I disagree, they are as deep as arcade experiences. Even Odyssey's distinguishing mechanic that grants it depth to its gameplay does not mean it doesn't exist within a very superficial framework that holds no long term, consequential impact to interwoven gameplay systems that manifest itself at the end. It exists in the moment, it's temporal, fleeting, interchangeable, it doesn't culminate nor compound. I can't improve Mario's skill set, I'm stuck with it from the beginning to the end.
Even Arcade games can have depth, see every fighting game ever. In any case, Nintendo is heavily rooted in Arcade games, Toys, and Analog games (Cards, Board Games, etc.). So naturally many of their games reflect that. That doesn't mean there isn't depth though. As I mentioned, Splatoon's depth comes from the sheer versatility of its one simple mechanic, Shooting ink. That mechanic is layered on top with multiple uses and ways to shoot ink. Shooting ink covers the ground, therefore it gets you points. But it also slows the enemy down if they walk in it. Shooting ink also takes out enemies. Changing to squid form allows you to hide in your ink, which is good for strategy. But you can also swim fast in your ink for quick traversal, climb up walls in ink, reload your weapon. And the different weapons and items available changes how ink can be sprayed.
All of these actions stem back from that one simple mechanic of shooting ink. It creates a surprisingly strategic game where you have to take terrain into account at all times, while retaining a pick-up and play appeal that even people who hate shooters can grasp.
That's an extremely broad statement that needs to be taken on a case by case basis, and does not lay credit to the opposite approach simply by virtue of a generalization.
I'm not denying that the other approach you laid out doesn't have merit, I'm just saying it can easily backfire. Same is true with the Arcade-like approach of Nintendo.
That very well may be, but then explain to me where games such as Uncharted, GoW, Spider-Man, and TLoU are?
Don't kid yourself, Nintendo vehemently disagrees with such cinematic game design philosophy across the board that Sony embraces. Let's not pretend that they're not an exceptionally mechanics-focused, idea-driven company from the get go, and that Sony and Nintendo's design philosophies are intrinsically incompatible. The impetus of the latter are mechanics and always has been (much more so after Iwata took over) no matter how much they diverge from Miyamoto statements.
Nintendo's first party output is diverse as there's a lot of leeway that is afforded to them within mechanical novelty, but within that innovation, they are extremely strict and homogeneous in their creative predilections that are beholden to it. Just as much as Sony is with their more formulaic experiences they afford.
Nintendo has always been about making games different from other companies. They're not interested in just blindly following trends and genres that everyone and their mom is doing in the industry. If Nintendo is presented with a cinematic game idea that does make itself unique from others, they'll probably go through with it. But if somebody pitches them a cinematic game that has no distinct characteristics from it in terms of game-play, design, and story, then they'll more than likely pass. Nintendo wants to make games nobody else is making, and they give their developers free reign on how to go about it.
Nintendo isn't against cinematic or story-driven games, they're against story-driven games that offer nothing that other publishers couldn't offer.
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