I have an idea for a video game. Actually, I’ve been making it for about six months now.
My video game is a rhythm-based game. It’s also an American football game. To play it, you choose between plays, just like any sports game … but your play only succeeds if you push the buttons in rhythm with the music. (The other player plays as the defense, and they will be trying to send you the wrong notes, to distract you.) My friend, well, 'co-developer,' he’s writing all the music for me.
Do you think this is a good idea for a game? Will you play it for me to see if it’s any fun? I actually don’t have a lot of money left, and neither of us are really sure what to spend the rest of it on…also, when should I announce it? And where? Can you help me figure all this stuff out?
None of the above is true. (Sorry, there is no rhythm football game.) However, it’s exactly scenarios like these where many of your favorite video games have once found themselves; games big and small often face all manner of practical budgetary, creative, and big-picture marketing dilemmas. What many people don’t realize, however, is that video game developers often never solve these problems themselves. That’s because there exists a maven industry that’s centered around fixing these problems for them.
And frankly, you might never have played some of your favorite video games had these companies not existed.
The former Nintendo employees who now fix games
From 2013-2021, Kit Ellis and Krysta Yang hosted a news and entertainment show for Nintendo that ran for over 400 episodes.
For those eight years, their micro-show, 'Nintendo Minute' (with its oft-repeated tagline reminding viewers its running time was “never a minute”), ran the gamut from behind-the-scenes game developer updates, hands-on gameplay, and irreverent silliness.
To fans and casual observers, Kit and Krysta were Nintendo’s signature hosts. Their gentle demeanors, comedic timings, and hair-brained adventures fully embodied the mold of a typical YouTube influencer, a vocation that rose in popularity alongside Nintendo Minute's run, such that you could hardly make a distinction between the two.
It should be forgiven, then, that most people didn’t realize Ellis and Yang were deeply embedded into Nintendo of America’s senior team alongside other notable employees, such as former COO Reggie Fils-Aimé and Vice President of Player & Product Experience Bill Trinen. They also had frequent contact with the biggest figures at NCL in Japan.
What Ellis and Yang lacked that their co-workers had were business suits which insinuated their extended roles. They were most frequently filmed dressed in — and surrounded by — company merch. They sparred with each other over personal gaming opinions. They projected a persona of being a fan. Yet in reality, while it’s true they are both, in fact, massive fans of the company they once worked for, their actual titles at Nintendo were Director of Social Marketing and Original Content (Kit) and Senior Manager of Creator Relations (Krysta). Before those titles, both were long-time PR managers at Nintendo.
“We both were leads at Nintendo shipping games that sold 30 million copies. I did Breath of the Wild, (Krysta) did Super Smash Bros. Ultimate…I was managing a team of 12 people,” Ellis tells us at PAX West 2023. “Our main job was to launch games,” adds Yang. “It’s funny that externally people know us for Nintendo Minute. Frankly, if you look at our time spent at Nintendo, Nintendo Minute was [a] very small portion. I’m gonna say [it was] probably less than 5% of the work we did.”
And yet, there aren’t too many Senior Managers of Creator Relations whose departure would receive as much widespread mourning and positive fan outpourings, as was the case when both Ellis and Yang announced their nearly simultaneous departures from Nintendo back in January of 2022.
While they publically billed their exits as reasonable due course after a long stint at the company, shortly afterward, the two started a Patreon for The Kit and Krysta Podcast, a show that borrows the sensibilities of Nintendo Minute, but with fewer restrictions, and with an industry-wide scope.
Then on August 3rd, 2023, the two announced the public opening of Never A Minute Consulting, their very own video game consulting agency.
Reggie is the biggest individual reason we started consulting.
"When we left Nintendo,” says Ellis, “we were very careful to not get our heads underwater with too many things without first getting comfortable…so the first step was, ‘Alright, we can start with the Kit and Krysta Podcast, that feels reasonable.’”
The two still express some sensitivity in how they're perceived by their past employer and former colleagues. “I imagine there’s a wide range of interpretations of how people at Nintendo view what we do now," says Ellis. "Some probably like it, some probably don’t. And that’s fine. It’s been almost two years since we left now. It’s natural that there’s a moving on process [laughter].”
But it was, in fact, someone paramount from their professional past that gave them the confidence to work on games again: Fils-Aimé himself.
“Reggie is the biggest individual reason we started consulting. When we were leaving Nintendo, he was literally the first person we spoke to. We said, ‘Here’s some ideas of things we think we could do…’” Fils-Aimé talked them through their options and encouraged the switch of careers. “We were unsure of ourselves at that point, and he really pushed us over the edge and gave us confidence.”
"He inspired us, in a way, to build this consultancy…everything we do is based on our time with him," adds Yang
Because their hybrid careers as game marketers and boots-on-the-ground content creators are so unique, they felt there was a major opportunity. "We thought, 'Gosh, we do have these very valuable skills,'" says Ellis, "and there is a real need within our industry for people who don’t have a way of acquiring [marketing skills]. So we were like, 'Let’s do this.'"
What is video game consultancy, exactly?
The world of video game consultancy is relatively small, but varied, and it’s often marked by specialty.
There are service-based companies like Popagenda that specialize in “boutique-style publishing services,” which is in addition to consulting on a client’s work in progress. There’s NPD Group, a long-running agency with billion-dollar clients that also happens to service a large portion of the video game industry. They offer everything from detailed pricing analytics, to mock reviews, which is where their in-house writers provide hypothetical written and numerical review scores for still-in-progress games. This helps inform both creative and business decisions.
Those are just two examples. A basic Google search for “video game agency” will net you a couple of dozen companies of various reaches and sizes. And their ranges of services can be a godsend for someone whose strongest skillset might only be engineering, animation, or writing. Hiring one of these companies these days is “very common,” according to Yang, even for smaller game developers.
The three things marketing solves
After setting up an appointment and scheduling a survey assessment, the first step of the process is typically just finding gaps. “It’s almost like a process of us interviewing them,” explains Ellis. “Because we need to gather a lot of information, and there’s a lot of nuance and detail.”
After your game and workflow get audited, then they teach you what you probably don’t know to do to make your game seen.
“There is a big educational component that happens with smaller developers,” says Yang, “in terms of how marketing works, why it’s important, [and explaining] what we mean by ‘marketing strategy’ and ‘brand strategy.” Both Ellis and Yang stress the importance of separating out the specific ways that a video game will get noticed.
