Super Metroid – Establishing the Doctrine

August 19th, 2010

The original Metroid may not be as sharp as Super Metroid, but it does have one trump over its SNES successor, being its initial assertion of exploration-driven gameplay. A year prior to Metroid‘s release, Super Mario Bros. had taught players that walking to the right-hand side of the screen would advance the game. Metroid, in a master stroke of studio-wide realization and subversion, did the exact opposite: it told players to go left. If the player walked left, instead of the assumed right, at the game’s onset, they would stumble upon Metroid‘s first power-up, the morph-ball, thereby allowing the player to bypass a stumbling block a few screens to the right. As with Super Mario Bros. and that first goomba, the player cannot progress until they have understood the fundamental principles of the game. In one fell swoop, Metroid succinctly communicated its doctrine of subversive exploration.

Super Metroid‘s takes a much less momentous approach but wisely integrates the morph-ball bomb technique, which becomes a crutch for exploration throughout the entire game. Early on in Super Metroid, after the player becomes acquainted with the basic controls, they’re lead through a cavern to a seemingly dead end. They’re as stuck and confused as anyone who’d just been lead down the wrong path would be. After some fumbling about, the player will likely go back to the wall, look around until they notice that at the bottom of the wall is a block with an unsuspecting texture which mildly stands out from the fungus growing around it. A short morph-ball bomb later and—voila!—the block evaporates and the game continues.

Right there, by raising the bar high in this initial instance, Super Metroid doesn’t just set a precedence for exploration but also demands the player learn the tools (morph-ball bomb) and adopt the observation techniques (out of place textures) required to explore properly. As put by co-creator Yoshio Sakamoto in an interview with RetroGamer magazine:

We wanted players to explore everything we’d made and then move on. That’s why we designed the maps in such a way that the player couldn’t escape without exploration, or in such a way that the player would end up back at a starting point before advancing. The player would be cornered/driven and would eventually be forced to stop and say, “Right, how should I think about this area?” That’s the essential point of Metroid’s map design.

Since such a significant chunk of exploration—namely in the first half of the game, but nonetheless throughout—is based around the morph-ball bomb technique, it can be argued that Super Metroid is simply more specific with what it teaches. This makes sense as Super Metroid scaffolds tutorials around the player continuously throughout the experience in the most minute and unnoticeable ways. The original Metroid, on the other hand, sets the player up briefly and then lets them loose on a massive environment with minimal help or suggestion.

Super Metroid – The Mental Map

August 16th, 2010

Game designers create rules, a system of challenges and a gateway into that challenge (tutorial). Players, through their participation of the game world, mutually agree on the terms set by the designers. Therefore, there is something of a student and mentor relationship at work between player and designer. (Mr. Miyamoto recently commented on this phenomena a little himself). The foundation of this relationship is that of the relevant skills required to defeat the game: the teacher wishes to teach these skills, the student wishes to learn them. In which case Metroid is a test in observation and a test in the application of tools (power-ups).

Metroid‘s challenges, its tests, if you will, are built into its environment in the form of realizing suspicious chunks of area and then devising a way on how to clear that area to make progress to the next planetary subsection. Sometimes you’ll have the means to make headway, and other times you’ll need to mentally bookmark or flag down the spot to return afterwards. On a wider level though, Metroid, keeping in fashion with its exploration roots, also challenges the player in a third test of skill: the skill of mapping out one’s exploration.

In terms of what the player is constructing in their head, Metroid is an array of these “hotspots” (suspicious rooms which may be mined for progress) linked together into coherent routes and mapped around save stations. These mental pathways are connected through distinct visual markers which define particular chunks of environment from one another. When we play a Metroid game, we visualize these mental maps, with support from the in-game map itself (of which doesn’t contain the information gathered from exploration), and, in accordance to this mental map, we pursue the next string of clues.

Not only do we visualize these routes, often with aid from the map, but said routes are cross-checked against our current ability set as to whether they are viable or not to the area in question. Sometimes these clues lead us to undiscovered areas, sometimes these clues lead us to areas we’ve previously visited.
Most vividly we are concious of this play pattern right after we load the game up and begin at the last save point. It’s here that we gather our strategies and formulate a course of action, so at this point, the mental map is most relevant.

