That time Nintendo made a game about Googling

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Reddit Comments

What the video creator was describing as an "AND" search seemed to be an OR search to me...

👍︎︎ 43 👤︎︎ u/themagicalcake 📅︎︎ Apr 29 2019 đź—«︎ replies

Weird.

👍︎︎ 55 👤︎︎ u/mightbedylan 📅︎︎ Apr 29 2019 đź—«︎ replies

Interesting how Funhaus plays Google Trends as a game. I wonder if they know about this game.

👍︎︎ 67 👤︎︎ u/[deleted] 📅︎︎ Apr 29 2019 đź—«︎ replies

Port this to the Switch now

👍︎︎ 20 👤︎︎ u/[deleted] 📅︎︎ Apr 29 2019 đź—«︎ replies

Oh so that’s what the Smash Bros. Ultimate spirit is

👍︎︎ 13 👤︎︎ u/Meester_Tweester 📅︎︎ Apr 30 2019 đź—«︎ replies

I have this game! It's weird!

👍︎︎ 13 👤︎︎ u/undertoe420 📅︎︎ Apr 29 2019 đź—«︎ replies

I bet this would be especially fun for a Westerner – you get to guess at what Japan was googling in 2010.

👍︎︎ 8 👤︎︎ u/LpSamuelm 📅︎︎ Apr 30 2019 đź—«︎ replies

That honestly sounds like it could be a dope mobile game

👍︎︎ 6 👤︎︎ u/AustinU2542 📅︎︎ Apr 29 2019 đź—«︎ replies

Isnt this just google feud?

