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Nintendo releases original Zelda design docs

nintendo.co.uk

11–20 of 51 posts

Re: Nintendo releases original Zelda design docs

#11

Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.

"As a surgeon I appreciate planning the operation before cutting the person open."

Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!

Re: Nintendo releases original Zelda design docs

#12
post #5

Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.

Agree! I think in this case these drawing have a lot of implementation details. It is actually the pattern table, the palette etc.

Are there larger scans of those sheets anywhere? Possibly a blank?

Re: Nintendo releases original Zelda design docs

#13

Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.

"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!

[deleted]

Re: Nintendo releases original Zelda design docs

#14

Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.

"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!

[deleted]

Re: Nintendo releases original Zelda design docs

#15

Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.

"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!

[deleted]

Re: Nintendo releases original Zelda design docs

#16

Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.

"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!

It's not a great analogy, because surgery is not a inherently creative process the way game development is.

Plenty of games are created by jumping right in and starting to code, and then seeing where that takes you. For example, the throwaway game that inspired Portal.

Of course, eventually you do have to take periodic breaks to review things and plan the next phase.

Re: Nintendo releases original Zelda design docs

#17

Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.

"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!

If this was the case we also wouldn't have these things called 'test units' which ensure the code does, uh, what it was planned to do. ;)

Re: Nintendo releases original Zelda design docs

#18
post #9

Earlier quoted context omitted.

By manually changing it you've overridden the dupe post check. I posted this Nintendo article 5 days ago. https://news.ycombinator.com/item?id=13240858 https://www.nintendo.co.uk/News/2016/December/Take-a-look-be... It can be seen in the search: https://hn.algolia.com/?query=https:%2F%2Fwww.nintendo.co.uk...

By HN's standards it doesn't count as a dupe, because the previous submission didn't get attention. See the bit about reposts in the FAQ: https://news.ycombinator.com/newsfaq.html . In other words, even if the nintendo.co.uk URL had been the submitted one, HN's software would have happily let it through. This is by design. It gives good stories multiple cracks at the bat, in the hope of compensating for the randomnes…

Thanks for the clarification.

Previously when I had dupe posted something it seemed to be counted as an up vote for the original post or I got an error that it had already been posted without a redirect.

A suggestion: Reposts count as up votes for original submission AND it puts another submission into the newest queue. Maybe with a REPOST tag and a counter for times REPOSTED.

Additional visibility could help post get more up votes and make it to front page.

Current system doesn't reward poster for being first, as you said, it is up to the lottery of /newest.

Re: Nintendo releases original Zelda design docs

#19

Even as a programmer, I appreciate having the vision of the game first and figuring out how to program it second.

"As a surgeon I appreciate planning the operation before cutting the person open." Your comment seems trivially true to me. How can one possibly begin the second without the first? And yet people try it all the time!

Plenty great games came from exploring a a game mechanic more than from a level design. There are really a lot of games where the look of something can really mean nothing at all.

In today's industry an overlook like this might be useful in level design but I can't really see it having a big impact on the actual development of the gameplay as long as you know what actions the player can perform you don't need to know where they are going to be placed or what they will look like.

Re: Nintendo releases original Zelda design docs

#20
Don't be deceived: the reason why these plans look nice is because of the team structure of the Zelda project. The design team spent a lot of time drawing up polished graphics and layouts and then "threw it over the fence" for implementation, in waterfall fashion. This is still a common practice within Japanese teams, as evidenced by, for example, Mighty No. 9's documentary, where you can witness an entire level constructed in Microsoft Excel. [0] The separation of roles is not a definite downside if the game design is already well-understood, and American teams have flirted with big up-front design on occasion, but tend to lean towards making sure everyone stays hands-on and can test and iterate independently.

One of the stories about Zelda that appears in interviews is that the second quest is the result of a miscommunication about how much space was available: They could have had a single quest that was twice as big.

The main direct advantage of drawing everything out is that you can quickly explore different types of setups(relative scales, positioning, iconography, etc.) and do a few passes of testing on it before committing it to code, for the same reasons that one might do wireframing and mockups for application UI.

[0] https://youtu.be/Ri4bV3Z186Q?t=249

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