Friday, October 13, 2017

Super Metroid Part 10 - Interesting Curves, and Some Less-Interesting Norfair

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         Last week, we took a look the lair of the miniboss Kraid. The area's tight corridors and linear path served as a good foil to the open exploratory areas we had been through so far. With the Varia Suit in hand, we can now explore some further into Norfair and see what awaits in the fiery depths.


          The Varia Suit provides immunity to the heat-damage rooms we came across before. However, since we have only ever seen two of them so far, getting the suit doesn't really feel that major. In fact, it only opens up one pathway, making it overall feel pretty useless. It's an artificial upgrade that only unlocks one lock, and in fact, it seems quite arbitrary. You're exploring Norfair when you obtain the high jump boots. Then you have to return to Brinstar to use them to gain entrance to Kraid's lower. Once you reach the end of that area, you then have to backtrack through the entire compound, and return to Norfair where you originally started. It seems more ridiculous when you look at the map and see just how back-and-forth it is.


         It seems interesting that the developers would design this part of the game to flow like that. It seems meaningless to have your player, in the middle of Norfair, go on a side-quest to get a new item, and then return right back to Norfair. One could argue that since the developers were busy inventing the Metroidvania genre, they didn't have the experience to know how much players dislike backtracking. I think that's definitely part of it, but I also think that the developers did this because they ended up working themselves into a corner. To explain what I mean, I need to explain Interest Curves.


        An Interest Curve is a way of measuring how engaging the general structure of a game is. To make one, all you have to do is plot the games moments on a timeline, and give an approximation of how interesting they are. As an example, here is a popular interest curve someone made for the first Star Wars (spoilers ahead, if you somehow don't know the plot of Star Wars)
Image result for star wars interest curve
        Notice how it is all bumpy, having large peaks and then lesser valleys. Each peak is a climactic moment, and then the valleys give the audience time to relax a little and get prepared for the next climactic moment. The peaks get progressively higher and higher as the movie builds up to its most intense moment: the climax. The same kind of curve applies to video games, and it is important for games to keep their audience engaged with similarly exciting curves. I went ahead and drew my interpretation of what this part of Super Metroid would look like if we didn't have the Kraid fight:

        Notice how after getting the Super Missiles, things reach a kind of lull and don't really go anywhere else. There is just a lot of quiet exploration, with only a couple little diversions. We don't want our curve to flatten out like that, players would lose interest. Notice what the curve looks like with Kraid:

         Suddenly, our curve gets a lot more interesting. The fight against the epic and giant Kraid gives our curve some much-needed variety, especially since it is our most climactic and spectacular encounter yet. The developers most likely noticed that the game's interest curve had gone a little flat, and decided that now would be a good time to fight the game's first (and most visually impressive) boss. I'm sure that the developers had the vision for this immense, giant-sized Kraid fight well before now, and they knew that the player needed the high-jump for their vision of the fight to work. So that is most likely why you need to do the little backtrack dance with the High Jump Boots to go fight Kraid. And as we see what comes ahead, it will be increasingly obvious why the game needed something big to recapture the player's attention right here.


         Now that we better understand some of Super Metroid's structure, it is finally time to explore it further. Returning to the only hot room we can progress in, some quick bombing will reveal the way forward.














         
         For a bit, you just progress through linear challenge rooms that introduce you to lava and all the threats that come with it. Imagine this game's water physics, except you constantly take a lot damage as long as you're in it. Despite the challenge, things are still, literally, straight-forward, until you reach a room with a very different look.
        This room alone is a bit of an enigma, it has an upper level just out of reach of your jump, and the ground level here has all sorts of weird twisty tunnels. Some bombing can reveal a path to a cleverly hidden missile tank, and you can also find a way down through the tubing.
       This whole room, feels a little tricky and twisty, and it sets a really good precedent for what's to come. From the moment you enter this room you can feel lost, due to its multiple dead ends and the fact that it has no direct way forward. Super Metroid begins to show some of its true colors in this moment, because there are multiple paths out of this room, and they all branch and dead end in different ways. It is really easy to get lost in the following section, simply because of how many dead ends you run into. They aren't conventional gaming dead ends though, just gates you don't have the power to pass through yet. It results in a section where the player feels overwhelmed, which is pretty intentional. Despite this, it is still pretty hard to get stuck due to the constant dead ends, so it works as a pretty good illusion, tricking the player into thinking they are getting lost and turned around, without ever letting them stray off the path.


