MetalLord
Koopa
503 vs 150Jesus that's a hell lot of people. How many people worked on it in total??
Yeah, Nintendo invested huge effort on this game. I really hope it succeeds.
503 vs 150Jesus that's a hell lot of people. How many people worked on it in total??
Yeah, Nintendo invested huge effort on this game. I really hope it succeeds.
In other words, this is a Metroid Dread/WarioWare/Sushi Striker type deal. Nintendo does the core design and direction in-house, then the rest of the game is shipped off to a third-party to be finished.They had the chief director, a few game designers, script writers, some artists, musicians, and 3 lead programmers on the game. They definitely worked on this game, but like Metal said, I don't think they had a full production staff to make this game so Eighting and others filled that in.
is it? i thought warioware was an external game since they went to tanabe groupIn other words, this is a Metroid Dread/WarioWare/Sushi Striker type deal. Nintendo does the core design and direction in-house, then the rest of the game is shipped off to a third-party to be finished.
WarioWare had always been internally led, as most of the lead producers, directors and designers come from Nintendo. Intelligent Systems handles most of the back-end creative and programing stuff. At least, that's how its been since WW Touched.is it? i thought warioware was an external game since they went to tanabe group
It's also important to remember that EPD quietly reorganized itself around 2019 or so, Much of the stuff that used to be out-house was consolidated under Group 2, while Group 6 and Group 7 switched to a co-development model for their games.I say that because the last game was put under Tanabe group and that group dont develop games internally, they do production only just like EPD1 and EPD2.
So Pikmin 3 Deluxe was likely used for Eighting to find their footing with the series. Though the big feature for that port was full co-op play, which isn’t in 4. I wonder if it got axed (especially since the game revolves so much around Oatchi) or maybe it was just a discarded idea for 3 that was brought back.
They became more prominent on Nintendo boards because they handled the Pikmin 3 DX port. Back in the day they developed Kuru Kuru Kururin.Why has no one talked about this 8ing company until the last few years? I’ve been on video game boards for over a decade and never heard this name mentioned until recently…
Why has no one talked about this 8ing company until the last few years? I’ve been on video game boards for over a decade and never heard this name mentioned until recently…
Localization is separate. Writers can also include people who write the text in the game. If there's a lot of text, more writers could help with thatI'll admit I'm not too familiar with the norms for how many people are in roles like this for the industry, but 22 writers for a Pikmin game? Does that like include all of the folks working on localization or is that counted separately? How much text is in this game?
In other words, this is a Metroid Dread/WarioWare/Sushi Striker type deal. Nintendo does the core design and direction in-house, then the rest of the game is shipped off to a third-party to be finished.
That was how it was in the beginning, not just with Touched but it changed with WarioWare Gold. When it moved to Tanabe's group, the only Nintendo developer was Goro Abe, Tanabe and a few coordinators. The rest of the WarioWare team either stayed with Sakamoto or moved to EPD4.WarioWare had always been internally led, as most of the lead producers, directors and designers come from Nintendo. Intelligent Systems handles most of the back-end creative and programing stuff. At least, that's how its been since WW Touched.
Jesus Christ that's a hell lot of people in terms of Nintendo games. Nintendo really did all they could to make Pikmin a big deal with this one.503 vs 150
Emily told us the game was rebooted by early 2019, so I assume this current iteration of the game has been in the works since late 2018 at least. Whether it was mostly an EPD effort until late 2019 when Pikmin 3 DX was done so Eighting could join the team, or whether Eighting was on board from the start and had a smaller team making 3 DX for a year or two is what I'm wondering now.Eighting having a significant role in development makes sense, but it does make me wish we someday know more about the history of the project. Assuming Eighting took it on in 2020, that's 5 years after Miyamoto said Pikmin 4 was 'nearing completion' (!). It's also interesting to see the large expansion in team size, though that tracks with Pikmin 3 having probably largely been built on Wii and Furukawa's comments a couple of years back that, with Switch being so successful, resources allocated to development and team sizes were increasing.
