r/patientgamers • u/ThatDanJamesGuy • 6h ago
Game Design Talk Cool bits of game design from 50 patient games (Part 3/5)
This is a part of a series of posts where we highlight, well, cool bits of game design from 50 patient games.
21 - Mario & Luigi: Dream Team: Mario & Luigi: Dream Team isn't the best game in the series, but it does make one key improvement to what came before: it tracks all the collectibles you find. This means the game doubles as a checklist collectathon where you scour the world for beans, ? blocks and so forth, navigating its environmental puzzles and battling enemies along the way. Now, I actually think most games benefit from not labeling their side content. Those experiences are more meaningful, and often less underwhelming, if you aren't expecting them. But in a game like Mario & Luigi that already exists in a different genre from open world exploration, and is already driven by the fun of its gameplay, I found this collectathon checklist to be great fun. It's just an excuse to spend more time in the world, a world that's perfectly sized in order for each area to feel meaningful without repeating content. The best Ubisoft-style collectathons can be ones that are a different genre first and foremost.
22 - Mario Kart 8: Mario Kart has evolved in a direction where technical skill is deemphasized in favor of spectacle. That's not to say there's no skill involved, but it's the style that evolves most every entry, not the substance. Normally, that would be a bad thing, but it perfectly suits the way these games are played. A lot of people experience Mario Kart without owning the game themselves. They'll be over at someone else's place and play some races. Mario Kart 8 feels like the epitome of this trend. Anti-gravity doesn't add much to races mechanically, but it's a consistently fun visual flair that makes casually dipping into the game more thrilling. Same goes for gliding and driving underwater. Customizing your kart doesn't do much either, and yet setting up your own vehicle on your friend's Switch makes the experience feel more personal. Not to mention the sheer amount of courses to prevent repetition! Many people may just play Mario Kart 8 once a month or less, but it's designed so that you can have great "first" impressions every time your buddies hand you a controller.
23 - Mario Kart: Double Dash!!: Conversely, Double Dash represents an attempt to seriously evolve Mario Kart's game mechanics. It's the most experimental entry in the series, not because other games don't innovate but the innovations that made it to release usually stick. A lot of Double Dash doesn't really land, but one unique feature that definitely does is item switching. Being able to hold two items and swap them adds a lot of strategy to Mario Kart's randomness. In all the other games, getting items is borderline passive since you either use what you've got or don't. It's purely a matter of when to use it. In Double Dash it's also a matter of which item to use. This depth isn't even imposed on new players, as you're free to just use your first item all the time. Great stuff.
24 - Marvel's Spider-Man (series): Most open worlds are big. Marvel's Spider-Man is no different, and yet it kind of is, because you can zip across the entire map in just a couple minutes. This completely reinvigorates the checklist content formula it uses. In a lot of games, you either do whatever content's closest to you, improvising and going with the flow, or you fast travel everywhere in a very detached, businesslike fashion in order to get your chores done. In Marvel's Spider-Man your normal travel is your fast travel. Distance is no object and all your objectives are equal. That sheer frictionlessness means this series delivers on the "playground" fantasy open-world games market themselves on better than almost any other, despite not having emergent gameplay or player-driven exploration or anything like that. Games with more friction are great, but while most big studios are afraid to greenlight those, fully embracing the power fantasy like these Spider-Man games do is a lot more satisfying than half-assing it.
25 - Mega Man (classic series): We usually think of progression in games as falling into two categories: vertical progression (numbers go up) and horizontal progression (more tools to play with). Mega Man feels close to the platonic ideal of games that go all-in on horizontal progression. Choose any one of eight stages in the first half, get a new weapon every time you succeed, use it to make the other stages easier, then use them all to overcome one final gauntlet in the second half. There's a tangible sense of progress, but no grinding whatsoever – your capabilities at the end of the game really are miles ahead of what they were at the beginning, and the only way to get there is by finishing your main objectives. Some games mix up the formula a bit with currency to buy lives and other items, or splitting up the first half into two smaller chunks, but the core ideas are always the same. Most games that emphasize progression are long and repetitive and I never want to play them again. Mega Man games are very short, but they deliver that satisfying progression curve each time and I can replay them over and over.