👍︎︎ 3 👤︎︎ u/Necrogaz 📅︎︎ Apr 30 2019 đź—«︎ replies
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Hi there! So in the world of search, there is but one ruler - Google. And back in the late 2000s, I think it could be argued that Nintendo was resigning over gaming, what with the extreme success the Wii was enjoying. But, you may not know that the two companies actually partnered up to develop this weird game called “And-Kensaku”, which means “and search”. It was a game all about googling - players would guess which search term was more popular, build up a staircase using the number of hits from a search term, and even pass a bomb between players which would explode if they didn’t have enough search results. Yeah, this game was pretty strange. But stranger still is the story of how it came to be. So, let us journey through And-Kensaku’s Development History1 It was early 2007, and developer Kentaro Soya from development studio Shift was walking down the street one night when out of nowhere, he was struck by an idea! He imagined a real time strategy game, with a large search box at the bottom of the screen. The player would type a word into the box, and a fighter would be created who attacked enemies based on the number of results the search term returned. When he told this idea to his boss the next day, his boss responded, “The search hit part is interesting, but the rest isn’t so much.” Then, he made a suggestion: “It might be interesting if you make it like bingo”. And so, Soya and his programmer colleague Youchi Yui starting putting together a bingo based search prototype. And after about 4 months of work, they finished up what they called “Panel 9”. There was a 3 by 3 grid featuring a variety of keywords, and players had to combine one of these words with one from their personal wordbank. The game would then perform an AND search with these two words, and the number of search results was high enough, the space on the grid would be claimed by that player. To win, players needed to get a full line, just like real bingo. Now, after trying out this prototype internally at Shift, it was immediately clear just how fun this was to play, so the studio decided to pitch this project to Nintendo. When producer Kentaro Nishimura saw this proposal, he was instantly drawn to the project, and decided to accept the proposal. When Nintendo president Satoru Iwata heard of the project, he suggested, “we should probably ask for Google’s advice”. However, he had no idea if Google would be actually interested in this weird game concept. Nevertheless, Iwata met with Kan from Google, who was in charge of partnerships with other companies. When Iwata told him about their search game idea, Kan was at a loss. In his words, “It was completely different compared with the other partnership work I handle day in and day out.” If Kan was to accept this partnership, he would face two problems. Firstly, it had nothing to do with his main work, so some people at Google wouldn’t be keen for the engineers to spend their time on the project. Secondly, the game needed an accurate number of search results. That sounds easy enough, but Google weren’t focused on the number of search results found - what they cared about was the quality of search results found. Luckily for Nintendo, many of the employees at Google Japan were big fans of the Wii, so they resolved to overcome any problems they might face. And so, Google accepted Nintendo’s proposal. With that decided, it was time for Shift to start fleshing out their prototype into a full game. First off, they decided to add in some sort of mascot character, taking the form of a cube-headed robot. Since their prototype was based around “AND” searches, they named the robot “Andou Kensaku”, which is a play on the Japanese for “AND search”. Now, around this time, Nishimura, Shift’s producer at Nintendo, came to the team with a concern he had. Their prototype had been great fun in a multiplayer setting, but would it be any good as a single player game? He told Shift, “We’d like you to add about ten more modes”. Ten more modes! Over the summer, the developers focused on coming up with as many different ideas as possible. However, at first, they didn’t have much luck. Since all the modes were based around actual data from Google, the numbers they had to use varied massively. That made it difficult to create carefully honed experiences - too much was out of the hands of the developers. And from there, things only got worse. While testing the bingo, Panel 9, a problem began to emerge. Since the search terms were randomly chosen, sometimes you’d get a logical combination like “car” and “driving”, but sometimes you’d get something that didn’t make any sense, like “car” and “swimming”. When testers tried out the game, they responded, “It’s like playing the lottery, you have to leave it all up to luck.” Oh dear, that’s not what the team wanted to hear. How could they make sure that all the word combinations made sense together? Their solution was to go through all 4000 words, and manually sort them into groups. They had 30 to 40 staff members going through the list and grouping the words, but still, this didn’t feel right. It was too subjective - what one staff member thought paired well with a certain word might seem totally wrong to a different staff member. Luckily, it was at that time that the team stumbled across a programmer who specialised in Japanese language processing. He wrote a program that would look at how likely certain groups were to be searched for together, and put them into groups based on that. This snazzy little algorithm allowed the team to add another 6000 words to the game, totalling 10,000! Phew, now development was going smoothly again! There’s no way another, even worse problem could be right around the corner, right? Hahahaha... Their game was postponed indefinitely. Okay okay okay, let’s back up a second. So Nishimura had been talking with Iwata about potential titles for the game. But no matter what he suggested, Iwata turned them all down. None of them seemed attention grabbing or exciting enough. According to Iwata, “In my tenure as CEO no other game has had its name rejected so many times.” As he and Nishimura were going back and forth, they started to think that perhaps the reason why they couldn’t think up a good title was that the game itself wasn’t very easy to understand. Despite all the new modes, Nishimura was still hearing feedback that the single player wasn’t much fun, and many people didn’t really understand the idea of AND searches. Nishimura and Iwata asked themselves, “Is it really okay for us to put this game out as it is?” And so, it was decided that development would be put on hold. When Shift were told this, they were shocked. It was like the rug had just been pulled out from underneath them. Not to be beaten, the developers started thinking up ways to make the game more understandable. The first idea they came up with was swapping out AND search with phrase search. You see, with AND search, if you searched for Queen Elizabeth on Google, it would return any pages with either Queen or Elizabeth in them - you’d be bombarded by results about the 70’s band and my gran. However, with phrase search, you’d only get results with both of those words - in this case, her majesty the Queen. The team thought that phrase search would be simpler to understand to players, especially to those who hadn’t really used Google much before, but switching over would require a lot of major changes. For example, they had a game mode called “Which is higher?”, which presented the player with 2 search terms and they had to guess which one returned more results. However, if they were using phrase search, they would have to find a way to come up with a variety of interesting questions featuring phrases. Eventually, they decided to write all of the questions manually. Shift hired a bunch of TV quiz show question writers, and only used questions involving puns, double meanings, regional differences - unexpected or interesting questions. Now, it was around this time that Nishimura was yet again trying to get a title approved for the game. Eventually, he stumbled upon the idea of naming the game after the robot character, “Andou Kensaku”. And, Iwata approved this name! Without hesitation, Nishimura phoned up Shift to tell them the good news. Hearing cheering from the other end of the line, he knew that they had taken the news well. And so, on the 29th of April 2010, And Kensaku was released! Development had lasted for 3 years, far far longer than any of the developers had expected, but they had ended up with a final product that they were really proud of. And that’s the story of that time Nintendo made a game about googling. I hope you found that interesting, and subscribe for more videos like these. Plus, if you know someone who would find this video interesting, sharing it with them is a huge help to me! Right, I'll see you next week. Bye!
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Channel: Thomas Game Docs
Views: 509,631
Rating: undefined out of 5
Keywords: Nintendo, And-Kensaku, Wii, Shigeru Miyamoto, Google, Satoru Iwata, Super Mario, RPG
Id: _X2j8etsgzc
Channel Id: undefined
Length: 8min 36sec (516 seconds)
Published: Mon Apr 29 2019
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