[HN Gopher] People who made the original Super Mario Bros shippe...
       ___________________________________________________________________
        
       People who made the original Super Mario Bros shipped Wonder 38
       years later
        
       Author : I-M-S
       Score  : 286 points
       Date   : 2023-10-26 09:45 UTC (13 hours ago)
        
 (HTM) web link (www.nintendo.com.au)
 (TXT) w3m dump (www.nintendo.com.au)
        
       | boiler_up800 wrote:
       | I'm trying to imagine myself crafting saas apps for 38 years.
        
         | ulizzle wrote:
         | Imagine running 'rm -rf node_modules' forever. Sounds like the
         | 3rd circle of hell
        
           | wizzwizz4 wrote:
           | If you expected to do this for 38 years, you would probably
           | start building better tools. There was a time before Node,
           | and there will be a time after it.
        
             | endemic wrote:
             | I'm a low level corporate drone -- you think I have any
             | autonomy? 20MB React app? That's just the way things are!
        
               | mohaine wrote:
               | I think you dropped a zero there.
        
           | thakoppno wrote:
           | `npm ci` does that for me. it's fine.
        
         | hotpotamus wrote:
         | > Peter Gibbons: What if we're still doing this when we're
         | fifty? Samir: It would be nice to have that kind of job
         | security.
         | 
         | From "Office Space" - welcome to the club.
        
         | tshaddox wrote:
         | I certainly wouldn't want to limit it to "SaaS apps," but I
         | feel excited enough about the web to be making web sites for
         | 38+ years.
        
         | AndrewDucker wrote:
         | If you don't enjoy your job at all then it's probably time to
         | look for one that you do enjoy on some level.
        
       | nerdjon wrote:
       | I didn't really realize that Nintendo was that good at keeping
       | talent. I guess it kinda makes sense, they seem to have a vastly
       | different culture than game developers have here.
       | 
       | It is also interesting to compare this to the stories that came
       | out of breath of the wild of them specifically asking their newer
       | developers for the crazy ideas and that leading to how great BoTW
       | was. However given just how crazy Wonder is I have to imagine
       | this was still the case here.
       | 
       | Super Mario Bros Wonder really is an amazing game. I have
       | struggled at times with putting it down and going to bed. This
       | will likely be my first 100% Mario game. (Can we talk about the
       | Singing Piranha Plants in the second level!)
        
         | surgical_fire wrote:
         | Not really that surprising when you have reports such as these:
         | 
         | > https://www.bbc.com/news/business-25941070
         | 
         | > https://www.nintendolife.com/news/2023/02/nintendo-is-
         | raisin...
         | 
         | It's important to notice that both of these initiatives
         | happened when the company was facing downturns. It is easy to
         | be a good employer when things are going great, not so much
         | when things are not as rosy.
         | 
         | Add that to the Japanese working culture where tenure is merit,
         | and staying in the same company is valued by employers in
         | general.
        
           | velcrovan wrote:
           | Whereas in the US: https://www.sciencedirect.com/science/arti
           | cle/abs/pii/S00221...
           | 
           | (from HN a few days ago IIRC)
        
           | kmlx wrote:
           | > Add that to the Japanese working culture where tenure is
           | merit, and staying in the same company is valued by employers
           | in general.
           | 
           | imo this is by far the biggest driver of "keeping talent".
           | japanese society and businesses don't reward people that jump
           | from job to job.
        
             | robertlagrant wrote:
             | This can have negative effects too. While I don't think
             | "society" (who's that?) rewards people who job-hop.
             | However, being willing to move to the employer who values
             | you the most every couple of years is bound to increase
             | your salary, because you're optimising your match to the
             | market. I wonder how Japanese businesses avoid recognising
             | this value, unless they just frown on people moving around.
        
               | kmlx wrote:
               | true, but japanese society values stability more than
               | anything. as such, the value of increasing salary by job-
               | hopping is dwarfed by the unpredictability it generates.
               | 
               | but there are a lot of other negative effects. being
               | stuck in a dead-end job is a common issue for example.
               | 
               | of course, i am heavily generalising here, so grain of
               | salt and all of that.
        
               | my12parsecs wrote:
               | Japan is basically socialism when it comes to values and
               | the actions people take. Limited tolerance for big change
               | or extreme competition, very static communities and low
               | mobility. It used to work uptill the 80's, but in the age
               | of innovation and change, it's backfiring.
        
               | dragontamer wrote:
               | That's not what socialism means.
               | 
               | Socialism is state-controlled means of production, IIRC.
        
               | a_cardboard_box wrote:
               | Socialism is worker-controlled means of production.
               | State-controlled means of production is socialism if the
               | workers control the state (which is generally not the
               | case for states that call themselves "socialist").
        
               | red-iron-pine wrote:
               | Youre kidding yourself if you think the average worker in
               | Japan has much say in the company, or how those companies
               | direct the state
               | 
               | they're conservative, in the sense they don't like
               | change, but that ain't nothin to do w/ Karl M
        
               | a_cardboard_box wrote:
               | I don't think Japan is socialist.
        
               | a1o wrote:
               | There's nothing in their answer that indicates this, you
               | are confusing with the other person.
        
