Saturday, September 9, 2017

DECONSTRUCTING #008: Dead Cells - Or How to Get Inspired the Right Way

INTRO
Working in a creative field it is almost impossible not to be influenced by the works done before. We all have our favourite games, movies, books, TV series, you name it. On top of that we all feel more or less nostalgic for something we enjoyed countless hours as youngsters. Those things often play as a blueprint for what we’re trying to create, some more and some less than others, but they’re still there, lurking in the subconscious mind.

Game development particularly, is a media where influences are very clearly there as the inspiration. In some games it might be just some little thing from the dev’s favourite game, not even that clear to most players. In some the source of inspiration might be way more obvious and some games could even be considered as remixes or sequels which were never made (“a spiritual successor”) of/for some older game. Many devs try to create their version of their favourite thing or things, or something they saw the potential falling short, molding it as something they always wanted it to be or thought it should have evolved into.

Like in any entertainment media, games are also mashing up different “genre specific” things. And what not a better way to add something old and something new into the mix, than mashing up different features, which usually are considered being just in some particular genre. And by this way create something that can well stand as its own entity.

Enter the Dead Cells, a game me and my few friends have been playing a LOT lately. Dead Cells is one of those games which clearly has got a quite an amount of inspiration from not only one, but few games. And by saying this, I am by NO means criticizing the dev, Motion Twin, no. This is a song of praise, for a dev who really did understand what they took and what to mix it with in order to create something special. Like a Michelin star rated restaurant chef, who knows what some spices add into the dish, how they work together and what it needs as a main ingredient to be the masterpiece dish.

In this article I’ll be analyzing (as well as speculating) the things I see as Dead Cells’ main sources of inspiration – Rogue Legacy, Roguelikes and Castlevania/Metroid-combo. I’ll be deconstructing how Motion Twin used those inspirations in order to create something of their own, a true masterpiece of gamedesign, as well as pushing the current buzzword , “roguevania”, forward, as something we might need to actually start thinking as a legit sub-genre (note: many people already think that).

Sunday, February 26, 2017

DECONSTRUCTING #007: Making Mario levels for a little kid – notes and observations, PART 1

INTRO
When I first heard, that Nintendo is about to release the Super Mario Maker for 3DS [SMM for now on], I was instantly super hyped. The reason was, that I’ve been lately playing all kinds of platformers on 3DS/2DS with my 4 year old daughter, especially Mario games. This announcement sounded like a golden opportunity to swat two flies with one strike – quality gaming time with my kid and trying to learn the craft of level design at the same time. For this game I happen to have the perfect audience right at my home AND the timing of the release just couldn’t be better.

I instantly started to think about how I could make enjoyable levels for a 4 year old, or for younger kids in general. While playing with my kid, I’ve noticed, that many games, that aren’t so called “games for kids”, start with great levels suitable for little players, BUT the difficulty spike goes wildly up (for a little kid that is), usually after the first world, at the latest after the second. This creates often a situation, where a little player plays the same few levels over and over again, but they still would like to see the game further.

I wanted to start to study that part before the spike – what makes some levels so well suitable for little kids, that they want to play them all over again. And what better way to do that, than actually get one’s own hands dirty. Of course this quickly lead to an idea, that this could be a good opportunity to make an article, which is not “only” about analyzing (the work of others), but also actually DOING level design and present those results. Naturally it also came as an opportunity to study how a young player learns the tricks and all the things an adult level designer has added… or how those things are missed.

Without further ado, let me present the notes of the process. I hope you, the reader, will get something out of this: an inspiration, tips for what to do and not to do, a food for thought etc.