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FEATURE INDEX

General
An introduction to Game Design 
Violence in Video Games
Rules of the Game: Rule Design

Single Player Games
Suspense
Hiding Secrets in Platform Games
Nonlinear Exploration
Pacing
Rethinking Story Games
World/Player Interaction

Difficulty Tuning in Games new!

Multiplayer Games
Slippery Slope
Rock, Paper, Scissors
Yomi Layer 3
Game Balance, Part 1
Game Balance, Part 2

Playing Competitive Games
Play to Win, Part 0: Why Bother?
Play to Win, Part 1
Play to Win, Part 2
Play to Win, Part 3
Play to Win, Example (Survivor)
Art of War 1: Sheathed Sword
Art of War 3: Deception
Art of War 4: Divide & Conquer

Business of Games
Episodic Games
Art of War 2: Sheathed Sword 2

"Don't bother reading this garbage. I can't find a good article in the whole bunch!"

 

Features


Nonlinear Exploration and Multiple Paths

Nonlinear, intertwining plots are some of my very favorites, but in this article I’ll focus on nonlinear navigation through a game world. Presenting the player with multiple paths, rather than a railroad track course, is a great way to keep him from getting stuck on something. If he can’t progress on one path, he can go try another path and come back to the first one later. Ironically, multiple path games are prone to some of the worst kinds of “getting stuck” there are.

As always, let’s look at examples of games that did things right (Mario64 and, Castlevania: Symphony of the Night), a game that did things wrong (WarioLand 3).

Mario64
First let’s look the structure of Mario64’s world, then the constraints on how a player must progress through it.

Mario’s Castle is in effect “the map” commonly used in platform games. It’s the gateway to all 15 levels of the game, yet it’s a level in itself (though a very friendly, non-threatening one). Each of the 15 levels has 6  missions (plus a  seventh secret mission to find 100 coins). The multiple missions per level are a great way of reusing the level and making it feel full of things to do.

Each mission rewards the player with a “star.” 15 levels times 7 stars, plus 15 stars in Mario’s Castle totals 120 stars. As I discuss in my article on hiding secrets in platform games, Mario64 has one of two goals, depending on the player. One player might wish to simply reach the end of the game, beat the final boss, and “win.” A “gamer,” on the other hand, will be satisfied with nothing less than collecting all 120 stars.

Mario64’s nonlinear structure is simple and effective: the classic “string of pearls” design. Initially, Mario’s Castle acts as a gateway to only a few levels. The player has many choices (but not too many) and may play these few levels in any order. Within a level, there’s also nonlinearity despite the illusion to the contrary. Each level begins with mission 1 of 6 unlocked, and beating that mission opens up mission 2, and so forth. Though ostensibly linear, for the vast majority of missions, the player may wander around a level and find the star associated with any mission whether it has been unlocked or not. So basically, the player can solve the 6 missions in a level in any order.

From many options, there are eventually only few. At first a level has 6 missions, but when 5 are solved, there’s only one left, obviously. Only one path. At first, there are several levels to play, but when all but one of them is completed, there’s only one level left. Again, insultingly obvious, but the point is progression of many choices funneling down to one.

Before this funneling down to just one choice occurs, the player has earned enough stars to open a door leading to another set of levels. Suddenly, many new choices open up as the player reaches the second “pearl” so to speak. Once again, these many choices will become few once mostly solved, and another door opening a final set of levels will be revealed. The third “pearl.”

Mario64 was the prototype for the modern platform game's mission structure.

Let’s examine the effects of this structure. First, it’s great for the kind of player who is out to “win” the game rather than discover all its secrets. This player is never bothered with missions too hard for him since he can progress to the next set of levels without completing every single mission in the first set. Since the player can solve the missions of each set of levels in virtually any order, the game designer does not even need to know exactly which ones this type of player will find too difficult. The player can skip whichever missions he can’t solve. A forgiving design, both to the player and the designer.

This structure is also great for the player who is after all 120 stars. Mario64’s structure may seem equivalent to a linear structure in which all 120 stars must be acquired in order. Far from it. There’s the little detail of gaining a few items along the way (metal cap, winged cap, invisible cap) that make possible the solving of previously impossible missions, but that’s not even the point. Playing through a predefined order of 120 missions is a daunting and scary task. What if the player gets stuck on mission #37? He has to keep playing #37 forever, never able to see the rest of the game at all? This system makes the player want to give up and stop playing if he ever encounters a significant snag.

Mario64’s system, though, allows the player to simply skip that mission and come back later. Maybe later he’ll be stuck on it still. That’s ok. He can skip it again and try again even later. The player has so many things to do that being stuck on any one of them doesn’t make the game boring—he can always move on to other things.

A final note about Mario64’s structure is that getting stuck on any single mission does not violate my Localized Puzzle Theorem: “The player enjoys knowing that somewhere in this particular, small chunk of the game is something he’s supposed to do. He enjoys knowing when he’s done it. That same task buried in the vastness of a huge game-world is no longer a fun task to solve, mainly because 99% of solving it become finding where the heck the task is, and only 1% is actually solving it.”

Thankfully, Mario64 doesn’t suffer from this problem, even though some other games allowing nonlinear navigation do. In Mario64, when a player can’t solve mission 3 in world 5, the task does not get lost in the vastness of the game-world. He can very easily check his progress to see that he hasn’t solved mission 3 of level 5, and he can also very easily go directly there to solve it.