        Eventually, you'll end up where you need to be. In this case, it is a long hallway full of crumbling blocks you have to run over. We see the game pull a familiar trick here. Odds are, you will first try walking over these blocks normally, only to end up falling into a pit. Once you climb out, you will be reminded that you have a run button, and then proceed to use that to cross this room. This little segment serves to remind the player that they have a run ability, and remind them of what its power level is.


       And the reason it's doing that is because...
        Immediately after, the game gives you the speed-booster. Once again it reminded you of your current power so you could feel the increase given by an upgrade. However, once you get the booster here, the room starts to flood with lava. You have to run out, and then run back along the straight hallway back to the door before the lava gets you. As you run, you'll notice Samus is starting to go faster and faster, until she's flashing blue (not pictured here), with speed trail of ghost images behind her.
        The lava is perfectly timed so that running with the speedbooster let's you outrun it just barely. It makes for a really cool set-piece moment. More importantly, though, it is a really clever tutorial. The speed booster is tricky to teach, because unlike the rest of the items, its use depends on the environment. You only activate it if you run long enough down a stretch, and how do you convey that to the player? Here, it is set up perfectly. The first run the long hallway teaches you to sprint down all of it. That sets up the moment so that when you see the rising lava, you know you have to hold sprint all the way down to get back. The lava forces you to. And when you do that, the speedbooster kicks in and you get to see exactly how it functions and figure it out. It's a really clever moment that combines spectacle with tutorial, and makes a moment players won't likely forget.

        
         That's all this time, so until next week, here are some key points from all of that.
Key Takeaways:
  • An interest curve is a way of measuring how engaging a game's structure is
  • An optimal curve is not a straight line, nor one that continuously increases; it's one that has peaks and valleys
  • Moments of quiet and inaction give the player time to think and unwind, but make them last too long and that begins to shift to boredom.

Friday, October 6, 2017

Super Metroid Part 9 - Kraid, and a Lot of Talking


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         Having discovered the fiery caverns of Norfair, and obtained the vital high jump boots, it is time for Samus Aran to have her first climactic battle. Before we get there however, players still have to climb out of Norfair to reach the strange lair we found last week. Such backtracking isn't usually noteworthy, but having to climb back up the area's shaft gives players a perfect taste of the power of the high jump boots. Before, shafts had to be taken slowly, and jumps had to be precise, as all the ledges were placed almost exact jumping distance from each other. However, with your radically extended new high jump, it's possible to breeze through these vertical climbing segments without any fear of missing or falling. It is an incredibly freeing experience, and is one that really shows how useful your new ability is.

       
   
        It's funny in fact, just how big of an impact this tiny change makes. You would think that in a game all about gaining epic power, the most important upgrades would be the most outrageous ones, the ones that turn you into an unstoppable powerhouse. Yet instead, the high jump boots feel like one of the most freeing advancements in the game. Looking at it analytically, we can see that the high jump really only serves two purposes:

  • It lets the player jump up to ledges they previously couldn't reach
  • It gives the player a boost to their general mobility
          One of these enhancements is an example of artificial growth while the other is an example natural growth. Sorry for making up my own terms right there, but they seemed fitting and I really wanted an excuse to put things in bold. By "artificial growth" I mean that the upgrade exists solely to overcome artificial barriers that the developers put in place specifically for that upgrade. Consider the first purpose of the high jump boots, and pretend it is the only one that exists for a second. The high jump would only exist to let you jump up to high ledges, and those ledges only exist to halt your progress until you can jump high enough. Take away those gate-keeping ledges and suddenly the boots have no purpose at all. In essence, all the platforms that you couldn't jump up to before functioned as locked doors, and the high jump is the key to those doors. Think of HMs in Pokemon. When you gain the move cut, the only thing it lets you do is chop down specific trees that block your path. Outside of those trees, the move is entirely useless; that is a very artificial enhancement, and the trees are like locks and cut is the key for those locks. When a player grows artificially, it means all they really obtain is a key for an artificial lock.