Obviously, the finished product can be very different to whatever previously existed, and this is likely the case for Pikmin 4. But it occurs to me that the game we're getting now will have had a relatively speedy development time in its manifestation as the collaboration with Eighting - two and a half to three years, give or take? Not too dissimilar to Metroid Dread, which presumably took around three and a half years for EPD and MercurySteam.
I wonder if Nintendo actually had a build of this game at EPD which they shared with Eighting, and which provided the basis for the finished product.
Completely baseless speculation, but I wonder if there was a sort of "hey anyone who wants to can submit flavor text for the item descriptions" type deal.I'll admit I'm not too familiar with the norms for how many people are in roles like this for the industry, but 22 writers for a Pikmin game? Does that like include all of the folks working on localization or is that counted separately? How much text is in this game?
No,they even hired a visual novel developer called Studio Monado to work on the writing,the devs who wrote the panzer dragon games lolCompletely baseless speculation, but I wonder if there was a sort of "hey anyone who wants to can submit flavor text for the item descriptions" type deal.
From the demo alone I could see the game has way, way more dialogue than a typical Nintendo game. A lot of text boxes and cutscenes. Definitely some effort that would take a lot of writers.I'll admit I'm not too familiar with the norms for how many people are in roles like this for the industry, but 22 writers for a Pikmin game? Does that like include all of the folks working on localization or is that counted separately? How much text is in this game?
maybe you can romance members of the rescue corpsNo,they even hired a visual novel developer called Studio Monado to work on the writing,the devs who wrote the panzer dragon games lol
Wow... that's crazy. At least based on the demo 4 does seem like the most story focused game in the series yet so I wonder where that'll goNo,they even hired a visual novel developer called Studio Monado to work on the writing,the devs who wrote the panzer dragon games lol
Ko Takauchi is also still on as Character designer. And the copyrights for the recent games still say "Co-Developed by Intelligent Systems". So Nintendo still likely does a lot of pre-production and direction in-house even without nearly as much staff on their end.That was how it was in the beginning, not just with Touched but it changed with WarioWare Gold. When it moved to Tanabe's group, the only Nintendo developer was Goro Abe, Tanabe and a few coordinators. The rest of the WarioWare team either stayed with Sakamoto or moved to EPD4.
god dammit lmao.maybe you can romance members of the rescue corps
From the demo alone I could see the game has way, way more dialogue than a typical Nintendo game. A lot of text boxes and cutscenes. Definitely some effort that would take a lot of writers.
to be fair, just playing the pikmin 4 demo, there was a lot of text. more than dialogue, which has already a lot, they have archives and a lot of lore stuff in there, so i can understand why there's so many writersI'll admit I'm not too familiar with the norms for how many people are in roles like this for the industry, but 22 writers for a Pikmin game? Does that like include all of the folks working on localization or is that counted separately? How much text is in this game?
there are parts of EPD that always worked with external devs like this, so for MercurySteam's and IndiesZero, this is nothing out of the ordinarySo Nintendo EPD in the switch generation co-developed games with Eighting, MercurySteam, indieszero and a few others right? i guess this is their way to finish projects if they dont have enough staff to release a product in the core team of the project
It's something Nintendo began doing regularly in the late Wii U days in order to get more games made. It's basically the reason they're even able to release as many games as they do regularly on the Switch.there are parts of EPD that always worked with external devs like this, so for MercurySteam's and IndiesZero, this is nothing out of the ordinary
MAGES developed FDC games, supervised by EPD 7. But oddly on the Missing Heir (the "first" game), has their name is on the start screen along Nintendo, but not in the Girl Who stands Behind.also im doubt, was famicom detective club co-developed by EPD7 or just produced?
MAGES developed FDC games, supervised by EPD 7. But oddly on the Missing Heir (the "first" game), has their name is on the start screen along Nintendo, but not in the Girl Who stands Behind.
