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Understanding The Fun of Super Mario Galaxy
[In this in-depth critique, game designer David Sirlin (Super Street Fighter II Turbo HD Remix) analyzes Nintendo's Super Mario Galaxy, discussing what it did right - and what it could do better - in creating its 'polished, beautiful' game world. Please note that this article contains some gameplay-related spoilers for the game.]
I've only said "Wow!"
a few times in the last couple decades of playing games. One of those
times was for the breakthrough Super Mario 64, a game that took
action/platforming into a 3D world and made it work. It's fitting
that I said it again over its (true) sequel, Super Mario Galaxy,
a game that took action/platforming even more into 3D and made
that work, too.
In point of fact, I might have more reason than most to say "Wow"
over this game. Years ago, I worked at a small company that went out
of business where I was designing a 3D platform game that played with
gravity. Now, so much later, it's great to see Mario
Galaxy realizing these same ideas in the most clever, polished, beautiful
ways possible.
Why is Mario Galaxy
so good and what can we learn from it? To borrow some terms from Nicole
Lazzaro's four kinds of fun, Mario Galaxy has hard fun, easy
fun, and social fun as well as the ability to evoke the emotions of
surprise and wonder.
Hard Fun
Gamers know this kind of fun
all too well. This is the fun of overcoming obstacles and attaining
goals. When you succeed at an especially difficult challenge, the Italian
word fiero describes the emotion you feel as you raise your fist into
the air triumphantly. Mario Galaxy has 120 stars to collect,
offering plenty of this type of fun.
Hard fun is so common in games
that the only thing worth noting here is how well Mario Galaxy
informs the player about exactly which goal he's going for, which
goals are completed, and how many goals are left. I think this clarity
magnifies the fiero aspect of the game. Putting the tally of hard fun
at center stage (the number of Mario
Stars, out of 120, you've collected)
makes it all the more satisfying to achieve the goals.
Easy Fun
Ironically, this fun is much
more rare in games. This is fun that's not bound up with winning or goals.
The entire Nintendo Wii system has an advantage here because the motion-sensing
Wiimote lends itself to easy fun.
Collecting the star bits (the colorful, glowing ammunition
that bounces around everywhere) with the Wiimote's pointer is easy
fun. Shooting the star bits at enemies is easy fun, though
hardly ever required to achieve goals. Using the left-right-left-right
gesture to do the spin attack is easy fun.
Another part of easy fun is
exploration and variety. Some of the gameplay variety in Mario Galaxy
includes:
- Flying with the bee suit
- Shooting fireballs with the fire suit
- Creating frozen platforms and ice skating with the ice suit
- Becoming a ghost who can turn invisible and float with the ghost suit
- Jumping very high with the spring suit
- Riding a manta ray on the water in a race
- Riding a turtle shell underwater in many situations, including races
- Balancing on a ball as you navigate through a level
- Flying with the red star suit
- Numerous tricks of gravity that vary across several levels
Just the moment-to-moment interactions
involved with these things are fun, without even considering how they
are used in the context of hard-fun-goals.
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Comments
The game almost seems to suffer from being too refined. That whole idea from 'The Matrix' where Agent Smith explains that people lost interest in the original artificial world because it was too perfect seemed to ring true with this game. Everything was so smooth, clearly labeled, and neatly packaged that it just started to become...unsurprising? I don't mean to insult such an incredible game, but its perfection does seem to come at the cost of having 'Agent Smith' syndrome.
/reallyjoel
1. Make the prankster comets actually cycle through the galaxies. Maybe I want do the Daredevil comet in Deep Dark Galaxy, but maybe next time I want to do the Fast Foe or Speedster. I was quite disappointed when I discovered the comets didn’t ever change, even on subsequent play-throughs. In fact, if the game wasn’t so wonderful, I would accuse Nintendo of bait-and-switch when it came to this feature. They sure hyped it as if the comet challenge in galaxies would be a changing experience…
2. Fill in some of the bare spots. There are quite a few levels where there is too much emptiness. For instance, the beginning of Deep Dark Galaxy has a ring of water around a beach with almost nothing in it. A couple fish school sprites and one chest with a 1up in it. Maybe I would have been distracted from the emptiness if they used something other than the blank concrete texture. I remember exploring it for the first time and being disappointed at how barren it seemed. If you’re going to make it empty, at least make it pretty. No one complained about the castle grounds in SM64 because there were just enough trees to keep it interesting. Now the top of the castle was another story. Couldn’t we get a couple of tiers or a balcony or something to give us somewhere to go with that wing cap??
3. Give me more hidden extras. Coconuts to watermelons at 9999 star bits is a nice touch, but how about do stuff like that in 10 more places? Would it have been so hard to let me play as Peach and Toad and let me try to get all 120 stars with their play characteristics? Let me answer that for you – no it wouldn’t and it would have made complete sense in the storyline and would have pushed epic to uber-epic. How about completing purple coin challenges open up red stars in each of the galaxies? I’ve got all the stars – why not let me fly around?!? Oh, and not letting me cross the drawbridge in the Grand Finale Galaxy was just cruel.
4. Expanding on a point in #3, why couldn’t we fly around in the main galaxies? I wanted to fly from planetoid to planetoid without the aid of the launch stars! I wanted to fly under the haunted house or buoy base! Maybe there is some game mechanic that hides the fact that the planetoids are not actually in a continuous area of 3D space, but I hope not. I hope to someday play a hacked version of SMG that lets me enter New Egg Galaxy and fly to whatever rock I want. Call me a dreamer…
Personally, I think the purple coin missions were just fine (better than the equivalent in SM64, where you had to collect 100 coins for a Star, because here the purple coins are usually placed in a specific area of the level so as to be more interesting to collect). All in all, I thought the difficulty curve was one of the best I've ever seen, and didn't feel that it got monotonous towards the end at all.
Regarding camera, I did eventually get used to it but this was really my biggest gripe with the game -- most of the challenge is quite simply depth perception-based. I often felt very 'cramped', being so used to a free-roaming camera in the likes of Ratchet & Clank. Again, I ultimately got used to the camera system here (and am impressed at how well it *often* works), but I don't think this was one of its greatest accomplishments by any means.
Also, it's funny that you mention the castle flip in SotN, because this game actually does have something similar when you collect 120 Stars...
P.S. Why do all the Feature contributors squeeze in a reference to the project they're working on? :-P
Not quite of the same order as Castlevania, but still a whole new set of challenges for the player to overcome, and a reward for the players who don't shelve the game when they get the required 61 stars.
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