Podcast Summary: How Nintendo Became the World's Most Fun Video Game Company
Podcast: The Book Review
Host: Gilbert Cruz (New York Times Book Review Editor)
Guest: Kezza McDonald (Video Games Editor at The Guardian; Author of Super Nintendo)
Date: February 6, 2026
Episode Overview
This episode explores the history, culture, and enduring magic of Nintendo — a company that shaped video games into one of the world’s most powerful entertainment forces. Gilbert Cruz talks with Kezza McDonald about her new book, Super Nintendo: The Game Changing Company That Unlocked the Power of Play. Their conversation navigates Nintendo’s legacy, its distinct approach to play, and the ways video games have grown into an essential part of culture and family life.
Key Topics and Discussion Points
1. Kezza McDonald’s Path as a Games Journalist
- Early Beginnings: Kezza began writing for a games magazine at age 16, after dropping out of school.
- “I dropped out of school to become a games journalist, which I honestly think my parents might have preferred if I'd joined the circus because they would have understood what the circus was.” (02:04)
- Role as Cultural Ambassador: She views herself as bringing stories from "video game world into wider culture," seeking out interesting people, stories, and games.
- Perception of the Profession: Like being a book editor, most of the work is NOT just playing games—it involves reporting, interviewing, and writing.
- “The difference between being a video games journalist and a Twitch streamer, I guess.” (03:19)
2. Why Nintendo? What Makes It Unique?
- Intergenerational Appeal: Inspired by seeing her own children embrace Nintendo, Kezza reflects on its Disney-like position as a cross-generational storyteller.
- “Nintendo holds the key to understanding why we love video games as a whole.” (04:42)
- Origin Story: Nintendo’s roots in 19th-century Japan as a playing card company and its evolution through toys and games set it apart.
- Focus on Fun and Innovation: Rather than technological arms races, Nintendo prioritizes fun, creativity, and memorable characters.
- “It has never really been interested in chasing the same technological cutting edge... It's always really focused on fun, creativity and innovation.” (05:35)
- Global Cultural Impact: Nintendo, especially through Pokémon, has become one of the most valuable media franchises worldwide.
- “Pokemon ... in terms of sheer revenue, I think it's made more money than anything, including Marvel or Star Wars.” (06:45)
3. Nintendo and the Worlds of Books and Imagination
- Games as Interactive Literature: For Kezza, Nintendo games fulfilled her need for immersive worlds—akin to the fantasy books of childhood (Chronicles of Narnia, Enid Blyton).
- Magic of Interactivity:
- “Not only could I live it inside my head, I could actually do things on the screen... So something like Zelda was the first game that captured me because it had a world that really responded to your natural curiosity.” (08:33-09:19)
4. Nintendo’s Philosophy: Play First
- Play Over Profit: While highly profitable, Nintendo avoids manipulative engagement strategies prevalent in the industry (e.g., “loot boxes”).
- “With Nintendo... you do get the impression that perhaps the fun comes first.” (11:30)
- “Nintendo isn't pursuing that same business idea. It's not trying to keep you locked into a game, spending infinite money on it over and over again.” (12:31)
- Long-Term Trust and Joy: Nintendo builds goodwill and loyalty through respect for its players and lasting joy rather than short-term monetization.
5. Nintendo’s Secrecy and Creative Process
- Willy Wonka Comparison:
- “Nintendo comes across a bit like Willy Wonka's chocolate factory. Like nobody's allowed inside.” (14:21)
- Shigeru Miyamoto as Creative North Star:
- “If Nintendo were like Willy Wonka's Chocolate Factory, then Willy Wonka himself would probably be Shigeru Miyamoto, who is Nintendo's most famous creative mind.” (15:59)
- Miyamoto’s background as an artist, not a programmer, led to revolutionary character-driven games like Donkey Kong, Mario, and Zelda.
- Collaborative Creation: Nintendo’s game teams are blends of long-serving veterans and newcomers, facilitating the passing of creative “spirit” and technical expertise.
- “Video games are like bridges made of operas.” (18:18, paraphrasing Frank Lantz)
6. The Social Heart of Gaming
- Myth vs. Reality: The “isolated gamer” stereotype is challenged; games have always fostered connection—from arcades to living rooms to online.
- “Games are a vector for connection.” (21:38)
- “When you talk to people who love games... it's usually the ones that have some association with a person... The games that they remember the most.” (22:34)
- Nintendo’s Role: Games like Pokémon and Mario Kart are inherently social, designed to be shared.