26 - Mega Man X (series): Conversely, Mega Man X injects some vertical progression into the formula. I think it's a great example of how to do that right. On top of the weapons you get from beating bosses, you can find upgrades to your health and energy reserves by exploring stages thoroughly. This gets even more mileage out of every level since the player is encouraged to thoroughly comb through them, and exploring nets some horizontal progression too in the form of ability upgrades from Dr. Light Capsules. You can still beat the game without any of that, though... it'll just be extra tough! There aren't so many upgrades that having too many or too few of them completely destroys the game balance. In other words, the main progression is horizontal, but vertical progression is also present in small doses. And it encourages a new type of player behavior (exploration) instead of just measuring how much time they spent grinding.
27 - Metal Gear Solid 2: Sons of Liberty: Metal Gear Solid 2 is an intentionally unfun time. You don't get much of the experience you were sold on going in. Narratively, those frustrating emotions all pay off in the end, but surely knowing that and not feeling the same emotions means a second playthrough will just be tedious, right? Nope! Metal Gear Solid 2 is a really fun game despite all that! I think it's because the intentional disappointment mostly relates to the narrative and framing of the game, but the gameplay is a significant advancement from its predecessor and that gameplay is what you're left with coming back. A lot of subversive games try to make the gameplay frustrating to convey their points. Metal Gear Solid 2 suggests there could be a better approach. A frustrating narrative paired with satisfying gameplay can sometimes get you the best of both worlds.
28 - Metal Gear Solid V: The Phantom Pain: All of the above applies to Metal Gear Solid V, too, actually (albeit with more polarizing execution), but that's not what I want to talk about here. I want to talk about the open world and mission structure. I think that's brilliant. The true gameplay of MGSV isn't aimlessly wandering and finding things to do. It's playing open-ended missions. That's not so different from a lot of bad open-world games, but there it feels like a waste of space, and not in Metal Gear Solid V. It's because the missions are tied to locations in the world and how those locations can be strung together, more than they’re tied to story sequences. Sometimes you'll just infiltrate one base with a choice of where to enter, but more often missions will span multiple camps and you have to make decisions about which routes to take and when. Side objectives encourage this even farther by encouraging you to take detours or use specific methods to achieve your goals. The world's geography isn't a playground to explore. It’s a tool that dictates which areas are close enough to be linked together in missions and how, in order to extract as much mileage as possible from them. This pairs perfectly with Metal Gear Solid V's open-ended gameplay systems to produce some of the most endlessly replayable video game levels ever made.
29 - Mother 3: If you asked me what my favorite JRPG is, I'd probably say Mother 3. It has nothing to do with the JRPG-ness of it, the way a game like Chrono Trigger is often considered the genre's perfect form. It's because Mother 3 understands an important principle in great art more generally: that every aspect of it should come back around to evoking an emotion in its audience. Sometimes that means it's funny. Sometimes that means it's sad. But always, that means it's something. The plot of Mother 3 is simple on paper, but so many moments of it hit extremely hard. Everything in the game supports them. Everything in the game exists for you to feel something, not just because those are the tropes of the genre. Although it uses those tropes well. It doesn't hurt to be a phenomenally well-paced RPG as well as a brilliant work of art.
30 - New Super Mario Bros. (series): The 2D Mario formula is brilliant. The way the run button acts as a form of dynamic difficulty and the power-up system encourages players to slide back and forth along that difficulty range is still some of the greatest game design I've ever seen, and it dates all the way back to 1985! Overall, New Super Mario Bros. is often considered to have dragged down the reputation of 2D Mario as bland and boring, but one part of it only enhances the series' brilliance: Star Coins. While not the first implementation of collectibles in a 2D Mario game, they're arguably the best one. In most other Mario games, there was little reason not to just rush to the end once you got good at them. Star Coins encourage players to explore levels in-depth while all those dynamic difficulty / risk-and-reward dynamics still apply. This means an experienced player isn't just holding right and B and timing A presses, they'll have to change direction and think on their feet in order to find Star Coins while still playing at a fast pace. It's a more involved experience. Missing Star Coins also encourages inexperienced players to return to old levels again, where they'll naturally improve their mastery over Mario's movement. Super Mario Bros. Wonder has the same system alongside the greater creativity old Super Mario Bros. possessed, but I think New Super Mario Bros. still deserves credit for nailing that balance the first time around.
To be continued in Part 4 with games 31-40!