{"id":2740,"date":"2010-11-18T06:10:15","date_gmt":"2010-11-18T06:10:15","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2740"},"modified":"2012-03-16T05:56:00","modified_gmt":"2012-03-16T05:56:00","slug":"metroidvania-a-comparison-of-context-and-design-implication","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/11\/metroidvania-a-comparison-of-context-and-design-implication\/","title":{"rendered":"Metroidvania: A Comparison of Context and Design Implication"},"content":{"rendered":"

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“Metroidvania” is a stupid word for a wonderful thing. It’s basically a really terrible neologism that describes a videogame genre which combines 2D side-scrolling action with free-roaming exploration and progressive skill and item collection to enable further, uh, progress. As in Metroid and Koji Igarashi-developed Castlevania games. Thus the name.<\/p><\/blockquote>\n

Jeremy Parish on Metroidvania.<\/a><\/p>\n

Metroid <\/em>and Castlevania<\/em> share a collection of remarkably similar mechanics and design elements which have lead to the term that I reference above, Metroidvania. The pair are similar games mechanically, but are covered in very different contextual wrappers. One franchise is a series of isolated space adventures, the other chronicles a family’s fight against the dark lord Dracula. There are many ramifications in the design that are born out of contextual necessity, leading into the core of these two games and driving a fork between them. Before we get to that though, let’s make a list of the basic properties at the heart of this pseudo genre.<\/p>\n