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Expert Insight From Miyamoto, Todd Hollenshead
Posted by
Zonk
on Fri Sep 21, 2007 11:35 AM
from the wisdom-of-the-ages dept.
from the wisdom-of-the-ages dept.
njkid1 writes "Nintendo's legendary Shigeru Miyamoto, id Software's Todd Hollenshead and BioWare's Ray Muzyka offer up their expert advice on how to rise to the top of the industry at GameDaily. Miyamoto says his secret to success is that he makes sure sequels are entirely new games rather than just minor updates to the same engine. From Muzkya's comments in the article: 'BioWare's success is based entirely on the fact that we have a lot of very humble, hard-working and smart people at our company who are allowed to take creative risks. We put quality as our number one studio priority, because we believe it leads to long-term success, and as a result we don't release a game until we've achieved and exceeded our high quality targets.'"
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Writing the Bioware Way 25 comments
Thursday at GDC Austin featured several excellent presentations, but the cap to that day's writing track was without a doubt BioWare's discussion of their writing processes, tools, and the creation of the Xbox 360 title Mass Effect. The talk detailed the numerous revision processes their work goes through, as well as the shape of their writing team across a project's lifetime. Read on for notes from the session, and impressions from the short amount of in-game footage they showed during the event.
Firehose:Expert Insight: Miyamoto, Todd Hollenshead by Anonymous Coward
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"Creative Risks" (Score:5, Insightful)
Nintendo takes a lot of them, too... Turning SMB into a 3D game... Then turning it into a 2D/3D hybrid RPG... Link went from a side scroller to a 3/4 overhead RPG to a fully 3d realistic-looking RPG... They've split just about every game off into side-games like Dr Mario and Yoshi's Cookie... They're masters of this.
It's also possible to fail utterly while taking the risks, of course. The other half of the secret of their success is strict quality control. You let your people take risks, but you let them know with no uncertainty if they fail one of them. And you don't ship the product until it's good.
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The 3D jump had already started before N64. Nintendo just showed people how to do it *right.*
Bioware guy makes more sense (Score:3, Interesting)
1) it has to do with the fact that these franchises started off SO AMAZINGLY HIGH-QUALITY (for their time, at the very least) and retained that quality regardless of whether they were "re-imagined" or not. More of the same (design-wise) is great if it was awesome to begin with.
2) it has to do with the fact that some of Nintendo's innovation is also VERY HIGH-QUALITY. When I say this I mostly think of Super Mario 64 and Ocarina of Time, but the Wii as a piece of technology is another example. (The Virtual Boy isn't, hence the "some innovation" ^_^)
A more rubbish developer/publisher can innovate within its franchises all it wants, but it won't reach any level of success unless the franchises start strong and the innovation keeps them strong by being well designed/executed. Likewise, a strong developer does not need to innovate within a franchise (to the degree that Miyamoto suggested) to remain successful. Halo, Ninja Gaiden, DMC, Pokemon, Smash Bros, Mario Kart, and even Zelda are examples of very strong franchises that remain[ed] strong even without massive innovation in successive titles.
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Since when did Miyamoto make creative risks? (Score:2)
Super Mario Sunshine??? Take Mario 64 and give him a water pistol! Mario Galaxy, put Mario 64 in Space. hmm. There's not denying he makes great games, but they are hardly original.
NES Zelda 1 or NES Zelda 2? (Score:2)
Re:Since when did Miyamoto make creative risks? (Score:4, Funny)
Ipod, shrink a boom box and add some headphones. Porsche, take a wagon and add an engine. Aircraft carrier, put a small village on a boat and add some guns.
Parent
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No, they're not at all.
Zelda 1 was about exploration.
Zelda 2 was a side scrolling game that added RPG elements.
Zelda 3 went back to the Zelda 1 core style, but took away much of the focus on exploration, and replaced it with an emphasis on story and puzzles.
Ocarina of Time shifted further towards story and had only minimal exploration.
Majora's Mask was basically the movie Groundhog Day turned into a video game.
Past that, they aren't as distinct. W
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I want plot, too, but not 'boy meets girl' crap that's been done a billion times. Since 'every possible story has already been told' (a mangled quote from a great philosopher whose name I forget now) and I read a -lot-, I don't expect to find much worthwhile in the plot of any new video game, or most movies and books.
From the Todd Hollenshead Book of Success: (Score:5, Funny)
Step 2) Feed him lots of junk food and soda
Step 3) Harness his creative energy to publish some tech demos thinly disguised as games
Step 4) Sell the engine to someone who can make a game better than you can
Step 5) Profit!
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Step 2) Feed him lots of junk food and soda
Step 3) Harness his creative energy to publish some tech demos thinly disguised as games
Step 4) Sell the engine to someone who can make a game better than you can
Step 5) Profit!
The physics of this universe could not possibly cope with 2 John Carmacks. The concentration of genius would overload the known universe and we'd have a 2nd big bang expanding into 144 D Branes.
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There's Always the Rockstar Way (Score:2, Insightful)
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