               | M95D wrote:
               | No, that's communism, or at least what communist
               | propaganda say it is. In communism the means of
               | production are controlled by the state (saying they're
               | controlled by the workers, but it's false).
               | 
               | AFAIK, the means of production (large ones, not a one-
               | man-tailor-shop) were never controlled by the workers,
               | except maybe in the extremely short periods of anarchism.
        
               | M95D wrote:
               | No, that's communism.
        
               | robertlagrant wrote:
               | Depends who you ask, but Marx used the two
               | interchangeably. Lenin thought that Socialism was
               | Communism stage 1.[0]
               | 
               | But I think it's pretty normal to see Socialism as State-
               | owned means of production. Trust your bureaucrats!
               | 
               | [0] https://www.britannica.com/topic/communism/Marxian-
               | communism
        
               | dragontamer wrote:
               | In any case, Japan and its history are very far away from
               | Socialism / Communism. Meiji Era was pre-industrial
               | Samurai. Meiji / Imperial Japan was Fascist but with the
               | rise of independent companies like Mitsubishi (who had
               | ties to the old Samurai families). Perhaps its best to
               | use Japanese words: like Zaibatsu, to describe these
               | concepts.
               | 
               | I don't know if Capitalist is the best word for Japan,
               | because those weird centuries-old Samurai families /
               | companies are just an alien concept to Western-language.
               | Yes, Zaibatsu is kinda-sorta like a Western Company or
               | Corporation, but not really.
               | 
               | If I were forced to put Japan on the Capitalist vs
               | Communist axis, I'd say the proliferation of Zaibatsu
               | clearly put them towards Capitalist slant (ie: private
               | entities who control large sums of wealth). But its very
               | different than Western societies or our concept of
               | companies. The values system of a Zaibatsu / Japanese
               | century-old company is very different from the values
               | system of a traditional American mega-corp.
               | 
               | ---------------
               | 
               | Going back to this topic: Nintendo itself was founded in
               | 1889, during this rise of the Meiji Era and Zaibatsu
               | (though I don't think Nintendo ever grew to the size
               | large enough to be considered a Zaibatsu... it grew up
               | and existed in the era of such beasts).
               | 
               | Due to the emphasis of longevity and company values,
               | Japan has odd traditions. Such as the concept of adult-
               | adoption, where some Fathers (often businessmen in charge
               | of a 200, 300+ year old company) will adopt 20 to 30+
               | year olds with the expectation that these adults will
               | take over a family business.
               | 
               | Does this make Japan more capitalist or socialist? Well,
               | neither. Its just different and probably best to try to
               | not bring Western axis (like Capitalism vs Socialism) to
               | describe their society.
               | 
               | Japanese society from Meiji era onward was undoubtably
               | influenced by the British (Japan studied the history of
               | the other "industrialized island", and used Britain as
               | the basis for their new government / theories). And
               | later, when USA took over and occupied after WW2, Japan
               | further was influenced by USA. As such, I really do think
               | they're more capitalist if we had to pick capitalism vs
               | socialism.
        
               | hotnfresh wrote:
               | Japan's big deviation from what "capitalism" has meant
               | since the 1980s, in the US and Britain, at least--which
               | is to say, neoliberal economics--wasn't quite as weird to
               | "westerners" at the time it was really at its height, I
               | think, because we hadn't so entirely shifted our Overton
               | window to put neoliberalism smack in the middle. But now,
               | for sure, it doesn't look like what's usually promoted as
               | healthy capitalism around here.
               | 
               | Instead of "my half-understanding of Ricardo means I'm
               | sure this will make us all better off" free trade and
               | laissez-faire domestic economic policies, they pursued
               | lopsided (export-focused) trade, plus heavy government
               | intervention and public-private partnerships aimed at
               | accelerating technological development and reducing
               | domestic technical competition among the zaibatsu, in
               | order to make them more competitive in foreign markets.
               | Their "miracle" economy spanning decades involved a ton
               | of government guidance and spending and seemingly-weird
               | shit like deliberately keeping domestic prices higher
               | than they otherwise could have been--with the guidance
               | part maybe being the most surprising bit, to those who've
               | internalized certain limited ideas about what can and
               | (surely!) cannot work well in economic policy.
               | 
               | It worked _incredibly_ well and was the first draft of
               | what would become the blueprint for the  "Asian Tiger"
               | economic strategy.
               | 
               | [EDIT] Big deviation in the postwar era and (kinda) up to
               | today, I mean. Obviously it was doing some different
               | stuff during and before WWII.
        
               | themaninthedark wrote:
               | Japanese society is collectivism, not socialism. They
               | have a long history and many traditions around keeping
               | social harmony. This is has both good and bad effects.
               | 
               | This gets confused for socialism because when action
               | happens, everyone is on the same page and working to
               | support the action. Before that point, there are lots of
               | meeting and discussions to create harmony and make sure
               | that everyone agrees with the action. Sometimes this is
               | lead bottom up, workers will get an idea and circulate it
               | to get everyone's buy in but without the upper
               | management's approval, no one will try an idea for fear
               | of causing offense. Which leads me in to how they are
               | very authoritarianism, if the boss tells you a poster is
               | blue not green, everyone will agree that it is blue. Only
               | after the boss is gone will people stand around and
               | question the edict.
               | 
               | If you look at how Toyota reacted to electric vehicles,
               | someone did not like the idea or their pet project was
               | fuel cells and that is the direction they took for a long
               | time, rather than hedge their bets and split focus that
               | is what they were committed to and now they are late to
               | the EV party where they had a large head start with the
               | Prius.
        
