Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we finish Super Mario World and talk about our takeaways, including some deep dives into modern design sensibilities and constraints. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
To End of Super Mario World!
0:37 SMW Discussion
44:57 Feedback/Next time
Issues covered: Bowser's Castle, introducing mechanics in a critical path way, picking up the mecha-Koopas and tossing them onto Bowser's head, relentless pace of new stuff, player-motivated triggering of boss state, boss patterns, using Yoshi (or not), timer platforms, setting your own goals then and now, speedrunning origins, milking more out of levels by choices, keeping people interested via new level design tricks, expense limiting new gimmicks and reinforcing reuse, abandoning the lessons of the past, production realities, combinatorial depth, great base rule set where adding single elements extend in surprising ways, virtuous cycle of exploration and mechanical depth, RPG-ification of games, achievements, intrinsic vs extrinsic rewards, turning off notifications, notification and FOMO, achievements and the platform ecosystem, trading cards, Switch voip weirdness, focusing on the games, collecting every category in Breath of the Wild, tension-based enemy design, finding the rhythm in jumps, playing off up vs down, Eastern design sensibilities, yin/yang, opposition in Eastern design, subtractive vs additive design, punishing mechanics, save states against learning/mastery, apocalypse in Hyrule, lock/key vs player expression in Breath of the Wild, Mario as theater, variance among early Mario games, Luigi through the years, theater and games, comics, VHS of Legend of Zelda, cyclical nature of games, web of games, text adventures and scores.
Games, people, and influences mentioned or discussed: Justin Timberlake, Sonic Mania, SEGA, Legend of Zelda (series), Shadow of the Colossus, Starcraft II, Half-Life, Warcraft, Mario (3D games), Giant Bomb, Breath of the Wild, Chris Hecker, Sony, Microsoft, Steam, Origin, UbiSoft, GOG, Switch, Ratchet and Clank, Pikmin, Shigeru Miyamoto, Jonathan DeLuca, Game Informer, Tacoma, Halo, Bjorn Johansson, Star Wars (obliquely), Inception, Mario RPGs, Mike Vogt, Super Mario All-Stars, Cameron Daxon, Sleep No More, True West, Sam Shepard, Who's Afraid of Virginia Woolf, The Real Thing, Tom Stoppard, Gone Home, The Scottish Play, Punch Drunk, The Antenna Theater, Kublai Khan, The Dark Knight Returns, Vertigo Comics, Wonder Woman, Nick Tapalansky, Skyrim, Ultima, Wizardry, Bard's Tale, Final Fantasy IX.
Interstitial Music from OCRemix.org, artist N4L4
Ultima III, Wizardry III, Bard's Tale "Introductions"
@brett_douville, @timlongojr, and @devgameclub