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Nintendo - Putting Play First

Game Maker's Toolkit3 HN recommenders · recommended in 4 months, 2017-2025
YouTube
997K views · 9 years ago · explainer · evergreen

Game Maker's Toolkit examines Nintendo's design approach of starting from a core play mechanic, making it fun, and building around it. Examples include Mario's jump and Luigi's Mansion's vacuum.

HN recommends it as a concise video essay on why Nintendo games feel good and how the company iterates.

Game design#nintendo#gamedesign#mario#iteration#videoessay

4 comments from Hacker News

@ecliptik2025 · in “Nintendo announces the Switch 2 [video]”

One of my favorite video essay's on this is "Nintendo - Putting Play First" by Game Makers Toolkit [1]. It goes into when making a game, Nintendo first determines the mechanic they want to focus on; jumping, throwing a hat, shooting paint, etc and finding out how to make it fun, then building and iterating on the idea. It's how they can keep putting out essentially the same games but are completely different. 1. ▶ this video

Strongly recommendsView on HN
@ecliptik2023 · in “Legend of Zelda game sells 10M copies in three days”

There's a Game Maker's Toolkit video [1] that does a good job explaining how Nintendo focuses on play first. "That's how we make games at Nintendo, though: we get the fundamentals solid first, then do as much with that core concept as our time and ambition will allow" - Shigeru Miyamoto 1. ▶ this video

RecommendsView on HN
@dmitriid2018 · in “Nintendo's secretive creative process”

I highly recommend Mark Brown's video "Nintendo: Putting Play First, ▶ this video (and his other essays on Nintendo)

Strongly recommendsView on HN
@forkLding2017 · in “An Embarrassing Tale: Why my server could only handle 10 players”

Quick suggestions on usability, maybe start off the game with players on a slower speed so they get used to moving around first and then gradually speed up by accomplishing actions that you want them to do in a training sort of manner so that players start learning and don't get confused. Side note: I subscribe to Mark Brown's Game Maker's Toolkit on Game Design and Game progression, here is an example: ▶ this video I think it would definitely help

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