Miyamoto's Failure - Bosman at Home

Disagree with Bosman on this one. I think this article is really good article at explaining Miyamoto's style at Nintendo.

Some choice quotes from the article.

Splatoon said:
We had found that the ink-battle play mechanic was fun, and the team was working very hard to brush up on that aspect at that time, but we were losing the freshness of the game the more the team worked on it. The thing which concerned us most was the main character. It looked as if it could be found in any game and lacked uniqueness. So, I told the game’s producer and the director to even consider using Mario if we could not find the right character. I also explained to them why I was providing such a suggestion.

A few weeks later, they gingerly approached me with the squid-like character, and we decided on that direction right on the spot. The director and others who nervously brought the squid character to me must have been surprised with my positive reaction, but at the time, I didn’t accept it for lack of better options. I actually thought, ‘This must be it!’ It’s fun to nurture something so unique, and I’m glad that they were able to experience bringing it to fruition.

on work development said:
What I am trying to do is not to create an atmosphere where they feel like, ‘I will do better than Miyamoto does’ or ‘I will make a game just to please Miyamoto,'” he says. “Based on my own experiences, I try to encourage directors to have courage and work toward the goal they set, and pose questions to them about whether the game is actually delivering the experience to the player as envisioned. I try not to get too deeply involved in the content of the games they’re developing.

storytelling in games said:
All I intended to say was that in comparison it is more difficult for us to create entertainment by forcing players to embrace our own expectations regarding how they should experience game stories because video games are an active medium where players themselves think independently about which action to take next.

Whichever media we are talking about, inspiring the audience’s imagination beyond what they have actually read or seen, and having them embrace that, is a fundamental essence of entertainment.

Miyamoto pushed the developers to create good characters. I'm thinking of Tsubasa Sakaguchi in particular, who is one of the next generation of Nintendo developers that they are trying to build up to carry on the Nintendo legacy. You have Miyamoto to thank for giving Splatoon it's identity. Just like we have him to scold for giving us Sticker Star.

I think the second quote is going to draw a lot of ire. But as mentioned I really think it's about passing on lessons to the next generation of developers they are grooming at Nintendo. I know Bosman hates Miyamoto for asking why they put that rock there but I think that's a very small nitpick in a very large idea that Miyamoto is trying to get across.

Star Fox Zero is a good game imo. I think it's a failure but Shenmue, MGSV, and many others are also failures. But they are good games. Reviewers trashed the game for the controls. They did the same with Wonderful 101 which is GOTY 2013 and one of the best experiences of gaming objectively. Star Fox Zero is game that was released in 2016 for the Wii U, it was always going to be a failure. The system's been a failure since 2013-2014. It's too late to sell a system. It's too late to convince people that the gamepad was a good idea. Cutting your losses and putting your best foot forward with the NX is the best move. Even if it's the most painful one to do.

I think this video would be much better suited after the NX comes out and we see what Miyamoto is working on and if it suffers. Then we can say if Miyamoto has lost the talent to make games. I probably rambled on too much and it's incoherent but whatever. I'm just going to post this.
 
And luckily both studios don't have Miyamoto looking over and telling them how to make a game. They are more independent compared to Nintendo's internal departments and they have their own game making philosophy.

They worked for Kensuke Tanabe / SPD3. Tanabe had an executive seat.
 
This is incredibly exaggerated. It's been marketed as a Nintendo/Platinum-collaboration that Miyamoto was involved in making. You're making it sound like it says "A Shigeru Miyamoto Game" on the cover.

To be honest it started off as his own game, with two others. But as the others have said already, I don't think I'm exaggerating as much as you believe.
 
An easy mode in Dark Souls is like giving a student a word processor that auto corrects spelling errors and most grammatical mistakes. Giving Star Fox Zero optional controls is like allowing a student to type on a normal keyboard versus trying to get them to use one of those keyboards with a different layout that is supposedly better but almost nobody uses.

The forced use of the GamePad takes away from the experience of Star Fox Zero. Even if you get used to it and even get good at it, it is still an awkward way to play a game and really adds very little benefit. While it doesn't matter at this point for the Wii U, I really hope Nintendo has learned that the benefit of having a screen on a controller isn't to make the player look at it instead of the TV other than rare situations (like ZombiU or Mario Maker).