               | M95D wrote:
               | > being stuck in a dead-end job is a common issue for
               | example.
               | 
               | A job would look like a dead-end only if you hate it.
        
               | eloisant wrote:
               | Western employers don't deliberately reward people who
               | job-hop, but their actions actually encourage employees
               | to job-hop.
               | 
               | - Not investing in people enough (e.g. training)
               | 
               | - Prefer outside candidates to internal promotions
               | 
               | - Not willing to give significant raises, but willing to
               | hire new people at a higher salary
               | 
               | All those actions end up rewarding job-hoppers, even if
               | it's probably not the intended goals behind this
               | employers' behaviour.
        
               | neilv wrote:
               | > _Western employers don 't deliberately reward people
               | who job-hop,_
               | 
               | Don't techbro employers _also_ deliberately reward people
               | to job-hop _to_ them, from where the person is currently,
               | by knowingly providing a big pay bump over the person 's
               | current place?
        
               | blincoln wrote:
               | > Western employers don't deliberately reward people who
               | job-hop
               | 
               | I don't know of any employers who would admit to
               | deliberately rewarding job-hopping outside the
               | company[1], but I suspect that's out of concern for
               | potential negative consequences of admitting to the
               | practice, not because they don't do it intentionally.
               | 
               | Hiring skilled job-hoppers often makes a lot of sense.
               | They bring in knowledge and experience of things that
               | worked (or didn't) in other organizations. It can be a
               | great way to avoid getting stuck in local maximums, and
               | avoid repeating mistakes others have already made.
               | 
               | [1] At least one previous employer deliberately rewarded
               | job-hopping between roles internally, because it gave
               | people a much wider base of knowledge and promoted
               | empathy between people in different parts of the company.
        
               | digging wrote:
               | > Hiring skilled job-hoppers often makes a lot of sense.
               | They bring in knowledge and experience of things that
               | worked (or didn't) in other organizations. It can be a
               | great way to avoid getting stuck in local maximums, and
               | avoid repeating mistakes others have already made.
               | 
               | Understandable. A counter would be that you can't expect
               | to retain someone who's really good if this is your
               | habit, but the counter to that would be that you can make
               | it up if you're really cultivating a culture of hiring
               | high quality job-hoppers.
               | 
               | It's the difference between taking one extended-release
               | medication or taking a new pill every hour for the same
               | effect. With the ER, if you get a dud, you're in trouble
               | all day. With short-lived medication, duds can be a big
               | problem in the short term but overall you can still be
               | getting better.
        
               | wisemang wrote:
               | It can make sense, but serial job hoppers may also keep
               | bouncing to the next thing before learning what the
               | medium to longer term implications are of certain
               | technologies or design decisions. For example operational
               | issues and maintenance.
               | 
               | I've seen teams get screwed over by someone parachuting
               | in to deliver v1 with shiny new tech and getting a pat on
               | the back ($$) for a job well done. Fast forward 6-12
               | months and you realize the new tech debt is as bad or
               | worse as the old tech debt.
               | 
               | That said, stagnation and sticking with Blub can also
               | bring its own set of issues.
        
               | soperj wrote:
               | > They bring in knowledge and experience of things that
               | worked (or didn't) in other organizations.
               | 
               | They also bring in a lot of change for change sake
               | because they don't know the current systems.
        
               | robertlagrant wrote:
               | Naturally, unless your employer is the employer that most
               | highly values your skills in the world, another employer
               | will pay more for you. Changing job is a way of finding
               | that employer who values your skills the most.
               | 
               | That's just what will happen in companies that value
               | skills more. If other companies value loyalty more, then
               | their employee profile will look different.
        
               | swatcoder wrote:
               | That involves a really unrealistically narrow and
               | abstract idea of "skill", where they're just some
               | characteristic of an individual that manifest independent
               | of the environment. In practice, people perform
               | differently in different environments, and a high-
               | performer with deep collegial relationships at HyperBiz
               | might have pretty unimpressive impact as a newbie at
               | HoopaCorp. This is even true among engineers, if not
               | especially true among them.
               | 
               | Most of us do better work around good, familiar
               | colleagues (once we find them) than at the place with the
               | biggest TCO budget, and many of us prefer to work
               | somewhere that invites our best work more than one that
               | let us buy the fancier trim line on our already-luxury
               | car.
               | 
               | The cultural distinction isn't "valuing skill" vs
               | "valuing loyalty" - it's a worldview of radical
               | individualism vs interdependent pragmatism.
        