“We need to get people to know what this game is, what makes it unique, and who you are as a developer. Those are the three main things that you are solving with marketing.”
Coming up with the core message about your game is a common consulting service.
“You need to have an elevator pitch. You need to have two sentences that can describe what makes your product unique and special and be able to communicate that very easily across the board. In marketing, that’s called a ‘key proposition.’ We actually lived through a lot of this challenge with Wii U. We never had a key proposition, ever, so that’s why that product failed.”
Once you’ve got your core messaging, you definitely need to get your timeline assessed. Perhaps it's prioritizing finding a potential publisher, or a platform. Whatever they assess, consultants build tent-pole events around whatever timeline makes sense with where you’re at, and what your resources are. Of course, that’s provided you even know how to get ahold of a publisher or platform in the first place. (There's a line item for that, too.)
at Nintendo; the company became very data-oriented in ways that it was not in the dozen years before
Key propositioning, brand messaging, and tent-pole events are just a few of the fundamentals covered by a video game consultancy company. Never A Minute’s website offers plenty more, too, such as career coaching, and how to interact with the media. They even once took an HR-style role and helped with hiring.
Large corporate developers are certainly game for consulting, too. Beyond just the foundational tenets of marketing, they may benefit from an outside opinion as much as anybody.
"(With bigger companies), I’d like to get my hands on as much data as (they) have, and talk to the people there who are experts with the data and see how they are interpreting it," begins Ellis. "Because maybe it could be interpreted a different way...that was a big part of our job, especially near the end, at Nintendo; the company became very data-oriented in ways that it was not in the dozen years before."
Witnessing a titan of the gaming industry operating from the inside means they are able to help clients sidestep common pitfalls.
"One piece of advice from our experience, is avoiding any sort of knee-jerk, short-term decision-making," explains Ellis. "That was something that Nintendo was so good at avoiding, even during hard times. They were like, 'Let’s take the long view, let’s understand what the actual opportunity is if we really zoom out.' Sometimes you do see companies in the industry that get in a bad position because they run after the wrong thing or went after something that didn’t have staying power."
Rhythm Football, anyone?
So, with all this in mind, remember our football-rhythm game? Here was their assessment:
Kit: “I think one big bucket would be around branding and messaging, because it’s such a unique proposition: rhythm football. Being able to clearly communicate it through a number of mediums, whether its visual or written…what is it, and what makes it interesting? I think that’s a very fundamental question [and] is actually harder to answer than you might think for people who have been making this game for months, years even, to concisely say, “What is [this game], and what makes it cool”?
Krysta: If people don’t care or they get confused about what it is, everything else is for naught.
Kit: (And) would it even make sense to launch it in certain markets where football is not popular?
You mentioned you’ve been going for only a few months. I think, talking about when the right time is to announce a game, and how you would do it; if you’ve only been developing it for six months you might actually have quite a bit more development to go. You might need another year before it even makes sense to do an announcement. Maybe there’s other opportunities with platform holders you might want to consider? If you could get into an Indie World, that’s obviously a very big, impactful way to do an announcement. [This is] talking through all the different scenarios; no two game studios will always have the same opportunities.
You do see games that unfortunately get announced too early, there’s an initial bit of hype, and then people forget about it.Krysta: I think the other thing that would be important is to know your near-term and long-term goals.
Is your goal in the next three months to grow your social media presence maybe so you can start to share some of your internal development stories around creating this really unique rhythm football game?
Is your goal to learn more about publishing or understanding how aspects of it work, like how to get connected to big platform holders? Maybe you have big long-term goals? Maybe you want to eventually launch that game on every platform out there? Or maybe it’s launching in some amount of time with a partner and you want to build a strategy that will lead you to the most impactful launch? Understanding your big tent poles and your big moments would be something that I would ask.
'Never A Minute,' together inimitable
It’s worth noting that this marketing duo is just that: two people.
But they’re two people who have worked directly with multiple CEOs of many international corporations. They’ve worked intimately with passionate yet tiny indie game developers. They’ve both been marketing leads on generational game titles, as well as full-time podcast hosts uploading thumbnails to YouTube.
She could tell me, ‘That’s the dumbest idea I’ve ever heard in my life,’ and I’d go, ‘Oh, that must be a bad idea because I completely trust her
“I’d be hard-pressed to say that there is any other company offering what we offer, where there’s the long-term experience in the industry servicing all sorts of different games, but also has that very practical hands-on approach that we have as well,” says Ellis. “We are doing these things that we are also going to be helping you with. It’s not based on our experience from 10 years ago, it’s based on something we did earlier this morning.”
"Being on both sides gave us a really unique perspective on how we market games," Yang agrees. "We really had a deep understanding, a deep connection to the community of people who were playing the games, as well as the marketing strategy side. And being able to marry those two…gives us a unique perspective on how to ship games."
And if they think your game needs a specialization they can’t offer, they’re happy to refer out to a consultant who can. “That’s kind of a classic trope of a big agency or consultancy,” says Ellis. “You bring in the very seasoned person to do the pitch and seal the deal, and when you actually get to work it’s like, 'Oh,' you don’t get the person with experience that you thought. But again, we are a two-person organization.”
“When someone works with us, they get both of us,” says Yang. “There is a lot of, I think, value in that. We are able to bounce ideas off each other, use each other as inspiration, and that really helps to come up with the best plan possible.” On the unique synergy, Ellis explains, “She could tell me, ‘That’s the dumbest idea I’ve ever heard in my life,’ and I’d go, ‘Oh, that must be a bad idea because I completely trust her, and trust her different perspective that I might not have.”
“And I have,” jokes Yang, though they admit they are almost never out of lockstep. This includes a desire to keep the company relatively intimate — indefinitely. “I think [rapid growth] might be the goal of some people,” says Ellis. “Let’s make the company as big as it can be, have as many people as possible, and try and have some end goal of being bought by some other big agency. I mean, it might be nice to add some people along the way, but those are not our goals.”
On their ultimate goal, Yang concludes, “There are people who are making these really incredible games, and they never see the light of day. Because the competition is fiercer than ever.”
“I think we really just want to help people.”
Comments 64
Very insightful article. Glad to see that Kit and Krysta are doing well too.