It's an idea that makes sense on paper as a console equivalent to the DS, but in implementation is quite poor because the screens are adjacent.
 
Don't have the time to watch the episode, but I feel that Miyamoto's approach applies to some games better than others. He's one of the most influential men in the entire industry, but that doesn't mean his school of game design thought applies well to all games. Really much of Nintendo's entire "thing" seems to be using "old" tech to make surprising new forms of tactile feedback. This goes all the way back to Gunpei Yokoi and his Ultra Hand. That's a lot of Nintendo's entire approach to video games. An issue with this is that in many cases Nintendo just doesn't seem able to make games that are simply iterations of previous versions. Even F-Zero is being held back because it has to do something "new." Miyamoto already once talked about how he hated the Gamecube era (which GAF seems to love) because they could only iterate on what they were doing earlier or copy other companies.

Star Fox in particular in my opinion failed to meaningfully innovate because it's just not the kind of game to make good use of the Game Pad. Maybe another new control interface could have done cool things with Star Fox, but that Game Pad so far has really only benefited Super Mario Maker.

Like Nintendo as a whole, Miyamoto also doesn't go with the flow of the rest of the industry, for better or worse. That's a double-edged sword because he (and Nintendo) follows neither the good or bad habits the rest of the industry tends to adopt. I don't think he should be forced out or anything, but it probably wouldn't hurt if game design decision making at Nintendo was spread among a wider group of people with more varied ideas about games. It probably has something to do with the structure of a Kyoto company. Miyamoto's been trying to pass the torch but I imagine a lot of younger people at Nintendo respect him way too much NOT to hold his input in extremely high regard.
 
Sure, you can replay the tutorial, but it's still a stark contrast in approach. Think about Dream Team. A game that is doing basically the same thing as about half a dozen games that came before it, yet the game keeps patronizing you for hours. This one, it just pats you on the back and assumes you'll get it. I'm not saying the game doesn't have a tutorial. Why are people getting so defensive over this? I'm saying that the game, despite being one of their more complex games, does significantly less to ensure you know how to play it than any other game by them.

I'm not "people", I just stepped into this thread. I'm just saying I don't agree that it pats you on the back and assumes you'll get it. I think if that was the case it would just throw you into Corneria afterwards instead of letting you play more tutorials. I mean, not completely forcing tutorials that the player may or may not need is usually considered a good thing.
 
But by every metric Star Fox isn't one. It was supposed to justify it to general consumers, not just Refreshment.
But it is not justified just to Refreshment, this is an example of human nature at work. Take a 100 judgements out of sometghing, with 99 postives appraisalls, the remaining negative is the one that gets more focus.

In fact, we have seen many times, good or better things been not welcomed by the mass market. As well as we have seen the critical appraisall of some games been of the mark as time goes by.

Many of the complains raised to this game are related to some kind of ignorance. Either related to the development realities of the project or how the control system works. You can make a fair critical judgement of something without the need of liking or disliking it. So in this sense, sayig you don't like "the control scheme" it's fine, but saying: "controls are broken or don't work" is factually incorrect.
 
Although it was 14 years ago, Miyamoto was heavily involved in Metroid Prime's development and the game turned out better because of his input.

http://www.gamasutra.com/view/news/...o_Studios_On_The_Journey_Of_Metroid_Prime.php

Not really related to the topic at hand, but this part of the interview is fucking awful:

"One thing that we did in Metroid Prime 1 was intentionally create a game difficulty full of spikes. After all, in Metroid, when you’re exploring, you’re not worried about your health, but you do when you face a boss. We felt that was tuned in line with the franchise," Pacini said.

But they took a different tack with Metroid Prime 2: Echoes. "We’d really tuned it towards a hardcore audience – you’re always worrying about your health," contrasted Pacini. "Enemies are harder, and in the dark world you’re always taking damage – and we felt that we made it too hard, that we’d moved away from the fine tuning of the first Metroid Prime."

"That’s what we learned from Metroid Prime 2," he added, "The game was too damn hard. And gamers got lost too easily, too. Now, we know that Metroid games are tuned differently in Japan compared to how they are tuned for the Western market, and while in Japan gamers don’t mind being lost, western gamers much prefer to know where they’re going. They find no pleasure in finding their way. They’d rather know where to go... and we found that Echoes wasn’t tuned to truly fit the needs of each kind of gamer.”