         Contrast this to the "natural growth" that occurs now that the player has heightened mobility. Natural growth gives players an inherent enhancement to their character as a whole. Samus' base move-set is better due to the enhanced jump height. It is easier to move around, and the act of moving feels more fluid. This natural growth doesn't overcome any fake barriers that the developers put into place, it just makes your character better and gives you more options.


         But it probably feels really silly to break the boots up into two functions like that. I mean after all, those "purposes" I described both really just mean you can jump higher. There is no way to separate the two, yet they are two slightly different purposes. Let's use something that's a bit more obvious as a better example. Take your missiles. They too can be broken up into two, much more discrete purposes.
  • They give increased firepower against foes
  • They can be used to open red doors
          Looking at this, it should be able to very easily discern which one of these provides natural growth while the other provides artificial. Having extra fire power is great, it gives you more options in combat all the time, meaning your character's abilities are enhanced from this, making it natural growth. Yet the red doors offer no expansion to your character's abilities or move-set. They don't do anything besides lock out players that don't have missiles. They are an artificial barrier, and the missiles' ability to open them is an example of artificial growth. That should be a much clearer example than the high jump boots could ever be.


         Don't be fooled by how superior natural growth seems to artificial at first. Even though giving the player new tools to use and play with is more fun and interesting than giving them keys, there is still a need for both. Metroidvanias, in fact, need forms of artificial growth most of all. Their worlds exist as labyrinths that slowly expand as the player progresses. In order to do that, they need locks and keys to keep players out of certain areas. The problem only comes when an item or upgrade is solely artificial.  In Metroid Prime 2, for instance, one of the upgrades you can collect are language databases. These let you open different alien doors. And that is it. When the player collects one of those, it is only useful for a couple doors, and outside of those the upgrade might as well not exist. That is a boring upgrade, and the kind one would want to avoid in a Metroidvania game.


         That was a whole lot of words for literally no gameplay progression, but that is the way of game analysis. There's no point in talking about the action if you don't talk about why that action exists and what decisions went into it. At this point, we can now enter the strange blue area, which turns out to be the lair of the game's first boss, Kraid.


         Kraid's lair is a mechanical base full of tight metal corridors. Fittingly, it serves as somewhat of a test over the pathfinding skills you have learned so far. There are a lot of hidden passageways and destroy-able blocks that must be revealed using your bombs in order to progress. All of the rooms appear to dead end at first, and you'll have to use your sleuthing skills to figure out what part of the environment to blow up. It really works well to make the area feel like some kind of maze, as you always have to figure out the path forward for yourself. It also feels very different from the areas you've explored before, because this is your first real dungeon area. A "dungeon" is an area in a game that serves as a self-contained challenge with and end goal. It's an area where once you enter, your goal is to beat that area, and you don't go anywhere else until you do. Kraid's lair exists as a series of challenges leading up to the boss. It is an area where the focus is on progression, and not exploration. 


         Near the end of the area, you'll come across this strange green room full of space pirates. The pirates in here are the very same kind you found earlier in the game, but they will seem like so much less of a threat now that you are way more powerful. It is a moment that shows really how much you've grown already. But as you progress down the long hallway, suddenly spikes from offscreen begin to fly at you. Having to defeat the pirates while dodging these spikes becomes a lot trickier, making sure that this room isn't just a cakewalk. Once you make it a bit further in, you find the source of all these spikes:

Image result for metroid kraid sprite
        
        It's none other than the boss Kraid, looking quite upgraded from his original appearance on the NES. Surprisingly, however, he only takes a few missile hits to go down, really strange for the area's boss. When you pass through the door behind the beast, the one that you assume will lead to a reward, there isn't one there.
          Instead there is just another room. This one offers one of those infinite enemy pipes that lets you refill on health and ammo, which is probably much needed by now. However, should you notice the strange gap in the ceiling above you and try to shoot it, you'll find a path that leads to a station to fully refill your health and ammo. It's a balanced way to reward the player. Either way you can get yourself up to full health, but by noticing a secret, you can get there much faster. The presence of a refill station here does a lot to clue the player in on what's really about to go down. Most players could have assumed the "Kraid" they just fought was a decoy after it went down in a couple hits, but the fact that the game is prepping you now is like a guarantee that the real fight is still to come.