Kit is still the man of my dreams 🥲
I’d just like to know where to buy that white and grey Mario wallpaper.
doesn't answer the question why the worst games get the best marketing, but I believe we'll get there someday.
@Princess_Lilly Maybe it just seems that way because almost no one would have heard of bad games with bad marketing, on account of them, well, being bad AND having bad marketing.
Also, I would be interested in a rhythm American football game. Anything to break EA's stranglehold on that segment of the market.
@ZZalapski @Princess_Lilly As someone who's been in the film industry a very long time and been at least privvy to and often responsible for the sale of well over 100 indie feature films to publishers (who then market them), and also who more recently has been on the perifery of the business side of some massive major studio blockbuster flops as well, I can tell you that when a studio/distributor knows for certain that a movie is bad, but they need to make their money back on it, they pay an absolute fortune to market it and make sure as many people have heard of it as possible, get tv commercials, Youtube adverts, posters on billboards, logos on busses etc to try and fool the public into thinking it looks cool, must be a big deal, and hope that they will get fomo to watch it and see what its all about. I could name several recent films that the studios knew were going to flop but desperately either bribed or pulled in favours from very well respected or famous individuals to say nice things about them before release, both to use as quotes in the advertising, but also to drum up more "news" stories on blogs, websites, social media etc. The general public works mostly on "social proof" so a quote from someone they respect holds a lot of weight, when really it shouldn't if its tied to a studio backed project - they know what side their bread is buttered on so want to keep in the good books of the money men.
This happens on a much smaller scale for low to zero budget indie movies too. For my sins, one of my "skills" in the industry is to take a bad movie that the producers can't sell to anyone, then rebrand it and make it look better than it is - often changing to a more catchy name, making a very fancy upscale looking poster, cutting together an exciting trailer of all the best lines and best shots (even a terrible movie can get 30 seconds that makes it look ok if you are a decent editor and do some heavy lifting with sound and presentation of quotes and logos inbetween them). Another common tactic is to almost literally BUY awards from film festivals so you can mention the awards in the trailer and on the poster - there are quite literally thousands of film festivals that happen every year, and you have to pay money to enter them. Many of the festivals don't really exist other than if you pay them enough money they let you "win" a "prize" (for example, its $100 to enter, then if you "win" you pay another $100 to use their logo, and $500 if you want a physcial trophy to pose with on social media. Vain filmmakers will happily do this to brag that they are "award winning", so these "festivals" (many of which are online only, streaming on discord etc!!) keep multiplying.
If you take a movie to a big film market like AFM, but it has an eye catching poster, exciting trailer, easy to remember name, a few "best picture" "best actor" laurels... as long as you are not expecting more than about $200K you can easily sell it to a distributor for a chunk of change, without them ever even watching it. They don't care if its actually good, because they know they can throw it up on streaming services, VOD, late night TV and DVD/Blu-Ray and people will watch it because it LOOKS good from the poster & trailer. Marketing is far more important than quality, sadly.
I know you asked about games, not movies, but its the same thing, rinse and repeat for all mass media. Its to the point where I actually get VERY suspicious of a movie, game, forthcoming album release etc if I see it advertised so much I'm getting sick of it... it reeks of desperation and needing to make your money in the first week of release, as you know that once word of mouth spreads about how poor it is, its game over.
@samuelvictor yeah I think you just summed up the problem really well.
Taking it to the video game industry area - western "AAA" games developers realize they have 0 skills at actually making a good game after stylizing all those neat blades of grass and not bothering to make any kind of coherent story or characters that take more than 10 minutes to write, so they bombard everyone with the ads to sell the prealfa they worked on "so hard". That's also the reason why western games don't have soundtracks anymore - because you can't hear a picture on the box cover, and trailers only need 30 minutes of generic "epic sounding" cacophony.
Buying the awards paragraph is literally scary, you just confirmed my every suspicion. Now I know why TLoU and Days Gone got any award at all.
The worst thing is, I remember when it wasn't like that. Early 00s were a gaming paradise because you had to make a good product for people to start talking about it
@Princess_Lilly Thanks. As an artist myself (as well as producing and sales/marketing I write, direct, act, compose for movies, also make indie videogames and comic books!) I can promise you that no one individual working on a project purposefully sets out to make something bad. Neither does any high up executive suit - obviously its better if the finished result is good! Then you don't have to spend as much money advertising it, and it will be an evergreen product that lasts the test of time. Also, don't think for a second that the individual who made that texture or shader for that blade of grass didn't work super hard, whilst being under paid, because they want to make work they are proud of, and hope that the finished game will be something they can be proud to say they worked on, then are kinda crushed when everyone hates it, despite it not being remotely their fault.
But the reality check is that its "show business" not "show art"... "games industry" not "game artistry". These products cost a tonne of money to make, and the companies that make them need to turn a profit (or at least minimise their losses). So if a product turns out to be bad, this is why they still release it to great fanfare, rather than scrapping it or hiding it away.
The "exceptions" you hear of sometimes where it appears movie/game studios are spending tens of millions to make something then not release it are tax write offs, and the people saying "why don't they just release it, if they've already spent all that money" sadly don't know that in most cases, virtually no money was ever spent - it was theoretical money that never existed, the movie/game was a separate ltd company / LLC set up by the studio, which went into debt for the cost, promising to pay it back on release... if they cancel the project, they can write off that debt. Pretty neat!! Trouble is, what that means is everyone who worked on that movie/game hasn't actually been paid yet. Poor man who made that awesome blade of grass loses 6 months of wages and the subcontracted company he works for goes bankrupt so he loses his job. But the major movie/game studios get a big tax break, so that's all that matters. Yay unfettered late stage capitalism pushing for infinite growth.
Erm, who are these people exactly? Journalists? 🤷♀️
@samuelvictor oh yeah the 1st part came out wrong. As an aspiring artist who can't make a straight line yet, I know the pain of not being able to meet your own expectations I love the work that the graphic designers put into games, it's marvelous regardless of the budget. It's not their fault at all, I was talking more about the team coordinators and management level responsible for resource distribution. It looks like in the biggest budget games 99,5% budget goes to graphics and animation, 0,4 to sound design and the script and writing is done in the tram, on the way to the office on the day of production.
