{"id":6443,"date":"2016-12-11T09:08:37","date_gmt":"2016-12-11T09:08:37","guid":{"rendered":"http:\/\/danielprimed.com\/?p=6443"},"modified":"2016-12-17T07:12:48","modified_gmt":"2016-12-17T07:12:48","slug":"mario-luigi-bowsers-inside-story-delayed-interaction","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2016\/12\/mario-luigi-bowsers-inside-story-delayed-interaction\/","title":{"rendered":"Mario & Luigi: Bowser’s Inside Story \u2013 Delayed Interaction"},"content":{"rendered":"
Mario and Luigi: Bowser’s Inside Story employs a functional approach to RPG design where the experience is centralised around player actions. We saw this in the game’s story<\/a> which hinges on the interplay between Bowser and the Bros, and we see this once again in the game’s level design.<\/p>\n Although BIS is an RPG, the employs higher order forms of level design, such as those popularised in Metroidvania titles. Much like those games, BIS has the player criss-cross a large, interconnected world which slowly opens up over time. Progression into new areas is dictated by a sequence of new abilities and the Bros. and Bowser’s alternating access to certain parts of the overworld. The beauty of this template lies in how the player’s experiences in different game states (i.e. with different ability sets) are layered together in rich and organic ways. To illustrate this particular point, I’d like to talk about beans.<\/span><\/p>\n