         The game throws in a dead soldier here to foreshadow just for good measure, and then you can tell things are really about to go down when the ground and wall textures change to this lifeless and foreboding gray thorny one. There is also the strange eye covering the door, which is a kind of mini-boss. You have to shoot the eye with missiles a few times to destroy the creature and get the door to open. It can often fire back with projectiles of its own however, making it a bit of a challenge to defeat. Once you do however, you can step through the door and enter the real fight of the area.


        The real Kraid is much larger than his doppleganger, and way larger than he was in the original game. Despite this, his weakness stays the same, which is his gaping mouth whenever he opens it. You have to jump to reach his mouth with your missiles, meaning there is an element of timing in the fight. Not only do you have to time your shots for when his mouth is open, but you have to time them mid-jump so they are at the right height to actually reach the mouth. Hit him enough times and Kraid will reveal that this isn't even his final form.

         He expands the room, and grows to be twice as large. Now in order to hit him you have to stand on these narrow platforms, which is quite difficult considering the new barrage of projectiles he throws at you. Overall, this phase ends up being much more frustrating than the first due to how many objects in the room threaten to collide with either you or your missiles. He's not terrible, and if you can aim well and use good timing, it only takes 4 super missiles total to end the entire fight. Unfortunately, due to the whole nature of the fight, getting those hits in can be hard, especially for a first timer. The platforms you stand on are above a spike sea. If you get knocked off by a projectile, you'll have to hit the spikes first before being able to climb your way back up. Kraid also moves back and forth, making it a very risky venture to try standing on the closer platform since at any given moment he could move closer and into you. It's unfortunate that such a colossal behemoth ends up being a bit of a cheapskate.


         However, once he does go down, the spikes on the floor will disappear and you'll be able to claim your prize. The Varia Suit will be very helpful back in the area of Norfair, which is where we will be heading next week as we start to wrap up our escapades in the depths of Brinstar.

Key Takeaways:
  • Artificial growth is growth that lets players circumvent developer placed obstacles and nothing else
  • Natural growth is growth that upgrades the player's character, giving them more options or increasing their power or moveset.
  • It is often important to use both, but upgrades that are strictly artificial will end up feeling empty
  • Upgrades that give the player more mobility will often be the ones that they value the most
  • A dungeon area is one that exists as a self-contained challenge with an end goal. The player's goal is just to reach the end goal, and the area just exists as a set of different rooms to be progressed through.
  • Knockback and narrow platforms are not two things that go well together, and they should be used sparingly because they often lead to frustration.
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Friday, September 29, 2017

Super Metroid Part 8 - Exploring the Depths

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        Last time, we took a look at Super Metroid's great descent. A very purposeful moment in the game's structure where the player takes a fall down a deep pit, and reaches a point of no return. This is really important to Super Metroid, because as we've discussed, it's a game that wants you to feel lost. Zebes is supposed to be a hostile, impenetrable planet, and suddenly dropping the player into the depths of that planet with no way back is an effective way of making them feel isolated and trapped. But that's only half of the story, because Super Metroid is also about the power of overcoming such obstacles, and that's something we are going to start seeing today.


         The first thing the player will run into after their short excursion through Maridia is an elevator room. This room is noteworthy for the message it sends the player. The presence of an elevator here means that you're about to travelling to a new, unfamiliar area, even further down from the strange one you're already trapped in. It really furthers the sense that you're departing from where you've been up until now. Progression up until this point has rarely been straightforward; it has usually involved backtracking through previous areas to reach a new path. That kind of travelling helps make things feel neat and cozy, you get familiar with key rooms and the whole world feels connected. The continued travel in one direction here works to achieve the exact opposite effect. You're continually heading further away from everything you've known so far, and there isn't even anything to come back to. The elevator here further supports that as you're taken to a brand new area.


