Max Nichols

@maxnichols.bsky.social

He/him. Sr. Game Designer. Prev: Epic, Bungie, Turbine, more. I run @HyruleInterviews.bsky.social Blog: namelessquality.com Portfolio: maxnicholsdesign.com

Extremely proud to say I was the localization editing lead for Bubbly Basin, Pokopia's first DLC. Also even more proud of the ridiculously talented team of translators, editors, and fantastic loc folks who made it happen. I hope everyone has a bubbly time playing!

A question for all my game dev followers: What are your strategies for evaluating pacing curves for singleplayer games during development? Stuff like “is the pace of level-ups right” and “are we giving out the right amount of currency”

Part 4 of my series about game design aesthetics! In this one I discuss what a personal design aesthetic is, how it comes to be, and how to nurture it. Article five, in a few weeks, will discuss the game design aesthetic of groups: studios, team, cultures. #GameDesign

A Game Designer’s Aesthetic

In the first article, I discussed game design patterns, and called them the brushstrokes of game design. In the second article I discussed game genres,…

namelessquality.com

Part three of my series about game design aesthetics! In this one I talk about the many decisions game designers make every day, and how they make them. Article four will come next week, where I'll finally talk about designers' personal design style—their design asesthetic—directly. #GameDesign

A Game Designer’s Choices

Let’s talk about making choices. Full-time game designers typically make hundreds of choices every day. Most are tiny, some are more substantial. Most are made…

namelessquality.com

Part two of my five-article series about game design aesthetics is here! Why am I talking about genres if the topic is personal design aesthetic? That will become clear later! Article three, about game design choices and how we make them, will come next week. #GameDesign

A Game Designer’s Genres - The Nameless Quality

Years ago, a more experienced game designer I worked with told me that I was still developing my “game design aesthetic”. I asked him what…

namelessquality.com

I always found this exchange very, very funny When a 12yo pitches a kitchen sink game to you, and you don't want to rain on their parade. But the 12yo is a 50-year-old WW2 history buff pacifist who loves war machines & grew up under the US occupation. And is also the most famous animator alive

Hyrule Interviews@hyruleinterviews.bsky.social · last mo.

Hayao Miyazaki pitches a video game to Miyamoto, 1992. Source: Family Computer Magazine (Famimaga) #MiyazakiQuote, #MiyamotoQuote www.youtube.com/watch?v=D5zM...

PEOPLE:
- Hayao Miyazaki, age 51. Co-Founder of Studio Ghibli. Director of films like My Neighbor Totoro and Nausicaä .
- Shigeru Miyamoto, age 39. Creator of Zelda & Mario. Producer of Nintendo EAD’s Software Development Department..

QUOTE: 
Miyazaki: I didn’t know much about video games but [there is] a game I wanted to create… … It takes place when the Japanese forces were nearly wiped out by the US in the South Pacific Ocean. The objective of this game is to board a torpedo bomber and hit a US aircraft carrier with a torpedo.

That said, you can also choose not to get on a bomber. Then what will you do? Maybe you grow vegetables on an island to sustain yourself. Maybe you starve and eventually the war ends. Or maybe you become a prisoner of war and stay in a prison camp until the war is over… or maybe you die during the process.

Miyamoto: I see.

Miyzaki: So there are many choices you can make. … We would make these animated scenes and you need to choose your action [with a time limit]. I discussed making such a game. 

Miyamoto: I see…

I had a fun interview with Playsense, about my Hyrule interviews project! It was fun to chat with folks who weren't coming from the Zelda fandom side, or were even very familiar with all the Zelda games, but were interested in why I do it and my process, and what I get out of it as a game designer

#zelda #zelda | PLAYSENSE

Who here loves #Zelda? We've got a pretty nerdy event coming up. PLAYSENSE will be chatting with Max Nichols, the creator of Hyrule Interviews, a fan-made archive of Zelda developer interviews and quo...

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You know what Nintendo does when they have a surplus set of devs from cancellations or production ending? Put them on other projects. The ability to redeploy headcount while keeping teams together over time is like, the main strategic benefit of scale in the game industry

Part one in my five-article series about game design aesthetics!: namelessquality.com/a-game-desig... This one is a bit of a preamble, to give myself the language to discuss concepts in the subsequent parts. #2, A Game Designer's Genres, is coming next week. #GameDesign

A Game Designer’s Brushstrokes - The Nameless Quality

Years ago, a more experienced game designer I worked with told me that I was still developing my “game design … Read More →

namelessquality.com

It’s so hard to see the impact we have as game devs sometimes. In my memory Infinite Crisis is a failed project. But some patch notes I wrote inspired someone? Someone awesome Like @cyrusriahi.bsky.social? Every little thing we put out there could impact someone at just the right place and time

Cyrus Riahi@cyrusriahi.bsky.social · 2mo ago

Shoutout @maxnichols.bsky.social (designer for atomic wonder woman and from what we can gather almost certainly the writer of that specific patch note) and everyone else who ever worked on IC!! I wouldnt be the same person today without it :D

Q for game historians- Shigesato Itoi is in this 1985 interview in LOGiN magazine, with Masanobu Endo. But his first game was Mother (Earthbound 0), in 1989. To my knowledge he had no connection to video games yet. Why would he have been in this interview? Do you know, @shmuplations.bsky.social ?

Hyrule Interviews@hyruleinterviews.bsky.social · 2mo ago

Endo & Itoi on the asceticism of game developers, 1985. Source: Shmuplations #EndoQuote, #ItoiQuote shmuplations.com/endoitoi/

PEOPLE:
- Masanobu Endo, age 32. Creator of Tower of Druaga (1984), which likely influenced The Legend of Zelda (1986).
- Shigesato Itoi, age 37. Author. Later: Creator of Earthbound (1989) and editor for the Ishinorimori A Link to the Past manga.

QUOTE: 
Endo: When you talk to game developers, they'll often say, "working at the foot of Mt. Fuji would be perfect." 

Itoi: … [laughs] That kind of asceticism isn't limited to the digital field. … There was even an era when "suppressing consciousness" was considered beautiful. … Those who suppressed something until it burst out and killed them were called "those who died young." Those who persevered until death were called "those who stubbornly stuck to their principles their whole lives." It's a kind of stoicism.

But that kind of repressive power cannot create things that appeal to people. It's very handy for leading people in the wrong direction though. It's incredibly useful for steering people down dangerous paths.

Taking a break from my social media break to crowdsource: I've got a series of 4-5 articles about what it means to have a personal aesthetic as a game designer that are ready to publish. Gamedeveloper.com used to aggregate blogs posts from industry folks. Is there any similar platform today?

Game Industry News, Deep Dives, and Interviews | Game Developer

The game industry resource for breaking news and in-depth analysis of the latest game industry tech and trends.

gamedeveloper.com

The high school setting works well in part because it's got a nice structure to it and there's a built-in social apparatus. It's time: Persona 6 should be set in a retirement community