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Miyamoto Lecture At Smithsonian Documented

Thanks to 1UP for its report on last week's Smithsonian lecture featuring game industry luminaries, including Nintendo's Shigeru Miyamoto, and as previously mentioned on Slashdot Games. After Miyamoto's entrance, heralded with "hoots and hollers [so loud] that you'd think Natalie Portman had just walked out on stage at a Star Wars convention", the article quotes the Nintendo mainstay on his entrance to the industry ("When I originally I came to Nintendo it was to do industrial design... I wanted to make the new Rubix Cube. I never imagined that I would work in video games, especially since I don't like computers"), and his concern over making videogames accessible: ("Everyone should be able to pick-up a controller and play a video game... But still so many people think games are too complex. So I developed the L/R buttons and analog stick to simplify things.")

13 of 36 comments (clear)

  1. Re:Complex? yes! by real_smiff · · Score: 3, Insightful

    /me whacks parent with clue stick. if you've ever watched a young kid or even average middle aged or old person trying to play a game, you'd know that many buttons are confusing. whether they are used in the game or not is irrelevant, they'll be trying to push them anyway, and that includes wondering why some aren't doing anything.

    --

    This is my Sig, this is my Gun. One is for Slashdot and one is for Fun.

  2. Re:Back on the N64... by Anonymous Coward · · Score: 2, Informative

    No, that was part of the 1UP.com write-up, although it's enclosed in brackets (implying editorial modification) in quotes that trace back from the author, then to the translator, then to Miyamoto, with who knows how many dimwits in between.

    Same thing for the misspelling of "Rubik's Cube," along with other quoed and non-quoted bits from the write-up. You know, typical game journalist fare.

  3. Re:Back on the N64... by Dizzle · · Score: 4, Insightful

    But he also mentioned the analog stick, which the SNES did not have.

    But his comment is wrong either way. Adding buttons doesn't make it easy to use, especially the way the n64 was set up. L/R/Z? Different grips for the D-Pad and stick? I'm not sure that the N64 was meant for people to simply pick up and play. Even the buttons were set up in a manner that wasn't too smart... they kind of went backwards when they excluded the X/Y buttons, especially given the setup of the SNES controller.

    But I do agree with him that people should be able to pick up and play, so on that note get rid of these ridiculous load times that are built in to the system. The splash screens are so annoying, especially after going back to SNES/NES recently and having a simple chime, then a menu in seconds. Of course, that's a limitation of the media.

    Life goes on.

    --
    -Dizzle
    "I most likely AM so interested in myself."
  4. Re:Back on the N64... by JMandingo · · Score: 3, Insightful

    Yes, his comments on the over-complexity of games were spot on. The real-life game of football hasn't changed much in the last 20 years. Why are computer football games today absolutely impossible to play?

    I dread it when I'm playing PS2 with my buddies and somebody pulls out a new game that I havn't played yet. It means I'm going to spend the next hour getting whooped as I try to figure out which of the 18 buttons and levers on the controller does what.

    I also don't get as much pleasure playing online first-person shooters. It doesn't matter that I am a great melee'r because I havn't figured out the exact manner to shoot X at Y and jump at Z at the exact moment to catapult myself impossibly across the map.

    --
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  5. Re:Back on the N64... by simoniker · · Score: 3, Informative

    The 'controller invention' N64 comment was added, presumably, by the person who wrote the article for 1UP (not by lovely Slashdot editors, although it is in the same bracketing format we use), but I removed it, because you're right, it doesn't seem to make total sense. Doh.

  6. Difficulty and Complexity by xCepheus · · Score: 4, Interesting

    The trick when designing a videogame is allowing the average gamer to pick up the controller and have fun playing the game while simultaneously allowing a level of complexity and difficulty that will challenge even the most accomplished gamer... something that, not all but a majority of, game developers have seem to have forgotten lately. With the exception of a few games like Ninja Gaiden, Tony Hawk's Pro Skater and Ikaruga, today's games often lack the ability for a player to create and optimize advanced control strategies - often at the expensive of over-the-top graphics that serve as little more than eye candy. Miyamoto at one point knew this and it was the foundation on which the Nintendo Empire was built. Somewhat older Nintendo games such as Mario Kart 64 offered that. Any n00b can pick up the controller and drive around the track firing random weapons at other racers and have a good time. However with the addition of the mini-turbo world-class gamers have the ability to refine their skills on a ridiculous learning that can take up to several years to master (as evidenced by the guys at www.mariokart64.com). Other games that come to mind are GoldenEye and Perfect Dark... anyone, regardless of ability, can have fun in a GE or PD multiplayer match but the games offer players the ability to use advanced strategies that can take months upon months of practice and refinement to truly master.

    Ah, the good old days...

    1. Re:Difficulty and Complexity by oskillator · · Score: 4, Insightful
      I haven't played the new Ninja Gaiden, but what Ikaruga, THPS, and Mario Kart 64 have in common is that they give you numerical feedback for your control optimization. Shigeru Miyamoto's games have never provided that sort of thing. Even the scores in SMB1 and SMB3 were half-assed measurement schemes, far too easy to optimize for.

