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StarTopic Nintendo First Party Software Development |ST| Nintendo Party Superstars

Kyogoku is likely to be promoted to producer, and Nogami to... EPD manager (?), I suppose? So Animal Crossing will need a new director.

Same for Fujibayashi and Aonuma.
Aya Kyogoku is already producer of Animal Crossing franchise, she got promoted after Animal Crossing New Leaf, she is a co-producer of Animal Crossing along side Nogami

 
I honestly think "They tried it once 25 years ago and it had mixed reception" is a pretty silly argument for never trying a 3D Donkey Kong ever again.

"They should make it like game X because game X, released 25 years ago, was the last game in the series" feels just as silly.

You can do literally anything with Donkey Kong in 3D (it's basically a new franchise).
 
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I honestly think "They tried it once 25 years ago and it had mixed reception" is a pretty silly argument for never trying a 3D Donkey Kong ever again.
It is silly. Like idk how you can come to a conclusion off of one attempt and like you said that was 25 years ago.

And that attempt wasn’t bad. People can see how you could’ve made DK64 better. Rare knows they could’ve did better. Not to speak there’s multiple gameplay styles you can try. It’s silly. Another attempt will come one day.
 
The major issue with speculating about 3D DK is that there's basically 0 available studios that have the experience to do a 3D platformer other than NST.
cant Nintendo ask a third party to work on a 3D Donkey Kong game? like ask Playtronic for this new Donkey Kong game
 
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It is silly. Like idk how you can come to a conclusion off of one attempt and like you said that was 25 years ago.

And that attempt wasn’t bad. People can see how you could’ve made DK64 better. Rare knows they could’ve did better. Not to speak there’s multiple gameplay styles you can try. It’s silly. Another attempt will come one day.
Also, I'm relatively sure the problems of the game mostly stem from the platform it was developed for and not the concept (3D Collectathon) itself? I've honestly never played it, so no idea :LOL:
 
Let's remember that you don't have to have made a bunch of games of the exact same type to make a good one of a specific type.

You just need a competent developer who has a strong pitch that can follow through. The expertise and experience can come from the EPD production/supervision.

Retro Studios never made a 2D platformer before and then they ruined the genre for everybody else twice in a row.

also, y'all we finally agreed to retire that goofy "can't make 3D DK" argument and we a got a whole page of it again lol
 
Also, I'm relatively sure the problems of the game mostly stem from the platform it was developed for and not the concept (3D Collectathon) itself? I've honestly never played it, so no idea :LOL:
I like DK64, but it’s superrrrrr bloated. I think it has the most collectibles in any platformer ever. The controls are too bad. Some mini games they show their age more. But it can’t be overstated how bloated the game is. All the characters have their own individual collectibles.

5 characters with the same collectibles in each level. Having to repeat that over and over. It drags the game down a lot. You can’t switch characters on the fly either. You have to find barrels to switch them.
 
What I'm getting from this is that Retro's first two-project studio duet is going to be 3D Donkey Kong and 2D Metroid.
 
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Aya Kyogoku is already producer of Animal Crossing franchise, she got promoted after Animal Crossing New Leaf, she is a co-producer of Animal Crossing along side Nogami

aya became a manager, not producer. she still was director for NH and she wasnt credited in splatoon 3 even though she is now a manager
 
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Both Hayashida and Yabuki directed their first game (Galaxy 2 in 2010, Mario Kart 7 in 2011) around the same time as Kyogoku (New Leaf, 2012) and Fujibayashi (Skyward Sword, 2011, though he also directed the Capcom Zelda games and co-directed Phantom Hourglass) and were promoted to producers at the beginning of the Switch era. It's only a matter of time before Kyogoku and Fujibayashi are promoted (and for us, this is very exciting, we'll get some new, younger voices at the helm of the two series).

