The entertainment business all revolves around content, content, and content. A main reason why gamers are losing interest in new games is because there is no new content.
It has been said that good video games have been primarily said to be focused on ‘gameplay over graphics’. While gameplay is important, it does not provide the punch to the consumer experience. Gameplay is the skeleton in the background that makes the game ‘work’. But gameplay is not why people play video games.
Our lives are boring. We wake up, we go to work, and we return home or hang out, then we go to sleep and repeat the process anew. Our lives do not resemble what is going on in video games. We do not get magical swords and slay dragons. We do not eat mushrooms, turn big, and bounce on giant turtles.We do not get plasma rifles and shoot aliens. We do not drive cool cars at breakneck speed in intense races. (Keep in mind I am referring to fictional entertainment, not the nonfictional like Wii Fit which is designed to improve your real life.)
When a consumer plays a game, in the consumer’s mind, he is not thinking about gameplay at all (unless the game is not fun in which case the game is ‘broken’). The consumer thinks he is the hero. The consumer BECOMES Link. He BECOMES Mario. He is exploring the Mushroom Kingdom. He is exploring Hyrule. No consumer thinks he is fulfilling gameplay level R with variable 32 to completion. The consumer experience feels like he is in an adventure.
This is why all video games have the players do things he does not do in real life. In fact, all entertainment is this way. Movies are about the extraordinary events. Novels are about the extraordinary events. People view entertainment as a tonic to their boring lifestyle. It is their escape. It is their way to relax.
And this is what I refer to as ‘content’. And it is taking place in the consumer’s mind. It varies depending on the entertainment medium, but in video games interesting choices are what makes a game fun. The original Super Mario Brothers, unlike other games during its time, offered interesting choices to the player. Do you jump over the goomba or do you hop on it? Do you go through the secret pipe or do you go on? Do you go under or over the blocks? Even as far back as Donkey Kong, Mario was presented with interesting choices from jumping to get a hammer or ignoring it to jump over barrels. The hammer was not necessary to the gameplay. But without it, the game is less fun.
The milieu is to video games as a stage is to a play. It can make things more interesting.
Decades ago, video games were made in a content focused way. So you want to make a game about being a hero with a sword to fight monsters. There are many ways this gameplay can be done. It can be turn based. It can be real time. It can be a side scroller. But the initial draw is that the consumer will be attracted to being a hero with a sword.
Content is the WHY people play games. Gameplay is the HOW people play games. In the same way, a book’s plot and ‘page turning’ is similar to gameplay. But the book has to be about something. You can’t have random characters running around. When the reader closes the book, they will still be thinking about the content. One of the reasons why the book industry is in decline is because writers are so obsessed over the process of the book’s prose, over its characters and plot, and do not realize that the content of the book flat out sucks. If you compare some of the early science fiction books to the later science fiction books, while the later books are written “better”, they aren’t half as good as the early science fiction books who introduced and explored brand new concepts. In other words, Lord of the Rings is constantly panned by critics for its ‘horrible writing’. And the writing might, indeed, be horrible. But it is the content that is the definitive experience. And all fantasy books borrowed and ripped from it.
Compare the two games of Civilization 2 and Alpha Centauri. Alpha Centauri, no doubt, had superior gameplay and far better ‘flow’. But Civilization 2 was just more fun (Alpha Centauri never became remotely near as popular as Civilization did). Why? It is because of the content. Civilization was about history, about elements that people found recognizable and familiar such as gunpowder or chariots. Alpha Centauri was more about elements people did not find recognizable or familiar. Red fungi attacking you does not make much sense. Biodomes and nano-technology is not familiar to people so people become uncomfortable with it. This is why I say content, not gameplay, is the driving experience.
And this is why I kept pointing to Alice in Wonderland as the reason why Super Mario Brothers resonated and created a massive phenomenon. I am not saying Miyamoto copied Alice. I am saying that Super Mario Brothers, while may appear bizarre and strange, actually has a similar entertainment phenomenon when Lewis Carrol’s books were released.
The Legend of Zelda resonates, for example, because everyone can relate to the celtic wonderland of young boy turning into a hero to rid the ‘dark prince’.
Video games differ from movies and novels since control is in the player’s hands. In a novel, much of the content is defined by the character’s choices. In a video game, the content revolves around the player’s choices. This is why video games based on a character, in fashion of a movie or novel, will never work for the video game medium. No one plays video games to passively watch characters make choices. The player expects to make the choices or, at least, to be under the illusion they are making these choices. And all these choices must be something they cannot do in real life or else they will not be ‘interesting’.
The design schools for video game makers tend to revolve around the gameplay mechanisms. And then they wonder why their games do not sell. There is nothing in video games talking about how to create new content. It is no wonder every game mimics a previous game. It is no wonder people feel there is nothing new going on in the world of video games. It may take an engineer’s head to program a video game, but it takes a poet’s heart to make it magical.
So with that, let us look at the latest Iwata Asks where Miyamoto and Iwata laugh it up over Super Mario Galaxy: The Lost Levels.
