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King Aquamentus
01-31-2013, 07:21 PM
Awhile ago, Hugo Bille at Gamasutra wrote an in-depth analysis of the level design of Super Metroid, particularly how it runs on certain player tics from the first game, expects you to probably have witnessed certain things without necessarily depending upon it, and even subconsciously leads the player to what to do next.

http://gamasutra.com/blogs/HugoBille/20120114/9236/The_Invisible_Hand_of_Super_Metroid.php

This is an invaluable read to game designers.

CJC
02-03-2013, 07:15 PM
Read the article. It's true, I didn't notice these things consciously when I played Super Metroid but they were definitely present.


I'm noticing this technique applied to other games as well since I read the article. I'm currently playing through the original Resident Evil 2, and it is definitely noticeable now that I'm paying attention to it (Gee, why are those Blue Herbs sitting on the ground there? Oh snap!)

King Aquamentus
02-04-2013, 01:20 AM
A particularly poignant example is the grapple beam chamber. It expects that you may have encountered the obstacle toward the wrecked ship already, and recreates a Crateria room in Norfair. Twice in a row. right after you get the grapple beam. Just to make sure you get the hint.

SUCCESSOR
02-04-2013, 05:13 AM
I love this kind of article. I've read quite a few. If you know of anymore post 'em.

King Aquamentus
02-04-2013, 09:33 AM
Well... there is one similar to it, that's just a little older:

http://www.gamasutra.com/view/feature/6582/learning_from_the_masters_level_.php

The Legend of Zelda analysis



One very simple thing to take from these though is this: If you're stuck on designing a level because you don't know where to start or what would be a good idea, build your level around the idea of teaching the player how to do stuff, teach them to do more, and then review it or mash it all together. Or both.

SUCCESSOR
02-04-2013, 04:26 PM
Yes, I have read that one. Also one that covered Super Mario. I don't remember where i found the Mario one.

These articles aren't all that in depth. Atleast not as in depth as I would like. I guess that is necessary to not bore the crap out of people who are not obsessed with every detail of level design.

Brasel
02-04-2013, 11:57 PM
Here's a great video by Egoraptor about the Mega Man series and how it teaches you how to play. It's a bit long, but worth the watch.

Fun note, I used to know this guy back in the late 90s when I was into the Mega Man fanpage stuff.


http://www.youtube.com/watch?feature=player_embedded&v=8FpigqfcvlM&oref=h ttp%3A%2F%2Fwww.youtube.com%2Fembed%2F8FpigqfcvlM% 3Fwmode%3Dopaque%26autoplay%3D1%26autohide%3D1%26i v_load_policy%3D3%26enablejsapi%3D1

Tim
02-05-2013, 01:12 AM
YEAAAH LEMONS!

I love this video.

Aliem
02-05-2013, 03:26 AM
Damnit, Anthony, when I read this thread, that's the exact video I thought of! :P

Very few developers really get the concept of intuitive design these days. I can't remember the last new game I played that showed you how to play, not through tutorials, but by gradually introducing new elements in-game. Games today either throw you into the deep end, or irritate you with thousands of "ZOMG YOU DID THIS! LEMME TELL YOU ALL AFUCKINGBOUT IT!!!" tutorials. Nintendo is pretty good about keeping this to a minimum with a lot of their IPs, but Zelda's become a problem since OoT. I think Portal is the most recent game where you learn by playing, not by reading.

King Aquamentus
02-05-2013, 10:04 AM
Agreed w/ Janus. One of the things I like the most about Super Metroid is that it just tells you what's going on, then it shuts up and lets you figure it out with quite possibly the most subtle tutorial and guidance this side of Super Mario Bros.

mrz84
02-05-2013, 05:36 PM
Ah, gaming before the current gen of gamers who complain that old games are too hard or look like crap. When gaming was fun and didn't (sometiems literally) hold your hand.

Also, loved that egoraptor video. I remember a similar one for Castlevania.

SUCCESSOR
02-05-2013, 10:42 PM
Here's a great video by Egoraptor about the Mega Man series and how it teaches you how to play. It's a bit long, but worth the watch.

Fun note, I used to know this guy back in the late 90s when I was into the Mega Man fanpage stuff.


http://www.youtube.com/watch?feature=player_embedded&v=8FpigqfcvlM&oref=h ttp%3A%2F%2Fwww.youtube.com%2Fembed%2F8FpigqfcvlM% 3Fwmode%3Dopaque%26autoplay%3D1%26autohide%3D1%26i v_load_policy%3D3%26enablejsapi%3D1

I fucking love this video. I also happen to fucking love Mega Man X to a certain unhealthy level that I should talk to a therapist about. This has to be the 4th time I've watched this video all the way through and enjoyed it as much as ever.

AtmaWeapon
02-13-2013, 11:11 AM
I'm doing the terrible thing where you reply without reading the entire thread, but cut me a break.

Super Metroid is one of the few games that I always rank first on any list because I still can't find any flaws in it. There's nothing I'd change.

King Aquamentus
02-13-2013, 12:42 PM
...except maybe some of the controls...

AtmaWeapon
02-14-2013, 01:52 PM
I guess the layout wasn't the best, but I'd already developed a really strange two-finger grip on the ABXY pad from the Mega Man X layout so on the rare occasions where it was needed it already felt natural.

That's way better than the improvements I think other games near the top need:

Final Fantasy VI: The magic system is completely broken. It's the laziest possible way they could have implemented it.
Dishonored: Completely unbalanced lethal vs. nonlethal unless you have fabulous luck with bone charms.
BioShock series: If it were half as good at being a shooter as it is at telling a story there'd be no comparison.

and so on.

King Aquamentus
02-14-2013, 04:38 PM
Super Metroid also had one really weird sound for when Samus gets hit. ... Did mario shoot a fireball?

Other than that, yeah it's ok.