The goal is to reconcile the laser focus of the linear levels in 3D Land and 3D World, with the open playground, sense of place and feeling of adventure in SM64 and Sunshine. I'll elaborate on what this means and why I think it's desirable in a moment.
But first... By "Metroidvania," I don't mean using items to progressively explore an interconnected world. There are NO items here. (There would be power-ups, but they're not essential)
Rather, I mean "Metroidvania" in the sense of Dark Souls, where you have a sprawling world that branches off in all different directions -- some easier, some harder -- and you can tackle them however you see fit, whenever you see fit. In this case, a player would only be held back by their own platforming skill -- something that would naturally grow with time as they continue to play.
More advanced players, or players willing to repeatedly fail a difficult stretch of the world until they beat it, could proceed to harder parts of the game without clearing easier parts. But even the "easier" parts would be interesting due to theme, gimmicks or other distinguishing features, and have something worth collecting for your trouble. In this way they would avoid tedium for advanced players.
Think of the overall design like spokes on a wheel, each spoke being a platforming gauntlet. To the west of the starting area, you may have a mountainside teeming with rising and falling elevators, wall-jumpable chasms, spring pads and more. To the east, you may have a series of spiraling logs and teeter-totters to scamper across.
Each of those gauntlets would be a well-crafted point-A-to-point-B experience, but feel like part of a continuous world and something you're uncovering -- hearkening back to the days when you could look to the top of the mountain in Bob-Omb Battlefield and think, "I can get there," and then do so, but taking that concept to a new level of scope, and without dumbing down the moment-to-moment gameplay.
Nintendo is clearly not going in this direction, and that's fine -- their current approach with 3D Land/3D World is obviously wonderful in its own right. I just wonder if something like this might satisfy the yearning of some to explore Mario spaces that feel like, well, spaces in the Mario universe -- something that really invites you to go all-out with exploration and experimentation. A true "next-gen" evolution of the sort of boundless sky-is-the-limit freedom the Wing Cap offered in SM64, but with the sort of disciplined design that comes from the more focused gauntlets of latter-day 3D Mario.
Hopefully this makes some sense. For all my adoration of 3D Land/World, I do see plenty of merit in the old approach, and I just wonder if there's a way to merge the two.
I don't know though. I mean the whole point of Mario is getting that star, or reaching the flag pole. That's his main objective. You essentially would be taking that away, no?
Although I'm not sure if Mario is the greatest fit for that, maybe another go at 3D Donkey Kong? (with heavily scaled back collecting of course)
Heh, I was just thinking this as well...but was it really "open"? There were smaller worlds but between a lot of them were stupid biking sections or something that prevented you from moving on unless you collect X of item Y. It's in the right direction though, something like that with more exploration (and preferably less collectathon) would be really cool.Jak and Daxter?
What if the whole world is one big flagpole, maaaaaaanMario with no levels? Could be interesting.
I don't know though. I mean the whole point of Mario is getting that star, or reaching the flag pole. That's his main objective. You essentially would be taking that away, no?
In this "mega level" model of Mario, you could have stars as an objective, and perhaps stars could open certain pathways that could bypass more difficult stretches, but those more difficult stretches, if attempted earlier and overcome through skill, could essentially bypass such gating and make finishing those easy areas only necessary from a completionist standpoint. Of course, the focus would be to make ALL areas fun, even if they vary in difficulty.Mario with no levels? Could be interesting.
I don't know though. I mean the whole point of Mario is getting that star, or reaching the flag pole. That's his main objective. You essentially would be taking that away, no?
At the risk of cluttering the thread with my own conception of it (and I'm sure this has been said before), I really think a GTA-style sandbox (or perhaps more aptly, Lego City style, though I haven't played it) could be totally fun in a Mario world. Hidden collectibles, goombas and koopas everywhere...and then talking to Toads or doing something else would initiate challenges. The challenges could transform the surroundings to become smaller contained levels in themselves if need be. No fetch quests would be necessary here. I doubt I'll ever see it happen but I bet if Nintendo threw their weight at it, it would turn out to be magical.
Edit: actually, I could see the way I'm thinking of the challenges/sidequests things actually fitting into your design really well. I could also see having usable Mario Karts to travel highways between places to be a fun diversion.
