2D + 2D = 3D pt.2
Monday, February 23, 2009 at 9:35PM
Richard Terrell (KirbyKid) in Bangai-O Spirits, Dynamics, Geometry Wars, Mega Man, Metroid, Neo*RPG, Super Mario Bros., Zelda

In part 1 of this series, I covered some of the design features and conventions that are commonly found in 2D side-scrolling and 2D top down games. Before I get into 3D games, I wanted to go over several examples of each type of 2D in addition to highlighting a few special cases.

Examples 2D Side-Scrolling

The Super Mario Bros games use the side perspective and gravity. This is what makes them platforming games. Mario's JUMP mechanic is so fined tuned, that simply JUMPing is interesting and engaging. It takes very little to influence the player to jump. A lone Goomba walking along is enough to force the player to take action. For these reasons, the 2D Mario platforming series features some of the most simple and effective enemies, level design, and gameplay.

 

It's common for Samus to gain greater and greater platforming abilities as players progress through the Metroid games. Before Samus gains super powers, the game is designed to play to a simple dynamic created by gravity. Because Samus has a gun, the easiest directions for players to aim and shoot are directly in front, above, or on one of the diagonals (depending on the Metroid game). To keep things interesting for the player, Metroid is designed with enemies that are positioned in the player's "blind spots." Basically, these blind spots are areas that exist in between the easy aiming zones. To hit targets in one's blind spot, players have to move around until the target is positioned outside of the blind spot. The Metroid series uses the gravity dynamic by designing the terrain and enemies in such a way that players have to JUMP and use the platforms in the environment to effectively hit targets.

 

The Mega Man games use the 2D perspective and gravity in a similar way the Metroid series. Unlike Samus, Mega Man can only fire straight ahead of him. Basically, Mega Man's blind spot is an area that extends horizontally from his head  to the top of the screen. Even though guns can easily have a variety of negative effects on the design of a game, this aiming limitation forces players to JUMP, SLIDE, and/or DASH about to hit targets. Like in Super Mario Brothers, the enemies are arranged in places so that Mega Man can reach the same horizontal plane thus focusing the gameplay.

 

 

Examples 2D Top Down

 

 

Since The Legend of Zelda on the NES, enemies in the top down Zelda games have been designed to utilize more advanced pathfinding. From the simple River Zora on the NES, the flying tiles on the SNES, to the Phantoms in the Temple of the Ocean King on the DS, this evolution in enemy design still influences the player by restricting space while, but at the same time reduces the amount of enemies on the screen and the complexity of the enemy design.

 

 

 

Special Examples

 

 

 

 

The gimmick of the following games involves manipulating perspective. These game designers realized that there's a significant amount of interpretation involved with the 2D perspective and that this zone of interpretation can be used to trick, obscure, and hide elements from the player. Playing these games well requires the player to consider the game world as a set of clear rules that are stressed differently depending on the perspective. The player must constantly be aware that all isn't as it seems.

 

 

To finish off part 2 of this series and to preface our look at real 3D games, I recommend playing through this  "evolution" of pong as it moves from 2D to 2D to 3D.

 

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