           Observant players, however, won't be so quick to head down the elevator. They'll notice that the map shows that there is more to the right of the elevator room. A quick bomb of the right wall will reveal that the tiles there are destructible, and you'll find this strange room on the other side. Its blues and weird alien goop are a stark contrast to the metallic elevator room you just left, and this change is further emphasize by the weird alien head thing just barely out of view at the far edge. Try as you might though, you won't be able to reach that doorway with your current jump, meaning this room is something you'll have to come back to later. Odds are, with its strange design and the hint of things lying beyond, this is something that will be easy to remember later.


          Going down, you'll find yourself in the harsh caverns of Norfair. Luckily, despite being a new area, we see now a similar structure with the area's central shaft. There is quite a large collection of doors here so let's look at what is behind each one.


         The room in the top right features a trippy heat wave background that drains your health incredibly fast. It only takes a second to realize that your health is depleting rapidly, and that's about all the time you have to make it out before you find yourself at a game-over. This room doesn't give you much time to process what's going on, and it does a good job of setting up Norfair. As one of the first rooms the player will probably see here, it shows that Norfair is such an oppressive place that even some of the rooms themselves are deadly.


          The door on the top left leads to a room you can actually survive in, but progress is just as much halted here as it was in the other room. A series of mechanical gates will begin to close the moment you enter this room, and even with your handy-dandy run button you won't have enough speed to make it through them all before they close. Once again you run into another dead-end, which doesn't bode well for your progress here.


          Falling further down the shaft, you'll pass a yellow door you just can't open yet, and then find two more doors on either side at the bottom. The one on the right leads to a save station, one that is sorely needed. The save point really hammers in the progress that you've made to this point, and it also cements it. It also lets you take a breath, as you haven't had a chance to save your progress for this entire harrowing descent, making things more tense the further you go. The save point and familiar structure here also give this area a kind of home-y feeling. Now that things are familiar, and death no longer a looming threat, this new place won't seem so intimidating anymore, which is a great relief to all the tension that had been building up. Further right past the save station, you'll find a long hallway blocked by a large pile of debris that you can't break yet. Also a new kind of enemy that will latch onto you and drain your hp very quickly if you can't blast them off with bombs in time. Lucky there's a save station nearby.


          In an effort to trump how great the save station felt, the last door left in this shaft leads to a great surprise. The energy tank here greatly increases your current health, along with giving a free energy refill which is almost certainly needed at this point (since save stations do nothing to replenish health). The enemy skirting along the bottom of the room here suggests that there'e more going on however. It very quickly works its way off-screen, showing you very blatantly that there is more to be seen in this room. This is reinforced by the fact that the door literally locks shut behind you so even if you somehow missed the enemy, you'd be forced to investigate this room more. The ground to the left of the energy tank breaks when you step on it, allowing you to morph ball roll through the tunnel the enemy just escaped through.


          As you roll down the tunnel, you'll get the briefest glimpse of a missile tank up above before falling down a steep drop. This tank is dangled before you, but you're very quickly shown that it's not meant to be, at least not yet.
         The path that leads to where the tank should be is just barely inaccessible by your current jump. It means you have no choice but head further left through a nearby door, but it sure is upsetting to leave a missile tank that was lying right there in the open. What we see here is a common trick employed by Metroidvanias to make new upgrades feel more powerful. The developers threw this inaccessible missile tank in here just to remind you of how limited your current jump is. Reminding players the scope of their current move-set before giving them a new ability really lets them appreciate what that new ability adds. And I bet you can guess what kind of new ability we are about to see here.


          If there were ever any doubts, the very next room offers the High Jump Boots. True to their name, they increase your jump height significantly. In a clever but simple way to showcase this, you're only able to exit the hole that holds the jump boots with their extra jump height. Now with this useful tool under your belt, it's time to get that sweet missile expansion. With these boots in hand (or, I should say, in foot), it's easy to grab the missile expansion, and then find a path that loops back to the exit door for this whole chamber. Leaving, however, doesn't fill you with the excitement you usually have when you get a new upgrade. After all, none of the barriers you found in this shaft can be cleared by jumping. Now since we found it earlier, you may be thinking of a certain blue, goopy room with a ledge that was just out of reach, but pretend for a second you're one of the many players that didn't find that area immediately. First, we should try heading back to the shaft.


