Get this game: Game Dev 101 lessons with WarioWare DIY

WarioWare DIY [Nintendo, DS, Amazon link] The most common pitfall suffered by would-be game designers? It's not one of language learning, or one of logic, or even one of graphical/musical skill -- it's scope. Far too often, first-timers eager to bless the world with the massive, sweeping epics they've had pent-up since their youths spent wandering Hyrule or Midgar or Britannia run face-first into a brick wall when they realize how near-impossible it is to create that coherent, engaging world as an amateur. It's a problem borne of thinking of games as worlds rather than games as rules, and it's what makes WarioWare DIY quite possibly the best tool for aspiring designers yet, especially one available at retail. Nintendo's long-running and (at its debut) groundbreaking WarioWare franchise has always been predicated on discrete games played for 5-10 seconds at a time, in rapid succession, and it's precisely that stripped-bare approach that makes it an ideal launchpad for re-wiring the way aspiring designers think about what makes games fun.
wariowarescript.jpgWith its own bespoke image and music editor, a graphical scripting language not altogether (so I'm told) that different from the tools available in popular PC package GameMaker, and -- crucially, if a bit over-long for those more familiar with game dev proper -- hours worth of mandatory tutorials that leisurely stroll you through Your First Animated Sprite or Your First Logic Gate. Even more valuable is the 'Assembly Dojo' -- an appropriately styled Temple of Debugging, which gives first-timers near-complete but distinctly broken games and asks them to seek out and repair that increasingly difficult hitch, making a light and fun task of what will eventually become a world of compile error frustration for anyone that follows the pursuit further. Beyond that, DIY is remarkable for two traits not normally associated with Nintendo's traditionalist approach. The first is a heavy emphasis on online functionality where players can publish and trade their creations (games, 4-panel comics, and music alike) or download a continually updated fresh supply of microgames from (awesomely) indie all-stars (World of Goo's Ron Carmel, Bit.Trip designer Alex Neuse, and Super Meat Boy's Edmund McMillen) and other Nintendo legends (like Metroid creator Yoshio Sakamoto). The other is that, by allowing players to re-use and recycle assets from the supplied microgames (from the DS cartridge itself, the downloadables, or the extra set included in the WiiWare add-on Showcase -- which also makes all created games playable on the Wii), Nintendo has given full blessing to make the (albeit 5-second) classic mashed-up Mario/Zelda/etc. game you've always dreamt of, and spread that to the world at large. Will it replace the years of hard work, study, and failures necessary to be the next indie dev celebrity? Quite clearly not, but as an introduction to game design's wicked world and a lesson in quick-sketch rapid-prototype practices, it is absolutely one of the best places to start.



  1. Nintendo innovating? That would never happen. ;-)

    I think the inclusion of the broken games is the most important feature of all. Mistakes you make can be frustrating; seeing where someone else has made a mistake and fixing it is an ego boost.

    Incidentally, cool tattoo:

  2. Independent game designers should look toward old games to see what their scope should be. I believe it took Garriot 2 years to do Ultima 4 in assembler language. He had already made 3 games prior.

    So one person with modern tools should be able to finish a game somewhat similar to that scope to Ultima 3 in a year or so. People who start out to make DragonAge by themselves are only setting themselves up for disappointment.

  3. DIY is a fantastic package – the music creation app (similar to Mario Paint’s sequencer) is great fun in its own right. There’s also some very nice preloaded content, particularly the weird 4-panel comics. And the game creator will likely surprise you with its depth – there’s a technically excellent Mario-based minigame up for download, and I’m looking forward to the imminent ‘big name’ creations.

    Two bugbears: first, the whole experience of WarioWare is founded on the fast-flowing variety of content, and obviously you lose that when you’re focusing on making one game, replaying and replaying it to get it just right. It’s great when you finish a mini-game, but it’s not properly finished until it’s been experienced by someone else, as part of a variety of similar efforts. So sometimes it’s less a game and more a… hobby, I suppose. That’s not a bad thing, it’s just that I find being a creator of content removes me somewhat from the fun. Of course it offers other rewards.

    More annoyingly, the game insists on a WEP connection and will not work with WPA2, even though the DS itself (Opera, Facebook etc.) works fine with WPA2. So to get my DS online at home I’d either have to set all my other equipment up for WEP, which I don’t want to do, or temporarily change my router to WEP and back again afterwards, which I can’t be bothered to do.

    I get around that at the moment using the link-up game on the Wii, which lets you download and transfer DIY games, but that’s an extra 800 points on top of the main game. Sadly, since the DS is fine with WPA2 elsewhere, I assume this is a failing of the game itself and is unlikely to be fixed. Bear it in mind, it’s a stupid hassle.

    Still, it deserves to be bought and used. I looked up some interviews on the making of the game and it seems it was in many ways a labour of love, and that sounds about right.

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