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Nintendo - Putting Play First

Nintendo - Putting Play First on HackerTube: recommended by 3 Hacker News commenters across 4 separate months, 2017–2025.

Game Maker's Toolkit

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Game Maker's Toolkit examines Nintendo's design approach of starting from a core play mechanic, making it fun, and building around it. Examples include Mario's jump and Luigi's Mansion's vacuum.

Why Hacker News recommends it

HN recommends it as a concise video essay on why Nintendo games feel good and how the company iterates.

people recommended it
3
separate months
4
strong recommendations
2
discussed on HN
2017–2025
“I highly recommend Mark Brown's video”
— dmitriid, Apr 2018, in “Nintendo's secretive creative process”

What HN commenters said

4 Hacker News comments link this video. Each one links back to its thread.

ecliptikJan 2025Strongly recommends

One of my favorite video essay's on this is "Nintendo - Putting Play First" by Game Makers Toolkit [1]. It goes into when making a game, Nintendo first determines the mechanic they want to focus on; jumping, throwing a hat, shooting paint, etc and finding out how to make it fun, then building and iterating on the idea. It's how they can keep putting out essentially the same games but are completely different. 1. ▶ this video

in “Nintendo announces the Switch 2 [video]” · View on HN

dmitriidApr 2018Strongly recommends

I highly recommend Mark Brown's video "Nintendo: Putting Play First, ▶ this video (and his other essays on Nintendo)

in “Nintendo's secretive creative process” · View on HN

ecliptikMay 2023Recommends

There's a Game Maker's Toolkit video [1] that does a good job explaining how Nintendo focuses on play first. "That's how we make games at Nintendo, though: we get the fundamentals solid first, then do as much with that core concept as our time and ambition will allow" - Shigeru Miyamoto 1. ▶ this video

in “Legend of Zelda game sells 10M copies in three days” · View on HN

forkLdingAug 2017Recommends

Quick suggestions on usability, maybe start off the game with players on a slower speed so they get used to moving around first and then gradually speed up by accomplishing actions that you want them to do in a training sort of manner so that players start learning and don't get confused. Side note: I subscribe to Mark Brown's Game Maker's Toolkit on Game Design and Game progression, here is an example: ▶ this video I think it would definitely help

in “An Embarrassing Tale: Why my server could only handle 10 players” · View on HN

Topics & tags

Game designnintendogame designmarioiterationvideo essay