{"id":2574,"date":"2010-08-16T15:26:57","date_gmt":"2010-08-16T15:26:57","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2574"},"modified":"2012-03-16T05:47:47","modified_gmt":"2012-03-16T05:47:47","slug":"super-metroid-%e2%80%93-the-mental-map","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/08\/super-metroid-%e2%80%93-the-mental-map\/","title":{"rendered":"Super Metroid \u2013 The Mental Map"},"content":{"rendered":"

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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\u00a0recently commented on this phenomena a little himself<\/a>). 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\u00a0Metroid<\/em> is a test in observation and a test in the application of tools (power-ups).<\/p>\n

Metroid<\/em>‘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,\u00a0Metroid<\/em>, 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.<\/p>\n

In terms of what the player is constructing in their head,\u00a0Metroid<\/em> 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\u00a0Metroid<\/em> 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.<\/p>\n