The funniest thing is, the same companies would have made a lot more if they weren't so bent on the graphics fight. Putting enormous amounts of money into failed projects is something the collapsing empires (vide the Roman empire last era army) and collapsing game companies share. Mario never competes with the failed AAA series in terms of graphics, yet it's a series with over 100 entries. A tiny little bit of marketing put into Okami could change the history of gaming forever. No amount of money is going to solve the problem if your next game is a copypaste openworld with no storyline. The thing that puzzles me though is that companies like Ubisoft, EA, Acti Blizzard etc. are still somehow on the surface. They released so many huge budget mediocre 4/10s that you'd think nobody would bother buying their games anymore, yet here we are.
If I come across as someone who seethes pure hatred towards modern western AAA gaming industry, it's probably because I am. But that's only because I loved that industry long ago and had to watch it slowly turning into a grotesque abomination, a caricature of its former self
The tax thingy is unfortunately all to well known, but I hope there are some unofficial black lists of companies never to work for if you are a working in a vg industry.
@JalapenoSpiceLife They used to present the "Nintendo Minute" videos for Nintendo of America and make promotional material for Nintendo systems and games during conventions etc.
@Princess_Lilly There certainly are such unofficial blacklists passed around the film industry about individuals and companies to avoid, but sadly its an industry so many people want to work in, that its very easy to find talented young people desperate to get their first break in the industry because there is an infiinite stream of them, new ones born every minute. I'm sure its the same for games.
I won't go into my back story again as I've done it several times on this site and its too off topic here anyway, but that push for everything being 90% about graphics and the latest technology was the exact reason that dispite being taught to program games when I was very little by my dad in the 80s, I stopped working on games in the late 90s and early 2000s and pivoted hard into music, animation and film. Professional games work was not creative or rewarding enough for me when the flash was all people cared about. I've only very recently gone back to games development (at the same time as producing movies of course) because nowadays there is a market for artistic or retro-style indiegames from solo devs and small teams, and I can make creative, fun artistic projects I actually care about.
I personally have close to zero interest in AAA games, as you said, the quality has dipped so low over the years. I got to the point where I nearly stopped playing games altogether - but the big Nintendo (and Sega, Capcom, a few others from the old days) titles, along with fun and creative indie games are what keeps me invested.
Similarly in my personal taste, there aren't many blockbuster movies or shows I enjoy, but I love creative indies and fun b-movies. I think creativity and artistry is the most important thing. Sadly, once you get to a certain level of financial success and stakes, the industry is no longer compatible with that. But I'm happy where I personally am.
i have seen theor videos on youtube many times..
Hang on, Kit & Krista are doing it?!?!
@samuelvictor
I personally don't even care with AAA games as the definition of AAA games is oftenly means very inappropriate games with no positive effects whatsoever and I felt really disgusted to see a lot of peoples liking the inappropriate things from AAA games.
Because of this, I only play kids games, enjoy the unpopular / underrated stuffs since sometimes they have hidden gem quality and I don't even need to immerse in popularity of some things that enjoyed by tons of peoples but it's really against with my taste.
I better become a little bit hipster but have very selective taste rather than being a wannabe of popular stuffs who don't even know better quality.
@JalapenoSpiceLife The article tells you everything about their careers. It helps to read it before asking questions.
@Anti-Matter Yes I've been on this site for years, I know your taste!
Like you, I also really enjoy colourful, fun, cute and creative games. In fact that's my preference! I also can get a lot of enjoyment out of childrens games, or very simple experiences, if they are high quality and fun. I also really like music and rhythm games like I know you do!
Personally, sometimes I don't mind adult or violent subject matter in games or movies, as long as they are well made, creative and fun. I often find AAA stuff boring and unimaginative, but this isn't always the case... even though it usually is, especially the "big" non-Nintendo AAA franchises. When I was younger I really enjoyed "gory" fighting games and first person shooters... but that was in the 90s and 2000s when the graphics on these titles weren't realistic and there was a lot of humour and creativity in them, and the violence was really more like a cartoon. Nowadays most games like that have become too realistic for my personal taste and while I'm not offended like you sometimes are, its no longer fun for me to look at or play.
Sometimes I see people criticise or make jokes about your taste, and they shouldn't do that. I like that you are personally so clear and unashamed about what you enjoy, that's a good quality. Just be sure not to judge or criticise others for what they like, just as they shouldn't judge you or me for what we like. 😀
@samuelvictor It's really insightful to hear your knowledge on the way the film industry works and how it compares to the gaming industry too. I love a well put together film trailer and they can definitely be more entertaining than the film itself on occasion. I think there's an art to how they're made and people who edit and compose for trailers don't get enough credit. On another note, it's really cool that you're in Rogue One. I've watched my bluray of that film countless times and was lucky enough to see Gareth Edwards on Stage at Star Wars Celebration 2016
@LXP8 Hey, thanks so much, that's very kind! 😀
There are a lot of cliches and formulas in the building blocks of making a good trailer - these two videos are extremely worth a watch - they are funny, precisely because of how true they are:
Blockbuster: https://www.youtube.com/watch?v=KAOdjqyG37A
Indie/Oscarbait: https://www.youtube.com/watch?v=WAG9Xn5bJwQ
However, despite the fact there are clear formulas if you break it down to brass tacks, there is definitely an art to making a really good trailer. Its a very labourious process but I find it extremely satisfying. I actually find editing trailers (and music videos!) far more fun than editing entire movies or shows because you are trying to tell/show as much as you can in a short amount of time, and you can enhance the emotional impact and percieved quality so much with how you time the shots and cuts to the music. It can take weeks to cut and then slowly refine a trailer from the entire movie down to not only choosing the shots and the order but agnonising over literal single frames of exactly how long to hold, when to switch etc. to get the best possible impact. I also love making overly fancy 3d company logos, title/tagline/credits stuff etc. Its so satisfying to me, because you only need artistic talent and spare time to make something that looks like a blockbuster movie, even if you have literal zero budget.
Thats really cool that you were at Celebration and saw Gareth Edwards! He's someone I've met / worked in the vicinity of a few times and is someone I admire a LOT. I think what he does with his lower budget sensibilities is incredible, and his journey should inspire that almost anyone can make it in hollywood if they have enough talent and are willing to do literally everything themselves to prove their talent and dedication first. Nowadays almost any independent person can make a movie with their phone / dslr and a consumer pc and make something approaching hollywood standards (Edward's new film, which is an incredible sci-fi blockbuster, was shot on a consumer camera - the Sony FX3, which only costs $3750 and is widely available to rent for only $30 a day... you can shoot a 90minute film in a weekend if you prepare and rehearse enough!). And as I said, take that to a film market, you'll sell it for up to $200K. Hire a celeb or two for a day (not as expensive as you think) and you can up that to a million, easy. If the distributor makes a profit with it, Hollywood come a knocking, because you have proved yourself bankable.