      While I appreciate a well-tuned scoring scheme that I can measure my improvement by, numbers are never what Miyamoto's games have been about. The reward of becoming really good at a Mario or Zelda game is that of your friends sitting on the couch behind you saying "holy shit, that was awesome."

    2. Re:Difficulty and Complexity by tomhung · · Score: 3, Insightful
      However with the addition of the mini-turbo world-class gamers have the ability to refine their skills on a ridiculous learning that can take up to several years to master

      Agreed, playing Halo online is not fun at all because most of the people on there that have been playing since it came out 2 years ago. Still, someone even got good enough at Super Mario 3 (I think, it's been a while) to beat it in 11 minutes or something like that. Given enough time there are always going to be people who are willing to refine themselves to excellence at a particular game. So I think that element has and always will be there. The trick for developers is to minimize the distance between n00b and expert without dumbing the game down too much. (Remember Bomberman? Anyone could be good at that, and it was the best multiplayer (to me) for a long time)

    3. Re:Difficulty and Complexity by melatonin · · Score: 2, Insightful

      The reward of becoming really good at a Mario or Zelda game is that of your friends sitting on the couch behind you saying "holy shit, that was awesome."

      Um, how about, "holy shit, that was fun." If I wanted a game that let me numerically assess how good I'm at, I'd count my dribbling of a basket ball on the floor for a minute, and then try to beat that record.

      --
      Moderators should have to take a reading comprehension test.
  7. Re:Back on the N64... by cgenman · · Score: 3, Interesting

    Miyamoto was probably counting on the diamond configuration to provide enough tactile feedback to know where your fingers are placed. The SNES controller was a genius of design. The introduction of L/R buttons was really intuitive, and the positioning of the 4 buttons in a diamond (like a D-pad) was so simple that people intuitively "got" which button they were over. Those four buttons were easier to use than the Genesis' 3 buttons.

    It's so good that every controller after it has borrowed all of its conventions. Diamond button configuration with shoulder buttons? Cube, Xbox, PS2? Dreamcast, PS1, N64? Even though it messed up my Street Fighter playing for years, the SNES controller really was the best.

    Lastly, system splash screens on modern consoles can serve multiple purposes on top of hiding disc load times (if that).

    If there was the option for instant boot, would you? Splash screens can be mildly interesting... they can display gameplay hints, serve up humorous in-game advertisements, or even play their own games... but there is no reason why someone would actively want to sit and watch a static image for fifteen seconds. And until techniques improve for more dynamic background loading, that's all people are going to get.

  8. Re:Complex? yes! by tomhung · · Score: 3, Informative
    I have watched old/young people play games. What they usually do, if they're older, is ask what a button does and/or how to play a game. Sometimes you'll come across someone who has completed a 4th grade education and they are able to RTFM. Granted, the toddlers tend to just mash buttons, but they don't understand the games anyway.

    All I'm saying is, you can't satisfy everyone, to few buttons and you limit game play, too many and inexperienced people get confused, at least at first. I'd prefer to have too many than not enough, since like I said not all buttons are required in every game (for example, tetris worlds), but in a game like Unreal, they're nice.

    On a slightly off topic, everyone I know who played video games but doesn't anymore doesn't play them because they can't find games they like. IE: Gone are the 2-D Sonic games, now they have this half-baked 3-D version that's crap, IMHO.

  9. We need more one handed games by MMaestro · · Score: 3, Insightful

    IMO the only time a game is truely a 'pick-up and play game' is when a newbie can play the game with one hand and be able to beat the stage (though he'll probably die a couple dozen times). Atari 2600 games? A joystick and a button, you could play with one finger and chin. Turn-based games, nuff said. Tetris, Super Mario Bros (early ones), Sonic are all pick up and play games. Looking at modern ones is kinda... well strange when you look at how many buttons there are. (ALL FPSs, RTS games, any online game, even the new Sonic and Mario games.)

  10. Re:Back on the N64... by Pxtl · · Score: 3, Insightful

    You're confused. It was the Dreamcast that had analog throttle shoulder buttons, although I've only seen a handful of games that exploit that.

    IMHO, the best gamepad layout is the PS2. First of all, the extra triggers are good for more complex games. Just 'cause children's gamedevs are too stupid to realize "you don't have to use all the buttons" doesn't mean that the pad shouldn't make them available to overcomplex games. Second, the dual-analog symmetry is so much nicer than the lopsided dual-analogs of the newer systems. Why are the analog sticks in different positions on the newer pads? It just works so well for so many gametypes - FPS? Leftanalog=aim, right=move, 4 triggers to jump, duck, shoot, etc. and all the old digital buttons are available for weapon switching and suchlike. Descent games even play like a dream on those. Meanwhile, playing FPS games on simpler pads results in a severe button shortage.

    OTOH, the N64 pad also has wonderful features. First of all, it deserves credit for introducing the analog stick (although that one was a little rough and wore down easy). Second, the 3-prong layout allowed you to play games one-handed - something none of the newer pads allow. For simple racing games like cruis'n this was a dream.

    Still, I just want people to bring back the Space Orb.