boz
14
jun
2012

Miyamoto om gamle vs. nye Nintendo-spil

Skrevet af KJ85

Der var engang, hvor spil var simple og lige til at gå til uden først at skulle gennem lange tutorials og dets lige. Sådan er det sjældent nu – heller ikke i Nintendos spil, og det har Shigeru Miyamoto også bemærket. I et interview foretaget af Kotaku er dette et emne han kommer ind på og nævner, at man hos Nintendo kraftigt diskuterer, hvordan man kan gøre sine spil mindre generiske, mere sjove fra start og undgår alt for megen tutorial, for på den måde at nærme sig fordums dyder. I denne nyhed kan du læse, hvad han sagde.

Kotaku-medarbejderen kom ind på dette emne, da han fortalte Miyamoto, at det kommende New Super Mario. Bros. U føltes som et usædvanligt sikkert og konservativt træk fra Nintendos side – noget som Miyamoto ikke havde lyst til at uddybe på, da Takashi Tezuka er producer på New Super Mario Bros.-spillene. Til gengæld forholdte han sig til spørgsmålet generelt, og sagde følgende:

"With something like Zelda, we're in the process of now discussing what is the right form for the next Zelda game. What should that be?”

"One thing I should point out is that the New Super Mario Bros. series in particular exists as a way for the traditional Super Mario Bros. game style to remain in a relatively traditional state. And that's done specifically because there are certain players for whom that style of games is really what's best suited for them. So that sort of series is designed to retain those traits and retain that safeness that you described.”

"But, at the same time, we're continuing to look at different ideas and different ways we can bring Mario to new experiences, for example, with something like Super Mario 3D Land we'll continue to look at new ideas and maybe as a new experiment or idea comes up maybe we'll find that Mario is the right character to pair with that."


Efterfølgende nævnte Kotaku-medarbejderen en artikel fra Gamasutra for Miyamoto, hvor man havde sammenlignet den tid det tager at gennemføre første dungeon I henholdsvis det første Zelda og Skyward Sword. En af pointerne i denne artikel var, at Zelda hurtigere blev sjovt at spille i de gamle spil, mens det i de nye kræver investering af længere tid. Han spurgte derfor Miyamoto om det også var noget han selv havdelagt mærke til, hvortil Miyamoto svarede:

"This is actually a topic that has been a big discussion internally for us lately. I think there a couple of things going on. One is that, often times we're creating games where you're doing a lot of different actions. Zelda is an example of one of those. And, particularly with these types of games, you have to first learn the action and then you have to master the action and then you have to have more actions added in and master those. Then, when you have a lot of actions you can do all at once is when the game really becomes fun. And with a game like Zelda, on top of that, you have the story elements that also take additional time to tell.”

"So one of the things we're talking about internally is how can we get people to that point of fun more quickly, and 'How do we balance the need to teach them how to do something with the need for them to be able to master it and feel they can do it well?'—and also tell the story—and 'What is that overall balance and how we approach it?' That's one of the key things we're talking about with Zelda right now."


Miyamoto blev efterfølgende bedt om at uddybe dette ved at svare på, hvorvidt det var mere naturligt tidligere, da der ikke var tutorials, og om man arbejder på at komme tilbage til noget af det, til hvilket han svarede:

"That's the exact topic that we're discussing. It used to be that actions [in older games] were very simple and you could do them very quickly and easily. Now we're making games that have so many more actions that you have to learn how to do them.”

"I think back and actually was discussing Super Mario World with Tezuka-san and how that was a game where, for the first time, you would run along and hit blocks and these text messages would pop up and they would have a little bit of tutorial information in them. That worked very well for that game and we thought that was a great idea, and then, gradually, that type of tutorial sort of became rather commonplace and now we're starting to have these games where it is taking longer and longer to sort of get to that core fun. So that's precisely what we've been having discussions about."

"Even Angry Birds has quite a bit of messaging" in it. They do tutorials, too.”


Alt i alt, synes jeg, at det er nogle ret interessante emner, der bliver berørt i dette interview, og formår Nintendo bare til en hvis grad at komme tilbage til nogle af værdierne fra nogle af deres første spil er jeg sikker på, at Nintendo gør mange glade.

Hvad synes I om Miyamotos udtalelser? Er I enige i, at Nintendos spil er blevet for generiske, og måske endda kedelige?

Level 26
351500 XP
#34:  Peblisko - 24. Jun 2012 22:49

@chessr
Præcis, har det på samme måde, så der kan man se hvor forskellige spillene er og hvordan de har ældet. TMC er desværre langsommeligt og alligevel et kort spil (meget lidt content) på trods af at jeg synes det er det flotteste GBA-spil rent visuelt.

citer indlæg

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