Oh ok, so it was TOSE. I knew the title screen had less icons in it lol. Thanks for the clarification.Mages are present on both title screens. What you're thinking of is Tose only being credited for The Missing Heir; but that's in-line with the original releaes too. They went uncredited otherwise but have always been mentioned in the copyright for it and not The Girl Who Stands Behind.
So Nintendo EPD in the switch generation co-developed games with Eighting, MercurySteam, indieszero and a few others right? i guess this is their way to finish projects if they dont have enough staff to release a product in the core team of the project
there are parts of EPD that always worked with external devs like this, so for MercurySteam's and IndiesZero, this is nothing out of the ordinary
maybe Pikmin 4 started develoment as a Wii U game hench Miyamoto stating the develoment is nearly complete in 2015, but the Wii U floped, and they decided to restart the development of game around 2019-2020 now on SwitchEighting having a significant role in development makes sense, but it does make me wish we someday know more about the history of the project. Assuming Eighting took it on in 2020, that's 5 years after Miyamoto said Pikmin 4 was 'nearing completion' (!). It's also interesting to see the large expansion in team size, though that tracks with Pikmin 3 having probably largely been built on Wii and Furukawa's comments a couple of years back that, with Switch being so successful, resources allocated to development and team sizes were increasing.
Obviously, the finished product can be very different to whatever previously existed, and this is likely the case for Pikmin 4. But it occurs to me that the game we're getting now will have had a relatively speedy development time in its manifestation as the collaboration with Eighting - two and a half to three years, give or take? Not too dissimilar to Metroid Dread, which presumably took around three and a half years for EPD and MercurySteam.
I wonder if Nintendo actually had a build of this game at EPD which they shared with Eighting, and which provided the basis for the finished product.
in the HD era with this huge games taking 4-6 years to complete and a develoment staff of 800-1446 developers in Tears of the Kingdom case, is essencial that Nintendo has to help of severals partners to help complete they games and prepare them when they transition to a more powerful hardware(Switch sucessor)I don't think it's possible in modern era to produce a game without multiple companies being affiliated. There's always going to be other entities involved in development: from both inside and outside companies. There are obvious differences in the role Nintendo plays in each game - but there's definitely a distinction here for example since Nintendo had their internal team have lead roles in Director, Planning, Script, Program, and Music. Not too different how they spearhead the other big games; except this EPD team is like 30 instead of 100+.
503 developers for Pikmin 4, that a lot503 vs 150
thanks. i wonder how you guys know if its developed or just produced. i look at the credits and i cannot recognize it unless they specify lolMAGES developed FDC games, supervised by EPD 7. But oddly on the Missing Heir (the "first" game), has their name is on the start screen along Nintendo, but not in the Girl Who stands Behind.
Pikmin has a history of having multiple flavor text blurbs for each item in its databases written in the voices of different characters. Every Piklopedia entry in 3 Deluxe had text for like 4 or 5 different characters.I'll admit I'm not too familiar with the norms for how many people are in roles like this for the industry, but 22 writers for a Pikmin game? Does that like include all of the folks working on localization or is that counted separately? How much text is in this game?
It's not a totally new thing before EAD was formed (1990) games were usually designed internally but programmed by partners such as SRD, HAL and Intelligent Systems. F-Zero was allegedly the first internally coded title.So Nintendo EPD in the switch generation co-developed games with Eighting, MercurySteam, indieszero and a few others right? i guess this is their way to finish projects if they dont have enough staff to release a product in the core team of the project
The reality was, at the time – and probably even still now, to a degree – Nintendo doesn’t actually employ that many good programmers. They’re mainly creative, and what used to happen was Nintendo would program their games in-house but they’d make them work and they’d make them fun. And then they’d send them to this company called HAL, which would reprogram the games with their good programmers.
Damn, Nintendo really needs to buy Camelot and expanded them.Camelot: 36 employees as of April 2023
but Camelot doesn't want to expand.Damn, Nintendo really needs to buy Camelot and expanded them.