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Ask the developer. 5, Nintendo Switch Sports Part 1

Ask the developer.  5, Nintendo Switch Sports Part 1

 


Pre-recorded content according to current COVID-19 Health and Safety Guidelines.

This article has been translated from the original Japanese content.

This interview was done before the game was released.

In this fifth volume of Ask the Developer, Nintendo Switch’s Nintendo Switch Sports game features a series of interviews in which Nintendo developers convey in their own words Nintendo’s thoughts on creating products and the specific points they are particularly particular about. I was talking to the developer behind me. The system started on Friday, April 29th.

1: Aim for the most inviting motion-based game in the world

4: Playing with others is inherently fun

Part 1: Aim for the most inviting motion-based game in the world

First of all, can you briefly introduce yourself?

Takayuki Shimamura (hereinafter referred to as Shimamura): Im Shimamura, the producer of Nintendo Switch Sports. I was the director of Wii Sports, Wii Sports Resort and Wii Sports Club. This was the first title in a series I participated in as a producer.

Zenichi Yamashita (hereinafter referred to as Yamashita): The director of this title, Zenichi Yamashita. I was also the director of games for Wii Sports and Wii Sports Resort.

Shinji Okane (hereinafter referred to as Okane): Im Okane. I was the program director for this title. He was also involved in the Ring Fit Adventure game as a program director and the skipping rope challenge game as a director. I have worked on many physical activity titles.

Junji Morii (hereinafter referred to as Morii): Im Morii. I joined this title as an art director. I was also the art director of the Wii Sports game. Some of the other titles I’ve worked on are Nintendo Land and 1-2-Switch games. I have been working with Shimamura-san and Yamashita-san for a long time.

Natsuko Yokoyama (hereinafter referred to as Yokoyama): I was the sound director for this title. Before this game, I was in charge of the sound effect (1) of the Ring Fit Adventure game, and like Mr. Okane, I am also working on the title of physical activity.

(1) Sound effects. All the sounds an object produces in a game.

Thank you very much. Mr. Yamashita, could you start with a brief introduction to Nintendo Switch Sports?

Yamashita: Of course. Nintendo Switch Sports is a sequel to the motion-based game series that began with Wii Sports, which was released exclusively for the Wii system in 2006. In addition to the popular tennis, bowling and shambhala in the previous titles, this new title includes volleyball, badminton and soccer. There will be an update in the fall when golf is added as an additional sport.

When did the work on this title begin? Did you start development with the expectation that it would be a sequel to the Wii Sports series?

Yamashita: The project started shortly after the Nintendo Switch system was released. Mr. Koizumi (2) called me and asked me to develop the Nintendo Switch title for the Wii Sports series. And that is the beginning of the project.

(2) Yoshiaki Koizumi. Deputy Governor and Senior Executive Officer of the Planning and Development Department. He is the general producer of the Nintendo Switch system.

So it started long ago.

Yamashita: You may be wondering why it took so long since it was released in 2022.

I’ve been working on it since I received a request from Mr. Koizumi.

Yamashita: Yes. In the Wii Sports and Wii Sports Resort games, I came up with as many ideas as I could think of, but most of them were included in the title and realized, so I felt like I did everything I could. My impression at the time was that it would be difficult to do a sequel in the future. So when the Nintendo Switch Sports project started, I honestly felt that there weren’t any sports left to add.

So your starting point was “nothing left to do”, and did you think of a creative way to add something new?

Yamashita: Yes. “There may not be so many new sports and gameplay types anymore, but that’s not enough.” After thinking about various things for a while, I was doing my best alone. With the addition of new members, I was conscious of creating something new that was different from the past in the process of prototyping. However, we were so conscious of this that we decided to achieve gameplay that could be played without shaking the Joy-Con controller. (Smile)

Without shaking the Joy-Con controller …? You were planning to develop a Nintendo Switch title for the Wii Sports series, right?

Yamashita That’s right. We started with Wii Sports, but we’re obsessed with renewing the look, swing motion control has become a secondary consideration, and other aspects of the game, such as the mood of the game, are priorities for our efforts. It became a matter. But at that time I was working so hard that I didn’t ask too many questions. I was conscious of making something new no matter what, but it didn’t work out in the end. We got lost and were on the verge of losing the appeal of Wii Sports. And it had already been years before we admitted that we were pursuing the wrong direction.