               | robertlagrant wrote:
               | > That involves a really unrealistically narrow and
               | abstract idea of "skill", where they're just some
               | characteristic of an individual that manifest independent
               | of the environment.
               | 
               | No it doesn't. This is about companies needing to hire a
               | skill and valuing it more than your current employer
               | values it. Companies don't hire people who are already
               | performing well in their environment, because they're a
               | new hire.
               | 
               | > Most of us do better work
               | 
               | I'm not talking about this. I'm saying, say, a web
               | developer working for a scaleup with a global customer
               | base is going to be worth paying more for than a web
               | developer working for a company with a customer base of
               | up to 1000 businesses.
               | 
               | > many of us prefer to work somewhere that invites our
               | best work
               | 
               | This also irrelevant - I'm not saying what people should
               | choose; I'm saying that moving for a raise is you finding
               | somewhere that values your skills more right now.
               | 
               | > it's a worldview of radical individualism vs
               | interdependent pragmatism
               | 
               | This is just silly biased phrasing. It's not about
               | individualism at all. It's about hiring. Unless you think
               | hiring individuals is radical individualism, and only
               | complete teams should be hired, like the NFL.
        
               | klyrs wrote:
               | > Naturally, unless your employer is the employer that
               | most highly values your skills in the world, another
               | employer will pay more for you. Changing job is a way of
               | finding that employer who values your skills the most.
               | 
               | This sounds like the Peter principle.
        
               | pjmlp wrote:
               | Depends, in Portugal outside IT that usually means one
               | isn't good enough keeping their job in first place, or is
               | only working across low paying jobs.
               | 
               | Not really a good sell to have CVs with long list of
               | employers.
        
               | bowenjin wrote:
               | The problem with raises and promotions is that it's slow,
               | requires a lot more work from the manager, and doesn't
               | increase the manager's number of reports. Thus hiring
               | externally is a lot easier and more beneficial to the
               | manager. Especially for those managers who are serial job
               | hoppers themselves.
               | 
               | Another factor is the recruiting teams are assessed on
               | conversion, how many passed phone screens, on sites, and
               | offer accepts etc, but not on the performance of those
               | employees after they join. So recruiters just spam anyone
               | they think will have a remote chance of passing some
               | stage of the interview process.
               | 
               | There have to be consequences to hiring a bad hire for
               | the recruiting team and they have to be severe enough to
               | make recruiting risk averse.
               | 
               | But this will never be the case if the organization is in
               | growth mode where everything manager is trying to get as
               | much headcount and hiring as fast as possible.
        
               | tap-snap-or-nap wrote:
               | Would it be inaccurate to imply that the many western
               | employers are prefer to maintain by the position and
               | power over their employees rather than empowering them to
               | compete against abundance of competitors in their
               | respective countries and on the world stage?
        
               | rightbyte wrote:
               | > I wonder how Japanese businesses avoid recognising this
               | value
               | 
               | Current employees are experts at the code base and
               | processes. They have way higher value for the company
               | than other equally good in general non-employees, who
               | would have to spend alot of payed time to get into
               | things.
        
               | red-iron-pine wrote:
               | Not just code base, but that's a big part.
               | 
               | But also processes -- a big one if you're in a large org
               | -- subject matter, even simple stuff like getting a
               | laptop setup and getting AD groups set up correctly for
               | all roles and accesses can take a long time. I've been at
               | multiple multinationals/F500s and it often took 3 months
               | just to get me into things (part of that also being we
               | don't give sudo/admin to the newly hired).
               | 
               | I've known PMs from aviation work that aren't deeply
               | technical but know TONS about how to drive projects in
               | that sector, who to contact, what's a priority, and
               | that's not something you can easily put into a udemy
               | course the way you can SAP or NodeJS.
        
               | BearOso wrote:
               | This is often true. But some times the older programmers
               | can't adapt to the new technology and we get technical
               | disasters like the newer Pokemon games.
        
               | lcnPylGDnU4H9OF wrote:
               | > can't adapt to
               | 
               | This is probably more appropriately said as "don't know".
               | To give a past example, Final Fantasy 7 was pretty famous
               | for having bad character models but it didn't take long
               | for the same team to figure out how to make better ones.
               | FF8 had much more real-looking models. Not many games
               | today look significantly better than FF15 on standard
               | console hardware.
               | 
               | Probably the "disaster" in the Pokemon game context is
               | that Nintendo didn't feel the need to keep up rather than
               | that they couldn't keep up. I get the feeling that the
               | generation 10 games are going to be a strong counter
               | statement to such comments. Likely in no small part
               | _because_ the people working on it are the same people
               | who released the games which critics like to call a
               | disaster.
        
               | emmp wrote:
               | Nintendo does not develop the Pokemon games for what it
               | is worth. The quality of Game Freak's output is notably
               | lower than Nintendo first party releases in general from
               | a technical perspective. Even the original Pokemon games
               | are some of the most famously buggy games of any
               | prominence, so it is nothing new.
        
               | Jensson wrote:
               | That was a team making gameboy games switching to making
               | home console games, it will take a bit for them to adapt.
               | But letting them adapt and learn new skills is probably
               | better for the economy than firing them like we would do
               | in the west.
        
