I know that the text above is not really a question, hell its not even a sentence. However, I wanted to talk about my experience with Super Mario Galaxies (SMG). I am currently about half way through the game so I am no expert but at this point I am comfortable commenting about it.
Let me describe the gameplay of SMG. Mario flies to a nicely themed galaxy in hopes of making it out alive and with a star. By nicely themed I mean that the power-ups, environment, enemies, music, etc all fits together nicely. When he lands in the galaxy he has to complete puzzles of all kinds on a planet so that he can move to the next one. These puzzles include platforming, killing enemies, throwing switches, etc. Mario’s main attack is a spin attack which stuns enemies and then Mario kicks them to finish them off. There are also power-ups throughout each galaxy that include items that increase the total health Mario has, exta lives (I love that green mushroom), stars for invincibility, and others (like the bee mushroom that lets you fly). Also Mario can get coins to refill his health.
Now at the end of galaxy there is a boss fight that usually consists of a large boss themed after the galaxy and to defeat him Mario must use some gimmick to stun the boss and then attack the bosses weak point.
Does any of that sound familiar to anyone else? In any of the 3D Legend of Zelda games the gameplay in the dungeons is as follows:
Link goes to a nicely themed dungeon with the purpose of coming out alive and with some item he needs. When he arrives at the dungeon he has to complete puzzles in rooms of the dungeon to unlock other rooms, get a boss key, get a compass, and get a map. These puzzles include switch puzzles, platform puzzles, killing enemies, etc. Link has a spin attack plus a slew of other moves to defeat enemies. He can also find heart containers to give him more health, new equipment and spells, fairies for extra lives, and potions to refill his health and magic. At the end of each dungeon is a large nicely themed boss that can be killed using a gimmick usually learned in the dungeon. Link must use this to stun the boss and then attack his weak point (usually a blinking area or something like the eye or brain or jaw or whatever).
Now I am even confusing myself about these games. There are even closer similarities, like the sound effect that comes with unlocking some secret in SMG, it sounds just like the sound Zelda has. Also things like floating in a bubble and using fans to get through a platforming puzzle in SMG. Slap a green suit on him, pop the bubble and give Mario a leaf and he could be Link in the Wind Temple of Wind Waker.
So what is the point of even bringing this up right? Who gives a shit if they have almost the same gameplay? Well the point I am getting at is about using the weaknesses of a games design so that they become strengths. Portal did a really good job with this as well and I have a draft of a longer game design question for it in the works. SMG seems boring, you fly some place, you solve easy puzzles, you defeat an easy boss, you get a star, you fly home and repeat like 300 times. However, this modular game design (by modular I mean that there does not need to be continuity between the galaxies, the player can choose their own path of which ones to play so they take these modular pieces and weld them together for their experience) gave the designer a lot of advantages.
This modular type gameplay gave the designers a lot of freedom in what they could do without breaking immersion. Sure, why can’t a junk heap galaxy with the boss being a spinning top be next to a galaxy that has an ooze spewing spider as a boss. They are separate galaxies. Also by separating the galaxies the designers split up the experience making each level of a galaxy short in duration which lowered frustrations for the player and let the player feel like they were accomplishing a lot during play. This also gave the designer the ability to reuse puzzles but with enough galaxies in between that the player did not get bored. However, under this immaculate design and theming is the dungeon crawl dynamics of Zelda, a proven fun gameplay dynamic with enough new twists that few people even realize they are playing a dungeon crawler.
I am currently really enjoying SMG, I recommend it to any Wii owner. It has its faults but that is a discussion for another time.
-Mark
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Game Design Questions