Miyamoto
Whether or not the game world resonates with you as you’re playing the game is what’s most important. For example, when you watch a big-budget movie, you may be amazed by all the pyrotechnics, but at the same time, something isn’t quite striking home with you.
Iwata
Because it’s not resonating.
Miyamoto
Right. It isn’t resonating, so you can’t get into it.
It is because pyrotechnics, which are special effects, are not the content of the movie.
Miyamoto
Right. It isn’t resonating, so you can’t get into it. As for Super Mario Galaxy 2, we wanted a suitable amount of story and movies, so we made lots of new enemies, but we wanted this game to be fully elaborated in keeping with the essence of this particular game. If we hadn’t, some players would think things like “Why is this enemy here?” and be jarred out of the experience.
Iwata
The game wouldn’t resonate with them.
Miyamoto
I came to notice that my way of making games may have been to seek for resonance. I didn’t necessarily want to include story or not include story. Rather, I have been making games that I hope will resonate with players, I now think.
What I find dismaying is the first page they talk that 2d Mario gamers do not play 3d Mario because ’3d Mario is too difficult because it lacks a single plane’. However, then they spend time talking about resonance. Mario 64 resonated on some level because Peach’s castle made sense and jumping through paintings to enter a magical realm made sense. But Galaxy makes no sense whatsoever. Nothing is coherent in the game world.
Super Mario Brothers was a coherent game. It was not random things thrown together, at least the consumer didn’t see it that way. When you were swimming in water, that made sense. When you were dodging fire bars in a castle, that made sense. Later Mario games made it even more coherent by adding the map. Now the game world had a better feel of structure in the mind’s eye. But the Galaxy games have absolutely no structure. Nothing makes sense.
Iwata
I suppose that has a great deal to do with why New Super Mario Bros. Wii14 found such a large following around the world.
Miyamoto
I think it’s because we were able to give people something that they felt a connection to.
Miyamoto
I think so. When enemies resonate with you, you willingly engage with them. You notice things like how a certain enemy wasn’t scary, but the next time a similar one appears, its color is a little different and it spits out two rocks instead of one, so you think it must be tougher. You reason things out for yourself and put them to the test. This kind of interaction is interesting. The more of it there is, the more a game will resonate. And I think you can sense certain inevitability of your being there in that.
This is not why
Super Mario Brothers 5 resonated. It resonated because the game literally borrowed content from the previous Mario games. The game world always made sense. I understand what Desert World means. I understand what Water World means. I do not understand ‘Fruit Loop Galaxy’ or whatever where I surf a manatee on a river in the middle of space. It makes no sense whatsoever. It feels disconnected and disjointed. It does not fit with the big picture of the game.
Mario 5 relied on content of the past. It was a very traditional Mario game. People felt comfortable with Mario 5 for the same reasons they felt comfortable with Mario decades ago. Mario 5, as much as I like the game, can not be considered a content victory as there was very little new ‘content’ presented. It only feels new because we haven’t seen a game like this in 18 years.
When people complain about Twilight Princess, note how their complaints are almost always content centric. People are tired of every first dungeon being the Forest Temple, that they must go through the Lost Woods puzzles to get the Master Sword, tired of Lake Hyrule, tired of Kariko Village. Playing new gameplay with old content is like reading a novel with new words but the same old story. The readers revolt and claim the author is ripping them off. Video game players make the same complaint.
Miyamoto
You can apply it to figuring out the difference between interesting TV shows and uninteresting ones. Rather than wondering whether the general scenario is interesting or not, what’s important is whether the characters that appear in it are realistic.
Iwata
What kinds of characters appear in what kinds of situations.
Miyamoto
So even though a television drama may feature a general milieu that would usually be of no interest to you, if the characters that appear in it look like real people in your own life, the show will resonate, and you’ll be able to get into it. I think video games are the same way.
Character decisions and behavior is what makes passive entertainment entertaining to watch be it television or novels. But who is making the decisions in a video game? That would be the true character. And it has to be the player.
As I’ve said before, video game content is interesting choices. The milieu makes these choices more interesting.
What Miyamoto is saying is the same garbage that ignorant TV producers say. Let me give an example that everyone can relate to.
You are watching your favorite science fiction TV show. You watch each new episode with great anticipation. However, suddenly, a story arc develops which revolves around the ‘romance’ between two characters. Next thing you know your Sci-Fi TV Show has become Melrose Place in space. You become furious. Ratings for the show plummet.
Every TV producer meddles with the sci-fi show and this is always the result. Always. It is because they adopt what Miyamoto just said. The TV producer thinks, “Hey, we can get the female demographic if we have some soap opera stuff going on.” In an opposite way, a TV producer thinks, “Say, we can get the male demographic to watch our show if we put in hot chicks and occasionally strip them nude.”
Metroid does not sell to women (unlike Mario and Zelda). This is because women do not really warm up to the science fiction setting. Nintendo is thinking like that hated TV producer. They think that if Metroid is about Samus’s feelings AS A GIRL and all those ‘maternal instincts’ are featured, then girls will like Metroid even if they do not like the science fiction environment.