However, it begs the question, what will happen to Aonuma and Nogami? Perhaps Nogami could have a position in Nintendo Systems, as he's interested in online gaming and connectivity. Or one of the two might be the producer of Switch 2 -- 3DS, Wii U, and Switch were respectively produced by Konno, Eguchi, and Koizumi, then producers of their respective EAD teams.
 
Both Hayashida and Yabuki directed their first game (Galaxy 2 in 2010, Mario Kart 7 in 2011) around the same time as Kyogoku (New Leaf, 2012) and Fujibayashi (Skyward Sword, 2011, though he also directed the Capcom Zelda games and co-directed Phantom Hourglass) and were promoted to producers at the beginning of the Switch era. It's only a matter of time before Kyogoku and Fujibayashi are promoted (and for us, this is very exciting, we'll get some new, younger voices at the helm of the two series).

However, it begs the question, what will happen to Aonuma and Nogami? Perhaps Nogami could have a position in Nintendo Systems, as he's interested in online gaming and connectivity. Or one of the two might be the producer of Switch 2 -- 3DS, Wii U, and Switch were respectively produced by Konno, Eguchi, and Koizumi, then producers of their respective EAD teams.
That's not how it works. Hayashida and Yabuki were deputy managers of their respective groups before their senior got promoted/moved to another group. Nintendo doesn't really want to make their genius directors into production roles as long as they can still make hits. The Current hierarchy of EPD 3 looks more like Eiji Aonuma > Makoto Miyanaga (Director on Twilight Princess until Aonuma took over and moved to the Zelda production team since Tri Force Heroes) > Daiki Iwamoto > Hidemaro Fujibayashi. They don't want Fujibayashi to ordain what is canon or have to supervise a spinoff/remake. They want him to make the next game or if he loses his touch, to become a Shigefumi Hino role. I see Aonuma entering a Tezuka role in being a part of the company as an Executive Officer and leaving group management to Miyanaga. For Kyogoku, she is effectively in that role. The problem is that they don't do nearly enough spinoffs and that the Splatoon team isn't officially in another group. Nogami is already a Deputy General Manager so he has authority to supervise multiple groups.
On that topic, Hiroyuki Kimura is kind of missing a next gen replacement, he's as old as Konno but there haven't been any people involved with both Pikmin and 2D Mario. The previous NSMB directors switched teams and the Super Mario Maker director left Nintendo. All that leaves is Yusuke Amano (NSMB2 director but was Splatoon director except for 3), Yuji Kando (Pikmin Director) and Shiro Mouri (NSMBU Switch and Wonder director). Hopefully Wonder will help settle this.

Producers of the system are selected from producers of EPD teams. Eguchi was head of EAD2, Konno was already producer of EAD1 and Koizumi was producer of EAD Tokyo (and got promoted to general manager of EPD alongside Switch development). Hard to say who will be the producer of the Switch 2 assuming it isn't Koizumi again. Kawamoto is the next likely choice but it could be
 
I like DK64, but it’s superrrrrr bloated. I think it has the most collectibles in any platformer ever. The controls are too bad. Some mini games they show their age more. But it can’t be overstated how bloated the game is. All the characters have their own individual collectibles.

5 characters with the same collectibles in each level. Having to repeat that over and over. It drags the game down a lot. You can’t switch characters on the fly either. You have to find barrels to switch them.
Yeah Rare kept trying to 1-up themselves. The thing that makes it bad is having to change characters in specific spots. If you could just swap anywhere it wouldn't be an issue really.
 
F-Zero dead since 2004, why we still insist the franchise could return

Two decades is long enough to merit another attempt at popularity. The Switch audience is also big enough to possibly be more receptive than the GCN was. Especially when you consider the iconography of the series has remained relevant through crossover titles, something other niche series like Sin and Punishment don’t benefit from.
 