I was lucky enough to be at Celebration this year! It was extremely surreal, I signed so many autographs and was even interviewed on camera for Lucasfilm, which was so amazing. They are skipping a year, but I'll be at Celebration 2025 signing copies of "Just Let the Girl Speak" - its in Tokyo! 😍 Can't wait!
I'm also really happy to hear you have watched and enjoyed Rogue One so many times. I've had countless people tell me its their favourite of the modern era Star Wars films, and I have to agree. I think even people that don't like the sequel trilogy can get a lot out of Rogue One, both for its quality but also for how it joins the prequels to the original trilogy so perfectly.
Something intrinsically tied to high school and college football are the drum lines. While you’re not asking for feedback on your game idea, I would recommend somehow tying this element into your game. Ouendan may be a good jumping point for how to handle drum lines from a musical standpoint using whistles and drums.
@samuelvictor Who are you? I’ve been reading your comments in this article and find your insights very fascinating. Do you have a blog or podcast or something about this stuff? I’d love to learn more of this behind-the-scenes elements of videos and games.
@mereel Thank you!
The question "who are you" might imply that you think I'm someone especially famous or important, and I can assure you I'm not. 😂 Just one of thousands of tiny cogs in a huge machine. But the answer to who I am is look at my username! I don't hide behind a pseudonym. Same name on Twitter (though I don't use it much nowadays) and on IMDb... IMDb has a pretty good written biography covering how I got into the entertainment industry and my path through it, and some notable stops along the way through music, television, animation, movies and videogames. The filmography is far from complete as much of the work I do in guiding or helping films is uncredited or credited to one of my production companies instead of me directly, but there's a decent selection of things there and also lots in the "upcoming" section to prove I'm actively in the industry 😉
Earlier this year I did and AMA on the official Star Wars Reddit about my work on Rogue One and it went unexpectantly super viral (3.2 million view in 2 days) so I stuck around and answered pretty much every question anyone asked on there, and since then I've been on countless Star Wars and Disney podcasts, if you want to deep dive on my career there's literally hundreds of hours and reams of text out there of me talking about myself and my opinions about the state of the industry and whistleblowing some bad stuff and repeatedly getting myself in trouble by doing so 😂
My most famous line "Just Let the Girl Speak!" from Rogue One became co-opted by the MeToo movement and since then I've been using my small but slowly growing power and influence to point out systematic problems, flaws and inequalities in the film industry and advocating to make a safer, fairer, more ethical, more representative environment for all people, and one thats more welcoming and safe to talented newcomers from all walks of life, and especially helping women and underrepresented groups get their start, and give them a voice.
Since 2014 I've been helming a huuuuge superhero project encompassing several films (& comics & videogames!) which is being announced later this year. A part of that is starting a new production company which is literally making studio style blockbusters with major talent infront and behind camera, but with all the ethics and intentions I mentioned above, and showing a new way forward to reinvent the old studio system for the new generations.
This entire process is covered in my upcoming book "Just Let the Girl Speak!" - part autobiography, part manifesto for tearing down and reinventing the entire entertainment industry, part mission statement of intent so that when the superhero stuff is all out and I'm potentially suddenly richer and more well known, I will be held acccoutable by my own words to do good with this new found power and not sell out to the evil corporate greed 🤣 It was meant to come out in August but of course with the 5 month writers strike and ongoing SAG AFTRA and VFX unions strike, I decided to delay it to cover exactly why this all happened, what the "resolutions" they have reached are, and what the fallout SHOULD be, and what it will probably end up being. Also, to be clear, I'm not making a penny from the book, its all going to the same good causes I donate all money I make from Star Wars related appearances, conventions etc.
I know some of the above may sound self important but I promise you that's not my intention. I genuinely want to be one of the good guys. I don't want to be the center of attention, I want to make big projects with hundreds of friends collaborating together for a common goal. I LOVE making art of all kinds and I hate that there is so much corruption and greed and that its currently an unwelcoming or dangerous working environment for people I love. I want to inspire and encourage as many passionate and talented people as possible to be able to have their voice and platform and rise up and make a new, better film (and games!) industry. The current system is broken beyond recognition and everyone can see its dying and in dire need of reinveention, innovation and new voices. I just want to be one of the people that helps it happen so people of my kids generation and can shape the future to be the one we'd all wish for them and their own kids. 😀
Is this article just one big advert?
@solidox I think I accidentally turned it into an advert for myself 😳 that wasn't my intention. I was just trying to give insight or context on things people were asking about. Sorry Kit and Krysta, you guys are awesome and I've bookmarked your consultation company to reach out when our games are ready to start coming out! ❤️
The face of failing upwards...
I didn’t know they were doing this too! Good for them😄
It’s sorta hilarious. So many people talked smack about them (I adore Nintendo Minute even though I think Kit is a bit of a jerk…granted that was part of the product they sold so good job as it worked on me.) and yet they helped get some of their favorite games out the door. Gotta love “armchair executives” lol.
@samuelvictor Thanks. I’m watching a YouTube “Data Link” video featuring you. Great stories there. I also checked out your IMDb page. Looking forward to your 2024 movie. It sounds really cool.
As for Kit and Krysta, my family really looked forward to each new Nintendo Minute episode. We would watch it together as a family. I really miss it, though I’m glad to hear that Kit and Krysta are moving into new ventures such as this consulting company. Supposedly they’re going to be at the Portland Retro Gaming Expo this weekend, so I’ll try to say hello to them.
@mereel Thanks! Kinda surreal to have someone from this site where I come to talk about games now looking into me in that much depth, not because I'm uncomfortable with it, just because I don't think I'm that interesting. I ramble on in podcasts even more than I type! 😂 But thank you again!
2 + 2 = 5.
…and it was your idea to leave your dream company? :/
So… you both quit at the same time? …? ….
I watched a bit of Kit and Krysta back in the day, and I must confess they fooled me into thinking they were simply show hosts. I never knew that their jobs were so involved. That line about the Wii U was painful but honest.
