Topic > Shigeru Miyamoto's Game

If you've played video games in the last 3 decades you've probably experienced the magic it creates. Donkey Kong, Zelda, Star Fox and probably the most famous, Mario. When Miyamoto creates games, he always tries to do things differently than most designers. In a 1998 interview, when asked why he wasn't designing online games, he said: “It's a trend. And I try to avoid all trends. Even in 2016, when most apps had an in-game purchase feature, it refused to add one to Mario for iPhone. His reason? “Everyone told me it had to be done. But I'm the kind of person who doesn't want to be told to do something because "that's how it's done.""? As I read about design and discover great designers in their respective fields, I have come across several visionaries who have completely changed the game (pun intended) and redefined the rules. Miyamoto helped define MANY elements that make a good video game great. Say no to plagiarism. Get a original essaySo how does it do what it does? "The first thing a game needs is a sense of accomplishment, and you have to feel like you've done something." In 1981, one of Miyamoto's first assignments at Nintendo was to do a redesign a game called Radar Scope; had performed really poorly in the United States, leaving the company with 2,000 unsold arcade units? This led to what we now know as Donkey Kong. It based the story on Popeye's love triangle, between a villain , a hero and a damsel in distress. But since Nintendo couldn't secure the rights to use those characters, Miyamoto replaced them with a gorilla, a carpenter, and his girlfriend. In later games, this carpenter became a plumber and his name changed from Mr Video to Jump man and then to Mario. This was one of the first times a video game's plot and characters were designed before programming. In the beginning, the people who made video games were technologists; they were programmers and hardware engineers, but not Miyamoto. He was a designer; he studied industrial design and was an artist who loved to draw. This change in approach has come at a key time for video games. When Donkey Kong was first released in 1981, the video game market in North America was on the verge of collapse. It was saturated with a lot of different consoles, and the home computer boom had a lot of people wondering why they would want a separate device just for gaming. But the narrative of games like Super Mario Brothers and The Legend of Zelda, which could only be played on Nintendo hardware, helped distinguish them as bestsellers. “When I approach the design of my games, what I have to think about is how I show a situation to a player, conveying to him what he should do. ”In Mario, the player continues to move right to reach the final goal. In Donkey Kong, the player continues climbing to save the captured princess. Much of Miyamoto's genius can be seen in the first level of Super Mario Brothers. This is probably THE most iconic level in video game history. The thing about good design is that it doesn't need a user guide and that's exactly how Miyamoto works. This level is designed to naturally teach you game mechanics as you play. If you look at the breakdown, there's a lot of really subtle design work going on here; although Mario is usually in the center of the screen, in this first scene he starts on the far left, all the empty space to his right giving you an idea of ​​where to go. Then comes a character similar to a.