Two decades is long enough to merit another attempt at popularity. The Switch audience is also big enough to possibly be more receptive than the GCN was. Especially when you consider the iconography of the series has remained relevant through crossover titles, something other niche series like Sin and Punishment don’t benefit from.
especially if they make a better game that isn't as player hostile.

thinking any game that hasn't seen a new release cannot possible be popular (again) or successful (again) is, imo, quite narrow-minded and feels more like armchair executive thinking. this is essentially the 3D DK argument once again.

hit the right notes and market it properly.
 
tbh there is never been a better time to reexplore older dormant franchises especially at least through remasters/remakes and see how audiences react to it.

I'd obviously argue than Captain Falcon far outweights the rest of F Zero in terms of popularity but that just means you push the marketing in that direction to make it appealing.

Afterwards the real challenge would be finding a steady home for the IP either internally or (most likely) with a third party partner.
 
I think mainstream audiences today are more receptive with difficult games than they were twenty years ago. It’s a question of how they mean into that angle.
Obviously. But I'm asking them to also just make a better game than what GX was. That game was actively hostile in an unfun way. Does high level play look sick af? Sure. But you can make that type of game have cool mechanics and incredible sense of speed and wild courses without being so actively off-putting. This is why I can never get on with the drooling over GX which feels more fueled by how good the graphics tech and speed were than how much fun it actually is to play for most people. X was perfect in those regards. Then just have lots of singleplayer variety inspired by what GX offered and you're good.

tbh there is never been a better time to reexplore older dormant franchises especially at least through remasters/remakes and see how audiences react to it.

I'd obviously argue than Captain Falcon far outweights the rest of F Zero in terms of popularity but that just means you push the marketing in that direction to make it appealing.

Afterwards the real challenge would be finding a steady home for the IP either internally or (most likely) with a third party partner.
I mean, as someone who's played all the F-Zero games and has lived through the Show Me Your Moves meme ... who tf is Captain Falcon? Does anyone care about this character? F-Zero is fast hover cars flying over ridiculous courses. Does leaning on the character make the game more appealing? Make it look sick in gifs but still be approachable and off you go.
 
I mean, as someone who's played all the F-Zero games and has lived through the Show Me Your Moves meme ... who tf is Captain Falcon? Does anyone care about this character? F-Zero is fast hover cars flying over ridiculous courses. Does leaning on the character make the game more appealing? Make it look sick in gifs but still be approachable and off you go.
By virtue of being a mainstay character in the most popular fighting game franchise in the world I'd argue Captain Falcon himself is more popular than the franchise F Zero yes.
If you don't think a trailer for a new F Zero or remastered game wouldn't show him first, I don't know what to tell you.
 
The biggest challenge for a new F-Zero is that the market for racing games has changed a lot since the 90s and 2000s. Especially arcade racing games of its ilk have become a dying breed, futuristic racers are basically a niche product. F-Zero has the obvious advantage of being a somewhat recognizeable legacy IP and having the Smash Bros. connection. I don't think it's going to be particularly easy to bring it back but also not impossible.
 
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By virtue of being a mainstay character in the most popular fighting game franchise in the world I'd argue Captain Falcon himself is more popular than the franchise F Zero yes.
If you don't think a trailer for a new F Zero or remastered game wouldn't show him first, I don't know what to tell you.
which isn't what I was saying at all
 
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Golden Sun The Broken Seal and The Lost Age together outsold the combined sales of Metroid Fusion and Metroid Zero Mission.
I get that Giancarlo is on a roll here with odd arguments but it should be quite straightforward to see how Metroid as an IP is much more prominent and resilient within the Nintendo IP landscape than either F-Zero or Golden Sun. Its nature as a character-based action game that initially formed the backbone of Nintendo fan identity in the Mario-Zelda-Metroid triforce configuration for gamers from the NES through the SNES generations has cemented it as one of their all-time classic IPs that will never really go away. Its gameplay will never fall out of favor because -as with the other two of the MZM set- it fits within the framework of the quintessential "gamer's game" that makes up the vast majority of popular video games (third/first person character-driven action games) to this day and can thus be fairly easily "brought back" even after laying dormant for a few years (Metroid as a franchise is actually on a fairly comfortable release cycle, only twice having skipped a generation of systems).
 