Castlevania: Symphony of the Night (PlayStation)
This game, one of the very best on the PlayStation, employs a totally different type of nonlinear exploration than Mario64. While Mario64 is a collection of 15 levels connected through Mario’s Castle, Castlevania: SOTN is just one really, really large 2D, sidescrolling world. There are no “levels” at all.

At first, the player is only able to access a very small part of the world. There are no artificial boundaries where a “level” ends, but there are a bunch of places the player just can’t get to yet. There’s a really high cliff over there, impassible spikes over there, water down there…if only you could swim. As the player explores, he uncovers one-by-one what eventually becomes a huge arsenal of special moves and powers. Now that he can turn into a wolf he can make that long jump and access new parts of the world that were previously inaccessible. Now that he can turn into a bat he can fly to the top of a room and reach that ledge. Now that he has the scuba gear he can swim through the underwater catacombs, and so on and so on. (It’s the same formula as Metroid (NES) and Super Metroid (SNES).)

This is the map of entire world of Castlevania: SOTN. Remind you of Metroid? Hardcore gamers will appreciate the 210.1% of map completion shown.

This gives the feeling of very organic, expanding world as the game progresses. As more and more of the world is uncovered, traveling around becomes more difficult, which is exactly why the game has several strategically placed teleportation rooms. The player may teleport from any teleporter he’s discovered to any teleporter  he’s discovered. Notice that this doesn’t help the player get to new places at all, just to cross the old, already-traversed places faster. Good design.

This type of non-linear exploration really forces the player to keep on his toes and memorize the world. It’s easy enough to remember where the water is once you get the scuba gear, and that you should probably go there…but what about the power of the bat? Do you really remember every ledge that was too high to reach? This becomes the “skill” in this type of game. Every time the player reaches some obstacle that he’s not able to pass, he has to realize that it can’t be passed yet, speculate as to what would allow him to pass it, then remember both the obstacle and its location later, once he finally gets whichever item or power is needed. And here we have run into the problem of my Localized Puzzle Theorem….

The player now has the power of the bat. What now? Well, somewhere in the vastness of the game-world is a ledge he couldn’t reach before and he’s going to have to search and search over territory he’s already been over to find it. A “string of pearls” design is absolutely deadly in this kind of game. Imagine if you needed to find the double jump in order to reach the part of the world that contained the bat, the wolf, and the scuba gear. Imagine that all your options funneled down to this one task—finding the double jump ability—and that new tasks are only opened up after you find it. What a nightmare! You’ll have to roam through a huge world trying to find the one little, tiny thing you missed, which leads to that double jump ability. You have no idea where to look. Furthermore, you probably have no idea that it’s even the double jump ability you need! The point is that this type of game requires the designer to keep as many paths open to the player as possible at all times. Anytime the player’s options funnel down to only one, there is the chance of violating the Localized Puzzle Theorem.

So how did Castlevania: Symphony of the Night fare? Early in the game, I did encounter such a bottleneck. I had to figure out that if I waited in the clock room, the blocks would rearrange themselves such that I could climb through a hatch in the ceiling. I did not realize this and was doomed to wander endlessly having no idea what I was supposed to do. By chance, I finally figured out what to do, and after that I never got stuck again. After that, I felt like I always had at least a few paths open to me. Perhaps it was due to my superior skills of memorizing every obstacle and predicting which future power would be needed to pass it. Haha.

In any case, this is a game of superior design quality and I hope I have not done it too much injustice by viewing it through the narrow design lens focusing only on its nonlinear structure.

Nonlinearity Gone Wrong: WarioLand 3 (GameBoy)
WarioLand 3 consists of about 20 levels, each with 4 missions. Unlike Mario64, these missions cannot be completed in any old order. In fact, very much unlike Mario64, the player can never solve all 4 missions in a row. There game is nonlinear in the extreme.

For example, solving a mission on level 1 will open up level 2. There’s no indication of whether another mission on level 1 can be solved or not. In fact, no other missions can be solved yet. The player will have to eventually give up on level 1 in frustration and move on to level 2. Solving a mission there will open up another level, but again, the player doesn’t know whether he should move on or not. The player also gains more powers as the game progresses, allowing him to solve missions that were previously unsolvable. Now that the player can stop blocks below him, for example, where should he go? Does it allow him to solve a mission on level 3 now? On level 12? Who knows?

WarioLand 3 does try to help the player out, barely. After a new power is gained, the map screen shows various events (a tornado, a blinking light, etc.) on certain level entrances. This signifies that the new power can be used to solve missions on those levels. This is of little consolation to the GameBoy player who plays a few minutes here and there, a very reasonable play pattern on a portable system. Is the player really going to remember that after getting power x that levels 4 and 5 blinked?

WarioLand 3’s nonlinearity ends up being so confusing and unstructured that it constantly suffers from the problems of the Localized Puzzle Theorem. Giving the player multiple simultaneous paths is great thing to do, as long as you also take steps to keep the player from getting lost in the sea of possibilities.


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"Anyone could find those stars! They should have let me hide them."

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Remember the penguin race? That cheater almost beat me.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Dream on, skill-boy.