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A little while ago I dug into Scary Girl for not being a very fun game. This brought up some discussion about what actually makes a good 2D platformer, so I decided to expand on the topic. Below is a list of what I see as three common aspects of many classic platforming titles. These point are not the only things that made those games great, but they're a shared base that appears again and again.
1). The Moveset
 - Sonic CD saw the addition of the dash move. It left Sonic more vulnerable than his spin dash, but it lasted longer and was a great way to instantly build up speed.
The moveset is a nebulous term that encompasses all of the player character's abilities and properties. These include the standard run and jump, but also other mechanics such as sliding, and the rules of various behaviours, e.g., how much time does it take to accelerate to a maximum velocity, how does the character react when he's hit, etc. Temporary powerups such as Mario's Starman and permanent modifiers like Mega Man's boss weapons also fall under this umbrella.
So what makes a great moveset?
Well, let's start at the beginning. First of all -- and it's hard to believe that this needs to be explicitly stated -- the moveset should be very clear and accurate. There's nothing worse than running over a collectible and not picking it up. Well, unless it's getting hit by an enemy that's clearly not touching you. This kind of stuff is incredibly frustrating, and it makes the player feel cheated by the game.
 - Mega Man's wall-slide and wall-jump mechanics added a lot of gameplay elements to the famous series.
As soon as we're sure that we're not actively pissing off the audience, we can build a connection between the player and the game itself.
To start off, the interface needs to be quick and responsive. Input should have an immediate effect on the character in order to foster a sense of full control. Granularity and different control techniques, i.e., pressing, tapping and holding, are also important as they provide a level of precision to the movement.
It's important to note that the majority of 8-bit and 16-bit games actually ran at 60 frames-per-second. Sure, many of the animations were composed of only 2-5 frames, but the actual motion of the sprites was very smooth. This not only aided the physics, but also created a very dynamic sense of movement.
 - Yoshi's Island has one of my favourite movesets of all time.
Now precision in platformers is often associated with pixel-perfect leaps that -- if not properly executed -- result in game death. While that is sometimes the case, precision is an ever-present facet of these titles that's experienced at virtually all times, e.g., jumping up to a moving platform, dashing through a tight tunnel, firing shots at floating enemies, etc.
So how do we actually make the moveset fun?
Well, there's something to be said for vicariously living through a speedy, agile ninja that performs maneuvers one would not likely do in real life. However, what I consider even more important to the "fun factor" is the integration of the moveset with the various facets of level design itself.
2). The Levels
On largely aesthetic level, it helps a great deal if the game is composed of various zones that each have their own unique look. Of course that uniqueness is often accompanied by numerous interactive objects that add variety and help with the pacing, but there's one small detail that occasionally falls through the cracks: the separation of foregrounds and backgrounds.
 - Donkey Kong Country has experienced a bit of a backlash over the years, but it was a stellar platformer with clearly outlined levels.
This might seem like a relatively small issue, but if not handled correctly, it can confuse and frustrate the player. Confusion is rarely a good thing, and pretty art is a poor consolation for jumping on phantom platforms.
Now as far as the environments themselves, it's not a coincidence that they're often filled with all sorts of slides, bridges, trampolines, ladders, etc., In a way, they're simply playgrounds for the player, both literally and figuratively. They cater to the moveset and enhance the flow of the game.
 - Bonk's Adventure was relatively slow-paced and straightforward, but it included some truly bizarre and entertaining levels.
Smart playgrounds also funnel the player into using his various abilities. Once again, this is to provide a wide array of experiences by fully utilizing existing resources. The funneling itself can be subtle -- indicating a path through a series of collectibles -- or forced -- requiring the player to scale a wall in order to proceed.
 - A great example of organic playground elements in Akumaj? Dracula X. The long water slide ends with a leap onto dry land, quickly followed by a boat ride with the ferryman.
When designing levels, a guiding approach also helps with creating specific setups for how the player enters and leave a specific area. For example, a path of collectibles can lead to an isolated spot that contains a useful powerup. Getting there requires a series of leaps and wall jumps that take the player through the lines of collectibles and deposit him at the desired destination. On his way back, the collectibles are gone, removing the need to retrace steps and making the descent itself easier and more enjoyable.
