Tuesday 9 September 2008

Nintendo’s 20 most inspirational and innovative products that changed the game industry - Part 1

Here I write about one of the favourite games development company "Nintendo" although I know this is slightly off the topic from games design but I thought it be a nice change from talking about deep theories of game design (although I really enjoy writting and thinking about game theory) and also I'm back to writting on this blog again so you be hearing from me often. Anyways I hope you enjoy this list as i'm going post this list in a few parts over the week.

Nintendo has been an innovator for generations, experimenting with new ideas, changing the way we play games and changing the way, the industry makes their games। I have to say I had trouble deciding and defining what Nintendo product should go where as there are many factors to consider. Did this product create a bigger impact on the industry in terms of sales or game innovation than another product? If the product is an evolution of another product does this make it less innovative and inspirational than other products? In the end, this list boiled down to my opinion and knowledge as gamer and Nintendo fan to what I value most from these products and how I think they impacted the industry.
20. Virtual boy (1995)

The Virtual boy was only released within America and Japan and never made it over here to the European shores due to it being a commercial failure with only 22 games being released on the console। This console was designed and developed by “Gunpei Yokoi” who created the “Game and Watch” games/toys, “Game Boy” and of course “Metroid” and sadly this was his last console he designed for Nintendo. He resigned August 15, 1996 due to his failure of the “Virtual boy” and also “Nintendo” blamed him for the console’s lack of success which didn’t help matters. This console didn’t create much of an impact towards the industry but you can’t help but admire the Gunpei Yokoi’s ambition trying something new and quite experimental for a console for the time.

19. Rumble pack (1997: Nintendo 64)
“Rumble pack” was released for Nintendo 64 in 1997 becoming the first vibration accessory for console gaming, famously packaged with “Starfox 64” (“Lylat Wars” as it was called in Europe – what a poor name) as the first game to use the “Rumble pack”. Copied a year later (1998) by Sony placing the rumble pack internally (don’t have to buy separately) within controller called “DUALSHOCK” being their 3rd official controller for the “PlayStation”. This is one of the most inspired console controller features as every controller within modern gaming has a rumble feature. Although N64 rumble pack was inspiring I wouldn’t say it was most innovative example of game functionality as it never changed the way you played the game, maybe how you experienced it but not the actual gameplay.
18. Smash bros (1999: Nintendo 64)

Are you probably wondering why did I pick “Smash Bros” for this list? Well “Smash Bros” was the first game of its type creating a new subgenre of fighting games which is quite rare within games industry. At the time, the popular fighting games like Tekken, Virtua Fighter and Street Fighter 3/Alpha series were designed for hardcore fighter fans with better graphics, more moves, more characters, etc making less accessible and harder to get into for newcomers whereas “Smash bros” was the complete opposite to this. “Smash Bros” was like “Mario Kart” of fighting games which was unheard back at 1999 which was very accessible and fun which didn’t require players to know/remember moves (knowledge) but rely on instinct and simple tactics. One of the greatest introductions to the fighter genre was the simple function of simultaneous 4 players on same screen. “Smash bros” is still known to this very day (latest version called “Smash Bros: Brawl” on Wii) to be quite unique and inventive as it reminds to one of few titles known within this niche genre of “Party fighting game”. The only other example I can think of is: Power stone 1 and 2 released back 1999 and 2000 on the “Dreamcast”.

17. Connectivity between the GameCube and the Game Boy Advance via Zelda: four swords (2004: Gamecube/game boy advance)
I believe this is one of Nintendo’s biggest sleeper hits and combined with both console/accessory interactivity (needing a “GameCube”, “Game Boy Advance” and connection cable for each player) and game design interaction, deserving of far more sales than it actually got. It’s this unique approach of using connectivity between the “GameCube” and “Game Boy Advance” that made this game so special, with gameplay surrounded by interaction of both consoles. This was also its downfall as the requirements to enjoy the full experience were too uncommon among most gamers, and only the hardcore would invest into such optional peripherals (limited games supported this setup, “Pacman vs” is one of the few other examples) most likely having 3 other friends with GBAs willing to play the same game in the same room. Nintendo is famous for inventive peripherals changing the experience of the gameplay and this was more than some gimmicky peripheral interaction, actually changing the way you played the game. In fact this is the first real co-op game built ground up as co-op multiplayer game which remains unbeaten by other temporary co-op games like “Army of two” and “Schizoid” in terms of co-op interaction game design and gameplay. Only if they would make a sequel using both “Wii” and “DS”, such no brainier, especially with high number of DSs and Wiis sold. Four player Zelda you can’t go wrong!

16. Pokemon Blue/Red (1998: Gameboy)
I can certainly see why people hate “Pokémon” but I personally find Pokémon to be quite cute and kid friendly. Everyone can play “Pokémon” I wouldn’t say that it does anything new in regards of gameplay within RPG genre but certainly executes some interesting ideas with connectivity between the two versions, collecting 150 different Pokémon, each Pokémon representing a different element, training the Pokémon, etc. It’s a very cleverly made and accessible RPG presenting typical aspects of RPG in fresh way making it understandable for all age groups. “Pokémon” is often described as the “Kid’s crack” especially the Pokémon cards. Nintendo stated that the Pokémon franchise has sold over 175 million units as of April 23, 2008. Only Nintendo can come up with something so bizarre (which you wouldn’t think would even take off) yet so successful. If you're talking about “Nintendo”, you can’t forget about “Pokémon” due to it's financial importance, although how innovative it actually is would make an interesting debate.
15. Pikmin (2001: Gamecube)
This game was released within the first year (first wave of Nintendo titles) of the GameCube's lifespan and it was one of the most original titles on the Gamecube designed by “Shigeru Miyamoto”. This is the first example of original RTS (real-time strategy) working on console, a genre which is so associated with the PC, showed the industry that a RTS can work on console, although “Pikmin” is also a unique blend of adventure/puzzle making it hard to define to a single game genre. “Pikmin” wasn’t the most deeply tactical game out there but made up for it with charm and character. This game wasn’t Nintendo’s biggest seller but certainly has a good cult following, releasing a sequel Pikmin 2 in 2004 (GameCube) and a 3rd title being made for “Wii” which I can’t wait for. “Pikmin” series doesn’t directly inspire the latest trend of RTS titles for consoles like “Halo Wars”, “End War”, “World in Conflict”, etc but it certainly opened the door/possibility for RTS to work on console with unique gameplay style too.
End of part one - Written by: Jonesy

1 comment:

Anonymous said...

Where's the Zelda text :-P. Anyway so far so good, as you know Nintendo is my favourite gaming company so can't wait to read the rest of the list.

Zelda Four Swords is such an amazing game in multiplayer. They really need to do one for Wii and DS.