So, Super Mario RPG+Mario 64?In this "mega level" model of Mario, you could have stars as an objective, and perhaps stars could open certain pathways that could bypass more difficult stretches, but those more difficult stretches, if attempted earlier and overcome through skill, could essentially bypass such gating and make finishing those easy areas only necessary from a completionist standpoint. Of course, the focus would be to make ALL areas fun, even if they vary in difficulty.
That sounds incredible.
Kinda like the hidden gem paths in the original Crash Bandicoot.
In Dark Souls it works because when you're pumped up it's effortless. But jumping around and shit will just get old quick if you're CONSTANTLY doing it, just to navigate a map.
That's called a design challenge, and it could be solved. Possible solution: Clearing a complex stretch gets you to a ! switch... which when pressed, opens a warp pipe shortcut to the previous area.Originally Posted by H3XAntiStyle
All I'm thinking about is how painfully annoying it would be to run through the same 5 jumping segments 15 times going back and forth and around.
In Dark Souls it works because when you're pumped up it's effortless. But jumping around and shit will just get old quick if you're CONSTANTLY doing it, just to navigate a map.
Honestly, I love the way Mario 64 and Jak and Daxter did it - it gave a sense of progression that you'd kind of lose out on with this idea, at least to an extent. You felt like you earned the right to enter that door on the second floor, or the right to go to Rock Village's areas. But even though that sense of progression is awesome, this idea would also be awesome.
What's being proposed here is a complete dissolution of linearity. I don't think that's ever been done before, at least in a platformer/adventure game (I haven't played Link Between Worlds yet, and I don't remember Banjo-Tooie at all, so correct me if I'm wrong) but I'd be totally down for that. It would be different, sure, but I can see this idea being really creative and bringing a new experience to the table. It would really give the player a sense of freedom and exploration that linearity simply cannot.
I think nearly every game would benefit from that sort of approach.
Hrm... I just don't see it working.That's called a design challenge, and it could be solved. Possible solution: Clearing a complex stretch gets you to a ! switch... which when pressed, opens a warp pipe shortcut to the previous area.
Disclaimer: I didn't like Mario 64 as much as everyone else, I like the ultra tight 2D games /3D Land/World.
Cool. You got it. Now it's time for something different.Originally Posted by H3XAntiStyle
Hrm... I just don't see it working.
Disclaimer: I didn't like Mario 64 as much as everyone else, I like the ultra tight 2D games /3D Land/World.
I see it now, combine the approaches to Mario 64 and Banjo-Kazooie. The main hubworld is Bowser's Castle that has magic seals on several doors. To open the doors, traverse through different worlds and complete objectives similar to Peach's Castle. The catch is that the paintings themselves would be 2D levels, and the area on the other side would be a 3D open world level. In addition by completing enough objectives / finding secrets, it is possible to bypass a door altogether. Ex: Have a locked door, go to desert level, find warp to snow level, exit snow level by completing 2D level, and end up on the other side of the door! Of course there would need to be a sophisticated Warp Pipe system in place to prevent too much backtracking, although Jak & Daxter did pretty well with their fast travel system.Originally Posted by TheCongressman1
Yep, that is the way an open world Mario needs to go. Larger areas connected to more straightforward platforming segments. Pretty much just every level in 3D World interconnected to each other.
Also we could take the concept of power-ups for Mario and make them permanent or based on some form of meter / collectible. Ex: You gain a Fire Flower and can use it to light things on fire in order to progress through the game, but you need adequate "supply" to use them ala missiles in Metroid. Other ideas would be ability to use Metal Mario, Ice Mario, etc.
Although didn't one of the Prince of Persia's do this? The second one of the GCN era series?
If Mario would just take some cues from Tony Hawk's American Wasteland, the platforming genre would be revolutionized!Originally Posted by TheCongressman1
Yep, that is the way an open world Mario needs to go. Larger areas connected to more straightforward platforming segments. Pretty much just every level in 3D World interconnected to each other.
Although jokes aside, I could see this working, if done well. Something like Jak and Daxter, but with a more deliberately designed/intertwining layout ala Dark Souls or Metroid or something.
Ugh, that being said I just feel dirty imagining people touting their platformers as "inspired by Dark Souls and Castlevania and Metroid!" like on Kickstarter.
I don't understand why. Those games are the top of the line when it comes to level design. More people should take inspiration from them.Originally Posted by XANDER CAGE
Ugh, that being said I just feel dirty imagining people touting their platformers as "inspired by Dark Souls and Castlevania and Metroid!" like on Kickstarter.
