanic is fun and feels good by itself. Mario's jumping is fun because of the controls and his satisfying "Hoo-haw"'s as he leaps about. Pikmin is fun because it's fun to see these little creatures get flung about and then amass in a gigantic army around you. For me at least, Splatoon is so fun, not just because everything revolves around the same mechanic, but because that mechanic of spraying paint everywhere is so inherently cathartic and fun to begin with. Just my 2 cents.

Liam Harvey

I enjoyed that! I can also understand why you were having a harder time getting this to gel together—a wider lens on an entire company's design philosophy is a tricky one to nail. But you definitely cracked it, I reckon. No suggestions from little ol'me, at first I thought the focus would be on Nintendo's hardware design—their pick up and play mentality, the split screen sofa experience—but you covered that in the wrap up. This vid will be perfectly timed of course, what with the Switch buzz and general re-newed interest from older, lapsed fans.

Mathew Dyason

This is great! I love how you back up everything with dev quotes - not just your opinions, but legitimate design philosophy. I think it takes a bit long to wrap up, you kinda race through a couple big points, such as other games not doing it well and the exceptions, as well as how over commitment to this philosophy can be Nintendo's greatest downfall. But I don't know if going into more depth is necessarily the way to fix it, I feel like the video is already rather long? Hard to tell in script form. One part I would consider removing is the paragraph about the flagpole, with the quote from Kimura. You previously mentioned it, and I don't feel the quote adds any further understanding. Just breaks the flow a bit. I definitely think this is one of your stronger videos though. Can't wait to see the finished product!

Game Maker's Toolkit

Wow, that's fascinating. Thanks for sharing that story Ciro - sorry you didn't get the deal though. And thanks for the suggestion on Mario's jump - I'll give that some thought. I don't want to delve too deep into that as it might be a distraction but I think I do need to mention that the core mechanic must be *good* for it to work (obviously!) and perhaps mentioning the intricacies of Mario's jump in 64 will be a good example.

Ciro

Another comment I want to make comes from a time when I was at an event in Italy and pitched my game to a Nintendo representative. I tried to sell the game in a two-stage description: first, I mentioned how easy it was to pick up the controls and play, since it was basically an arena-based twin-stick shooter. Then, I wen into detailing the original stealth mechanics that the game had which (for me) made it so unique. The Nintendo guy replied more or less like this: "I like the game, but as you said it's a shooter that has some stealth mechanics that enrich the gameplay. At Nintendo we like to build games by starting with one or two unique mechanics, and build the game around that so that if you take them out, there's no game anymore" This was a very Nintendo-y comment, and I felt as if I was talking with Miyamoto himself :) It gave me a lot to think about and I wanted to redesign the game from scratch around those mechanics, but in the end I didn't because of time and money constraints... which I think is what eventually led to the game not selling too much and not getting too much attention from the press :( Well, lesson learned.

Ciro

I think you can't mention Mario's jumps without mentioning at least once the variety of jumps allowed in Super Mario 64! It's like a vocabulary of verbs, each one with a specific purpose: the long jump to traverse huge gaps, the triple jump which needed a lot of space to execute, the wall jump to move vertically in tight spots, the stop-and-backward flip that allows for fast inversion and avoid projectiles from the back while running, the jump and butt-stomp, the jump and dive attack, the crouch then jump (was it the highest of all?)... In my opinion it's this wide array of jumps that made Mario 64 such a great platformer and really brought platforming to 3D space.

PrimeSonic

I'll second Rich's words on this one. I know your audience will be mostly gamers but even among them there will be plenty of viewers who won't know why the Paper Mario series has been hated by fans of the first two games. Just be aware of that and see how it can all be tied together. The rest are just typos and nitpicks that you'll see when recording the lines. It's a pretty solid script. The ending to contrast the times that this deign philosophy backfired is a little weak and requires a lot of prior knowledge from the audience. So maybe do something with that.

Rich Stoehr

Hi Mark! Very cool script, with excellent examples and illustrations of the point. Love the different quotes, too, and the callouts to Portal and the new Doom - I found myself thinking of Portal as I read, you mind reader. The one spot that felt a little light to me was near the end, when you mention Paper Mario and the (near) killing of that franchise. The first Paper Mario was (I felt) pretty clever and original, but I confess I haven't played any of the subsequent games in the series. I wonder if that statement can be fleshed out with a little more detail - might make an interesting illustration of what happens when the Nintendo philosophy goes astray? Or, it might be too much of a distraction, as you're trying to wrap up at that point. Either way, looking forward to seeing the video!


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