 - A good example of incentive-funneling in Super Mario Bros 3. A flight-leaf powerup is followed by a straight runway that ends with a path of coins leading up into the sky (where more collectibles await).
3). The States
Picture this scene: your character is jumping through the air, an enemy is homing in on him, and a stray missile explodes and destroys a brick wall. A snapshot of this scene reveals multiple states: jumping, homing in, and exploding/crumbling.
 - The blocks hanging from the ceiling automatically drop and form a bridge as Sonic approaches them.
States are basically logical denominations that encompass various behaviours and properties of game objects. They give standard enemies and end-level bosses a rudimentary intelligence, and challenge the player to decipher and exploit their patterns. This imbues them with personality, and once again encourages the use of various techniques to defeat them.
However, states are just as important to the levels themselves as to their inhabitants. Even though it's easy to visually separate enemies and interactive objects, they're largely the same thing. Springs, conveyor belts, swinging vines, breakable walls, etc. fill out the playground, and they do a tremendous job of turning a static image into a living, breathing environment.
On the initial playthrough, states encourage experimentation and improvisation. Despite the fact that they're entirely predictable, they also enhance the replay value. Learning the mechanics and patterns of a game guarantees that the player -- at least to a certain extent -- will continuously get better at it. In some cases, this can even lead to the creation of speed runs.
And if you really doubt how vibrant a game can be largely through its use of states, here's an example.
 - Time the occasional jump, and you can blast through this level at top speed.
Now as you start putting all three of these principles together, chances are you'll also foster those intentional and emergant moments that players tend to remember.
What moments, exactly?
Well, it's stuff like using pinball bumpers to dart around in Sonic the Hedgehog while avoiding the boss' attacks. It's exploring all new underground caverns in Super Metroid thanks to a special ability. It's running through a level of Super Mario Bros. without stopping while piranha fish sail above you, but never quite touch you.
The flow created by intelligently combining movesets, levels and state mechanics is a large part of what makes platformers fun.
And as a final point, the combination of all three of these aspects can actually be seen in the intro to Indiana Jones and the Raiders of the Lost Ark, and who didn't like that?
Radek Koncewicz is the CEO and creative lead of Incubator Games, and also runs the game design blog Significant-Bits.
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There's one key-factor left out, which none of the above games uses, but which made other 2D platformers such as Super Metroid and Super Castlevania IV legendary: 8-way directional. The use of 8-way directional not only added great animation quality to the sprite/character and overall look and feel of the game but it also provided a lot of freedom to the player where an enemy could be taken out from virtually anywhere on screen instead of having to jump to its vertical (y axis) height and hit/shoot it. I REALLY miss 8-way directional in the most-recent Castlevanias. Are you listening Konami?
How this can be achieved in a quality-full way is what you identified and described marvelously.The moveset is in a sense a part of the rules of the Playfield part of the game. Other rules can be the death-conditions, actual physics and others. The fun indeed manifests when Play combines with World (levels, states, universe and so forth).
But the most important part about why 2D-games are so fun? The ease that the Play-rules can be learnt. D-pad moves character, button A makes it jump, button B (if applicable) makes it do important action. How easier this first step is, the more easier players will be able to dive into the Universe/Gameworld and get to actual "interactive" part of what makes videogames so unique as a medium. The more engaging this universe is (in fantasy, level-design, a fair difficulty and so on), the more intense the player will experience the game.
In summary: great analysis but never forget the *actual* customer experience a game invokes.
people
Well, by 8-way directional I assume you mean the granularity of attacks, and that approach was quite common in run 'n' gun games like Contra. Without splitting genre-hairs, though, even 8 directions didn't seem to be enough. When Earthworm Jim came out, its developers proudly touted that despite the 8 visual angles, the player could actually fire a cone that covered hundreds of positions. And of course Abuse was one of the first titles to provide full control over aiming in a 2D game.
I think in the end it's just a matter of what the designer wants out of the moveset, and how the rest of the game is structured around it. Everyone will still have their preferences, but I don't think anyone would argue that Mario's moveset would've been well suited to Super Metroid.
@Tom
As for 2D graphics in games, well, they're still evolving, albeit at a glacial pace compared to 3D.
