Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we talk in more depth about the level design and the ways in which its open nature influences difficulty. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Through Vanilla Dome
0:29 Game discussion
Issues covered: In-depth discussion of saxophones, respecting the game as a work of art, potential tech issues, character momentum, ways in which 3D platformers might be different, preparing for a run, mental state for play and muscle memory, player physics, going back and forth in a level, the ghost levels, how Brett preps for a run, Brett learns thing that Tim doesn't, having levels you can't get past and then the next one being easy, frustration with reaction time, Nintendo design pillars, combining elements for complexity and depth, introduction of mechanics in Donut 3, onboarding players/teaching without them knowing, what is the Nintendo practice to tune these levels?, being prepared for a level rather than coming in fresh, learning through failure and accident, imitating Nintendo but not doing it well, visual fidelity, learning through failure as a trope, our decisions should make the players' lives easy (regardless of the cost to us), "fun does not mean challenge," no room for error, "digital failure," high-lethality shooters and skill, blaming yourself and getting frustrated, overworld, making certain things necessary to prepare for because of the overworld, balancing the game around an ability, getting your money's worth, multiple paths and having your mind blown, hint lines, not being a phone person, help line as crunch, ROM hacks, why not a 3D platformer.
Games, people, and influences mentioned or discussed: Edward Herrmann, The Lost Boys, Koji Kondo, Link to the Past, Rock Band, Guitar Hero, Super Mario Bros, Super Mario World 2, Rayman Legends, Half-Life, Cave Story, New Super Mario Bros, Super Metroid, Breath of the Wild, Shigeru Miyamoto, Valve, Blizzard, Demons's Souls, Tomb Raider, Todd Howard, Bethesda Game Studios, Rogue Spear, LEC-Quake, Patrick Holleman, Anthony Halderman, GTA series, James Roberts, LucasArts, Alexander Graham Bell, Wizard and the Princess, Sierra, Apple ][, Mario Maker, Eric Anderson, Mario 64, Mario Odyssey, System Shock.
Interstitial Music by djpretzel, find him at OCRemix.org
Outgoing music by Ficus/@giant_rat
Through the Forest of Illusion!
@brett_douville, @timlongojr, and @devgameclub