Tony’s Time: The Art of Platforming
Video games have been around for a while now. They really hit their stride and came into their own following the release of the Nintendo Entertainment System in the 1980’s. Along with that, and the release of Super Mario Bros. came the popularity of the platformer. They started out as a simple affair. Move to the right stomp on some enemies and rescue the Princess. You didn’t need to know why you just did it. They were fun. Despite all the advances in technology, better graphics and more horsepower the platformer has evolved and endured. It’s grown from simple two-dimensional sprites where you could only move in one direction, to huge three dimensional worlds filled with all kinds of characters, weapons and anything else you could imagine. What’s been the driving force behind their popularity and why have they survived when other genres seem to have faded away? Well, I asked a few friends what they thought and we’re going to find out exactly what has been the key to this genre’s success.
If you’ve listened to any of our podcasts and read any of my articles it won’t take you long to realize that the platformer is my favorite style of game. There’s always been something simple, yet challenging and utterly familiar about them. They were the basis of many games on the NES, and most of my favorite titles, Super Mario Bros., Duck Tales, LostWinds, fall into that genre. They can be made as simple as running or jumping to get from point A to Point B, or they can be complex like games such as Metroid or Shadow Complex where you’re running all over a game’s world looking for every last little thing to give you an advantage.
I asked a couple “friends” in the gaming industry to give me their thoughts on what make platformers so universal and why they’ve had such longevity. You’ll be hearing my thoughts, but also those of Ole Teglebjaerg from Press Play and Julio Moruno from EnjoyUp. Our discussion started with what makes up the core elements of a good platformer and both agreed on one thing. Ole said, “The core elements of a good platformer are simple and effective controls. You want to be able to control in instinctively.” I don’t think I could agree more. You have to know that when you jump you’re going to go exactly where you want to go. Movement speeds have to be predictable and manageable. Nothing brings a game down like not knowing where you’re going to go when you jump off of a ledge, or if you’ll even jump at all. I’ve been playing through de Blob recently on Wii. It’s a good example of a decent game that could have been so much better if the controls worked solidly. It was an early example of trying to use a motion to replace a button and it fell short because it wasn’t easy enough to control the main character. Jumps didn’t feel right. As a result it’s been shown that the game is getting a sequel and the controls have been reworked. Chances are that de Blob: the Underground will be a much better game than its predecessor.
Player movement also goes hand in hand with the perspective of the game. When gaming burst onto the scene all movement was on a side to side or vertical plane. Two dimensions was all developers had to work with. Systems are getting more complex and we’ve moved into the world of 3D and that brings a whole other host of issues. Julio says that 2D has an advantage because, “everything is clear and precise. You can see better where to put your toes.” Ole said, “By restricting player movement you remove complexity in the players mind. It’s usually easier to navigate inside 2D. Of course the advantage of 3D is that the universe can be more elaborate and give players a sense of being ‘in the game”. There’s no greater example of this than Mario. He’s been around since the 80’s and he’s been successful in both dimensions. 2D Mario games really show you Nintendo’s focus on things outside of movement. They’re able to really open up creativity and complexity. The 3D games give you a bigger sense of a world and really immerse you in the experience of being in the Mushroom Kingdom. Both types of games are hugely popular and I bet if you ask every gamer they’ll enjoy them both, but they’ll have a preference. I prefer the 2D style games over the 3D because they can really focus on exploration and size in completely different ways than when you have to build expansive 3D environments.
Platformers, because they’ve been around so long and there are so many different examples have to find something that sets them apart from everyone else. More than anything it’s a genre that has to be completely creative, and unique. Both the designers I talked to have creative hooks in their games that set them apart. Julio worked on Chronos Twins DX for the DS and WiiWare. That game has you playing in two different time periods at the same time and you have to balance your attention between the two to complete a level. Ole, worked on the WiiWare title Max and the Magic Marker. That game was centered around a drawing mechanic that allowed you to create new ways to navigate through the levels, defeat enemies and overcome obstacles. Some games, like Mario innovate by bringing you new power ups and most recently made the platformer a group experience. Another unique title is LostWinds, a game that has the main character be a powerless child, relying on the help of a wind Spirit to reach inaccessible areas and defeat enemies for him. There are numerous other examples of unique gameplay ideas, like Bionic Commando’s bionic arm or Rachet & Clank’s huge arsenal of weapons. There are some ideas that developers like Ole would like to see. “I recently played Metroid Other M at a Nintendo thing. What I liked was the changing of view from 3rd person to 1st person depending on how the controller was held. I personally would like to do something with that.” Nintendo is no stranger to shifting perspectives either. One title, Super Paper Mario, released in 2008 used that idea on a similar scale to open up blocked paths or reveal hidden enemies and objects.
Platformers have been able to stand the test of time, more so than any other genre. It’s been essentially the same style of game, with a few variations for more than 25 years. Every platformer essentially boils down to one thing. Get from point A to Point B by jumping from one platform to another. You can accomplish this in a number of different ways. This style of game offers a basic element that can be built upon better than any other style of game out there. It has made the jump from side scrolling 2D adventures to huge planet hopping quests against larger than life enemies, and back again. People understand exactly what to expect from this style of game and they know what is expected of them. They were the stars of the show, relegated to handhelds with the advent of 3D and now they’re making their return. They’re available on every platform under the sun in any number of forms. Mario dominates Nintendo consoles; Ratchet is the star on the Playstation. Even the iPhone has games like Canabalt, which boils the platformer down even more to its most basic elements. No matter what happens, I believe if the gaming world ever came to an end the platformer would still be there holding on with every thing it’s got.


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