               | rightbyte wrote:
               | I don't know about "can't adapt". As I get older my
               | willingness to put up with programming fads has gone to
               | zero though. I guess that is some form of can't adapt.
               | Then again I have only worked for 8 years.
        
               | tap-snap-or-nap wrote:
               | We fall back on the tried, tested and more reliable
               | methods and fads seem to become glaringly obvious. This
               | can easily be assumed as inadaptability. Maybe I am just
               | old now.
        
               | digging wrote:
               | > "society" (who's that?)
               | 
               | It's just the average of individual persons in relevant
               | positions of power.
               | 
               | That is, if 80% of direct managers use indirect pressure
               | to get employees to work more than they're contractually
               | expected to, "society" expects people to be overworked.
               | (totally random example, not sure if it applies to
               | Nintendo)
               | 
               | (we could discuss deeper causes, there's no saying where
               | those managers learned their behavior, but that's not
               | what we're measuring)
        
             | slothtrop wrote:
             | Once upon a time, things weren't so different here. Maybe
             | there wasn't an explicit value judgement but you could
             | expect to work 30 years in the same establishment.
        
           | bitwize wrote:
           | I think that Japanese attitudes towards work have somewhat
           | shifted, especially as young Japanese eyes look a bit
           | enviously to Western tech companies, with their inflated pay
           | and fun culture. Really, the protracted recession they've had
           | for a few decades has sown the idea that nothing is really
           | guaranteed anymore like it was from postwar to about the 90s.
           | 
           | Nevertheless, given that the five developers in question
           | started work in the 70s or 80s, when the Japanese work ethic
           | of "bust your ass for a company all your life and they'll
           | take care of you" was very much a thing, it doesn't surprise
           | me that they've all stuck with Nintendo, which itself seems
           | in it for the long haul like a traditional Japanese company.
           | The company has been very good about knowledge transfer from
           | older generations to younger, in ways some developers (e.g.
           | Sega) haven't. Mario and Zelda, for instance, are not being
           | spearheaded by Miyamoto anymore. He pops in on conference
           | calls to offer guidance, but the developers who worked under
           | him have now taken the helm of these franchises, driving them
           | in new directions while preserving their essence... and
           | Miyamoto is free to pursue passion projects like movies and
           | theme parks (thus actually becoming "gaming's Walt Disney").
        
           | Aeolun wrote:
           | Nintendo has a pretty massive war chest though. Increasing
           | salaries by 10% is not likely to significantly impact their
           | expenses/income.
        
             | surgical_fire wrote:
             | I don't know of many companies that increase salaries or
             | have executives take pay cuts while sparing employees
             | during downturns, irrespective of how large their war
             | chests.
             | 
             | Much to the opposite, I am more used at seeing companies
             | layoff employees while posting record profits.
        
               | lern_too_spel wrote:
               | The falling Yen prompted many Japanese employers to give
               | raises across the board. https://www.japantimes.co.jp/new
               | s/2023/03/15/business/econom...
        
           | unicornmama wrote:
           | Whereas US business execs make mass layoffs while cashing out
           | hundreds of millions in equity. But at least they take "full
           | responsibility"!
        
         | prmoustache wrote:
         | How much is corporate culture vs particular local culture?
        
         | cdelsolar wrote:
         | The singing piranha plants made me immediately fall in love
         | with this wonderful game. My toddler now tries to play along
         | too, can't wait till he's a little older so we can do two
         | player mode.
        
           | nerdjon wrote:
           | That being the second level really set the tone for it.
           | 
           | My boyfriend was watching me play and "forced" me to replay
           | it a few more times after that happened. We were both just
           | shocked.
        
           | roger_ wrote:
           | Loved the singing piranha plants, but have to give credit to
           | Rayman Legends who did something similar 12 years ago.
        
             | Jensson wrote:
             | A music theme level isn't the same thing as a level where
             | the monsters are singing and clapping. The piranha plants
             | have lip synced singing and clapping which makes most of
             | the music. When a new plant enters the scene you can here
             | the new voice starting, kill it and that voice dies.
             | 
             | For example, in rayman legends they have music and then
             | spawn monsters with the instruments of the music, but those
             | monsters has nothing to do with the music since the music
             | is a static track, killing them or them spawning doesn't
             | change anything.
        
         | wodenokoto wrote:
         | I think it was game makers toolkit that did an episode on Mario
         | Odyssey. If I remember correctly it was a new (for the series)
         | director and the theme of the game was "different and
         | surprising", so for example, every desert theme in Mario had
         | been themed around Egypt but this time it was themed around
         | Mexico (and cold!)
         | 
         | My hot take is odyssey was a success and the idea of "different
         | and surprising" as a guide for a new 2D platform we is what
         | gave Nintendo Mario Wonder.
        
         | AdmiralAsshat wrote:
         | > It is also interesting to compare this to the stories that
         | came out of breath of the wild of them specifically asking
         | their newer developers for the crazy ideas and that leading to
         | how great BoTW was. However given just how crazy Wonder is I
         | have to imagine this was still the case here.
         | 
         | It's a double-edged sword, because Nintendo is also a top-down
         | organization and much of their infamous "behind the curve"
         | issues when it comes to online functionality has been
         | attributed to the top brass not being familiar with it/not
         | thinking it's important.
         | 
         | BOTW was kinda the exception that proves the rule. But maybe
         | with its wild success they are finally starting to change.
        
