Masahiro Sakurai has posted his latest video on the process of creating games, this time focusing on the concept of "risk and reward" and how this forms part of a game's "core essence". Needless to say, if you're someone who's interested in game development, it sounds like a pretty crucial concept to add to your knowledge toolbox.
Using Space Invaders and Super Mario Bros. as examples in explaining the idea, Sakurai breaks down how balancing risk with reward is key in creating interesting and engaging games. With Space Invaders, for example, he discusses how it's important to recognise your enemy's attack range and position your laser cannon in accordance with this to achieve your own goal. The idea is to intercept your enemy rather than persue, as this will allow you to aim your own shot whilst avoiding any incoming laser beams.
If you're particularly adept at playing games, the idea of risk and reward might not even enter your mind while you're playing, but for people looking to create their own games, it's definitely a more complex concept that - according to Sakurai, at least - is vital if you're to create a successful game.
If this video is of interest to you, then be sure to check out Sakurai's YouTube channel for more curious game development anecdotes; we've covered his views on frame rates in games in a previous article.
What do you make of the concept of risk and reward in games? Is it something you've identified while playing? Let us know!
[source youtube.com]
Comments 26
Are we going to get an article for each of his new video's?
@sanderev apparently so... It seems a bit redundant to report on all of his videos
I've got a marvellous idea for you if you're not keen on these kind of articles. Don't click on it. Crazy, right?!
@Olliemar28 It is a valid question; are we going to get one of these for every single video Sakurai uploads?
So I guess playing video games is all about taking risk in order to reward yourself with progression, right?
Lol, NL can't just make up game news guys, I'm afraid that's not how it works. Sakurai was absolutely centric to the Nintendo community for a long time though, so ofc he's worth reporting on.
You guys really just don't seem to understand that if you don't like something you uh don't have to read it
@Olliemar28 To me it seemed a normal question.
The whole article can be told with one sentence. Which doesn't really add much overall. Also it's not really a discussion worthy topic.
Even if you would create an article about game development as seen by Sakurai, it would warrant a bigger article talking about multiple topics. Honestly it would be a lot more fun to read. And, at least to me, I'd rather read that than skip 10s-100s of smaller articles.
@FroZtedFlakerZz He is worth reporting on. But it's not worth reporting everything.
@Olliemar28 You are not entirely wrong, but I do think this response sounds a bit defensive. I personally think that we do not need an article for every video or at least set up like this.
I think it would be better to try to create a discussion on the topic or give us you your views and opinions. Do you agree with Sakurai? Do you not? and how come. You could also try to relate these ideas to other videos or give examples in other games to help relate the topic. I do not think the article topic itself is the issue, just how and why the information is relayed.
I think it would be better to try to take the criticism (even though most of the time it is negative) and use it to improve your articles for next time. That way people are happier with you next article and you can grow as a journalist.
SMB 1-1 is a master class in level design!
Also, I think its funny that he talks about risk and rewards. The creator of Kirby, a game known for it being a easy introduction game for beginners has very little risks. Many of the modern Kirby games do not really even have consequences. This also applies to animal crossing, most of Stardew Valley and I will even claim Mario Kart. Some of the most popular games have very little risks. I think it more important to have a general idea or a goal of what you want from your game, then you can begin add "risks" if they are necessary .
Are we now gonna see an article on every single thing Sakurai does on his new channel? If we want that, can't we just subscribe to his channel? Lol
@Hero8-Bit He has a whole video about Kirby's Dream Land and how its focus was accessibility and simplicity. Also, his risk-reward video mentions his theory that the higher the risk-reward the more satisfying but the lower it is the more a game has mass appeal.
@sketchturner Welp, that just proves I watched his first video, but not this one. lol. That makes much more sense.
@Royalblues @sanderev Exactly, they had the same thing going for Kit and Krysta for a while, which was cool too. They likely won't report on everything he does, and if they do, god, to be honest, you might lose your entire family. (Or you could just scroll by the article). I understand that it's feedback though, but when you can see 8 other people saying the same thing, it's probably not necessary feedback.
This guy and Reggie have got to get back in the game. They cant stop talking about work.
I never liked punishing difficulty, I much prefer a grind to slowly become strong enough without ever losing any progress. But the grind must be fun and part of a rewarding gameplay loop by itself, never too long. I'd say I often much rather boot up an older linear game and play it on easy mode as long as it's not blatantly making it impossible to lose, or not lock SOME progress behind some skill. A game that has all content unlocked for you is boring, a game that requires you to fully commit to ever see the ending is frustrating. I know I'm not a fan of Darksouls, but weirdly enough, I loved the tension of Zombi U (I ENJOYED it the most when playing on lower difficulty, with endless new characters to play as, but still wanting to stick with the initial one and its upgrades received through gameplay). Much like Void Bastards.
@Olliemar28 I personally like these types of articles, because I generally don't watch or check YouTube, but I still want to know what's up with Sakurai, so thank you.
I didn't notice risk and reward in simpler things like jumping on an enemey
I really look forward to his videos. What a great announcement!
@Pillowpants This site reports on questions about speculations about tweets about thoughts. So I think an article for each Sakurai video is to be expected.
@Shambo yeah I think there's alternative ways and equivalents and feedback methods depending on the genre. (Though Sakurai alluded to this without outlining what exactly)
In Fire Emblem risk is more associated with low skill, a less skilled player will more often end up in situations where they have to rely on luck for their units to survive.
But a calculated move that leaves your unit with a sliver of HP but defeats the maximum number surrounding foes can have a similar feeling to risk and reward without. The reward is for effective problem solving rather than taking risk.
@Olliemar28
OK but I want me money back.
I was happy to see him feature one of my favorites, Virtua Fighter 5: Ultimate Showdown, in the video.
@sanderev as long it gets clicks, and specially comments like yours (and mine), they will keep making these articles obviously
Dont like it? Don’t click it, and surely don't comment.
Sakurai is the new Iwata asks, and that's ok with me.
Came here to the comments to read game lovers sharing cool examples of risk and reward and instead read a bunch of comments complaining that NL over reports on Sakurai, what a bummer.
I guess the Doom games from the last decade are good examples of this with the glory kills giving incentive to get up close and not try to hang back and play it careful.
Really found his theory at the end interesting, great point that as ‘game essence’ increases broad appeal decreases. Maybe a good way to look at the difference between ‘game’ and ‘entertainment’? Entertainment is broad/mass appeal, but not everyone has the patience to grapple with the failure built into a more pure game experience. But for those that click with the challenge of the push-pull will keep coming back for more.
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