Video: Super Smash Bros. Ultimate director Masahiro Sakurai defines “game essence” as risk and reward, and explores how it impacts the push and pull at the heart of games

Super Smash Bros. Ultimate director Masahiro Sakurai has started a new YouTube channel called “Masahiro Sakurai on Creating Games.” Check out the latest batch of uploaded content via the embedded video below:

B: Game Essence 4 (Category Compilation) #24~#29

In Category B: Game Essence, I define “game essence” as risk and reward, and explore how it impacts the push and pull at the heart of games.

[Index]
0:00 Opening
0:11 B-24 Better Than Not Being Able to Beat the Game
2:56 B-25 Mandatory Strategies and Strategic Balance
5:02 B-26 Game Essence in Strategy Games
7:54 B-27 How Good Were the Player’s Actions?
10:31 B-28 Amplify Both Strengths and Weaknesses
13:20 B-29 Give Yourself a Handicap When Balancing Your Game

N: Game Concepts 3 (Category Compilation) #10~#12

In Category N: Game Concepts, I look back at how I came up with the ideas for each of the games I worked on, in release order. Rather than sharing anecdotes from development, I’ve chosen to focus on the inspirations and thought processes behind their creation.

[Index]
0:00 Opening
0:11 N-10 Kid Icarus: Uprising
13:06 N-11 Super Smash Bros. for 3DS / Wii U
24:03 N-12 Super Smash Bros. Ultimate

M: Grab Bag 3 (Category Compilation) #15~#17

In Category M: Grab Bag, you never know what you’re going to get. Here, we delve into topics that don’t quite fit neatly into the other categories—though the conversations still largely revolve around games. Check it out and see what you think!

[Index]
0:00 Opening
0:11 M-15 Canceled Games
3:22 M-16 ♪ PRESS START
22:00 M-17 Games During My Childhood

L: Marketing 2 (Category Compilation) #08~#09

In Category L: Marketing, I discuss strategies for getting the word out about your game. No matter how good your game is, it may as well not exist if people don’t know about it.

[Index]
0:00 Opening
0:12 L-08 Targeting and Market Research
4:32 L-09 Smash Bros. DOJO!!

F: Graphics 3 (Category Compilation) #14~#20

In Category F: Graphics, I explain what goes into making art for games. Rather than sharing tool tutorials and the like, I offer practical points to consider when creating game visuals.

[Index]
0:00 Opening
0:11 F-14 Motion Blur
2:39 F-15 Making the Imaginary Feel Real
5:07 F-16 Final Output
7:33 F-17 All to Destroy One Wall
11:54 F-18 Manga-like Visuals
14:56 F-19 Establishing Characters Through Their Design
17:32 F-20 Odds and Ends of Supervising: Sora Edition

C: Planning & Game Design 3 (Category Compilation) #19~#26

In Category C: Planning & Game Design, I talk about topics to consider when coming up with game ideas and mechanics. These are good things to keep in mind when thinking of new game concepts.

[Index]
0:00 Opening
0:11 C-19 Making Sequels
4:09 C-20 It’s Easier If They Already Know
7:19 C-21 Customization Lets Your Imagination Play
10:46 C-22 Crafting “Similar” Games
12:53 C-23 Presenting Scores
16:51 C-24 Using Parameters to Establish Characters
20:24 C-25 A World with Less Color
23:15 C-26 Computer-Controlled Players

A: Work Ethic 3 (Category Compilation) #21~#23

In Category A: Work Ethic, I talk about the ways we approach and prepare for our jobs. The topics in this category apply to all lines of work, not just game development.

[Index]
0:00 Opening
0:11 A-21 When Ideas Won’t Come
2:54 A-22 Never Get Into Fights
5:38 A-23 Up is Down, and Down is Up

B: Game Essence 3 (Category Compilation) #16~#23

In Category B: Game Essence, I define “game essence” as risk and reward, and explore how it impacts the push and pull at the heart of games.

[Index]
0:00 Opening
0:11 B-16 Game Essence in Shooting Games
2:48 B-17 More Game Essence Means Less Broad Appeal
6:46 B-18 The Shoryuken Command
11:39 B-19 The Pros and Cons of Leaderboards
14:52 B-20 What is “Play”?
18:39 B-21 Faithfulness Comes First in Licensed Games
22:25 B-22 Game Essence in Action Games
25:21 B-23 Making “Work” Games Fun

N: Game Concepts 2 (Category Compilation) #06~#09

In Category N: Game Concepts, I look back at how I came up with the ideas for each of the games I worked on, in release order. Rather than sharing anecdotes from development, I’ve chosen to focus on the inspirations and thought processes behind their creation.

[Index]
0:00 Opening
0:11 N-06 Kirby Air Ride
6:42 N-07 Meteos
15:13 N-08 Sodatete! Kouchuu Ouja Mushiking
24:29 N-09 Super Smash Bros. Brawl

About This Channel

Join me as I kick off my new channel, “Masahiro Sakurai on Creating Games,” with an overview of the kinds of things I’ll be talking about.
Why am I making a channel, exactly?
You’ll find out in this video.

Source: Masahiro Sakurai

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