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« The Obligatory Post: Favorite Games of 2008 | Main | Wii Are Getting Better »
Wednesday
31Dec2008

Platforming Bliss

In the first volume of his holiday edition podcast, Michael Abbot of The Brainy Gamer described the platform genre of gaming as the “first language” both players and game developers got to articulate and communicate with during the earliest days of videogames. In fact, almost all game controllers of most major game console are designed with platform games in mind. The most basic use of any D-pad or analogue stick almost guarantees the full command of the game with the fewest buttons possible; as long there is a jump button, you’re all set.

This resourceful setup of the genre bestows an absolute freedom to game developers in how they wish to approach their projected game. Giving the comparableness of the genre to join with other subsidiaries, the possibilities are certainly endless. Unmistakably, the degree of constructional freedom within has manifested new ideas and ambitions that weren’t popular decades ago. For example, in most 2D platformers of old, the player only had to reach a single goal to complete a level, but in many 3D platformers (since the introduction of Super Mario 64), each level had to be scrutinized for collectible items and essential goodies. The introduction of hub worlds is also a new invention and even facilities a much refined and explicable gaming structure.

These revolutionary initiatives almost became the established archetype of platform games, and even provided certain expectations no matter how original the game might be. Hence, it is quite easy for us to comprehend the success of LittleBigPlanet in resonating its tools and mechanics to the players, even to those who retain little experience in playing videogames in general. Consequently, when it comes to user-generated levels, the players are always ready to tackle any content without any or little instructions, save for those provided from the creator.

Alas, this straightforward design, regardless of its immense appeal, might not allocate very well to other genres as much we think they would. For example, the RPG Makers series failed to attract many players to create their own role-playing games despite the various editors it included such as the map editor, the script editor, the event editor, the battle editor, and the character editor. From here, we can recognize the problem: it is too complicated. Halo 3, a first-person shooter, introduces a similar arrangement by providing a comprehensive set of multiplayer options referred as Forge, which allows new methods and gametypes to the player. However, this composition of gameplay creation is still far too restrictive due to the nature and the structure of FPS. The same goes for Super Smash Bros. Brawl’s limitless Stage Builder option.

Such creative opportunities seem to be more streamlined and mutable within the realms of platform games. In fact, I wouldn’t be surprised if the first introductory courses of game design concerned the platform genre. Evidently, it provides a far imaginative construction. It retains a fulfilled longevity and an extensive replayability. It showcases the visual landmarks and creative possibilities of any game with ease. It exhilarates a sense of progression and accomplishment as effortlessly possible. And most importantly, it encompasses all of the major elements of what we think about a game and what we think about any given genre. These attributes are indeed the true blessing of the platform genre.

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Reader Comments (2)

What's fascinating with LittleBigPlanet because of the bite-sized nature of each user-generated level and the intricate physics engine is how much creativity is being exhibited. There are some things I've never seen before in a 2D platformer, and I think it actually stems from your and Michael's point. The base principles of a platformer are so set and relatable that we all know what the foundations of a level need to be. With those out of the way, it gives users the chance to be really expansive with their creations. This all reminds me of when I was about 9, drawing out my own Sonic levels on a piece of sketch paper for my friends. Bless, I was cute back then. Not any more, though.

January 1, 2009 | Unregistered Commentershoinan

@Shoinan

Very well made comment, I've to say, and I can easily testify on the creativity that is being embellished by really talent users. I played it several times whenever I visit my friend who owns a PS3, and the sheer use of physics is just outstanding.

And I think we all drew our own Sonic and Mario levels and then challenge our friends to make through these levels by making a one singular line from start to finish, without taking the pen off.

And what are you saying? The picture of you in the Link/Peach outfit is plain adorable :)

January 2, 2009 | Registered CommenterAngelo

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