7. The Pandemic and Video Gaming’s Renaissance
- Rediscovering Games: Both Gilbert and Kezza note the pandemic as a period when many adults—especially parents—re-engaged with video games for connection, fun, and stress relief.
- “Animal New Horizons came out in March 2020, and it could not have arrived at a better time.” (26:44)
- Animal Crossing as a Safe Haven: Birthday parties, art shows, and social gatherings moved into the game world, providing comfort and community.
- Therapeutic Value: Games served as lifelines for those experiencing isolation or disability.
8. Parenting, Play, and Healthy Gaming
- Sharing Across Generations: Kezza describes the joy of experiencing Pokémon anew with her children and using games as positive family time.
- “Keeping games for us as a mostly family activity... feels really nourishing.” (30:36)
- Navigating Restrictions:
- “Not all screen time is created equal. Like an hour of a child watching YouTube unsupervised, completely different from a kid spending an hour with Mario…” (32:29)
- Kezza is cautious—strict on online/multiplayer games, more relaxed on curated, age-appropriate games.
9. Preserving and Appreciating Gaming History
- Perishable Art: Unlike books or films, older video games are harder to access and appreciate as technology moves forward.
- “Games are more susceptible than anything else to becoming obsolete...” (35:15)
- Legacy and Evaluation: The challenge of explaining the greatness of classics (like Ocarina of Time) to newer, younger players—hoping the essential ones endure like great music does.
10. Gaming and Accessibility
- Personal Experience with Disability: Kezza’s recent nerve condition changed how she approached gaming, leading to greater empathy for accessibility needs.
- “I had to start approaching games very differently. I had to start being much more chill about them. I had to start playing for shorter periods at a time.” (37:58)
- Demand for Inclusivity: She notes the importance of games that are adjustable for different skill levels and abilities.
11. Literary Video Games: Recommendations
- Bookish Games:
- Kezza recommends Disco Elysium: “A very political game about a drunkard cop... very concerned with human motivations and psychology, and that has a lot of really pretty smart writing and dialogue in it.” (40:51)
- She and Gilbert discuss The Excavation of Hob’s Barrow (narrative adventure) and Dispatch (story-driven, choice-based).
- Narrative Games:
- “The great thing about narrative games is that the point of the game is to experience the story... There are a lot of those around these days and a lot of really interesting stories being told.” (41:52)
Notable Quotes & Time Stamps
- “Nintendo holds the key to understanding why we love video games as a whole.” — Kezza McDonald (04:42)
- “Pokemon ... in terms of sheer revenue, I think it's made more money than anything, including Marvel or Star Wars.” — Kezza McDonald (06:45)
- “Games are like bridges made of operas.” — Kezza McDonald, quoting Frank Lantz (18:18)
- “Games are a vector for connection.” — Kezza McDonald (21:38)
- “If Nintendo were like Willy Wonka's Chocolate Factory, then Willy Wonka himself would probably be Shigeru Miyamoto.” — Kezza McDonald (15:59)
- “Not all screen time is created equal.” — Kezza McDonald (32:29)
- “The magic of games for me is that you are a co-creator of a game with the people who made it for you.” — Kezza McDonald (28:33)
- “Games teach you that you just have to really keep trying. ... With illness, that's often not the case.” — Kezza McDonald (39:40)
Key Timestamps
- [02:04] — Kezza’s start in video games journalism
- [04:42] — Why Nintendo was the best subject for her book
- [06:41] — Discussion of Pokémon’s cultural and financial impact
- [08:33] — Connection between fantasy books and early Nintendo games
- [11:13] — Nintendo’s philosophy of fun vs. profit
- [14:21] — Nintendo’s culture of secrecy
- [15:59] — Shigeru Miyamoto as the “Willy Wonka” of Nintendo
- [18:18] — Quote: “Video games are like bridges made of operas.”
- [21:38] — Social connection through video games
- [24:19] — The pandemic’s influence on gaming culture
- [30:22] — Parenting, children, and gaming
- [32:29] — Screen time, safety, and modern parenting choices
- [35:15] — How we judge video game history and greatness
- [37:58] — Kezza’s experiences with disability and accessible gaming
- [40:51] — Literary video games: Disco Elysium, The Excavation of Hob’s Barrow, Dispatch
Closing Thoughts
This episode makes clear why Nintendo’s playful spirit and inventive storytelling have resonated for generations. Through the eyes of a lifelong gamer, journalist, and parent, Kezza McDonald helps listeners understand why Nintendo’s vision of fun is uniquely powerful — and why, like a beloved library or a family passed-down book, its games continue to spark wonder and connection on screens and in hearts everywhere.