Good for Them 👍
Working with Nintendo and knowing what works and what doesn't, when making new games, should hopefully help publishers put out better games that gamers actually like.
@BTB20 @JalapenoSpiceLife I didn't know I wanted a kaiju battle between two Fury Bowsers, but here we are.
they both look like they were created by some committee.
@Farts_Ahoy Their office was being closed and they didn’t want to move. I think they are both married so it likely would have been a lot to ask their SOs to just pack up especially since they had been working remotely for a while. So they just took the closure as a business opportunity and took their brand on for themselves. Fantastic opportunity to start a business really. They keep the connections and are well known because they were public faces.
It isn't the best marketing for a marketing consultant if an interview with them just reads like marketing spin without much substance.
@PizzaKing I find it funny he doesn’t like “popular stuff” but yet loves Paw Patrol and Animal Crossing.
It’s not a big deal that he likes kids stuff, just the attitude he carries about those who like adult stuff/popular.
Wish the best to Kit and Krysta even in this endeavor and I genuinely believe they have the potential to help developers in ways that other consultants couldn't because of their specific experiences!
I dunno who kit and krysta are, but based on this article, they are just as likely to be AI robots as they are to being humans
@samuelvictor So, you quit working in the Vg industry in the 90s because of the technology/graphics push? Wasn't it a marvelous era for creativity in gaming? 90s and 00s are the golden age of video games, it was back then that most creative, insane, fascinating ideas came to life, it was like a Cambrian explosion of gaming.
Katamari Damacy, Okami, Crash Bandicoot, Spyro the Dragon, Harvest Moon, Klonoa, half of the FF series (the only good half - FF 1 to 10), Morrowind, Grandia, Myst, Heroes of Might and Magic, The Sims and so many more were conceived by the unrestricted passion to push forward with new ideas. that was when people cared about the stories, the characters, the music, the new mechanics, ideas and new fun ways to play.
So, despite all this, was there such a strong push towards graphics? Was it not creative enough? I'm just confirming because sounds very groundbreaking for me. Like the total opposite of what I saw. The fun artistic projects are the domain of the 90s and 00s, after all.
I gotta say I do share the sentiment regarding the B movies and games. also about Nintendo, Sega and Capcom. It seems like the Japanese companies handled the 2010s disaster much better, they still produce games worth playing.
@samuelvictor Thanks for this, more insightful than the article itself (which was a bit of an infomerical for K&K(..
btw.. i might just have founded the Utrecht Indie Filmfestival, care to buy an Award?
@Princess_Lilly good PR!
Awesome article! Kit and Krysta have so much knowledge of the game industry. Hearing their podcast when they talk about all the business stuff they did at Nintendo, really gives a huge glimpse on the business side of the videogame industry.
At first I thought Kit and Krysta's show post Nintendo Minute was a bit awkward, but they've gotten much better and now have a great show on YouTube. I like that they still do a lot of Nintendo stuff, but now are branching into PlayStation and Xbox as well. It's also nice they are no longer shackled to being Nintendo cheerleaders, so we hear more honest opinions from them. I wish them the best of luck.
wonder how much Kit and Krysta paid for this advert? reads like a linked in article, cringeworthy!
That’s two people I’d never ask!
Even Mathew Castle must be higher than these two in the game consultant charts!
@Pupuplatter Yeah that's the vibe I'm getting as well.
I appreciate the help in promoting the business of your friends, but this reads, sounds and looks like a big advertisement . Good for the ones who find this interesting, but as for me it all reads like marketing fluff (lot of things and words that sum up to little).
@samuelvictor ok, so they are semi important in the back end then, nothing note worthy 🤷♀️
@Princess_Lilly Oh I completely agree that the 90s and 2000s are the golden age for videogames. And don't get me wrong, the Dreamcast/PS2/Gamecube/Xbox era is one of my favourite generations. As you mentioned, a huge amount of extremely creative, artistic, unique titles in that time period.
Several other of the games you mentioned were the previous generation - ps1/saturn/n64. Notice that I said it was the late 90s and early 2000s where the push for graphics became a problem for me persoanlly to catch up with, and it stopped being fun, or even realistic for me to continue professionally.
I grew up in the 80s, and my dad taught me to program when I was a young kid, in single digits. Back then in the UK, the predominant games systems were the Spectrum, C64 and Amstrad CPC. Every one of those systems allowed anyone to program their own software and didn't require development kits. Pretty much ALL of the top selling games had a single programmer, and often these games were literally created by kids and teens in their bedroom. My favourite game series (before Sonic came out!) was Dizzy - there were 12 games released in about 2 years and each one pretty much always topped the charts... Dizzy was created by the Oliver Twins, 2 kids not much older than me.
Of course, once the 16bit consoles became popular in the early 90s, graphics became more impressive. But if you had an Amiga, Atari ST or DOS PC it was still perfectly possible for a single dev in their bedroom to make a 16bit game that could approximately rival the AAA Megadrive and SNES games.
Then in the early 32bit era, when things started to go 3d, comparitively basic games like Doom or Ridge Racer were possible to erpluicate my yourself, if you worked EXTREMELY hard. But it took a long time, and you were bascially having to learn an entirely new skill, not much knowledge transfered.
But by the end of the 32bit era, and especially once dedicated 3d cards and aengines became a thing for PC games, and consoles started moving to the "128" specs, new technologies became overwhelmeing... brand new engines, shaders, software needed top be mastered every month! Often these had their own unique scripting engines, so you had to learn new languages constantly too, not to mention the ever evolving 3d modelling software.
This was a very exciting time for gaming, but essentially made it impossible for a single person or even a small team to make a game by themselves atht could compete with the latest releases. By the time you'd finish your project it would look a generation out of date as everything moved so fast... there just wasn't the commercial interest in 16bit style 2d games, or 3d games that weren't pushing the hardware. I've always been very artistic and wanting to have as much control over the tiny details of my games as possible - fully designing everything, making all the graphics, music etc myself. That stopped being possible, and becoming a small part of a big commercial project (like your example of someone responsible for making nice looking grass) where I had no baring on the final result just wasn't inspiring to me.