MP3 really was a step backwards.
 
I get the point he was making, and he's right, but the way he put it in the bonus bit with the "I repeat what you said in a silly voice to mock you" tone was a bit harsh, I think.

Eh, like I feel like it was called for like

Especially in regards to female characters
 
Quotes? The only thing I've heard on that is that he threatened them with making it a Mario game if they couldn't come up with a good character design.
That resulted in the inklings. A lot of people took that as "he wanted it to be a mario game" but I think it was more that he thought the designs weren't good enough (being generic rabbits or tofu) to sell the concept. The challenge he proposed to the devs resulted in some of best character designs in quite awhile
 
Miyamoto made suggestion and then they also looked at polls they put out and they saw most people liked a paper Mario that doesn't have much h story, so they were literally just going off of fan feedback
It was Club Nintendo fan feedback, not polls. And what they gleaned from them was that people didn't consider the story to be the best aspect of the game. And then they responded in the way a crazy person might--by excising the story from the game completely.

There's a way to listen to fan feedback, and it isn't that, good fucken' lord.

Funnily enough Sticker Star had by far the worst fan feedback of any Paper Mario game and IS decided the best follow up to it would be to make a direct sequel. Yeah, okay.
 
kyle, if you're reading this, DON'T do that
No the do dos are good.

But it is not justified just to Refreshment, this is an example of human nature at work. Take a 100 judgements out of sometghing, with 99 postives appraisalls, the remaining negative is the one that gets more focus.

In fact, we have seen many times, good or better things been not welcomed by the mass market. As well as we have seen the critical appraisall of some games been of the mark as time goes by.

Many of the complains raised to this game are related to some kind of ignorance. Either related to the development realities of the project or how the control system works. You can make a fair critical judgement of something without the need of liking or disliking it. So in this sense, sayig you don't like "the control scheme" it's fine, but saying: "controls are broken or don't work" is factually incorrect.
What? 99 out of 100 reviews for SF0 are negative. Are you saying there's no way this game could have been as a failure, simply because anyone doesn't like it is wrong? Star Fox 0 didn't justify the use f the GamePad.
 
But it is not justified just to Refreshment, this is an example of human nature at work. Take a 100 judgements out of sometghing, with 99 postives appraisalls, the remaining negative is the one that gets more focus.

In fact, we have seen many times, good or better things been not welcomed by the mass market. As well as we have seen the critical appraisall of some games been of the mark as time goes by.

Many of the complains raised to this game are related to some kind of ignorance. Either related to the development realities of the project or how the control system works. You can make a fair critical judgement of something without the need of liking or disliking it. So in this sense, sayig you don't like "the control scheme" it's fine, but saying: "controls are broken or don't work" is factually incorrect.

Except in this case reviews show that 99/100 judgments aren't positive. It's pretty mixed at best.
 
It was just one fan survey

It wasn't just a single fan survey, it was the general consensus of every survey ever given on Club Nintendo about Super Paper Mario. Prizes are rewards but surveys were given general weight in how the next game goes about. And since most every survey complained about story length, this is what shaped the philosophy going into Sticker Star, along with the general belief that handheld games do not need story to justify itself because of how sporadic the game sessions are for travel.

I mean it's still pretty stupid they went the direction they did, but that was their interpretations of what the fans complain about.
 
Uh, you mean like the word processor most students use?

When I say students in that example, I mean young students who are still learning the basics and how allowing them to use a program like that prevents them from actually learning. It's a flawed analogy, sure, but I was trying to come up with something that shows the difference between an option hurting the design of a game versus an option overcoming a bad idea/poor implementation in game design.

I'm sick, so that's the best I could do :/
 
No the do dos are good.


What? 99 out of 100 reviews for SF0 are negative. Are you saying there's no way this game could have been as a failure, simply because anyone doesn't like it is wrong? Star Fox 0 didn't justify the use f the GamePad.
not sure where you guys are getting the 99/100 number. There are more mixed/negative reviews than positive, but there are still a lot of positive scores...unless I'm misunderstanding this appraisals 99/100 thing.
SF is a good game, but yeah, it doesnt' justify the use of the gamepad
 
I think he had a point about Guard and Robot. The fact that Guard isn't included free with every StarFox game is insane to me, and those games really didn't deserve the time at E3.