         | xnx wrote:
         | The "Bowser's Fury" portion of "Super Mario 3D World + Bowser's
         | Fury" is also a delight.
        
           | tootie wrote:
           | Also, the Bowser's Fury ride at Universal Studios. Idk if the
           | same team worked on the design of that ride, but it's really
           | incredible. The most immersive AR experience I've ever seen.
        
         | molticrystal wrote:
         | >Can we talk about the Singing Piranha Plants in the second
         | level!
         | 
         | I told a relative the following when I tried the game day one,
         | I am just glad Mario is not a pilot.
         | 
         | Those jokes that Mario is tripping on mushrooms are made real
         | in Super Mario Bros. Wonder. That is the easiest way to
         | describe the game. You collect a "Flower" and pipes come to
         | life, enemy plants start singing quartets to you. Otherwise the
         | game reminds me a lot of SMB3+Super Mario World.
        
         | m3kw9 wrote:
         | Also helping is Japanese culture of working at the same company
         | as sort of a badge of honour and also seniority seem like a
         | huge thing
        
         | swah wrote:
         | That makes me happy to read, as I bought a Switch (probably the
         | last person to do so) to play "a little bit"...
        
         | gambiting wrote:
         | >>I guess it kinda makes sense, they seem to have a vastly
         | different culture than game developers have here.
         | 
         | I mean the place where I work still employs several people who
         | worked on the original Driver game - couple of them already
         | crossed the 30-year tenure threshold too. So I don't know where
         | "here" is for you, but it's definitely not exclusive to
         | Nintendo or Japan. 38 years is impressive though.
        
       | goodboyjojo wrote:
       | always loved mario.glad everyone is enjoying the new wonder game
        
       | persnickety wrote:
       | > Back in the NES days, video games were small enough to be
       | developed by absolutely tiny teams.
       | 
       |  _Ahem_ Stardew Valley. Wordle. Almost anything on itch.io. Heck,
       | NES is still getting new games:
       | 
       | https://limitedrungames.com/collections/witch-n-wiiz
       | 
       | I think a better point of comparison is how much time it takes to
       | create a game that receives acclaim now versus then.
        
         | Arainach wrote:
         | Time is generally represented in person-hours, which correlate
         | well to team size necessary to get a product out the door. Most
         | individuals or tiny teams can't afford to spend multiple years
         | working on something alone.
        
           | PsylentKnight wrote:
           | Yet a lot of very popular games have been made by individuals
           | or very small teams. Stardew Valley, Minecraft, Terraria,
           | Hollow Knight, Braid, Vampire Survivors, Slay the Spire,
           | Papers Please. I think you're right that the majority of
           | games are made by larger teams, but there certainly seems to
           | be something to the focus in vision enabled by smaller teams.
        
             | trealira wrote:
             | There's also Cave Story, which came out in 2004. I find it
             | really impressive that the creator made the art, music,
             | music editor, sound effect editor, music format, game
             | engine, and stage editor, with only C++ and the Win32
             | interface, all while keeping a full time job (although he
             | deliberately picked a low-key job at a printer company so
             | he could work on Cave Story in his free time more). And
             | halfway through, he got married and had kids, which slowed
             | development.
        
               | opyate wrote:
               | > got married and had kids, which slowed development
               | 
               | Story of my life!
        
             | digging wrote:
             | I think they're arguing that those tend to take their
             | creators more time. I recall that a couple decades ago
             | small teams could publish games in very short time frames,
             | but I could be wrong.
        
             | wincy wrote:
             | Stardew Valley was a guy living in his parents house for
             | four and a half years working full time.
             | 
             | Googling says ConcernedApe spent about 10 hours a day, for
             | 4.5 years, and let's say he took a day off here and there,
             | you're looking at 10,000-15,000 man hours to deliver
             | Stardew Valley.
             | 
             | So that'd be around $500,000-1,000,000 (likely higher) if
             | you had a team working on it, paying them all $100,000 a
             | year, to get that many hours out of them.
             | 
             | Making things on a team definitely makes things a lot more
             | expensive!
        
       | muglug wrote:
       | Original interview quoted in the tweet this article regurgitates:
       | https://www.nintendo.com.au/news-and-articles/ask-the-develo...
        
         | dang wrote:
         | Thanks--good catch! We changed to that from
         | https://www.gamesradar.com/5-people-made-the-original-
         | super-....
        
       | jjice wrote:
       | That's _wonder_-ful to see. I love the idea of being a "lifer"
       | but I just can't see it happening for me. I like working on a
       | variety of different things, but I think a lot of modern software
       | won't have to make drastic changes the same way these devs did,
       | moving from platform to platform and starting from scratch each
       | time. Also, there's just too much financial reward in switching
       | companies early in one's career (here in the US, at least).
       | 
       | I'd be interested to hear from some folks that have been with
       | their employers for quite a while here in HN and what makes them
       | really want to stick around.
        