Over the years I've been very happy to see more and more "simple but fun" games come back into fashion - first with the mobile market, and nowadays with some really amazing "retro-style" indies like StarDew Vally, Freedom Planet, Shantae etc... as welll as more "modern" but fun simple unique games that can be released for free or very cheap and potentially go viral with streamers etc, like Trombone Champ, Fall Guys or whatever. These types of games are far mroe realistic to be created by a single dev, or a small team of friends to make, and its obvious that nowadays there is potential for teh best ones to be commercially viable. This is why, during lockdowns, I decided to learn a modern programming language that is compatible with all current consoles & PCs, and start making games again. 😀
The perils of a single dev trying to create a more "modern" game and being compared with AAA products with $100 million budgets and teams of hundreds of people was very clearly visible in teh reaction to the cowboy game on here recently, which the article compared to RDR. Its not possible for a single person to make RDR in their bedroom. Actually, what that dev managed to achieve is very impressive and they worked very hard amking all the graphics themeslves and not usign any stock assets etc... but the game still is not actually very good, because you naturally compare it to the "real thing". This is a good example of the feelings I had in that late 90s early 2000s period. No matter how impressive the result for a single person, it was impossible to compete. You might be interested in reading the comments on that article: https://www.nintendolife.com/news/2023/10/guns-and-spurs-2-attempts-to-give-red-dead-redemption-some-cowboy-competition
@romanista Haha thank you! I'll let you know if I have a project that needs promotion 😉
@JalapenoSpiceLife I have heard that they are well liked and very well connected with a lot of people in the industry. They also currently run a videogame industry podcast so presumably are still connected and speaking to people despite leaving Nintendo. I have experience with them personally though I remember the Nintendo Minute videos being popular.
I hope they charge...by the minute.
@samuelvictor first of all, I'm sorry for the late reply, I didn't have time to reply until weekend.
Ok now I understand it much more clearly. I always thought the one person games were just gaining traction in the very late 00s and 10s when the AAA market went south and people started their own little projects. Of course I know some earlier freeware games by little studios, but they were, well, free little browser games.
I actually had no idea that amiga/commodore era games did not require devkits and were simple enough to be created without bigger studios. I mean I saw what they looked like (Rareware's jetpac comes to mind) but I always thought it was somewhat hard to even get a computer good enough for coding back in the 80s (I got into gaming in LATE 90s and I was this tiny back then, I got most of my information about the 80s from GTA VC).
So small studio games actually come back instead of being born, huh? Sounds like the "indies" are older than I expected (and much older than me).
I think it's great that you took up gamedev back. I felt like doing so myself but I'm struggling with drawing let alone drawing+designing in 3D+doing music (which I have no idea about). It feels overwhelming, but now that It typed it it feels like I'm making excuses. Maybe I'll try. But I definitely wish you all the best and I hope you will achieve whatever you can imagine and so much more! Do tell us if you release something!
About that game that you used as an example - I watched the trailer on the page and to me it kinda looks like the author set big standards for himself and couldn't make it through. The effort is clearly there, but the whole thing is very stiff, the animations are poor and it looks really sterile.
I think that the current AAAs are actually on a losing position today. It sounds like something completely opposite to your example, but I gotta say, I played some of this year's high budget and low budget games and if I were to compare them, the high budgets are not even in the same league.
But that's maybe because I compare it, like you said "to the real thing", except to me the real thing are the games in the past. Final Fantasy 16 might be kinda enjoyable for normies but it's not even a shadow of Final Fantasy 5, 9, 10. Forza Horizon 5 is nothing compared to Forza Motorsport 2-4.
So I think the problem is that while you can't make RDR in your bedroom, today's Rockstar is not able to make it in their studios either. Looking at GTAV - it's a brilliant open world with paper cutout 1 dimensional characters and story that was just some stream of consciousness of someone in the elevator.
The silver lining is you can't make a RDR, but someone made Stardew Valley, Freedom Planet, Yomawari Lost in the Dark (current 2023 GOTY). And they are much better games than anything that came out from the sinking ships of Ubisoft, Blizzard - Activision and EA
@Princess_Lilly Yes, the earliest 8bit Microcomputers were all basically just little programming workstations - they didn't come with any kind of graphical operating system, just booted up with a flashing cursor ready for you to type (in code) whatever you wanted it to do next. From that, all of them accepted either high level machine code or simple to learn "BASIC" language programming, so you could just turn them on and immediately start coding, then save your program/game to tape or disc, and then share it with others!
In the UK, the best selling computers of the 80s were Sinclair's Spectrum range, Sir Clive Sinclair made it his mission to make the first "complete computer" for under £100 and therefore affordable for all homes, they would all come with a book teaching you simple programming. He wanted every child to learn to code. The machines all supported colour graphics, sprites, sound... you could easily recreate 70s/early 80s arcade titles and make semi approximate versions of NES titles. If your parents cound afford a slightly more expensive computer like the C64, the results could be even closer. Similarly, the UK government worked with the BBC and Acorn computers to ensure that every school had "free" computers and taught BASIC programming to all students!
Sadly, once graphical user interfaces and mice because a thing, the emphasis on teaching kids to code disappeared and computer lessons became about word processing and spreadsheets, nowhere NEAR as useful longterm and moving kids to grow up into consumers rather than creators, and workers rather than CEOs. (of course, thats basically what capitalist governments prefer... consumers buy things, profits are higher with an abundance of cheap unskilled labour. But thats a rant for another day). But the brief insistence on affordable computers and compulsary programing lessons in schools for just under a decade is what lead to an explosion of many of the biggest videogames companies in the world during the 32bit era (Rockstar, Codemasters, Psygnosis, Core Design etc) coming from the UK - they were all my age and had first learned on Spectrums/Commodores/Amstrads.
I was especially lucky in that my dad was a teacher who in the late 1970s had specifically trained to teach kids programming. He bought a very expensive and high end (for the 70s!) Commodore business workstation to practice at home, and as soon as I was old enough (about 6-7 I think!) he started to teach me how to code for it. So even though he was very strict and didn't want me to have videogames, he taught me to make my own instead! I wasn't finally allowed to have a console til Christmas 93, but by that time I'd make my own clones of many of the most popular games that I covetted... Sonic, Mario, Dizzy, Street Fighter 2, Mortal Kombat... looking back on it now, very fun times and I learned a lot!
It was actually the norm for even the biggest and most successful games of the mid 80s to have either single person or very small teams. "big budget" titles often had one person programming, one making the graphics, and one making the music. All other people in the credits were things like play testers, or marketers, legal licensing, financing etc, not actually making the games. This even applies to very famous arcade games, early NES and Gameboy titles... For example, Super Mario Bros was just 5 people.
