Showing posts with label platformers. Show all posts
Showing posts with label platformers. Show all posts

Saturday, March 25, 2017

On Super Mario Run

If you've played 2D platformers a fair amount, chances are you've come across an auto-scrolling level. In these levels, the window of the world that you are viewing on the screen moves at it's own speed, meaning you have limited time to make and act on your decisions. The goal of these levels is to ratchet up the pressure and make a more intense level and to add more challenge to a level that would otherwise be easy. These levels can either be great or terrible. I'd bet if you have a least favorite Mario level, it's an auto-scrolling level.

If you've put a lot of time into a particular Mario game, then chance are there are levels where you can enter into a state of flow, where all you have to do is run forward and you're able to time your jumps to weave your way through strings of coins, avoid hazards, and bounce of the head of enemies. Achieving this is one of the most enjoyable experience that I've had playing games, and if you've experienced it I'm sure you'll agree. It's the same goal that speedrunner look for, uninterrupted forward momentum.

Super Mario Run's design is closer to the former, but manages to achieve the feeling of the latter.


If you're not familiar, in Super Mario Run Mario is always running and you can only control when Mario jumps. There is nuance to the control, pressing your screen for longer will allow him to jump higher, and tapping again while in midair makes him do a spin that halts his descent and extends the jump. You can also jump off of walls.

This, combined with some other mechanics, allows Mario to elegantly chain bounce off of enemies, through strings of coins, and achieve that desired that of flow relatively easily. Super Mario Run gives you the thing that you've wanted from Mario games without asking for the hours of dedication that others have asked for before. Add to this the 3 difficulty levels of coin hunts as optional objectives for each level and you've got a game with depth enough that's kept me playing it pretty near constantly since it came out for Android three days ago.

While many people have really liked Super Mario Run, some are frustrated that it's not a traditional Mario experience (they do acknowledge that they understand why it can't be a traditional Mario game), but I've particularly enjoyed it because it's NOT a traditional 2D Mario game. Frankly, if I want to play a traditional Mario game, there's tons of them to choose from, even some I haven't played. Super Mario Run has offered me something new, which if they were to offer to me again for some of the stages in the next 2D Mario game, I'd be excited.

P.S. There are other feature in the game, such as the Toad Rally and the Kingdom Builder. These aren't very exciting or interesting and feel like designs from a period when they may have been flirting with a more micro-transaction oriented revenue model. However, their existence doesn't detract from the main gameplay experience, except when the tutorial takes your time to explain them to you.

Monday, November 21, 2011

On Platformers

More please!

I'm persnickety about platformers. It's hands-down my favorite genre of videogames. It's the one that I've grown up with and have stuck with a all of my life. This doesn't mean that I automatically love all platformers that come out, though.

I tend to be far more critical of platformers than other games. Highly regarded games like Rochard fall flat on me. There is a very particular reason for this. Many so-called platformers actually aren't good at the things that define platformers. Those things are timing and precision.

Many developers and gamers seem to think that being a platformer means having a jump button. A true platformer is one where the player is tasked with moving from one place to another with the primary difficulty coming from the precise timing and execution of their actions, mostly movement actions. There are many games out there that call themselves platformers, or some type of platformer hybrid, that really are not.
Puzzle-Platformers
The puzzle-platformer is like a platformer, but with much more critical thinking involved. My most recent experience with this genre is when I played the demo for Rochard. Don't get me wrong, I do like puzzle-platformers, but not because they're platformers. In fact, I usually dislike the platforming, because it's often terrible.

Most puzzle-platformers spend far too much time developing the puzzles and no time developing the platforming. As a result, they'll often end up with a super floaty jump and nothing else. If there was a simple heuristic to measure how good the platforming in a game is, I'd have to go with the floatiness of the jump. The floatier the jump, the worse the platforming.
Action-Platformers
On the opposite end of the puzzle-platformer is the action-platformer. You can pretty much take everything from the previous section and replace 'puzzles' with 'killing things'.

There are two ends of this spectrum. At one end are your action games that have jump button. This would be like Devil May Cry. Yes, you jump. You're even sometimes asked to jump over or across things. However, jumping and movement are not your primary obstacle to progression.

On the other end, I'd place Mega Man or Ghosts n' Goblins. In these games, the enemies serve as timing/coordination challenges. While there are tons of enemies to kill, you also don't necessarily have to kill them. Uncharted 1 starts more towards the platformer side of the spectrum and becomes more of an action game as it goes on. This was one of my main complaints about the game.

I've found that a common way to measure where a game falls on this scale is how easy the enemies are to kill. If the enemies are easily killed, it falls more to the platformer side. If the enemies are harder to kill, it falls more to the action game side.

I love action-platformers, no matter where they fall on the spectrum. I'm playing Uncharted 3 right now and it's totally awesome. And really, when you get down to it, Uncharted 3 has action, platforming, puzzles, and a great story. It's the whole package.

Conclusion
The degree to which a game is a platformer comes from the timing and precision required for your movement actions. Enemies and puzzles can be added to the game to round out the gameplay, but can sometimes pull the focus away from the platforming. I'd really like it if more games were true platformers. I think many developers are afraid to do that, however, because of the obvious Mario comparison.