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Thread: The Invisible Hand of Super Metroid

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    The Artist Once Known As Old-Skool QDB Manager
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    The Invisible Hand of Super Metroid

    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...er_Metroid.php

    This is an invaluable read to game designers.

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    Cor Blimey! CJC's Avatar
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    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!)

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    The Artist Once Known As Old-Skool QDB Manager
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    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.

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    Username Kaiser SUCCESSOR's Avatar
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    I love this kind of article. I've read quite a few. If you know of anymore post 'em.

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    The Artist Once Known As Old-Skool QDB Manager
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    Well... there is one similar to it, that's just a little older:

    http://www.gamasutra.com/view/featur...ers_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.

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    Username Kaiser SUCCESSOR's Avatar
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    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.

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    Sir Anthony Brasel's Avatar
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    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.

    Talga Vassternich -- Deserve Victory

    --------------------------------------------------------

    Check out my YouTube channel! I'm doing video game reviews and retrospectives from the NES/SNES eras.
    I also now have a webpage: www.braselthegamer.com
    Contributor for Gaming Rebellion! Columnist of the new series Breakdown!

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    birb Tim's Avatar
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    YEAAAH LEMONS!

    I love this video.

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    Gibdo Aliem's Avatar
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    Damnit, @Anthony , when I read this thread, that's the exact video I thought of!

    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.

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    The Artist Once Known As Old-Skool QDB Manager
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    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.

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