I get that Giancarlo is on a roll here with odd arguments but it should be quite straightforward to see how Metroid as an IP is much more prominent and resilient within the Nintendo IP landscape than either F-Zero or Golden Sun. Its nature as a character-based action game that initially formed the backbone of Nintendo fan identity in the Mario-Zelda-Metroid triforce configuration for gamers from the NES through the SNES generations has cemented it as one of their all-time classic IPs that will never really go away. Its gameplay will never fall out of favor because -as with the other two of the MZM set- it fits within the framework of the quintessential "gamer's game" that makes up the vast majority of popular video games (third/first person character-driven action games) to this day and can thus be fairly easily "brought back" even after laying dormant for a few years (Metroid as a franchise is actually on a fairly comfortable release cycle, only twice having skipped a generation of systems).
exactly, this tree franchises represent the core gameplay we expect from Nintendo
 
exactly, this tree franchises represent the core gameplay we expect from Nintendo
I mean, no. Now you're going off the rails again. That is a certain type of legacy fan expectation that has become quite outdated over time with Nintendo broadening what types of games they make and what ends up successful and popular. That sort of thinking gets you people who dismiss Animal Crossing because you're not a character "fighting" through a "world" to defeat a "boss". Or Splatoon because it's "mostly multiplayer". Or Pikmin because the camera is in the wrong place and you're not attacking enemies yourself.

Who is "we"? (insert gif of the Wii logo bowing)

"We" might be you and a certain subset, a mere part of the larger pie (not to be confused with a Polygon dot com piechart). And that's fine if what's what you're looking for from them but that doesn't represent the whole of those who enjoy and follow what Nintendo makes and produces.
 
F zero was as well, until it wasn't. F zero was a bigger sales success than Metroid on the SNES (...and n64 where Metroid didn't even show up).
I get what you're saying and 100% agree with the point, but this is a bit of a strange way to put it. The fall off from F-Zero's peak to F-Zero X was huge, and the decline just continued from there (though to be fair, funnily enough the fall off from Prime 1 --> 2 is pretty similar, though sequels tend to do less anyways). F-Zero never really held onto fans as well as Metroid even when it was getting new games, and Metroid was already pretty bad at it too so that's saying something.

I do think an F-Zero game would be successful, though.

Golden Sun The Broken Seal and The Lost Age together outsold the combined sales of Metroid Fusion and Metroid Zero Mission.
This isn't a good argument. Metroid's most marketable product during that time period was Prime, which sold about as much as both Golden Suns combined. This is a bit like saying that Paper Mario not outselling Zelda meant that Mario was less popular than Zelda in the pre-Switch days. It doesn't make sense.
 
Metroid has someone vouching for it. That's probably the biggest reason it's still around. I don't think the series would enjoy the current life if Sakamoto didn't desire to keep working on it (and have successes in other games)
 
Obviously. But I'm asking them to also just make a better game than what GX was. That game was actively hostile in an unfun way. Does high level play look sick af? Sure. But you can make that type of game have cool mechanics and incredible sense of speed and wild courses without being so actively off-putting. This is why I can never get on with the drooling over GX which feels more fueled by how good the graphics tech and speed were than how much fun it actually is to play for most people. X was perfect in those regards. Then just have lots of singleplayer variety inspired by what GX offered and you're good.
F-Zero X's turning mechanics are much more offputting than anything in GX's story mode or Master cups. X is nowhere near GX's gameplay polish even for the casual player so I'm not sure where this comes from.
 
This is F-Zero's chance to prove it isnt a case of this:

dc-fans-be-like-v0-5i22qkc9jm5a1.jpg
 


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