Everything else is a little bit too reaching IMO. Those people that take the time to master the controls say you can pull off moves that would be impossible in a Traditional Starfox. Of course, some people hate new controls and are unwilling to learn - hence divided metacritic score. That doesn't make it a bad game. Also see: Kid Icarus Uprising.
 
I think he had a point about Guard and Robot. The fact that Guard isn't included free with every StarFox game is insane to me, and those games really didn't deserve the time at E3.

In a sense they are free, I would say that the first print physical copies won't go through the initial shipment for a while.

As a 15 dollar digital game though, it's sort of on the mark.
 
I think he had a point about Guard and Robot. The fact that Guard isn't included free with every StarFox game is insane to me, and those games really didn't deserve the time at E3.

Everything else is a little bit too reaching IMO. Those people that take the time to master the controls say you can pull off moves that would be impossible in a Traditional Starfox. Of course, some people hate new controls and are unwilling to learn - hence divided metacritic score. That doesn't make it a bad game. Also see: Kid Icarus Uprising.
Can you even buy starfox without it?
 
Jesus.

I understand Bosman's feelings and kinda agree with some of them but that post-credits bit was just straight up mean spirited and had very little if anything to do with the main video.

Bitter Bosman is not enjoyable to watch.
 
Jesus.

I understand Bosman's feelings and kinda agree with some of them but that post-credits bit was just straight up mean spirited and had very little if anything to do with the main video.

It wasn't really that mean at all, or rather, I don't really disagree with his criticisms.
 
Jesus.

I understand Bosman's feelings and kinda agree with some of them but that post-credits bit was just straight up mean spirited and had very little if anything to do with the main video.

Bitter Bosman is not enjoyable to watch.
Yeah, that's probably what felt off about the video. Bosman has been angry about Miyamoto for awhile and the NX delay probably doesn't help things (since he was betting on it).
The Miyamoto quips are kind of annoying the multiple times they appear during his old shows/GT time, but they weren't a 20 minute long episode and he usually had some nice things to say alongside that.
It'll probably jell well with those that have the idea that Miyamoto is a negative influence even if it's not necessarily true, but it's probably the worst episode from him for me in a long time and it doesn't help that there's not much positive to counteract that in the video and it's after a two month long wait for it.
 
I've been down on Miyamoto ever since Sticker Star. He' s been on a downhil trajectory and it's just further emphasized when the "fresh" blood at Nintendo release Splatoon, probably their most successful new IP.

I'm really glad he's sort of stepping back more and more.
 
Honestly I appreciated Star Fox Zero's tutorial. It felt very quick and to-the-point about the controls. Mario Galaxy 2 was the same way. I wish more games had tutorials that didn't drag so much.
 
It wasn't really that mean at all, or rather, I don't really disagree with his criticisms.

A lot of his criticisms are valid, but some just come completely out of nowhere like the Mario bodytypes vs Splatoon, as if he had absolutely nothing to do with Splatoon at all. Does no one remember Miyamoto reminding his junior to bow after the Splatoon demonstration? He clearly had some kind of guiding direction to that game.

miyamotobow.gif


Honestly the post-credits part just felt like he needed to put in a few more pot shots to Miyamoto to vent some anger. It had nothing to do with the arguments in the main segment and just came off as petty and vindictive.
 
Honestly I appreciated Star Fox Zero's tutorial. It felt very quick and to-the-point about the controls. Mario Galaxy 2 was the same way. I wish more games had tutorials that didn't drag so much.

Aside from Peppy telling you 800 billion times that you can use motion controls.

Man, I just did not like Star Fox Zero at all.
 
Well, if u would skip out all other great things miyamoto made, guess it will seems that miyamoto only made failures here.

His input in Splatoon, Luigi Mansion 2, Pikmin 3, SF zero anime ane pikmin shorts are all simply great.

Hell, i would even said SF Guard is actually damn good game which surprise me alot as i thought that game is only side games.

Nintendo owns a majority of the shares for Monolith so they're a Nintendo developer, but they aren't like EAD. They're not an internal studio.

Not this shitto again. Monolith even help with many EAD games here so i can not be more wrong here.
 
