Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



Iwata Asks Home

Nintendo 3DS



HarmoKnight

Simple Controls, Deep Gameplay

Iwata

When the controls for a game are simple, it means that players can all get to grips with how to play the game very quickly. However, the downside is that there is a risk that once players have got used to the gameplay, it can become monotonous, and it can appear to lack depth.

Turner

Yes, you're right.

Iwata

How did you manage to avoid that happening?

Ohmori

I became involved as a planner when the project was formally started after its six month prototype period, and this was a problem I had to grapple with.

Iwata

How much of the game had been completed when you became involved?

Ohmori

At that point, the game was still being developed for the DS, and there were both side scrolling levels and boss battles in place. Only about three levels had been completed, but the ideas that James had come up with were both simple and great fun.

Iwata

So you thought it was fun, but I suppose you needed to think about how to turn it into a finished product, both in terms of the amount of content in the game, and the depth of the gameplay.

Ohmori

That's right. We experimented by adding other features in order to make the gameplay more varied.

Iwata

What kind of features did you add?

Ohmori

The aim of the game is to collect musical notes in sync with the rhythm, and to strike enemies with perfect timing. We added flower-shaped percussion instruments that you can also strike if you so choose, and they'll make a sound and react when hit.

Iwata

You just can't help hitting them all, can you? (laughs)

Ohmori

That's right. We've got all sorts of flower instruments, such as cymbals, triangles and drums. Hitting them in sync with the rhythm is really satisfying.

Turner

When you strike the flowers in time with the background music, you'll add cymbal crashes and percussive sounds, creating a harmony that feels really good.

Ohmori

When we were testing the game during development, we noticed that skilled players would try to hit all of these flowers, deliberately making things more challenging for themselves.

Iwata

So skilled players can choose to up the difficulty level.

Turner

That's right. This is why we ended up actually putting flower instruments in tricky spots so you'd have to jump to reach them. (laughs)

Ohmori

But players who are less confident in their abilities can still play without worrying about striking all of these. As long as you don't get hit by enemies and lose all of your hearts, you can keep progressing through the levels. Of course, if you do strike the flowers, you'll get a higher score.

Iwata

So by putting those flowers in the game, you've made it so you can play at a range of difficulty levels. The game is simple enough to be accessible to everyone, but players who are confident in their skills can also enjoy it. I think in this sense, the game is constructed along the same lines as the Kirby series.

Ohmori

That's right. One other thing is that the player character, whose name is Tempo, will start off alone, but to add variety to the levels, he'll meet two allies, each of whom has different controls, and you'll switch between these characters as you progress. We built on the initial concept in this way, but even so, we felt that there was still a lack of variety in the gameplay. That's why we decided to include music from a range of different genres.

Iwata

The use of a variety of genres is something that I think works really effectively. When the tempo of the music changes, you get the impression that you're suddenly playing a different game.

Ohmori

Yes, that's right. In the early stages, the music has four beats to the bar, but then you get stages that are rockier, with a faster tempo. Then at other times, we'll add in music in triple time. With that kind of beat, going dum-dum-dum, dum-dum-dum, the difficulty level increases. By having music with different tempos, we managed to add a lot of variety to the game.

Iwata

What kinds of things did you consider when selecting songs for the game?

Turner

Personally, I'm a fan of techno and hip-hop, but this game has more of a fantasy feel, so it wouldn't really suit more modern styles of music. That's why we went for a variety of genres such as classical music, jazz, calypso and marching band themes, as well as some rock music, which just about fit the tone of the game world.

Ohmori

And all of these were original tunes.

Turner

That's right. Another thing we were conscious of was the variation in tone between the types of music. So when you travel to a new world, we thought it was very important to have music that was different in tone and made you feel that things had changed. It wasn't this way at first, though.

Ohmori

That's right. We were putting together a ROM for a presentation, and we pulled together a bunch of stages with music in a variety of tempos and put them into a single world. The variety of types of music made that world a lot of fun, but when you get one world like that after another, it all gets a bit...

Iwata

You don't really notice the difference between worlds.

Turner

Yes, that's precisely it.

Ohmori

That's why we decided to give each world its own theme.

Turner

Instead of having worlds packed with all manner of stages with different types of music, we made it so each world had its own genre of music, with a classical music world followed by a rock world, then a calypso world. By doing this, it meant that there was a real fresh, new feel when you moved from one world to the next. The team responded to this really positively.

Ohmori

That was the point at which we finally got a clear idea of what the completed game would look like.

Turner

Yes, that's really true. We had created this game with the aim of making it accessible to a broad range of players, but at the same time, we wanted to make something that game fans would enjoy.

Iwata

So you didn't want people to go: 'This isn't challenging enough for me...'

Turner

Yes, that's right. That's exactly right! (laughs) And that's how I came up with the idea of having a 'Speed Mode'. Simply by increasing the tempo, it ups the difficulty level hugely.

Iwata

Just by upping the tempo, it turns it into a completely different game.

Ohmori

That's right. When I had a go on it, I thought: 'Wow! This is fun! This is going to fly!' Even if you find it quite easy playing the game normally, you'll get quite a shock when you find that you suddenly can't clear sections that you thought you could handle. This mode adds a new element that makes you want to try again and again.

Iwata

Can you access Speed Mode from the start?

Turner

No, not at first. The main game has a story, so you will progress through the map one stage at a time. When you clear a whole world map, you'll go to the stage selection screen and you can choose to play any stage in 'Speed Mode'. You can play these stages as many times as you like. I'd love to see players who really want to put their skills to the test making use of this feature.

Iwata

So you've made a game that serious gamers can also enjoy.

Turner

Yes, I think we've made a game that all types of players can enjoy.