Uploaded October 2017 | Updated September 2026, 2 weeks ago
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In his many travels, The Architect has found out one thing for sure- that Nintendo are the masters of fun. But how do they do it?
Expressive mechanics are crucial to Nintendo's joyful, light design aesthetic, and other developers are starting to catch on. The architect breaks down and analyses why letting players experiment and play is they key to the Nintendo feel.
You saw:
Mario Odyssey (2017)
Super Mario Galaxy 2 (2010)
Donkey Kong (1981)
Super Mario Bros (1985)
Castlevania (1986)
Titanfall 2 (2016)
Divinity: Original Sin (2014)
Resident Evil 4 (2005)
Doki Doki literature club (2017)
Intersting Links:
jasonbegy.info/Begy_Jumping.pdf
sirlin.net/articles/the-fun-of-super-mario-galaxy
eurogamer.net/articles/shigeru-miyamoto-interview
Follow me on Twitter- twitter.com/Thefearalcarrot
Support The Architect of Games on Patreon- patreon.com/ArchitectofGames
In his many travels, The Architect has found out one thing for sure- that Nintendo are the masters of fun. But how do they do it?
Expressive mechanics are crucial to Nintendo's joyful, light design aesthetic, and other developers are starting to catch on. The architect breaks down and analyses why letting players experiment and play is they key to the Nintendo feel.
You saw:
Mario Odyssey (2017)
Super Mario Galaxy 2 (2010)
Donkey Kong (1981)
Super Mario Bros (1985)
Castlevania (1986)
Titanfall 2 (2016)
Divinity: Original Sin (2014)
Resident Evil 4 (2005)
Doki Doki literature club (2017)
Intersting Links:
jasonbegy.info/Begy_Jumping.pdf
sirlin.net/articles/the-fun-of-super-mario-galaxy
eurogamer.net/articles/shigeru-miyamoto-interview