         | claudiulodro wrote:
         | I think at Nintendo they've probably worked on like 20 games
         | over the years, which probably helps keep things fresh and
         | interesting. If they were in the Super Mario codebase for 40
         | years, just adding features like 2FA and CSV Export using an
         | "Agile" workflow, that would make it rougher for sure.
        
           | MikeTheRocker wrote:
           | This made me laugh out loud
        
           | cableshaft wrote:
           | Also completely swapping out the technology multiple times
           | over as many years, so you're re-implementing 2FA or other
           | features multiple times, without anything particularly new or
           | different about it, just different tech.
        
       | xnx wrote:
       | Nintendo doesn't get enough credit for making games that are
       | actually enjoyable to play. Most modern AAA games look great, but
       | feel like a distraction (at best), and more often just like a
       | chore.
        
         | hcks wrote:
         | Yes, when I think small not at all overrated game studio
         | producing very original gameplays I really think Nintendo
        
         | cloudking wrote:
         | Not only that, but enjoyable for all ages. They pay extra
         | attention to details, and think about the experience from
         | different age groups. For example on Super Mario Bros on
         | Switch, when playing multiplayer you can tap both L+R to put
         | your character in a safe bubble that floats and follows the
         | rest of the players. This allows younger players to flee to
         | safety in really difficult parts of levels, while older players
         | can help them navigate to the next area before popping their
         | bubble and bringing them back into the game. Such a small
         | detail, but makes a massive difference when you're playing with
         | the game with younger kids.
        
           | xnx wrote:
           | Exactly! Lots of shouting "bubble! bubble!" when playing that
           | game with my friends of different video game skill levels.
        
           | artificialLimbs wrote:
           | It's great. 3D world had a helpful out for the young 'uns in
           | the White Tanooki suit that appeared when you died enough
           | times. =)
        
           | Fuzzwah wrote:
           | I've played so much Super Mario Bros on the Wii with my young
           | kids and the bubble mechanic is excellent. We've just started
           | playing SMB Wonder on Switch and one of the changes is that
           | it's no longer a bubble but sort of like a shooting star and
           | you no longer need to manually trigger it.
           | 
           | The new Nabbit character is also something that was added in
           | the Wii-U game. This character isn't harmed by enemies, so
           | can just run around only worried about environmental dangers.
           | To balance this out, Nabbit can't pick up any power ups. It's
           | a neat idea that returns again in Wonder, but now with more
           | characters to select from you're not forced to have one of 4
           | players using it.
        
         | hospitalJail wrote:
         | This used to be the reputation of Nintendo.
         | 
         | I think it was more true in the late 90s/early 2000s. Now that
         | enough time has past, it seems like the GameCube was the last
         | genuine quality system and genuine quality games.
         | 
         | After that it was just gimmicks and marketing campaigns. You
         | can see this from both hardware and software sides. With TotK's
         | flop, people were able to see BotW wasnt that great, and its
         | getting people to take a more objective look at Nintendo
         | 'Quality'.
         | 
         | I wonder if Nintendo will continue to keep loyal people
         | repeating the line about 'good Nintendo games', but with Indie
         | devs making games that are more enjoyable than Nintendo, how
         | much longer can Nintendo keep giving people bare minimum?
         | (Honestly my bet is forever, they will turn into a gambling
         | company sucking the money from their IP devotes before Nintendo
         | dies)
        
           | wodenokoto wrote:
           | 18 million units sold in two months. What a flop.
        
           | endemic wrote:
           | > With TotK's flop, people were able to see BotW wasnt that
           | great
           | 
           | Uhhh, what?
           | https://www.metacritic.com/browse/game/all/all/current-year/
        
             | boomboomsubban wrote:
             | While I don't agree with that poster, Tears seems hugely
             | popular, many 3D Zelda games have gotten stellar reviews
             | then people over time start to dislike it.
             | 
             | Compare the Skyward Sword reviews with the remake. The
             | original saw massive praise while the remake got a lot of
             | flak for not fixing enough of the issues with the original.
             | No idea if that's started happening to Breath of the Wild,
             | but I wouldn't be surprised.
        
               | kadoban wrote:
               | There's objectively little to complain about in TotK,
               | there's no realistic reason for it to age poorly. It's a
               | perfected version of botw, which itself was a great game,
               | and then they added a lot of new functionality and
               | gimmicks to make things fresh.
               | 
               | Skyward, even at the time you could tell that some parts
               | were not going to age well or weren't even really good.
               | Skyward gestured towards a lot of stuff that was
               | perfected in botw/totk, but was clearly limited by
               | hardware and time.
        
               | boomboomsubban wrote:
               | You say that, but the reviews for Skyward also said
               | things like "Every moment is a joy" and "All of the
               | gameplay innovations, emotionally involving moments,
               | beautiful little details, and purely blissful experiences
               | in this game have me completely and utterly spoiled."
               | https://www.metacritic.com/game/the-legend-of-zelda-
               | skyward-...
               | 
               | Maybe Tears is actually good enough to survive the test
               | of time. From the outside, I can easily imagine people in
               | ten years saying "then I needed to craft a slightly
               | different car for the billionth time."
        
