{"id":31090,"date":"2024-05-20T16:36:43","date_gmt":"2024-05-20T07:36:43","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=31090"},"modified":"2024-05-20T16:36:44","modified_gmt":"2024-05-20T07:36:44","slug":"masahiro-sakurai-emphasizes-not-wasting-a-second-of-the-players-time-in-games","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/masahiro-sakurai-emphasizes-not-wasting-a-second-of-the-players-time-in-games\/","title":{"rendered":"Masahiro Sakurai emphasizes \u201cnot wasting a second of the player\u2019s time\u201d in games\u00a0"},"content":{"rendered":"\n<p>Super Smash Bros. creator <strong>Masahiro Sakurai<\/strong> and Bayonetta creator Hideki Kamiya recently participated in a live discussion event hosted by Hamster Corporation. The two game developers shared their thoughts about retro arcade games and Hamster Corporation&#8217;s \u201cArcade Archive\u201d series of emulated arcade games. One piece of expert critique offered by Sakurai to the publisher earned a big round of applause from the crowd, and it has to do with how game developers make use of players\u2019 time.\u00a0<\/p>\n\n\n\n<p>The Arcade Archive has been re-releasing emulated arcade games from the 70s, 80s and 90s for the past ten years. As a fan of the project (who apparently buys multiple copies of each game that gets released) Sakurai comments that the only thing he would like the publishers to improve is the waiting time before each game launches.&nbsp;<\/p>\n\n\n\n<p>\u201cWhen you\u2019re at the arcade, you swiftly jump from one machine to another, switching between various games. But why is it that you don\u2019t get the same impulse with Archive Arcade games despite there being many games to choose from? Rather than just tossing in a coin and getting into the game immediately, you must click an icon, wait for the logo, wait for the title, look at the instructions screen, wait until everything loads, and then you\u2019re finally at the main screen, after which you can start playing. I want you to measure the total time this takes and shorten it by even one second.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"\u7b2c478\u56de \u30a2\u30fc\u30b1\u30fc\u30c9\u30a2\u30fc\u30ab\u30a4\u30d0\u30fc 10\u5468\u5e74\u8a18\u5ff5\u30a4\u30d9\u30f3\u30c8&amp;\u7b2c1\u56de \u30a2\u30fc\u30b1\u30fc\u30c9\u30a2\u30fc\u30ab\u30a4\u30d6\u30b9\u30a2\u30ef\u30fc\u30c9\u6388\u8cde\u5f0f\u30b9\u30da\u30b7\u30e3\u30eb\uff01\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/Kb0rE9Yt8b0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\"><em>Masahiro Sakurai and Hideki Kamiya\u2019s guest appearance on the Arcade Archive\u2019s 10-year anniversary event (their dialogue starts around the 3:54:00 mark)<\/em>\u00a0<br><\/figcaption><\/figure>\n\n\n\n<p>While Sakurai says this in the context of recreating the sense of speed felt in arcades, he also mentions that not making the player wait is an ideal that he personally pursues when developing games. \u201cFor example, I make it so that the player can reduce waiting time to a minimum by mashing the A button.\u201d&nbsp;&nbsp;<\/p>\n\n\n\n<p>Furthermore, Sakurai reveals that his Kirby Air Ride from 2003 was originally supposed to support Dolby Surround audio, but that he abandoned the idea because he would have had to display the Dolby logo for over one second.&nbsp;&nbsp;<\/p>\n\n\n\n<p>\u201cI feel very sorry for making the user wait,\u201d Sakurai adds. \u201cIf you take one second from each user, that means you\u2019ll be taking 10,000 seconds from 10,000 people. The more this repeats over the years, the more time you will cause players to lose.\u201d&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In a recent event, Super Smash Bros. creator Masahiro Sakurai emphasized the importance of developers not wasting players&#8217; time.<\/p>\n","protected":false},"author":55,"featured_media":31095,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[],"class_list":["post-31090","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Masahiro Sakurai emphasizes \u201cnot wasting a second of the player\u2019s time\u201d in games\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"In a recent event, Super Smash Bros. creator Masahiro Sakurai emphasized the importance of developers not wasting players&#039; time.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/news\/masahiro-sakurai-emphasizes-not-wasting-a-second-of-the-players-time-in-games\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Masahiro Sakurai emphasizes \u201cnot wasting a second of the player\u2019s time\u201d in games\u00a0 - AUTOMATON WEST\" \/>\n<meta property=\"og:description\" content=\"In a recent event, Super Smash Bros. creator Masahiro Sakurai emphasized the importance of developers not wasting players&#039; time.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/automaton-media.com\/en\/news\/masahiro-sakurai-emphasizes-not-wasting-a-second-of-the-players-time-in-games\/\" \/>\n<meta property=\"og:site_name\" content=\"AUTOMATON WEST\" \/>\n<meta property=\"article:published_time\" content=\"2024-05-20T07:36:43+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2024-05-20T07:36:44+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240520-31090-header.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1200\" \/>\n\t<meta property=\"og:image:height\" content=\"799\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Amber V\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:site\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Amber V\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"2 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Masahiro Sakurai emphasizes \u201cnot wasting a second of the player\u2019s time\u201d in games\u00a0 - 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