Being that all of the personal computers of the time (even 16bit ones like Amiga and Atari ST) didn't require any development kits and could be programmed on pretty much straight out of the box, it was perfectly feasible at that time for a passionate kid in his bedroom to make a game that ended up being a #1 best seller! There was always stories in the news of young British teenagers paying off their parents mortgages and buying ferraris as their first car! This was very inspiring to me. Infact, you mentioned Rare's Jetpac... that's a perfect example, as that game was made by just 2 people, the Stamper brothers, made on a £100 computer the ZX Spectrum, self published (as "Ultimate Play the Game"), and made over £1 million in sales! I don't know the exact age of the Stamper brothers at the time, but they couldn't have been older than their very early 20s when that happened.
Even early 3d titles like Doom only had a handful of staff, Tomb Raider and Mario 64 less than 20... so it was possible for a talented indie to recreate similar results by themselves well into the mid 90s. It was only once the scope of games became more abitious and expectations for quality and variety of graphics and professional music became much higher towards the end of the 90s with enormous cinematic experiences like Metal Gear Solid, Final Fantasy VII, Resident Evil 2 that it started to feel impossible to compete without large budgets... and the DC/PS2/GC/Xbox/ 3D accelerated PC generation cemented this and drove the wedge further away. I could have pivoted to mobile games but at the time the hardware was very limited, and again, always changing. There was no standard for developing one game that would run on all devices (that is why Unity became a thing shortly after).
I completely agree on your thoughts on the RDR-style game. At no point would I claim that what the solo dev created was "good". Just that its an impressive achievement considering he started from nothing and made everything himself, including all the art assets (rather than buying pre-made stock ones). In my opinion though, he was on a fools errand. Its simply not possible for a single person to make a game of that level of ambition by themselves with no budget. This is why I am so happy that there is now a market for more 16bit retro-style titles - as this is what I've always loved making.
I really love StarDew and Freedom Planet. I certainly agree that I actually personally usually prefer the best indie titles to most AAA games. Other than Nintendo, Sega and a handful of other companies, I usually only play retro games and indie games nowadays, the modern AAA experience usually is completely uninteresting to me. But its all a matter of taste and I'm glad that there is now room in the market for both to exist (and everything inbetween!). I've not played Yomawari, nor do I know much about it but I've just watched the trailer and it looks like something I'll really enjoy! I know nothing of the development process, but its quite feasible that a talented creator could have made that by themselves, or with a couple of friends. And it looks wonderful! Thats inspiring to me... just like back in the "good old days" when I started out! 😀
@samuelvictor okay, first of all I need to apologize for even longer break this time, I'm sorry and I meant no disrespect, it's just that it's kinda difficult to reply to a comment filled to the brim with facts in one sitting
I didn't really know that programming was that easy in the 80s, I thought you really needed a much more expensive set if you wanted to actually make a program. I heard about BASIC, but I've never seen anything actually done in it. But guess what, programming lessons are making a comeback, at least in Japan - it's a compulsory course for 2 years now. It's a step in a right direction, Europe should follow.
About the capitalist government, I think every government wants their society slightly undereducated. Actually, the govts traditionally called captialistic actually care about education more.
Sounds like the 80s live up to their reputation of being the most "out there" decade in history once again. I can totally imagine Mario being made in a small team with limited budget, and now that I think about it, it was probably this availability what made the video games the things they are today. Kids have unlimited imagination and it takes imagination to make something really NEW. It must have been a huge outburst of the wildest, most zany ideas for the games, something that I previously thought was the thing of the 90s and 00s.
What I would like to ask is, do you think that it was the drive for graphics what bottlenecked the industry in the late 90s? I think that the distribution was also a major factor. When the SNES and PS came out, it was no longer easy to share your creations, as the CD burners were expensive, PCs were expensive, and above all, consoles were locked, so only licensed stuff could be ran on them. There were even special kits for young programmers-to-be, made in small quantities - like the "Net Yarouze" (probably Let's Do, a rough translation from Japanese "yaru" meaning to do/perform). I don't think any of the games created on this was particularly successful, though. I only remember one, and that's because that would probably be the only game I'd be afraid to play (called "Clone", but don't look it up!)
So yeah I think that the 90s and 00s were in that weird position where it was no longer cheap to distribute your own games on cartridges, and it wasn't possible to share them easily on the internet yet. Which led to many developers starting to compete in creativity in thei games, which led to some fantastic games like Myst, Half Life, GTA3, Okami etc.
Yeah my thoughts exactly on the RDR game - if he tried to do something smaller, with this amount of effort he could have made a very decent small game, the kind I really like - A short hike is a masterpiece and nobody will tell me otherwise.
I actually don't know whether it's even valid to call games AAA nowadays. Like, there is this very specific and narrow stream of western AAA games like Spider Man, Assassin Creed and Horizon, but it's too small to call it "mainstream", as all the games are the same. And Japanese games are more "rounded", they are not just graphics. They aren't that pretty, but they have way better music, storytelling, etc.
@samuelvictor
<<continued here because it was too long for 1 post>>
I'm so happy I showed you something that would inspire you! I don't really have that much time nowadays to research games' creators, but I know that there is a studio in NIS that makes this kind of games, there are other like Void Terrarium (it's spelled weirdly), A Firefly Diary (Hotaru no Nikki), and I don't know if it's the same author but - A Rose in Twilight. All of them have great stories and themes
Also, I hope I'm not boring you with this talk, if you feel like you need to take a break, don't hesitate to tell me! Also if I don't respond for some time you can send me a **nudge** message or something Lastly, please be assured that even if I can't reply to such long comments in a timely manner, I always read your posts at least once
Oh god not these two again…..I mean the amount of articles Nintendolife write about these, they are clearly in love….just hire them or something and get it out of your system.
Removed - unconstructive feedback; user is banned
Do these two have like an ownership stake in Nintendo Life?
Kit always came across as a little condescending towards Krysta in the Nintendo videos.
I don’t believe for a second that Kit and Krysta are doing it.
Removed - trolling/baiting
Still never watched anything by them. I do remember Nintendo Week on the Wii, with Alison and Gary. Am I allowed to link a video here?
https://archive.org/details/nintendo-week-final
Be style over substance that’s the morale of the PR story.
Influencer culture in one little bubble
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