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Explaining Game Components and the Nintendo Way of Game Design

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Putting “Play” First

The games industry releases titles that define genres, and no company has released more titles like that than Nintendo. From Super Mario Bros. to Zelda Tears of the Kingdom, the studio always takes big leaps in the industry.

But a question that usually comes up among game designers is: “how do you make these games?”

For Nintendo, the answer is putting “play” first.

In game design, our focus will always be delivering experiences to players, and one of the ways to do that is focusing on one of the four components of a game:

These are:

We can even organize them from more visible to less visible to the player:

So when I say Nintendo puts the “play” element first, I mean it concentrates on mechanics as the main artifact of the game, and then drives the other elements from it.

First, I really want to emphasize here that while some games concentrate on certain components, their designs do not leave the others off the table. Shigeru Miyamoto says that “a good game designer understands the technology at hand and uses it to deliver the best experience to the player”. It is no accident that he has been involved in every Nintendo joystick ever made, and he also used every aspect of the NES RAM and CPU to make Mario Bros. It is no accident that Nintendo, besides revolutionizing games, also revolutionizes the console industry with the NES, the Wii and the Switch.

When Shigeru was designing Super Mario Bros. he had in mind the console controller, which had only two action buttons, and thought about how to make the most of that. That is why everything in Mario Bros. makes you take practically a single action: Jump!

By jumping you kill enemies, destroy objects, reach new places, use some power-ups more efficiently, like the fire flower that shoots at a 45-degree angle where, to aim, you have to do only one thing: Jump! One action with many possibilities, easier to program, easier to design, easier to learn and harder to master. Perfect for gameplay.

We have some other examples, like:

All these games were made by several different Nintendo teams and game designers, but with the same process in mind: Put Mechanics First!

This also helps Nintendo a lot at the Programmer and Game Designer interface. I can say this from being on both sides. Here is an example:

“When you go to a programmer and tell them you need the enemies in your game to move randomly for each player action, you think that is a good thing to ask for. But it is not. If you understand how computers work, random means many things, and a computer is never truly random. If instead you ask: I need the enemies to take any of these specific actions with no predefined order (attack, jump, move) for each player movement, but every 30 frames their action has to move them, that is a much better specification.”

Those are Shigeru Miyamoto’s words, and I complement them with the following point I learned from years in the software industry:

“Programming may not look like it, but it is an extremely human field. Knowing what the user needs is often much more important than programming what they say.”

So as a game designer, it is good to keep in mind that the programmer carries this human bias too, as much as you do!

So, what can we learn from Nintendo:

Focusing on play is not the only way to make games, but it certainly is a very interesting one. I will bring other design process approaches from other studios later.

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