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Forums - Nintendo Discussion - Miyamoto and Tezuka on the struggle of balancing games for advanced players and beginners

http://nintendoeverything.com/miyamoto-and-tezuka-on-the-struggle-of-balancing-games-for-advanced-players-and-beginners/

 

The thing is that the only times they get this right are with Mario platformers like 3D Land/World and Cap'n Toad. Then you have your Mario & Luigis and Paper Marios, or your handheld Zeldas (in that other sense, you know, because your hand is held? I'll stop now).

Article as follows:

Miyamoto and Tezuka on the struggle of balancing games for advanced players and beginners

Posted under General Nintendo, News
October 4, 2015 by Brian (@NE_Brian)

Last month’s issue of GamesTM has a lengthy interview with Shigeru Miyamoto and Takashi Tezuka. As you would expect, the discussion is largely focused on the Super Mario Bros. series.

A few interesting comments came about when Miyamoto and Tezuka were asked if they ever made any choices that they were concerned about being controversial. Miyamoto started things off, and spoke about how it’s difficult catering to both advanced players and beginners.

He said:

“For me one of the things was maybe the gap between the really advanced players and the first-time players. The difficulty balance is always something that I hear frustrations about from the public, whichever way we decide to go. We always have the testing team test our game, but whatever they say is really fun, the first-time players might consider to be very difficult. One of the things I do sometimes at the later phases of development is go in and hear the testing team’s requests and actually pull that away and lower the barrier or change what it is they want. Sometimes I even hear from the testing team, ‘You’re destroying the fun’, but on the other hand, the flipside is you hear the first-time players saying ‘If I can’t clear a level it’s not fun for me. If I can’t complete a game it’s not fun for me’. The more years that have passed, the gap between advanced and first-time players has become wider.”

 Tezuka chimed in on the same subject as well:

“Even though we put a lot of time and effort into trying to balance the difficulty, when we actually release there are a good group of people who can’t complete the whole game, and so we always have that internal struggle of the gap between the advanced and first-time players. That’s why one of the things we’re trying with Yoshi’s Woolly World is to have two different versions of events for the advanced and the beginner players. We changed the performance of it, but then even in the beginner mode we did put a lot of stuff in there so that advanced players can still have fun. We put a lot of time and effort into trying to balance that out.”

Following Tezuka’s comments, Miyamoto brought up a couple of additional examples in which Nintendo has attempted to “address” and “experiment” with difficulty. He mentioned the Silver Tanooki in Super Mario 3D Land and playing as Luigi in New Super Mario.



 
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I think Nintendo strike a nice balance that suits all types of gamers skills.



They are the best on that kind of balance and Yoshi is a very good exemple



Yeah everyone had this problem toward the beginning of last gen, it's like the 'developing games in HD took longer than expected' thing again.



There's only 2 races: White and 'Political Agenda'
2 Genders: Male and 'Political Agenda'
2 Hairstyles for female characters: Long and 'Political Agenda'
2 Sexualities: Straight and 'Political Agenda'

That's easy, fuck the beginners.



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Super Mario maker illustrates that gap very well. Most players give up on challenging levels and auto play levels get the most attention. Adding auto play or the invincibility leaf to the recent Mario games does get my kids through the levels yet it doesn't help them learn how to play the game. Nintendo could definitely improve in that area.



I always thought this was kinda simple in games. Just ya know easy, medium and hard!