         This area, does in fact, hold a secret of its own. The ground at the center here seems suspicious, and the map even indicates that the shaft doesn't end here. In a clever mimicry of the secret at the bottom of Brinstar's shaft, bombing the ground here reveals that you can actually go further down. Doing so leads to one final door, offering perhaps a glimmer of hope.
         Instead, however, we find another health-draining room with an impassible wall. This means that it's back to the drawing board for lost players.

       
        Players that didn't find the room I pointed out at the beginning of this article will now have to spend some time searching for the path forward. Luckily, the secret entrance to that room isn't obtusely hidden, so it isn't terrible to find. It just requires that players think to backtrack out of Norfair to use the item they found in it. It is like a small-scale test of one of the crucial skills of Metroid: checking old areas for new potential paths. This makes for a perfect breaking point where next week we'll meet up at the blue alien face and see what lies beyond.

Key Takeaways:

  • Structures of areas can do a lot to set tone. One that is interconnected builds familiarity and feels neat, while a long, straight path can feel like you're travelling to an isolated area.
  • Giving players some kind of safe space in an otherwise hostile environment does a lot to give them breathing room that they may need.
  • It's good for Metroidvanias to take time to remind players of the scope and limitations of their current move-set. This makes it feel incredibly satisfying to expand that move-set and make previously impassable obstacles irrelevant
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Friday, September 15, 2017

Super Metroid Part 7 - Going Down

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          Last week, we discovered the fatal flaw of Super Metroid's run button, the one mechanic that's never really explained or shown. The lack of in-game information on it led to the most needlessly frustrating room in the game. What's coming up now, though, is much larger in the scheme of the game than just one single room.


          And it starts with a big red room. As soon as you enter, the game's music cuts out, a sure sign this room is something different. The fact that this room is red is actually worth noting, as nothing in the game before has used this color scheme, tileset or background. This room needs to fully stick out for a lot of reasons, and making it look very different from what you were just in is the first step. The only way you have to go in this room is down, and pretty soon some more down.


         You'll get to a point where it looks like you're done going down. The map says you're at the bottom and there seems to be nothing but a lot of solid ground beneath you. There are no suspicious markings on the ground anywhere giving away secrets, but last week we saw that the developers are starting to hide them more seriously now. Instead of looking for things that give away secrets, we know have to start looking for suspicious things in the world that we think might have a secret. The first hint is the yellow door that is right here. We can't open yellow doors yet, but it's sealed off  all by itself, meaning there must be some way to access it. The obvious answer is the wall to the left, but bombing it only reveals blocks we can't break yet. However, should you think that the unbreakable blocks means there is nothing else you can do here, you'll quickly find there isn't anywhere else you can go. This is probably the first big moment where players will miss where they are supposed to go and try heading somewhere else. Luckily the developers anticipated this, and there is still that one way door from last week not far behind us, so once again, they are keeping the player trapped in the area they are supposed to be in.

       Honestly, the solution here is a little obscure, and things like it are the reason games like this have the reputation of being about "hit every single tile until something happens." There is a random, completely unmarked spot on this floor that you can bomb that will break and reveal a path farther down. Really, there is no way to find this out without bombing every single tile in this room until something happens. If you try this as soon as you find this dead end, you won't mind it much, and you may feel a little accomplished for bypassing this obstacle so quickly. But if you had just dismissed this room, as the unbreakable red herring blocks suggested you should, it's a different story. Players could end up spending forever analyzing every possible path, stuck between an impassable gate and a dead end. A player like this could be on the verge of giving up, assuming that they must have made a wrong turn somewhere. Bombing every possible tile would be their last hope, and when they find the path forward, tucked away here with no rhyme or reason, there won't be a big, clever feeling "Aha!" moment, just a quiet inner rage that all the time they just spent was because of this obtuse block.