Why it's shameful to use Dark Souls when discussing game design is completely beyond me.
I'm not saying Dark Souls has bad level design. A platformer with that sort of level layout could be really cool. I'm just making a crack about how "castlevania meets dark souls!" has become the indie version of "visceral and cinematic."Originally Posted by TheCongressman1
I don't understand why. Those games are the top of the line when it comes to level design. More people should take inspiration from them.
I'm sure Nintendo would avoid such descriptive crutches and just "make it so," but as a fan talking in theory I have to reference certain games as starting points for something that doesn't quite exist yet. :)Originally Posted by XANDER CAGE
I'm not saying Dark Souls has bad level design. A platformer with that sort of level layout could be really cool. I'm just making a crack about how "castlevania meets dark souls!" has become the indie version of "visceral and cinematic."
All of this is one possible application of the "mega level" model, but where you say "2D levels," I picture 3D Land/World-style levels -- linear in focus, but still polygonal and taking advantage of height and depth. They would also be integrated into the larger playgrounds in such a way that they feel like part of the whole -- like a canyon packed with platforms, sandwiched between two mountains that encircle the next open area, which itself has valleys you descend via their own platforming gauntlets, or sheer cliffs you scale by negotiating their complex passageways with skillful wall-jumping, diving and sliding.I see it now, combine the approaches to Mario 64 and Banjo-Kazooie. The main hubworld is Bowser's Castle that has magic seals on several doors. To open the doors, traverse through different worlds and complete objectives similar to Peach's Castle. The catch is that the paintings themselves would be 2D levels, and the area on the other side would be a 3D open world level. In addition by completing enough objectives / finding secrets, it is possible to bypass a door altogether. Ex: Have a locked door, go to desert level, find warp to snow level, exit snow level by completing 2D level, and end up on the other side of the door! Of course there would need to be a sophisticated Warp Pipe system in place to prevent too much backtracking, although Jak & Daxter did pretty well with their fast travel system.
Also we could take the concept of power-ups for Mario and make them permanent or based on some form of meter / collectible. Ex: You gain a Fire Flower and can use it to light things on fire in order to progress through the game, but you need adequate "supply" to use them ala missiles in Metroid. Other ideas would be ability to use Metal Mario, Ice Mario, etc.
It would require a piecemeal approach. First you'd have open areas with interesting geography that would be designed one at a time like the maps in SM64 and Sunshine. Then you'd have the various branches spinning off of them that would connect the playgrounds and be designed one at a time like the levels in 3D Land and 3D World.Originally Posted by TheSpaceBetween
Seems like it would be incredibly difficult to design.
They'd aim for a similar number of levels to 3D Land/3D World, and use them to connect and interconnect the playgrounds. There'd be a blend of options in any given area, from the "Super Bell Hill" easy to the "Champions Road" hard.
And perhaps in the end you could even get something like the Wing Cap and experience the reward of being able to freely fly over the "mega level" in its entirety. Until then, you'd avoid the tedium of backtracking by opening warp pipes to previous areas, while those who want to huff it on foot can do so and find creative new ways of traversal in the process.
Only read Metroidvania. Assumes it's about castles and exploration
That would have to be a big ass world for this to work. Mario's always runnin. That's when it's fun. When you have this momentum, smashin bricks, fuckin shit up. Ambitious ideas, man.Think of it like a Mario where you look around and feel compelled to run and play in 10 different directions at once; where each of those directions offers the density of design in 3D Land/World; and where you avoid the "anti-climax" of being dropped back on a map when you reach one of many potential objectives. Instead you have 10 new avenues in mind to check out, for every avenue you explore, and every summit you reach reveals more intricately crafted gauntlets heading up and down and all-around. And they all interconnect and ultimately loop back in on themselves for a real sense of place -- something with a bit more weight and personality than the usual abstraction of random elements in the middle of nowhere.
Yes, exactly! :)It's the best solution. A true open world wouldn't really work since those genres are at odds. Open worlds are about removing boundaries, whereas platformers are defined by boundaries. So the Metroidvania style would work best. Seamless, yet gated. It's very important that a platformer have linearity in it's challenges so that you can't simply subvert them. And Dark Souls is the best comparison. Just replace the natural obstacles in Dark Souls (combat) with obstacles suited to a platformer.