I don't really even like Star Fox 64, so personally I'm not upset that the team tried to mix it up with the gameplay. It seems to have turned out pretty divisively which is not surprising in the least as when a long running franchise attempts something radical control scheme wise it tends to be controversial (see Skyward Sword).

I've yet to play Star Fox Zero but might later in the summer. Interested to see how I feel about the controls.
 
A lot of his criticisms are valid, but some just come completely out of nowhere like the Mario bodytypes vs Splatoon, as if he had absolutely nothing to do with Splatoon at all. Does no one remember Miyamoto reminding his junior to bow after the Splatoon demonstration? He clearly had some kind of guiding direction to that game.

miyamotobow.gif


Honestly the post-credits part just felt like he needed to put in a few more pot shots to Miyamoto to vent some anger. It had nothing to do with the arguments in the main segment and just came off as petty and vindictive.

We don't know how much he had to do with splatoon, maybe after seeing the designs he backed off. As far as I know outside of thinking the initial designs of the characters were lack luster... I don't know ? And I don't know what reminding someone to bow even means or how its relevant to jack shit?

I don't really think its pot shots, everything he said about the female characters in things he is mainly responsible for is, correct. The thing about miyamoto's main character guys being kind of nothing, but the spin off characters manned by other people having way more character, is correct.
 
I've been down on Miyamoto ever since Sticker Star. He' s been on a downhil trajectory and it's just further emphasized when the "fresh" blood at Nintendo release Splatoon, probably their most successful new IP.

I'm really glad he's sort of stepping back more and more.

I see this sentiment a lot and it feels kind of weird to me since Miyamoto isn't involved in game development much at all, but people tend to emphasize failures with Miyamoto than successes. I'm pretty sure he was as involved with ALBW, which was positively received, as he was with Sticker Star (neither very much), but people tend to talk about him ruining Sticker Star far more often than him helping ALBW. And he was far more involved with Pikmin 3 than either of those, but that's not talked about much either. I guess I just don't feel that there's enough reason to think he's on the downhill.

But I agree it's a great thing about Nintendo emphasizing younger developers, it's something that's great in the long term and has already paid off somewhat in the short term.
 
Like Nintendo as a whole, Miyamoto also doesn't go with the flow of the rest of the industry, for better or worse. That's a double-edged sword because he (and Nintendo) follows neither the good or bad habits the rest of the industry tends to adopt. I don't think he should be forced out or anything, but it probably wouldn't hurt if game design decision making at Nintendo was spread among a wider group of people with more varied ideas about games. It probably has something to do with the structure of a Kyoto company. Miyamoto's been trying to pass the torch but I imagine a lot of younger people at Nintendo respect him way too much NOT to hold his input in extremely high regard.

Kimishima has said that the new generation is taking charge of NX development and has also said that Miyamoto is working in Nintendo's partnerships in other media like the theme parks.
 
Except in this case reviews show that 99/100 judgments aren't positive. It's pretty mixed at best.
Not to offend, but are you seriously taking an example made for effect completely literally? XD

Controls are among the most notable things to critisize about the game. One of the most note worthy reviews for this game, was funny enough, a "non review" because the person couldn't manage to adapt to the controls... supposedly. If this tells us something is how flawed the review process in the main stream gaming media can be sometimes. Were a game can suffer important impacts in score because a reviewer isn't willing to invest the neccessary time to learn a control system which in this case is a main part of the game's concept. Maybe because of work preasure or maybe because the weird resistance many gamers share to learn anything beyond dual analog aim and movement.

The Wonderful 101 is a similar case. The game received plenty criticism about the control scheme, yet time has proven that there's nothing inherently broken with the controls save for an initial learning curve.
 
Having just finished collecting all the medals, I disagree. The controls are so good and now that other Star Fox games feel extremely stiff in comparison.

I remember hating duel-analog controls when introduced. I remember hating keyboard and mouse controls when first playing with that setup. I now realize that those are the best ways to play those respective games, just like Star Fox Zero takes advantage of the GamePad.

This situation is like an overblown repeat of Kid Icarus Uprising's control system.

As for the story, they were obviously trying to go for the cheesy route Star Fox 64's writing was known for. Were people honestly expecting a serious story!? How odd.

Star Fox Zero is kind of like a remix. It shakes up SF64 and turns it into something different. Wasn't the game even advertised as being an alternate dimension or something like that?