I understand that it’s been a long time since the project started. How did you pivot from there after you realized you were going in the wrong direction?

Shimamura: Then, when I actually made a prototype, the operation was complicated and the motion control became a back burner. I felt that if we went in this direction, it wouldn’t be something that people would say, “Let’s play together,” when someone is at home. What is indispensable for the Wii Sports series is that anyone can easily play it even for the first time, and I thought that it was lacking in the prototype at that time. So, I had a hard time with all the staff who worked halfway through the game, but said that our goal was to create the most compelling motion-based game in the world. There are many other deep and interesting games at Nintendo, but considering the differences between them, I think it’s our mission to create friendly products for ages 5 to 95. And we have made a new start.

understand. That was a big decision. What was the first thing you did when you resumed this latest entry in the Wii Sports series as a motion-based game?

Yamashita: Going back to the basics, I thought that this game should be something that customers can react to immediately with a single swing and find it interesting. Fortunately, some customers have felt this way about past works, but both those who know past titles and newcomers will be able to say “Oh, this is fun” at the moment of choice. I decided to do it. Start the Joy-Con controller. But to get there, the entire development team needed to close the gap between those who knew and didn’t know past titles. For example, four people (Shimamura, Yamashita, Morii, Okane) who have experience in developing motion control games have some common sense when they say “this action from that time” or “old-fashioned way of making”, so “Oh. That’s it. This makes it easier to understand. ” However, when Mr. Yokoyama gave it to the new member in the same way, he asked, “What the hell is that?

Shimamura: A member with a lot of experience developing Wii Sports games said, “This is important. We can develop it later, but I couldn’t understand why we were developing in this order and why we were developing it. I used to create it that way, unless I put it in words properly.

By the way, how many people didn’t know about the development of Wii Sports?

Yamashita: More than 90% were new members. Each member brought in ideas for improving past titles, but I didn’t have a common experience of why I didn’t make such a system, so after a while of development, I finally said, “Hey, that’s it. That’s why past titles were. It took a long time to reach a common understanding.

I think you said that it would be difficult without the intuition unique to motion-based game development.

Shimamura: For example, if you press the A button in a normal game, everyone will get the same result. However, in the case of motion control, the controller is shaken to operate, so even if you try to use the same motion control, the movement will be different, so it is not easy.

Certainly, the degree of “light” of “shaking lightly” varies from person to person.

Shimamura: If you give a prototype adjusted by imagining it as a “light swing” to another person and swing it “lightly”, it will not move in exactly the same way in the game. .. So this happens. As with previous titles, motion-based games require adjustments to each of these aspects.

Okane: In the end, it wasn’t enough to explain, but as I was actually making and playing the game, everyone started to understand it …

This meant that we were able to share different insights by tracking the actual development of the project and improving the project by incorporating past methods. So, if we had a common understanding, would development go smoothly?

Yamashita: No, it’s improved, but I think it didn’t work as well as I expected. This is my third title development, so I thought I could do a certain task within a certain amount of time … First of all, when I realized motion control, I hadn’t realized it yet. We have thoroughly investigated all the mechanical and systematic differences between the Wii system and the Nintendo Switch system. Through trial and error in development, there were more differences than I had expected, and as a result, it was time-consuming and difficult. (Smile)

Shimamura: I thought I could take over some elements from the original title, and it would be as easy as 1, 2, 3 … (laughs)

So everyone thought it would be easy to get at least to recreate Wii Sports.

Okane: No, all the programmers thought, “It’s not easy …”.

Yamashita: I understand that. You can’t understand how difficult it is without actually writing code (3). As a director, “Let me have this kind of experience, but it’s the programmer who is doing the trial and error to make it happen. This is the hardest part. Still, I just remember. Develop past titles. It’s a good memory, so I tend to ask casually.

(3) A game program that describes what kind of input (motion control, button operation, etc.) and what kind of output (character running, throwing a ball, etc.) in a programming language.

Read more-Part 2: Detection over 90%

Mild violence

In-game purchases, user interactions

Sources

1/ https://Google.com/

2/ https://www.nintendo.com/whatsnew/ask-the-developer-vol-5-nintendo-switch-sports-part-1/

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