I don't recall much platforming in Luigi's Mansion. (Love both of 'em, though)Originally Posted by MagiusNecros
So basically you want a Metroidvania "Luigi's Mansion".
He's just tossing an idea out, man. I don't think he has any beef with 3D World. (And Galaxy came out years ago.)Nintendo releases the best 3D platformer in a decade and gamers still aren't happy?
3D Land and 3D World were both wonderful, as I said in the OP. But we're talking about two different things here -- apples (3D Land/World) and oranges (SM64/Sunshine). Equally delicious, but each their own flavor. The question is, can we merge those flavors into a delicious Mario smoothie that can combine the appeal of both formats? I'm proposing one way that might be possible, albeit a very design-intensive way. :)Nintendo releases the best 3D platformer in a decade and gamers still aren't happy?
Now if we were to say split a open world format by mishmashing a world with synonymous themes as stated and meld them into one mega level and do that then maybe it could work out but that would take a lot of effort and time I would think to make everything flow seamlessly and naturally while also not looking out of place.
Metroid Prime managed to have "lava level, snow level, jungle level, water level" areas while they were all connected. Some of those were separated by elevatros, sure, but still all conceivably a part of the same world.Originally Posted by MagiusNecros
Now if we were to say split a open world format by mishmashing a world with synonymous themes as stated and meld them into one mega level and do that then maybe it could work out but that would take a lot of effort and time I would think to make everything flow seamlessly and naturally while also not looking out of place.
If retreading old areas isn't boring in Dark Souls, it's because the gameplay itself is always engaging, even on those repeated travels.Originally Posted by H3XAntiStyle
All I'm thinking about is how painfully annoying it would be to run through the same 5 jumping segments 15 times going back and forth and around.
In Dark Souls it works because when you're pumped up it's effortless. But jumping around and shit will just get old quick if you're CONSTANTLY doing it, just to navigate a map.
A possible solution could be making all the pathways easier on subsequent runs than the first time through. That way you're still running & jumping (the draw of a good platformer), just without as much risk of dying, or taking up a lot of time.
So basically Prince of Persia 2008 just done right. Making all 4 gauntlets equally viable really hurt the game in the end. I could see your approach working for Mario but I've never been a huge fan of open/exploration platformers. I guess it depends on how dense the world is and as long as there are warp points, I wouldn't mind.Rather, I mean "Metroidvania" in the sense of Dark Souls, where you have a sprawling world that branches off in all different directions -- some easier, some harder -- and you can tackle them however you see fit, whenever you see fit. In this case, a player would only be held back by their own platforming skill -- something that would naturally grow with time as they continue to play.
Could you say the same about Galaxy 1 + 2 levels though? I think it would be almost impossible to create a world that is both seamless and cohesive out of the various galaxies. There was just too much crazy stuff. You'd need a system similar to the portraits in SM64.Originally Posted by Spring-Loaded
Metroid Prime managed to have "lava level, snow level, jungle level, water level" areas while they were all connected. Some of those were separated by elevatros, sure, but still all conceivably a part of the same world.
Another poster compared the idea to a recent PoP and I think PoP 08 is probably what they were thinking of.
Take an intricate 3D Land/World-style platforming level. Let's make it a "ghost level," set in a forest like the kind surrounding Luigi's Mansion. You reach the end of it, and the level opens up into a playground; you can see new gauntlets heading off from the western, eastern and northern extremities. Take one of them and you may proceed through another 3D Land/World-style platforming level, still in the woods, seamlessly continuing from the playground. And then at the end, the woods may give way to bright and sunny grasslands... yet another playground, framed by 3D Land/World-style obstacle courses branching off like the spokes of a wheel.
One clearly heads up a mountain looming over the grasslands, a mountain lined with obstacle courses as tight in design and focus as 3D Land/World; another heads toward the ocean, where you can spy a coastal playground befitting Isle Delfino, framed by its own myriad obstacle courses, also in the style of 3D Land/World. And increasingly, you notice side paths, even within the 3D Land/World-style obstacle courses -- a fork in the road that may lead you back to a previous playground, or to a new one altogether, different from the destination you originally had in mind. It becomes an elaborate pretzel of linear obstacle courses connecting and interconnecting open playgrounds -- a complete circuit, where you can feel curious about what's around the next corner and feel like you're truly on an adventure in the Mushroom Kingdom.
| Thread Tools | |