One final side-note: Shawn Hargreaves has written two short posts about how humans seemingly have a harder time parsing 3D than 2D. Worth the quick read if you're interested in such topics:
http://blogs.msdn.com/shawnhar/archive/2010/02/05/why-do-2d-worlds-make-sense.as
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http://blogs.msdn.com/shawnhar/archive/2010/02/08/comments-on-2d-vs-3d.aspx
Sure, the aesthetics and the overall presentation played a huge part in what made these classic titles so popular.
I also touched upon some of the other points you made, but my focus was on actual mechanics. Maybe I should have made that clearer in the post.
Thx for the links!!
I do have the notion that the jump from 2D-design to 3D-design has made videogaming a lot less "accessible" for a lot of people (I suggest that everyone reads Joystick Nation, it explains perfectly how millions of Atari/8-bit/16-bit-generation gamers just quit gaming because it isn't accessible anymore, fun part, this was written in 1997) . Not representative but my mother loves 2d Zelda, I let her play Wind Waker and she stumbles around the levels like a drunk. The first Pirate ship platforming bit took her literally hours to complete. And this is Wind Waker, the so-called perfection of the perfection (Zelda: OoT) of the perfection (Super Mario 64) of moving a character in 3D.
Also again, your piece was a great way of identifying and describing preferable execution of key-elements in 2D-games. I just tried to fill the gap where you indeed already put some shovels of dirt in (sorry for the exuberant metaphors).
2D platformers could also be insanely difficult. The Valis franchise comes to mind. I love it because I love Yuko and the other heroines, as well as the themes, motifs, and stories, but the games are known for their difficulty. I still own them (well, most of them, anyway) but I don't play them too often anymore. If I do put one in my TurboDuo, I quickly remember why I stopped playing them back in the day. ^_^;;
2D plataformers are simple enough to become deeper than 3D (if it's clear). The player can predict, react, and enjoy the pace and flow of the movement on the screen. Depth and strategy in 2D platformers come from their consistence.
The emphasis on movement is also a huge factor. Movement is everything in 2D plataformers.
Thank you for those links. They provided very informative and insightful reads. I'm always up for expanding my outlook on things. Thanks again. May 2D games live on and flourish!
A lot of people look at 3D games as the natural course of evolution in digital games, but I think that the genre as a whole is quite poor. Coupled with the reluctance to innovate and create something really unique due to high production costs and you can really see why 3D games just aren't as creative and fun.
Digital Distribution seems to be bringing back a lot of that missing creativity though. I'm finding a lot of the smaller games being released through steam are holding my attention a lot longer than most of the 3D games for $50 plus.
We've explored 3D for a good while now and seem to have settled on a few ideas for how first and third-person avatar/vehicle-controlling games should work - while other types of games don't really benefit 3D. Remember "Lemmings 3D?" Nice idea, but terrible to control.
I am in the middle of writing a blog entry that details the disappointment of vintage Sonic fans in reaction to SEGA's recently announced Sonic 4. I think your article does an excellent job of outlining key areas where the traditional Genesis Sonic titles and the newer Sonic Advance/Rush games differ.
The movesets (and perhaps more importantly, physics) are different. In the Genesis titles Sonic hit a "running terminal velocity" but was able to go faster by rolling. This isn't the case in the Advance/Rush titles. The dynamics of Sonic's jump were different as well. In Rush, Sonic was given a speed burst move that made progress easy and trivial. Sonic also had "trick" moves he pulled off in the air to extend his jump.
The levels of the Genesis titles relies more on platforming and controlling Sonic's momentum as compared to Rush's more linear levels.
The "States" in the Genesis titles (ie. the contraptions Sonic interacted with) largely required a specific interaction with the unit and required some "work" to get to work properly. For example, the see-saw in Hill Top Zone. There were definitely some "passive" contraptions that did all the work for you, but the games featured a good mix. In the Advance/Rush titles, the contraptions pretty much do all the work for you.
Many people look at both Sonic 3 and then Sonic 4 and think to themselves, "they are both 2D, what are Sonic fans complaining about?". But this article does a great job of outlining the fundamentals of what make a 2D platformer tick, and when analyzed at that level it is easy to see how Sonic 1-3 differs from Sonic 4 (of course, this is based on the leaked footage of the game where it looks to behave much like the GBA/DS Sonic titles.