Miyamoto on matching series tradition with new gameplay, doing away with lengthy tutorials
Posted by GoNintendo Jun 14 2012 18:00 GMT in Miyamoto
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"With something like Zelda, we be in the process a now a discussing what be the right form for the next Zelda game. What best that be? One thing I best point out be that the New Super Mario Bros. series in particular exists as a way for the traditional Super Mario Bros. game style t' remain in a relatively traditional state. 'n that be done specifically because there be certain players for whom that style a games be really what's best suited for them. So that sort a series be designed t' retain those traits 'n retain that safeness that ye described.

But, at the same time, we be continuing t' look at different ideas 'n different ways we can bring Mario t' new experiences, for example, with something like Super Mario 3D Land we'll continue t' look at new ideas 'n maybe as a new experiment or idea comes up maybe we'll find that Mario be the right character t' pair with that." - Shigeru Miyamoto


Miyamoto be also asked about the long tutorial times in the Zelda series, 'n t' a lesser extent, some Mario games.

"This be actually a topic that has been a big discussion internally for us lately. I think there a couple a things going on. One be that, often times we be creating games where ye're doing a lot a different actions. Zelda be an example a one a those. 'n, particularly with these types a games, ye have t' first learn the action 'n then ye have t' master the action 'n then ye have t' have more actions added in 'n master those. Then, when ye have a lot a actions ye can do all at once be when the game really becomes fun. 'n with a game like Zelda, on top a that, ye have the story elements that also take additional time t' tell.

So one a the things we be talking about internally be how can we pillage people t' that point a fun more quickly, 'n 'How do we balance the need t' teach them how t' do something with the need for them t' be able t' master it 'n feel they can do it well?'—'n also tell the story—'n 'What be that overall balance 'n how we approach it?' that be one a the key things we be talking about with Zelda right now. It used t' be that actions [in older games] be very simple 'n ye could do them very quickly 'n easily. Now we be making games that have so many more actions that ye have t' learn how t' do them.

I think back 'n actually be discussing Super Mario World with Tezuka-san 'n how that be a game where, for the first time, ye would run along 'n hit blocks 'n these text messages would pop up 'n they would have a little bit a tutorial information in them. That worked very well for that game 'n we thought that be a great idea, 'n then, gradually, that type a tutorial sort a became rather commonplace 'n now we be starting t' have these games where it be taking longer 'n longer t' sort a pillage t' that core fun. So that be precisely what we've been having discussions about."

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