Basically my point is that the game is very misunderstood. I think Nintendo was afraid to come out and say these things before release.
 
I couldn't watch the video as i am in office right now, but from most of the comments here it seems he also mentioned other things there which is why i made the comment there.

If i am wrong then i am sorry for out of topic comment there.
It's basically just about how Star Fox, Guard, and Projet Giant Robo were all failures.
 
I agree that Miyamoto shouldn't have interfered with Paper Mario. From the sound of things they were making another RPG like The Thousand Year Door before he came in and "flipped the table" so to speak and we got the shit game that is Sticker Star (I hate it, I tried but it didn't have what I liked from the last three games).
 
Having just finished collecting all the medals, I disagree. The controls are so good and now that other Star Fox games feel extremely stiff in comparison.

I remember hating duel-analog controls when introduced. I remember hating keyboard and mouse controls when first playing with that setup. I now realize that those are the best ways to play those respective games, just like Star Fox Zero takes advantage of the GamePad.

This situation is like an overblown repeat of Kid Icarus Uprising's control system.

As for the story, they were obviously trying to go for the cheesy route Star Fox 64's writing was known for. Were people honestly expecting a serious story!? How odd.

Star Fox Zero is kind of like a remix. It shakes up SF64 and turns it into something different. Wasn't the game even advertised as being an alternate dimension or something like that?

Basically my point is that the game is very misunderstood. I think Nintendo was afraid to come out and say these things before release.
Yeah, the game from its first showing was said to be a re-imagining for SF64.
And yeah, taking a big stand against Star Fox Zero's story in the video is pretty weird.
It's an on rails shooter with animals designed around replayability/alternate paths. The voice acting is fine and meme-y like the original was. It could've done more, but it doesn't really lose a lot from not having it.
He got bent out of shape over that quote on the GT time when they released that quote, I guess it was a weird quote to say with how few cutscenes there are so I'm not entirely sure what he meant.
If he meant Star Fox: The battle begins then they got the tone down pretty perfectly.
I agree that Miyamoto shouldn't have interfered with Paper Mario. From the sound of thing they were making another RPG like The Thousand Year Door before he came in and "flipped the table" so to speak and we got the shit game that is Sticker Star (I hate it, I tried but it didn't have what I liked from the last three games).
Sticker Star is awful, and the lack of the story is a big detriment in this case, but the reason it was bad likely wasn't about Miyamoto unless there are quotes saying that he suggested:
"Hey, no party members. No experience points, numbers are hard. Make battle pointless since the reward is more stickers but you waste just as many by fighting. Make bosses needlessly difficult if you don't have a specific one use item that you won't know what it is until the boss starts and you'll have to run away and try and go find that before trying again".
The simpler story means that there's less distractions between the bad gameplay, but it's not nearly the biggest issue the game had
 
I couldn't watch the video as i am in office right now, but from most of the comments here it seems he also mentioned other things there which is why i made the comment there.

If i am wrong then i am sorry for out of topic comment there.

Most of it is just about Star Fox Zero, but it seems like he wants to make a larger point about how Miyamoto is causing more harm to Nintendo's games than good at the end of the video. But he only does briefly and kind of half-heartedly.
 
Not to offend, but are you seriously taking an example made for effect completely literally? XD

Controls are among the most notable things to critisize about the game. One of the most note worthy reviews for this game, was funny enough, a "non review" because the person couldn't manage to adapt to the controls... supposedly. If this tells us something is how flawed the review process in the main stream gaming media can be sometimes. Were a game can suffer important impacts in score because a reviewer isn't willing to invest the neccessary time to learn a control system which in this case is a main part of the game's concept. Maybe because of work preasure or maybe because the weird resistance many gamers share to learn anything beyond dual analog aim and movement.

The Wonderful 101 is a similar case. The game received plenty criticism about the control scheme, yet time has proven that there's nothing inherently broken with the controls save for an initial learning curve.

Shouldn't developers be responsible for creating games that aren't clunky to play, though? If you said that about game mechanics, I would understand; if game mechanics were intentionally clunky (and they succeeded), that's a different story. But we're talking about the method of interacting with the game. If the controls are hard to grasp, the entire game becomes a chore to play.
 
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