Nintendo starts with the hands
7 min read
By Eduardo Orellana ·
Nintendo tends to settle how a game is played before it settles what the game is about. Story, technology, and theme come after the verb.
The verb is the first hire
Most studios pick an entry point and live with it. A story, a feeling, a piece of technology that needs a home. Nintendo, more often than not, starts with the hands. How will this be played, on this object, for this long, before anyone is allowed to say what it is about.
That order is why a Nintendo game can look themeless in a pitch and inevitable in the hands. The theme is poured over a verb that already works. Reverse the order and you get a beautiful premise whose button is an afterthought, which is a film that occasionally lets you interfere. The play-first habit is not a moral. It is a sequence. Break it on purpose if you must, and know that you are starting with the part other people leave until the end.
Why Nintendo designs the play before anything else
Nintendo tends to begin a project by working out how the game will be played, and only then decides what the game is about. Most studios pick a different entry point. Some open with a story, a premise, or a feeling they want to produce in the player. Others open with technology, a simulation, or an existing game they intend to extend.
The starting question at Nintendo is usually the other one. New series or long-running series, the first job is to find a new way to play.
Once that is settled, it drives everything downstream: the main character, the enemies, the world, the soundtrack, and even the plot. Shigeru Miyamoto has described the method as nailing the fundamentals first and then squeezing as much as possible out of that core idea.
Building a game around a single verb
A Nintendo game often starts as a hunt for one interesting thing the player can do. Gunpei Yokoi once framed it as stripping the character down to a plain dot and asking what sort of movement would be fun on its own.
Mario is the famous answer. Before the name Mario stuck, he was Jumpman, and that tells you most of what you need to know. Super Mario Bros. runs on the jump. You jump over pipes, up onto platforms, into bricks, into power-up blocks, onto enemies, and finally up the flagpole to end the level.
The focus decided what got cut, too. Miyamoto tried out other ideas, including a shoot-'em-up section, and dropped them so the game could stay on jumping action.
Stomping an enemy reads as obvious now, because platformers have copied it for forty years. It came out of a plain design question: if the game is about jumping, what is the natural way for a jump to beat an enemy?
More on this: Super Mario 3D World's level design teaches in four beats
How one simple action opens up a huge range of situations
A single strong mechanic that touches everything gives you a small action set and an enormous number of situations. The player has almost nothing to memorize, and the designer still has room to keep surprising them.
Pikmin shows this clearly. The whole game is throwing Pikmin at things and calling them back. Because the Pikmin types have different abilities, and because the world keeps presenting different obstacles, one action fans out into a long list of strategies.
Nintendo keeps going back to this shape: spraying water, firing ink, becoming a painting, pulling things out of the ground, holding a vacuum cleaner. Luigi's Mansion may be the purest case. Luigi cannot even jump, yet the vacuum solves puzzles, catches ghosts, hoovers up loot, checks doors, and handles nearly everything else the game asks of you.
That is what a strong central action buys you. A long list of verbs is unnecessary when one verb reaches far enough.
Hanging every other mechanic off the central action
When a game needs more than one mechanic, Nintendo usually hangs the extras off the main action rather than bolting on unrelated controls. Splatoon is about firing ink and swimming through it, so reloading, movement, holding territory, attack, defense, and climbing walls all resolve back to those two ideas.
Readability is the payoff. The player learns one expressive system and then keeps finding new jobs it can do. The controls stay compact while the design gets deeper.
A new mechanic is not always required. Sometimes the fresh play comes from dropping familiar mechanics into an unfamiliar context. Super Mario Galaxy is still a jumping game, but the jump is now bent by tiny planets and odd gravity. Pikmin 3 still commands Pikmin, but adds the strain of juggling three leaders at once.
Sometimes the new thing is a system instead of an action. Majora's Mask hands you a three-day clock. Metroid is built on an interconnected map. The form varies, but something about the play has to be new. Absent that, Nintendo rarely seems interested in shipping the same game again with a fresh coat of paint.
Form follows function in characters and worlds
Nintendo also holds hard to form following function: the way a thing looks should be decided by the way it works. Look at a Nintendo enemy and you should already have a guess about how to deal with it.
Hence Boos blushing and covering their faces when you look at them, the charging enemies in Super Mario World styled as football players, and the rereleases of the original Mario Bros. that swap turtles for Spinies because players kept trying to jump on the wrong thing.
It scales up past individual enemies. Splatoon's ink mechanics came first, and the cast and setting were fitted to them afterward. Squid kids made sense precisely because the characters had to fire ink, swim through ink, and let you read at a glance which state they were in.
Presentation elsewhere can grow the same way. A targeting system turns into a companion character. A camera system turns into a character who carries the camera. A recharge meter turns into a small creature living in a hat. When the fiction grows out of the mechanic, systems that are abstract underneath still read as parts of the world.
When the mechanic decides the setting, the soundtrack, and the plot
The central interaction can set the tone of the entire game. Ink spraying suggests graffiti, so Splatoon leans into punk-rock music and a 90s attitude. Super Mario Sunshine takes place on a tropical island in large part because water-pistol play suggests summer.
Story can be assigned the same way. Zelda plots tend to exist to show the gameplay ideas at their best rather than to protect one grand continuity. A Link Between Worlds picks an art-themed villain because Link flattens into a painting. Ocarina of Time uses time travel because the design wanted young Link and older Link in one adventure.
Working in that order sounds backward if you normally begin with the story, but it binds what the player does to what the fiction claims is happening. Yoshi's Island tells a story about protecting Baby Mario and gives you mechanics about protecting Baby Mario. Both halves push the same way.
Plenty of games run the reverse: settle the story, world, and cast, then go looking for mechanics that suit them. That can produce fine games, though it often leaves the play and the presentation sitting in separate layers.
This approach is not exclusive to Nintendo
Nintendo misses sometimes, and other studios land it regularly. Indie games in particular are often built end to end around a single odd interaction. Modern Doom orbits the melee finisher, which supplies health, dictates how you move, and even feeds into how you open doors. Portal is arranged around one brilliant interaction so cleanly that it works as a worked example of the whole principle.
The takeaway is not that every game should look like a Nintendo game. It is that how the player plays can outrank nearly everything else. It can serve as the starting point, the thing that organizes the rest, and the test that any new idea has to pass.
Enemies, art, locations, music, story, characters: all of them can be chosen to frame the fundamental interaction. When every piece of the game quietly points at the same kind of play, the result is easier to pick up, more welcoming, and usually deeper than it looks from outside.
You cannot settle any of this on paper, though. You find out whether the central action carries the game by getting it running and playing it, and your own judgment on the build is the verdict that counts. That is also why Nintendo's best work feels playful, almost like a toy. It starts from something that is satisfying to do, then spends the rest of the project making that action clear, flexible, and a pleasure to repeat.
Build it in Flockbay
In the Flockbay app, describe the buttons before the setting. Four inputs, one room, no proper nouns. Play it. Only if the room is interesting may you name a world for it to live in.
A start-here template and the AI game maker will ask what the game is about. Answer with the verb.
Keep reading
- Hozy is a cleaning game where the reward is the room remembering you
- A fighter starts as one sentence
- The jump is the whole contract
- The spark is the easy half
- Put the toy first and prototype the play with AI
Pick the one action your game is really about, get it playable, and let every other choice earn its place by supporting that action.
More notes on designing games