               | kadoban wrote:
               | There's always poor quality reviews.
               | 
               | I'm just talking about from my own personal experience of
               | playing Skyward and TotK both pretty soon after each came
               | out, it was easy to tell which would age better.
               | 
               | > From the outside, I can easily imagine people in ten
               | years saying "then I needed to craft a slightly different
               | car for the billionth time."
               | 
               | Doesn't sound realistic, I mean there's a whole mechanic
               | in the game to avoid that problem. I get that that's just
               | an example, but it seems indicative of what I mean, you
               | really have to work to find much to complain about beyond
               | nitpicks. The devs clearly understood their game and
               | worked hard to fix many of what otherwise would have been
               | issues.
        
           | kevinventullo wrote:
           | _With TotK 's flop, people were able to see BotW wasnt that
           | great_
           | 
           | What a strange, trivially falsifiable take.
        
       | kemenaran wrote:
       | Kazuaki Morita was a programmer on Mario Bros., Zelda NES, Zelda
       | SNES, Zelda Game Boy, Zelda 64, where he did the bosses and
       | fishing game; among many others.
       | 
       | He was often assigned the most challenging programming tasks. His
       | coding style is so specific that it even shows in disassembled or
       | decompiled code ("Ha, this file is classic Morita").
        
         | RicoElectrico wrote:
         | Can you elaborate on Morita's coding style?
        
         | hospitalJail wrote:
         | That is a resume.
         | 
         | I wonder how he feels about modern Nintendo. I feel like I'm
         | second hand embarrassed for them.
        
           | jncfhnb wrote:
           | ... why? Nintendo's arguably at its peak in a long time
        
           | KeplerBoy wrote:
           | Don't be.
           | 
           | I feel Nintendo is doing fine. "Their" biggest letdowns are
           | the modern pokemon games, but those are somewhat outsourced.
        
       | hcks wrote:
       | I mean they've been shipping the same game every year for all
       | this time too
        
         | seanhunter wrote:
         | Not sure what you're getting at here. The amount of innovation
         | in these Mario games is astonishing. It's not like "Madden" or
         | "Fifa" or goodness knows annual franchises like "Assassin's
         | creed".
         | 
         | In "wonder" for example every single level has some sort of
         | crazy unique mechanic that is distinctive to that level.
         | Videogame dunkey has a good summary of wonder showcasing these
         | innovations specifically
         | https://www.youtube.com/watch?v=eXhfuicuUa0
        
         | WillPostForFood wrote:
         | _So it 's been almost 11 years since the release of the
         | previous title, New Super Mario Bros. U._
         | 
         |  _Mouri: Yes. While Super Mario Maker (7), Super Mario Maker 2,
         | and New Super Mario Bros. U Deluxe were released after the
         | launch of the previous title, this is the first new 2D Mario
         | game in almost 11 years._
         | 
         | I don't think "same game every year" is a fair characterization
         | of what Nintendo is doing. They do the "yearly release" less
         | than almost any major game company.
        
         | hx8 wrote:
         | This is getting downvoted, but I openly wonder how many ports
         | and emulations releases Super Mario Brothers has received.
        
           | Fuzzwah wrote:
           | Down the bottom of the wikipedia page there's a good list;
           | 
           | https://en.wikipedia.org/wiki/Super_Mario_Bros.
           | 
           | 2D                 Super Mario Bros.       The Lost Levels 1,
           | 2, 3       Land       World       Land 2: 6 Golden Coins
           | World 2: Yoshi's Island       New Wii       New Super Mario
           | Bros. 2       New Super Luigi U       Maker       Run
           | Maker 2       Wonder
           | 
           | 3D                 Super Mario 64       Sunshine       Galaxy
           | Galaxy 2       3D Land       3D World Bowser's Fury
           | Odyssey
           | 
           | Spin-offs                 Wario Land: Super Mario Land 3
           | Super Princess Peach       Captain Toad: Treasure Tracker
           | Super Mario Bros. 35       Princess Peach: Showtime!
           | 
           | Remakes and compilations                 Super Mario All-
           | Stars       Advance 4       64 DS       3D All-Stars
           | Game & Watch: Super Mario Bros.
        
             | hx8 wrote:
             | I was specifically talking about things like the gameboy
             | advanced release of Super Mario Bros, the 3DS release, the
             | Wii Virtual Console release of Super Mario Bros, and
             | Nintendo Online release of Super Mario Bros, the NES
             | Classic Edition, the Game & Watch: Super Mario Bros.
             | 
             | Where literally the exact same game as the 1985 classic is
             | resold.
        
         | christophilus wrote:
         | I think the original Mario brothers, then the 3rd one, then
         | Yoshi's Island, then 64, then Odyssey, then Wonder-- that list
         | (and probably some of the ones I left out) couldn't in any sane
         | way be considered a list of "same" games.
        
         | phatfish wrote:
         | Nintendo is one of the few places where you can see ideas being
         | iterated and improved from game to game. The quality may go
         | down now and then, but they learn from mistakes and try to make
         | the next game better and unique. The Switch generation
         | especially has nailed all their big names.
        
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