†This is the first article in a series I'm calling Practical Game Design.
The idea is to look back on the great masters of game design over the past few decades and extract some useful techniques from their games that we can immediately use in our own. I'll stick to specific examples as much as possible.
The first one comes from Shigeru Miyamoto himself, and although it might be known by other names, I'm going to call it "The Rule of Threes." This is a practical level design technique that introduces the player to new challenges gradually.
This technique is a favorite of Shigeru Miyamoto, and really helped differentiate his games from all the other punishingly difficult NES titles of the 1980's. This technique does not makes your games "easier," however.† Instead, it makes your games more "learnable" by making sure that the player has been "primed" before the real challenges begin. The best part is, you don't do this with boring, pedantic tutorials. You just do it with gameplay. As Raph Koster would say, the player learns by having fun.
Since this is Practical Game Design, I'll explain the technique through example. Let's take a look at the original Super Mario Bros. and see how the Goomba is introduced.
†Step 1: Introduce the Challenge as simply as possible
The first time we ever see the Goomba, he's just walking straight towards us. No tricks, nothing fancy: there's just one of them and he just slowly lumbers in our direction.Note that this is the easiest possible way to challenge the player with a Goomba.
He's bouncing back and forth between two pipes, and we are standing on a pipe.
This is one step up from the easiest possible Goomba challenge. More importantly, however, this shows us a new dimension to the Goomba. Before the player needed to merely stomp the Goomba or jump and let it pass. Now we have a different situation: it will bounce back and forth when it hits a pipe. The confined space changes the nature of the challenge.
This one isn't particularly difficult, either, and the player is likely to get past this stage fairly quickly. As soon as the player is past this point, the designer can assume the player has absorbed his first two lessons.
Next, we see this:
†This might seem a bit simplistic, but there are plenty of games in which the player is not properly "primed" for new challenges before they're presented. Instead, the player's first encounter with the new challenge is to be beaten in the face with it unexpectedly. Not only is this frustrating, but the player is unlikely to learn much from this scenario. The Rule of Threes is a great solution to this problem.
So, back to Super Mario Bros. Now that Miyamoto has introduced us to the Goomba, what happens next?
Here we have Goombas falling off of ledges and threatening the player from above. This is really the first time in the game where Goombas are presented as a challenging threat. Imagine if this was the first thing that greeted you upon playing the game. Sure, plenty of us hard-core gamers with decades of experience today would have no problem with it, but as a 5 year old in 1989, I can imagine being plenty frustrated. That simple 10-second build up of gameplay really helped prime me for this situation back then, and it will work the same way for players today.
This is what's really important about level progression. In essence, you're building a learning curriculum for the player. You present the challenges in isolation before you ramp things up, so the player learns individual skills first, which can be layered together into more complex skills later.
The Rule of Threes can be used across many scales, both in and out of levels themselves. Each world in Super Mario Bros. consists of 3 preliminary levels, and then a challenging "castle" level, after all. In this way the Rule of Threes is applied throughout the structure of Super Mario Bros., kind of like a fractal.
†Just look at the last corridor of the first castle, before you meet Koopa for the first time:
†The Rule of Threes in action: Preparing the player for Koopa
Rather than just let the player deal with Koopa and meet instant death, the player is given a short training course on fireballs. First, a fireball comes straight at you in isolation. Then, the terrain changes and the fireballs come at different heights. Finally, the fireballs start to come more quickly. The player has been "primed" for battling Koopa before the fight has even begun.
Obviously, there's nothing magical about the number three. I picked it as it seems like a nice rule of thumb - once you've shown something to the player a minimum of three times in different situations, you can start to mix it up without being completely unfair.†
There's plenty of other useful techniques and interesting structural lessons to be learned here, but I'll just keep this short for now and leave those for future posts.
Let me know what you think! Is this helpful to anybody?