Keeping the Squeeze

Super Metroid, above all other games in the series, facilitates exploration management fantastically. The two most obvious reasons for this are the inclusion of an in-game map and the improved graphical capabilities over the original Metroid.

The in-game map works as a crutch for players to refresh their own mental map. Wisely, R&D1 chose to segment the main map away from the core gameplay by virtue of the pause screen, only offering a mini-map of surrounding rooms while the player navigates Samus. In this way, where pausing to check the map disrupts the flow of gameplay, players are persuaded into relying upon their established mental map.

With the added power of the SNES, environments – i.e. the visual markers which we use to identify and compress the landscape – are capable of being more distinct, hence making it easier for players to crystallize visual markers into their memory.

“Dead ends” – pathways that the player would preempetively follow before they receive the respective power upgrade necessary to progress in said area – from the original Metroid, now offer up minor weapon upgrades in Super Metroid, thereby decreasing player pitfalls and frustration while at the same time rewarding early curiosity.


Super Metroid is also a far more smartly segregated title than the original Metroid. The environments, while equally as large as the original Metroid, are focused into shorter, more succinct instances of play. Save points quarantine these instances of play that can later be mined for leads which allows for some dynamic threading of routes. Hub rooms, often near the entrance to a new area, take on a more skeletal structure with the purpose of each pathway conveyed more promptly. That is:

The fascinating thing about Super Metroid is how the maps begin by following this skeletal structure and then, as the player subsequently revists one area multiple times over, hidden divergences bleed into the map structure (ingeniously represented by a different colour on the pause-screen map). The maps therefore begin in cocoon-like states, allowing the player to build a foundation of the environment, then, once their mental map consolidates, the pathways blossom into one another as reliance on the in-game map fades.

With the bleeding of the map, cleaner visual markers, fewer dead ends, a more logical and directed conveyance of purpose within the environments, Super Metroid constantly feeds the player’s mental map and thereby continuously drills the emergent skill of exploration management.

Wario Land 4 – Design Discourses

August 12th, 2010

Games with good game design are those where all components of the game are grounded to a core philosophy or set of philosophies. The world of Mario is tied to jumping, the world of Metroid is tied to exploration, and in the case of the Wario Land series, Wario Land is tied to Wario’s wacky persona. Underpinning the philosophy of form meets function, Wario’s outwardly fat, greedy and cartoonishly sinister appearance are a reflection of his abilities and the interactions made possible within the game world. Let’s use Wario Land 4 as an example to briefly observe the way Wario’s character reflected by his interaction and abilities.

Weight

Wario’s array of moves are all tied to utilising his best asset, his visibly bulging weight and super strength. Just like the stylised visual appearance of the character, Wario’s strength and weight are exaggerated through his interaction. No ordinary obese man could crush through rock, create minor earthquakes, flatten small minibeasts or turn into a menacing snowball by building momentum off diagonal slopes, however, Wario can.

Aggression and Greed

Wario’s is presented as an aggressive character. In the game the player is persuaded to be aggressive, meeting the Wario persona, through the rewards of coinage which liberally flows from downed foes. The more aggression you show, such as by throwing one enemy at another, the more the player is rewarded. Unlike in prior Wario games, Wario has a health bar this time, so coins are no longer a currency for life. That is, they are no longer handicapped but instead free-flowing. As we can see, on element of Wario’s behaviour (aggression) acts as a means to highlight another (greed).

Self-deprecation

The folded levels of Wario Land 4 that require the player to reach an endpoint and then, pressed by a time limit, run back to the start of the level make fun of the stout fella’s inability to make haste under pressure. This, I’d argue, works to justify the cartoonish nature of the game through self-deprecation. Perhaps a more obvious example is the way Wario shape-shifts into various different forms. Each one seemingly poking fun of Wario as he is stung by a bee, turned into a zombie, set on fire or flattened into a pancake. Every transformation is met with an “oh no!” cry as though Wario wishes to avoid the humiliation.

Conclusion

As we can see, the way Wario can interact, and the way the player is taught to behave are all representations of Wario’s anti-hero persona. These interactive elements don’t just support the visual image of Wario, but are in fact pivotal in defining his character. It’s no wonder then that players of Wario Land 4 and the other Wario games, have such a vivid understanding of the character himself.