Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
DICE 2012: Activision's Hirshberg believes creative people should lead companies
 
GDC 2012 reveals Super Mario 3D Land, Resident Evil Revelations postmortems
 
What drives the developers of Unity?
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics [1]
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan [1]
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [10]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Retro Studios
RETRO CONTRACT - Environmental Artist
 
Retro Studios
RETRO - CONTRACT AI Engineer
 
Adhesive Games
UI Technical Artist
 
Adhesive Games
Technical Artist
 
Adhesive Games
Senior Network Engineer
 
Adhesive Games
Senior Engine Programmer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Miyamoto Explains New Super Mario Bros. Wii Multiplayer Focus Exclusive
by Leigh Alexander [PC, Console/PC, Exclusive]
11 comments
Share on Twitter
Share on Facebook RSS
 
 
October 15, 2009
 
Miyamoto Explains  New Super Mario Bros. Wii  Multiplayer Focus

In many ways, Nintendo's upcoming New Super Mario Bros. Wii is a return to the classic franchise's roots, featuring side-scrolling levels with a modern, yet familiar, look and feel.

Yet with this latest installment in the Mario legacy, creator Shigeru Miyamoto told Gamasutra and other press outlets gathered at an intimate New York roundtable that the aim was to focus more on a multiplayer experience.

Even that's not too far off from where Mario began: "The original concept was that the Mario Bros. games would be games that two people always played together," Miyamoto explained, "but of course, the Super Mario Bros. series turned into more of a single-player game."

Still, Miyamoto has never lost interest in creating meaningful multiplayer experiences, particularly now with the Wii, a console designed for the family living-room setting. That's why, he says, Nintendo focused its attention on local multiplayer with this title: it's designed for play in face-to-face groups.

By making New Super Mario Bros. Wii a multiplayer game, Miyamoto had simultaneous goals in addition to making a meaningful group experience -- he said the experience of playing the game is very different depending on whether it's being played solo or not.

He learned this through his known strategy of testing games by observing players' expressions: "People would play the game and...people playing alone had a serious look on their face. They were working very hard...and it was a big challenge for them."

"But as soon as we had multiple people playing the game their expressions changed dramatically," the designer explained, describing an environment of lighthearted excitement and rapid-fire verbal communication.

Subtly, the design of New Super Mario Bros. Wii seems to cleverly address a major criticism of Nintendo titles in the Wii era -- that in favor of wider accessibility the company has abandoned the sort of challenge that can satisfy a traditional or more experienced gamer. This is because the multiplayer is designed such that more experienced players have an additional element to work with in the ability to help novice players: They can carry, rescue, or lead younger or less skilled players, and have fun doing so.

In groups, then, the players themselves can create additional layers of complexity in the difficulty level. Playing alone is much harder, while the challenge in playing with others depends in large part on how much players help one another. "Because it is multiplayer, it has some new facets, in the sense that more advanced gamers can take care of novice players that might be playing with them, and ...carry them through the levels," said Miyamoto.

Miyamoto knew from the response to New Super Mario Bros. on DS that multiplayer was the key to building this kind of variety, he said. "One of the things we tried to achieve [on DS] was a balance of difficulty that would be easier for some of the newer gamers who first joined with the DS hardware, but would still satisfy the needs of longtime fans."

"But we found that doing that was actually pretty difficult," he added. With New Super Mario Bros Wii, Miyamoto recalled that "at E3, somebody asked, 'is New Super Mario Bros. Wii going to be as easy as New Super Mario Bros. was on DS?'"

"I think I said that it wouldn't be as easy. ...What we've created this time is in fact pretty difficult," he concluded.
 
   
 
Comments

Bo Banducci
profile image
Andre, there's a lot of gimmicks out there for the Wii. And while we're talking about Nintendo and gimmicks, I'll mention the worst video game crime ever perpetrated against humanity, the idea of Gamecube/Gameboy Advance inter-connectivity. Anyone who has played FF: Crystal Chronicles (and didn't want to invest in a couple of gameboys for the sake of a single game) will agree the game was ruined by this idea. I HAVE to have a GBA for EVERY player? I don't surround myself with Nintendo fanboys! And it had some of the funnest gameplay on the system by far.

