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Nintendo’s Four I Standard

 

Game Based Learning,   Innovation,   Learning Technology  |  3 MIN

Nintendo’s Four I Standard

Written by Abhijit Kadle

Satoru IwataI was digging through some older GDC related posts during the course of some research yesterday. In a keynote that Nintendo president, Satoru Iwata delivered to a packed house at this year’s Game Developers Conference. He mentioned the “Four I’s” that Nintendo uses as a standard for the games it develops.

“The reason, I believe, is that it meets the standards we set for all software we develop. We call these standards the Four Is.
First, is it truly innovative – something different from what has come before?
Second, is it intuitive? Do the control of the game and the direction of gameplay seem natural?
Third, is it inviting? Do you want to spend time in this world?
And finally, how does it measure up in terms of interface? Can the player connect in new ways?”

My immediate reaction was to go back to all those games I played and continue to play. I realized that those are four elements that are essential to a successful gameplay experience. Core gamers demand games that are ‘innovative’ – games that push the boundaries beyond what has existed till that point in time. They’re willing to spend the time to learn to play a game and master its mechanics, but that’s only if its intuitive. There is a long list of games that failed simply because the game wasn’t intuitive enough, the one that springs to mind is Spiderman: Web of Shadows. Goes without saying that it’s got to be ‘inviting’, gamers won’t spend time in a environment they don’t feel comfortable in. It’s almost paradoxical that in some commercial games these are imagined, rule bound, and in cases violent and explosive environments; yet they seem inviting to core gamers.

The next was to relate those “Four I’s” to learning games Instructional Designers create in the course of delivering solutions to customers. Sadly, we fail miserably on all fronts. Over the years, we’ve seen games that have been innovative, intuitive, inviting and having great interfaces; these have been individual qualities. However, I’ve not seen a SINGLE game which embodies all four qualities at the same time. I wonder if the designer’s failings were a result of inability to think as game designers and NOT instructional designers.

It’s simply because game designers and instructional designers ascribe to different philosophies; have different training and lean differently when talking about the same thing – games. Game design and instructional design are as different as chalk and cheese. The Learning Circuits blog makes a similar comment about this difference between the values of Instructional Systems Design and Computer Game Design.

In his post on Learning Circuits, Mark makes an interesting closing “What is the answer? I don’t know. I know enough to listen though when a man speaks who has a set of design principles flexible enough to produce both Super Mario Kart and Brain Age.” Makes much sense to me; there is much wisdom for Instructional Designers seeking to design learning games in Nintendo’s 4I’s standard. We must attempt to appropriate and adopt these standards to apply to all eLearning.

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Tags: Design DGBL Games Technology

Comments

  1. Abhijit Kadle July 1, 2009

    Yes, in my opinion they are becoming more closely aligned. I like to think that there are two primary reasons for this increasing alignment.
    1. demographics: while there are many people who dont believe that the younger generation of learners qualifies for an entirely new type of learning, and a class who believes that ‘digital natives’ play and learn differently and our methods and content must change accordingly.
    I’m still sitting on the fence in the matter. Its obvious that an entire generation of individuals heavily invfluenced by internet and game technologies is coming out of schools now. Would conventional elearning address their needs? I’d think not, we need to adopt paradigms from the gaming world to make learning content more palatable for this audience.
    2. Availability of technology: a fair amount of workplace learning can easily be ‘gamed’, at a relatively decent cost and within a reasonable timeframe. This was not possible just five years ago; game development tools and sophisticated game technology is now available for a fraction of what it cost then.
    Moreover, instructional designers and learning development companies are starting to see great learning value and business sense in developing games. I feel this will only spur the adoption of games/simulations even more.

  2. Scott Hewitt June 29, 2009

    Interesting post and link. Are games and instructional design becoming more closely aligned?

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Published on June 19, 2009
Topic : Game Based Learning, Innovation, Learning Technology

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