Mario Melodies: Variation part.3
Monday, June 23, 2008 at 9:22PM
Richard Terrell (KirbyKid) in Neo*RPG, Platformer, Super Mario Bros., Variation

Over the last week, I've covered strict variation thoroughly. By defining, isolating, and comparing similar sections from a game, trends of game mechanic influences and how these trends are created can be deduced. In this method of analysis, keeping the distinct sections in chronological or "game order" becomes increasingly difficult the less linear the game to be examined is. Fortunately open variation isn't bound by such limiting criteria.  

Open variation is examining how any combination of game elements differ from one another. The analyst is free to group and compare any number of game elements and how they influence the game's mechanics. Naturally, this freedom will lead to the creation of combinations that may not exist in the game world. That's perfectly fine. This method is well suited for analyzing groups of similar game elements like enemies. Take Neo*RPG's enemies for example.

 

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The order of mechanics in Neo*RPG are....

Because spacing (or positioning) is very important in Neo*RPG (and there is a significant amount of interplay/interaction between the player, enemies, and level elements) the important factors to consider consist of movement speed, relative position, attack speed, and recovery speed.

 

 

The chart shows that every enemy has a unique way to move, attack, and recover from being attacked. Because of the enemies' variety and unique abilities, they are highly adaptive. Because the player and the enemies attack, move, and recover at different rates that are balanced offensively and defensively, it's clear that the variation designed in the enemies complement each other fitting together snugly.

 

Open variation doesn't need to be a complex as my Neo*RPG example. For a game like Super Mario Bros., the enemy attacks, and counters are all tied into their position and movement. So, representing the variation in the enemy design is as simple as drawing up this chart. For this example, I only picked the land enemies.

Just stand back (or sit back) and look at the diagram. The whole area is filled up. Each enemy has a unique combination of movement and counters. After all, why design an enemy that is a copy of another? What function would it have?

 

It's important to keep a game's mechanics in mind when looking for variation. How the changing arrangements of a game's elements shape the player's choices (gameplay) is what variation is all about.

That wraps up variation. We've spent over a week talking about mechanics, interplay, and variation all in efforts to prepare for what's coming up next. Counterpoint is on the horizon.

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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