If Nintendo really is interested in fun gameplay, I'd like to see them do something innovative again like Pikmin. Something as ingenius as Pikmin that focused on cooperation would be incredible.

Chan Chun Phang
profile image
I am interested in the capability to join in and exit at any time though (mentioned elsewhere). It's one of the reasons why arcade games and MMOs are fun. (spontaneous parties). And even though Nintendo has gimmicks, said gimmicks are usually used to their fullest potential as opposed to being a throwaway point: you can't play FF:CC in the manner expected/get the expected experience without the interconnectivity, while other gimmicks in other games tends to be unreasonable (the dragon flying thingie game on PS3 using the sixaxis...).

Joseph Vasquez II
profile image
"Something as ingenius as Pikmin that focused on cooperation would be incredible."

Hey Bo, ever play Pikmin 2? Awesome 2-player coop mode.

Ken Masters
profile image
Malstrom vs. Leigh... Round 1... FIGHT!!!

http://seanmalstrom.wordpress.com/2009/10/16/game-journalists-dont-editorialize-
in-your-news-reports/

Bo Banducci
profile image
Joseph,

Ha, I haven't actually. Though what I meant by my statement was a game AS ingenius as Pikmin, not a game like Pikmin, for which Pikmin 2 would certainly foot the bill.

ray G
profile image
**As I posted in another thread**

""Miyamoto is human like all of us, people act like the next thing he makes is better then the last. Fanboys, moms and dads and grandmas are his new audience. Miya san has not been able to live up to ocarina of time and the biggest thing that bothers me, that instead of working on new IP(like Pikman*which I am not to fond of*) he re-hash's old IP's with a slight twist. I dont care how much he has sold. you take a look at his track record and show me how much mario is in it.""

"Miyamoto peaked with Zelda on the N64. Everything he has worked on since has not had that much pull or awe after. That new Mario Brothers game on the Wii, 2 player action with different abilities, that's been done already. You could remove the fact that it was Mario and just have a wire frame and then you could really see just how "great" it is."

"You want to see some one take the online concept by the horns? look at Segas Ex star designer, Yuji Naka. he really did what we all dreamed of as kids. make a character at home and go adventure with your friends. The quality and work that went into Phantasy Star Online was a milestone in online gaming. this was almost decade ago."

Yokai Gunpei really broke outa the box, but many don't remember him. that is Nintendo true innovative unsung Hero(god rest his soul)

You want to learn something about true innovation and thinking outside the box

Look at Naka san(miyamoto always wanted a one button game"least amount of buttons") He created "Lets tap"
hands free game. he has exploited the wiimotes latent capabilities more so then anyone at Nintendo.

look at Fumito ueda and what he has done with in three games that he has made, Shadow of the Colosus, Ico and Last gaudiness.

Those are people who really setting the new benchmark.

ima go, grab a mushroom and jump on a turtle with my freind, please!

Mike Siciliano
profile image
I always knew Ken was a Malstrom reader.

By the way I for one care what Malstrom says. But I wouldn't exactly go posting his criticism of someone's article on that article's comment section.

Ken Masters
profile image
@ Mike:

I became a Malstrom reader when someone posted a satirical piece called "A Modest Proposal for Gaming" (or something like that) written by him in the comments section of this very site. I never laughed so hard. I've been reading Malstrom ever since.

Ken Masters
profile image
Also...

@ Mike:

I think the Malstrom article bought up interesting counter points.

@ Gomez:

My apologies if you are offended.

Leon Terry
profile image
LoL, he is a troll that has a better understanding of Nintendo's stratergy than most ( maybe any) game journalists or analyst so far.

Leon Terry
profile image
@ Gomez

I guess you have not been paying attention. I don't agree with everything he says, but he has a better track record than anyone else when comes figuring out Nintendo's next step. Most journalist and analyst dismissed the Wii and labeled it casual, while this guy actually listened to what Nintendo was saying and studied the business strategies they were using.

He made them look like a joke while they kept waiting for the PS3 to win, the Wii fad to end and Wii HD to launch.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.