The result will be, guaranteed, that women will not only fail to buy Metroid but the male members who do buy it will be enraged or disappointed. Focusing on the ‘strong woman’ aspect will also get the same result. Nintendo is currently making the most common mistakes in the entertainment business.
Now I have wondered why they keep repeating these mistakes with sci-fi shows. The answer is because the TV producers and all have no respect for the sci-fi in the first place which means they do not respect their audience. Like Miyamoto, the TV producer thinks he or she has thought of something no one else has ever thought of. Such is the thinking that leads to the most common mistakes.
Miyamoto
I had Tezuka-san play it and tell me what he thought. Right away, he said the tempo had improved.
Iwata
Is that because the excess elements had been trimmed away?
Miyamoto
Simply put, I think it was because he was able to enter into the world of the game naturally.
Iwata
I see. The world resonated with him.
Enter the world ‘naturally’? This smacks of the ‘organic’ experience TV producers often talked about. But I don’t think Iwata knows what the hell Miyamoto is talking about, and I don’t think Miyamoto does either. It just sounds good to say ‘resonate’. It is like they are trying to convince one another that Galaxy 2 is a different game than Galaxy 1 but, no, it is very much a similar game experience. Galaxy 2 will fail for the same reasons Galaxy 1 did (except this time, Galaxy 2 won’t have the sold-out Wii momentum to bolster its numbers).
Miyamoto
Well, we named it Super Mario Galaxy 2, so we aimed at creating a game that would be enjoyable for people who had played its predecessor.
And then, one of the challenges of 3D games at the moment is that there are lots of things you have to learn at the start of the game, so there are lots of tutorials at the beginning. Tutorials are nice for helping people to remember the controls for the first time, but they’re a pain for people who already know the controls.
Iwata
They want to say, “I already know all that, so just let me go on ahead!”
Miyamoto
Yeah. But you have to make them.
Iwata
That’s an ever-present dilemma.
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How did we play Super Mario Brothers or Legend of Zelda or Metroid or any game decades ago without a tutorial? How can Miyamoto say you have to make them when the biggest Nintendo games, including Wii Sports, had no tutorial whatsoever. This is why I am thinking it is time for Miyamoto to retire. This guy is not making coherent sense anymore.
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Miyamoto
Right. When making the first Super Mario Galaxy, I had said Mario games didn’t need a story or movies, but before I knew it, there were quite a few movies and a substantial amount of story. When it comes to movies, you can pretty much stick them in at the end of development.
Iwata
That’s when all the separate elements come together.
Miyamoto
So at the end of development, I was like, “Huh? It’s getting more and more like The Legend of Zelda!” (laughs)
Iwata
After you had said there didn’t need to be a story! (laughs)
Reader, since when have people played Legend of Zelda for its story? The story is almost always the same for every Zelda game. Zelda is captured by Ganon, in some capacity, and Link, the young boy, must become a hero and save her.
Seeing how Zelda sales are swirling around the toilet, I’m alarmed Miyamoto can make such a definitive statement on something like Zelda “story”. I thought Zelda was being carefully re-examined. Or perhaps I am making too much of a single comment.
One thing even Zelda fans agree on is that the quality level of Zelda games has really deteriorated lately. My prediction is that Nintendo developers will imagine the problem to be something else and the Iwata Asks about Zelda Wii will be talking about how they removed this imaginary problem. The true problem is not something they want to face. They love stories so much they cannot imagine making a Zelda without one. They will not make a non-linear Zelda as many people want because that would mean they can’t make their crappy story.
This entire Iwata Asks interview is exactly that: the idea that Galaxy 2 is solving some imaginary problem of why 2d Mario won’t play 3d Mario. The real reason why 2d Mario customers do not like 3d Mario is because the content of 3d Mario is lame and often doesn’t make sense and because the gameplay is so radically different (you hunt stars where in 2d Mario you reach a flagpole and do not revisit that level again). However, this reason depresses Nintendo developers too much. It is much easier making a Mario game where they can re-use the same exact level four or five times by placing a star in a different place. And it is much easier to make a game where the game world has no cohesion.
Mario Galaxy 1 was designed to make 3d Mario more accessible so it sells like 2d Mario. It failed. So instead, they waste 2 and a half years making a game with the same exact mission. What is so different this time? That the game uses one plane more often? That a DVD full of video tutorials comes with the game?
If Iwata had any integrity he’d have said, “All that stuff I said in my ‘Heart of the Gamer’ speech about how game developers shouldn’t make games for themselves was all a bunch of crock. Here, at Nintendo, we only desire to make games for ourselves. This means Metroid will be about exploring the maternal instincts of Samus Aran, Zelda will continue to be puzzle-based and be designed about entertaining Aonuma’s son, and we will keep pumping out more and more 3d Marios even though the 2d Mario crowd has been rejecting them for fourteen years. “