GAME JOBS
Contents
The Structure of Fun: Learning from Super Mario 3D Land's Director
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Telltale Games
Lead Environment Artist
 
Trendy Entertainment
Technical Producer
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  The Structure of Fun: Learning from Super Mario 3D Land's Director
by Christian Nutt [Design, Interview]
6 comments Share on Twitter Share on Facebook RSS
 
 
April 13, 2012 Article Start Previous Page 2 of 4 Next
 

I noticed also in the presentation that you gave the game to your son and saw how he reacted. There have also been discussions of similar things. Mr. Iwata discussed how Mr. Miyamoto would kidnap employees and make them play the games. Do you do formal playtests with focus groups, or do you rely more on small tests with friends, family, and co-workers?

KH: Very often we will do our playtesting with family members of our staff, but it really is a case-by-case basis. For example, in the building next to ours in Tokyo, there was an older woman who was an office worker, and we had her do some playtesting for us.



But what we realized was that she had a lot of trouble jumping across even a small gap. We thought, "Maybe if we give her the Tanooki Mario suit, she'll be able to do it if she's just right at the very edge." But there was something she struggled with so much.

When we eventually had her use the P-wing to get to the end of the level, we thought, "Well, okay, she got through to the end of the level, but what we really wanted to see was her being able to jump this gap." And so that's the sort of thing that made us realize we need to put in some access to the Tanooki suit a little bit earlier, if people are having a particular amount of trouble with a certain stage.

And that led us to the White Tanooki Mario suit, which gives players invincibility, as well as the ability to slow their fall after a jump, so they can make their landing easier.

You talked about how Mr. Miyamoto put the P-wing in Super Mario Bros. 3, and so you did something similar. Obviously, hardcore gamers look down on this kind of thing.

KH: I guess I would have to say, first, that in my experience I've seen hardcore gamers who try to play the game so that they never let the assist block appear at all, as if that was their goal. You may have noticed that you have those stars that appear next to your save file, you can get from one to five. If you play so that you never make an assist block appear, then you'll have five stars that are sparkling. And I would like to engender this mentality that if you can't do that, you can't call yourself an advanced player.

Do the less experienced players really enjoy this stuff, and have you found detailed feedback that these things really help them get into your games? And as Mr. Miyamoto said regarding Super Mario Bros. 3, maybe go back and challenge the levels once the stress of completing them is taken away?

KH: Some people on our development staff felt like having to die on a stage five times was even too much before an assist block would appear. They wanted us to lower it to maybe just three misses. But when I look back at, say, New Super Mario Bros. Wii, I believe you have die eight times before you would be able to see the Super Guide.

But there are definitely those people on staff who suggested that we keep placing it earlier and earlier. But I'm a gamer, so it's hard for me to imagine people wanting that.

But as it turns out, there are some people who might've been happy to play through a level for their very first time as White Tanooki Mario, just being invincible and focusing on the platform challenge. So, when I'm thinking about how we design games, I have to include those people in my thinking, too. I can't just write them off completely.

Talking about level design, obviously the level designs in Mario games are polished -- very perfectly, so they perfectly fit together. If a design isn't working, are you more likely to try to refine it, or do you actually discard things that aren't working?

KH: Well, we mock up stages very early, and these are very rough versions that we'll try and play through. And if something's bad, certainly we'll throw it out. But if something shows a bit of promise, we'll hold onto it and keep polishing it.

Speaking of holding on to things, I noticed in Galaxy 2 you have the level from Mario 64, and that's the same level you used to test in 3D Land. Is there something special about that level specifically?

KH: Yes, I guess we do keep using that as sort of our standard test for each new generation. I think one of the reasons for that is because it's a floating island -- the entire stage layout -- so that makes it something of an easy test case in terms of processing. But, of course I can't rule out the fact that I also just love it as a playable course.

 
Article Start Previous Page 2 of 4 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

Bob Johnson
profile image
Good read!

Russell Carroll
profile image
Lots of interesting thoughts.

I found it notable that their play-testing process lacked the stats and formality that I'm familiar with. They seem to be doing a lot of it by 'feel,' as the interviewer pointed out, which I believe is very abnormal today. It's perhaps a testament to how good Nintendo is at 'feeling the fun,' which was noted in the interview specifically as a learnable skill. That sort of gets back to what many see as the old guard in game development, the more 'artistic' approach relying on instinct.

Lots of interesting thoughts here, I appreciated being able to read them :).

David Lee
profile image
Yes, definitely a great read. I really enjoyed their less "metrics-based" approach that relied on interpreting human emotion rather than statistics. Human beings (if raised properly) are VERY good at reading emotion and it's wonderful to rely on those skills rather than submitting to the power of analytics. Analytics have their place but at the end of the day, games are about creating fun and joy for players. If you're purely looking at the results that generate maximum fiscal return, you're missing the boat in my humble opinion.

Abel Bascunana Pons
profile image
An amusing reading and good questions from a game design point of view!! Thanks for the article =)

Lars Doucet
profile image
His method is very much like Steve Krug's in _Don't Make Me Think_, but applied to Video Games.

The idea is that the biggest problems will be very obvious when you just see a human try to play your game, so you don't even need to be super rigorous with it just as long as you do it often and with fresh testers.

Joe McGinn
profile image
Great article, particularly appreciated the bit on Kishōtenketsu.


none
 
Comment:
 




UBM Tech