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Nintendo releases original Zelda design docs

nintendo.co.uk

21–30 of 51 posts

Re: Nintendo releases original Zelda design docs

#21
post #10

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

But don't forget that today it's often faster to program it first without a plan, and rewrite it a few times later; than to draw such nice design plans and iterate on them before writing actual code. Also, in some cases, writing actual code reveals some unforeseen problems in design.

but what makes the game more fun? from what i've seen, most people agree that Nintendo games are some of the most fun consistently and yet they use this process. Meanwhile there have been many disasters like no mans sky that have been built iteratively.

Re: Nintendo releases original Zelda design docs

#22

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!

"A day of coding saves an hour of planning" is one of the first mantras to stick with me (I find it holds true for me)

Edit: I was also hoping there would be an album or collection of the Zelda assets - is it just the embedded ones on the page they released?

Re: Nintendo releases original Zelda design docs

#23

Earlier quoted context omitted.

"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…

In Zelda's case, the level design _is_ the game mechanic - where you have to go to get a key, how the game forces you to double back in a dungeon, falling from one floor to the other through a hole, etc.

Re: Nintendo releases original Zelda design docs

#24

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!

As an agile surgeon, I focus on immediate deliverables - we can figure out how to restart the heart once we've iterated breaking the ribcage a few times.

Re: Nintendo releases original Zelda design docs

#25
post #10

Earlier quoted context omitted.

But don't forget that today it's often faster to program it first without a plan, and rewrite it a few times later; than to draw such nice design plans and iterate on them before writing actual code. Also, in some cases, writing actual code reveals some unforeseen problems in design.

but what makes the game more fun? from what i've seen, most people agree that Nintendo games are some of the most fun consistently and yet they use this process. Meanwhile there have been many disasters like no mans sky that have been built iteratively.

No man's sky would have been a bad game by either development practice; it's failure primarily stems from a misunderstanding of game design

The game was fundamentally shallow

Re: Nintendo releases original Zelda design docs

#26

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!

Go to a good art museum and see the "studies" associated with many pieces of art. Before the final product, the artist has a bunch of experiments with techniques, framing, and the like.

One of the things we often lack in software is a good medium for exploring mechanics. Getting something to the point where we can conduct an "Is this fun?" test or more generically "Does this serve the purpose" without a massive development undertaking.

Re: Nintendo releases original Zelda design docs

#27

Earlier quoted context omitted.

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…

In Zelda's case, the level design _is_ the game mechanic - where you have to go to get a key, how the game forces you to double back in a dungeon, falling from one floor to the other through a hole, etc.

I disagree, all the things you listed are game mechanics, but they have nothing to do with level design. as a developer I should have all this different mechanics working independently of where they are in the level.

Re: Nintendo releases original Zelda design docs

#28

Earlier quoted context omitted.

"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!

As an agile surgeon, I focus on immediate deliverables - we can figure out how to restart the heart once we've iterated breaking the ribcage a few times.

& the patient pays for that kind of service! He has a meeting to get to this afternoon

Re: Nintendo releases original Zelda design docs

#29
post #26

Earlier quoted context omitted.

"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!

Go to a good art museum and see the "studies" associated with many pieces of art. Before the final product, the artist has a bunch of experiments with techniques, framing, and the like. One of the things we often lack in software is a good medium for exploring mechanics. Getting something to the point where we can conduct an "Is this fun?" test or more generically "Does this serve the purpose" without a massive devel…

Yup, there's a very common game design technique called "White Boxing" where you design your levels out in white boxes until they're fun and then art comes in afterwards and makes it look realistic.

Re: Nintendo releases original Zelda design docs

#30
Do also check out, if you haven't already, this Iwata Asks interview from 2009, which contains further insight into the development of the original Zelda, and more design documents:

https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-...

(Be sure to click the Next button at the bottom of that page for the second part.)

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