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 : Wii Party

A Team with Experience Making Party Games

Iwata

In today's session of "Iwata Asks," we will discuss the game Wii Party with two developers from Nd Cube1, as well as Nintendo's staff in charge of production. Would you each please introduce yourself?

Ikeda

I'm Ikeda, a member of the board at Nd Cube. I was producer for Wii Party.

Nishiya

I'm Nishiya from Nd Cube. I'm the head of the Engineering and Development Department in Sapporo city. As director of Wii Party, I was in charge of pulling everything together.

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Hirose

I'm Hirose from Production Group No.4 in the Software Planning & Development Department. As associate producer, I was Nd Cube's contact person, working with them in a wide variety of matters right down to the smallest details.

Iwata

From small things to big things.

Hirose

Right. (laughs)

Sato

I'm Sato, also from Production Group No.4 of the Software Planning & Development Department. Just like Ikeda-san at Nd Cube, I served as producer on this project. Together with the rest of the staff, I put forth ideas for what kind of product Wii Party should be.

Iwata

You have all been working together for a long time, right?

Ikeda

Yes. More than ten years. Nishiya and I used to work at Hudson.2 We first worked together with Nintendo on the first Mario Party game.3

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Iwata

Ikeda-san, you've worked on the Mario Party series ever since the first game. The series really piled up, and the next thing I knew, there were eight installments.

Ikeda

Right, it was eight for home consoles. We also made some for the Game Boy Advance and the Nintendo DS systems.4

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Iwata

In other words, a total of ten games. Did you work on all of them?

Ikeda

Yes. The first Mario Party came out in 1998. Development began in 1996. At the time, I was product manager. With one thing after another, 14 years have passed.

Iwata

Nishiya-san, have you been involved ever since the start, too?

Nishiya

No, I started with Mario Party 2.5 I was on a different project team when they made the first one, but I thought it looked really fun. It wasn't long before it came time to make the second one, and I was like, "Let me join!"

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Iwata

You said, "Let me come aboard!"

Nishiya

Yeah. I was still young at the time, and I've worked on the series ever since.

Iwata

What were you doing at that time, Sato-san?

Sato

I was serving as contact person for other companies working on Nintendo software, and that led to me working on Mario Party. At first, it was just in my capacity as a contact person, but I gradually came to work on the contents of the game as well.

Iwata

When did you become involved, Hirose-san?

Hirose

With Mario Party 3.6 I was originally in a different department than development, but suddenly jumped into it without knowing my left from right when it came to making video games. I must have been a big headache for everyone, but I've been involved in it ever since.

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Iwata

So that's how you've all been involved with the Mario Party series since early on. This game has always been packed full of minigames and has traditionally come out as a holiday title every year. What has been the secret to bringing out new installments in such a steady stream?

Ikeda

The secret?

Iwata

I worked on development of Kirby and Super Smash Bros. We couldn't bring out a new game every year, so I've been watching you guys with some surprise. (laughs)

Nishiya

(laughs) Speaking as one of the developers, I'd say we had a lot of ideas for minigames. We didn't use them all up at once, but said, "Let's use that idea next time," and kept a stock of ideas.

Iwata

I suppose you were able to do that so efficiently because Mario Party is the perfect kind of game for cranking out one after the next.

Ikeda

I do suppose it is structured just right for really churning out new ones. And, like Nishiya said, we would come up with hundreds of minigame ideas, and then pick out the ones that were right at any given time and use the others next time. I think continually doing that was the secret.

Iwata

But still, you came out with them three years in a row for the Nintendo 64 system, took a year off, and then came out with one title a year for four years for the Nintendo GameCube system. You really were making one almost every year. Why didn't the pace drop off?

Nishiya

A big factor was that every time one came out, new people would join the team—like I did.

Iwata

Oh. When new people join, they bring new ideas with them.

Nishiya

Right. That's what happened.

Iwata

But even with so many people joining, didn't you ever feel like you had fallen into a rut, making one almost every year like that?

Ikeda

Yeah, a lot.

Iwata

How did you get over that?

Sato

At each juncture, in order to avoid a rut, we were trying to make big changes, like not using dice, and coming up with different rules.

Iwata

But if you don't use dice, then some might say it's not Mario Party.

Nishiya

That's right. We had always wanted to make Mario Party a game that families could enjoy together during the holidays, so we needed rules that would be easy for anyone to understand. Of course, we had to keep things fresh, but we wanted to preserve the basic form as well. Keeping it familiar and comfortable was important to us.

Luckily, a new person came forward each time with a new idea to serve as the core and highlight of the game. I think we've been able to continue the series for so long because players could always say, "This is a little different and new."

Iwata

In other words, you placed importance on familiarity and comfort and didn't change the basic concept, but you added in something new each time so it wouldn't feel like the same old thing.

Nishiya

Yes, I think that's it.

Iwata

What has been important to you, as video game developers, as you made this series?

Hirose

I'm not very good at playing video games, so what was most important to me was creating a game about which anyone could say "Even I can play this game."

Iwata

A game anyone can play along with others.

Hirose

Yes. If someone like me who isn't good at video games joined and then kept losing, it wouldn't be any fun. But when even I can win sometimes, it's a lot of fun. I gave a lot of consideration to creating just the right balance in that regard.

Nishiya

For example, even if you lose, you might think, "Maybe next time I'll win!" or "I wanna play again!" We wanted a game that you would play over and over again. One thing we put effort into was making a game that would be fair for everyone, so that when family members play together, parents won't have to lose on purpose for their children to win.

Iwata

There is an element of chance, so one good player won't win all the time. How about you, Sato-san?

Sato

Compared to other games, I think Mario Party is distinctive in how it is fun to look at. It's fun enough when a bunch of something is coming toward you and you're running along trying to avoid it, but we tried to make the game fun to look at by having that something be penguins, for example.

We paid attention to such details, like how things start to shake when you jump on top of a square. It's a kind of fun that adults have a tendency to forget, but I think it's something the staff hasn't forgotten while making these games.

Iwata

Ikeda-san, is that something you paid a lot of attention to?