"We approach it not from, 'What is the next character?' But really, 'What is there within this structure of video games... from which we can create new play structures?'"-Nintendo's irreplaceable Shigeru Miyamoto once again explains in a recent interview that he doesn't think of games in terms of IPs or characters, but in terms of how a player is feeling second-to-second.
| Charlie Cleveland |
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Well-said.
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| Carlo Delallana |
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There's a treasure trove of knowledge that "legendary" designers could impart and I wonder if an effort to catalog them for posterity would be a good project for the Gamasutra team.
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| John McMahon |
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Isn't this the reason we have so many bland white, male characters? The focus on gameplay over story?
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| Joe Zachery |
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I really hate when this site post comments from Miyamoto here. I always have this dread of reading comments from people in the industry. Who feel his way of creating games is old, and needs to be replace. With most wanted and feeling David Cage vision is the future. While the truth to a great game is some where in the middle of the both points of view. Glad I was wrong this time.
Jerry Shamblin, I agree despite having the same characters in each game. Each new game in a character franchise always feels like a new game or a re imagining. |
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| Chris Hendricks |
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This explains, among other things, why Nintendo characters feel so well-suited for Smash Bros.
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| Nathan McKenzie |
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To abstract this a bit, I think Miyamoto is brilliantly gesturing at understanding which constraints you let drive your project. Every project has constraints, but which constraints can't bend and which constraints can be subordinated determine what you can make, or even imagine.
I've had friends who have worked on various comic book licensed games and Star Wars and Star Trek licensed games, and the narrative space and characters MASSIVELY shrunk what style game play could be explored. It's the "Spiderman doesn't die in the comics, so he can't die in the game" thing. Not wrong, per se - maybe even right for financial reasons - but it boxes in your possibilities. Or, more simply, start with the world / narrative space of Grand Theft Auto, and you won't have the game play interactions of Katarmi Damacy emerge out the other side. Start with the game play interactions of Katarmi Damacy, and you won't end up with the world and narrative space of Grand Theft Auto. There's no one answer as to what focus should drive a project. But there are consequences to not asking the question and weighing the trade offs. |
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| Kale Menges |
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I still think it's a bloody shame this man hasn't been free, himself, to make games for the iOS/Android space...
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| Val Reznitskaya |
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I agree that when building a game, it is most important to focus on the experience. Ultimately, the game itself is just a means of delivering that experience. The various elements of the game, including any characters it might have, should work to reinforce it.
However, I think Miyamoto seriously under-emphasizes the importance of characters to that experience. I feel like instead of asking "can I do this with existing characters?" and creating new ones when the answer is "no," the better question to ask is "even if I can get away with using existing characters here, can I make this experience better by using new ones?" I realize Mario is iconic and all, but tacking "new experiences" onto an existing franchise means dealing with all of that franchise's baggage, and that ultimately influences design. Constrains aren't a bad thing, but I think Nintendo's portfolio could be much stronger if they took a risk with a new IP once in a while. |
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| Nick McKergow |
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I much prefer Miyamoto's method of character design. I don't need or want emotional depth for every character. Just make them iconic and appealing. Let the experiences determine how connected or disconnected I am to that character.
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| Luis Guimaraes |
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Agreed. But world and NPCs are core parts of the experience. Bowser, Kremilings and King Rool are important!
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| Kujel Selsuru |
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Mr. Miyamoto is an incredible desinger and one of my personal heroes.
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| Daniel Munoz |
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I agree 100%. however I think the title of this article is misleading for the reader. because some of the comments favor characters being important and others favor the experience. His quote was "I try not so much to create new characters and worlds but to create new game-play experiences" i don't think this means forget about characters and focus on experiences, but to make experiences more memorable then the characters itself.
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| Nick Harris |
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I totally agree with this, just the other day I was saying that games should focus their development on their controls and only once this was perfected think about an appropriate character to possess those attributes for the purpose of marketing the concept.
GLaDOS made Valve's game a marketing success, not the innovatory concept of the portal gun even though the puzzles depended upon this. The only exception to this rule of a game that has proved to be a success solely on its gameplay mechanics is Tetris - and I hate Tetris... |
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| Joshua Darlington |
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Masks and costumes are fun toys that can be instrumental to fun games.
Actual role playing is fun. Taking on a dramatis personae is a type of advanced mask or costume play. Mass produced ANYTHING creates a degree of alienation. Limiting personalization (limiting dynamics) can increase alienation. |
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| Bob Satori |
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The only reason for having characters is brand identity. Hence "Adventure Mario." It would be nice if games could forego the characters entirely, perhaps in favor of empowering players to tailor as much of their experience to their own taste as possible (hence, better games, IMO). But in a world of brand identity it seems characters are more important than the game(s) they are in.
So designing more interesting characters is a worthy endeavor, but designing the game first is definitely the CORRECT process order, at least in anything that isn't a franchise tie-in from the ground up. |
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