       It does beg the question, however, of why the developers thought something like this needed to be implemented. Why put such a hidden and frustrating barrier in front of the player? One could chalk it up to outdated design philosophies and concepts of difficulty. Perhaps the developers just thought an obtuse puzzle would be a worthy challenge, or maybe it was purposefully put in as an obtuse puzzle to promote the purchase of strategy guides. It is also possible that the developer saw this as a trial by fire that would harden the player. The only way to let the player know that sometimes they may have to bomb blocks that are completely inconspicuous without straight-up telling them is to have them do it. Since they already had the player confined to such a small area, maybe they thought now would be the perfect time to get them to learn that. The player would have to be stuck for a short bit, but without many places to go, it wouldn't be too bad, right? While it's true this was probably the best place to put a thing like this, it still really isn't a very good thing to be putting. Puzzles that rely on trial and error, and secrets that rely on just blowing every individual tile up are really no fun, and I think are something that should be avoided as much as possible. Super Metroid has a lot of puzzles and secrets that have no markings, which some might say is part of the charm, and while the game does a great job of not spoon-feeding you, I think sometimes it leans too heavily towards some impossible to find secrets. It's a matter of preference a lot of the time, meaning you can decide whether or not these things are good, because by now we've spent way too much time in this tiny room.


        Opening up this passage leads you to, surprise, more falling down. Except the big difference this time is the fact that there is no jumping up from this fall. In fact, the fall down this chasm lasts for multiple screens, so there is really no getting back up. You end up very very stuck at the bottom, and it is quite intentional.


        There's a handy health restoration station available to the left, but you'll be forced to press on to the right. Adding to the feeling of being in a strange new area, you're instantly introduced to a new mechanic, being water. Water physics are generally disliked in most games, and the ones here are super annoying, although there is nothing wrong with them. Water in Super Metroid is a hazard. You don't take damage from it, but it messes with all of your momentum so you move like a snail and can hardly jump. Like many things on Zebes, it's supposed to feel oppressive at first. It's something you'll have to learn to overcome. In these rooms that have it, all you have to do is make the jumps and try to avoid it, but if you fall in, then you have to slog to get back out. It's a clever introduction of water because it doesn't pose any threat to you, but falling in is still a kind of punishment, and it teaches you how water physics work all at the same time.


         The same can't be said for the bit of water past the very next platform. Here there are some stakes, and some pretty costly ones at that. You need to jump onto this next platform in the water, but doing so will trigger these bats above the platform and make them dive down. It's a tricky situation that uses mechanics that you're already familiar with, but in a new way. You already knew how these diving bats function, so when you see them here, the challenge is instantly apparent. What's more interesting, however, is the cost of failure. Miss the jump, or get knockback from hitting one of these bats, and you'll be sent into the spikes. Spikes by themselves aren't that bad, but these ones are under water, meaning getting out is a lot harder. Falling into one of the spike pits is a very painful experience, and it teaches you just how dangerous water can be. Just a second ago it was just a minor annoyance, but now you can clearly see how its reduced movement can be a serious threat when coupled with other hazards.


        In the next room we see this concept escalated even further. There are now three narrow platforms to jump between, although spikes are only between two of them. It seems more lenient than the last area, especially without any bats to contend with. However, there is the strange grabby-looking creature in the middle of the spike pit. True to his grabby-looking nature, when you jump near him he'll extend, trying to grab you. Should he succeed, the thing will pull you right into the spike pit. Dealing with the damage hitboxes of both the worm's body and the spikes in such a tight area can put Samus in some kind of knock-back purgatory where she'll get battered back and forth, taking damage and unable to escape. It is possible to escape, and sometimes it can happen quite easily, but it entirely depends on the luck you get with knockback and invincibility frames while you're in the pit. Although a little cheap of a trick, this pit certainly shows how dangerous a water and spike combo can be.


        After making it past that hazard, there is an interesting gap in the ceiling some players might spot. It's just within your jump height, and heading up there will reveal a tiny alcove above the room's ceiling. The camera won't let you see all of it, but you'll be able to recognize an upgrade room above you. This may give players some false hope, thinking they can somehow access it from here, but a quick bombing of everything will reveal nothing. This little alcove is instead a teaser, one that gives players a slight hope before taking it away, and a bit of foreshadowing too. With nothing to do up here though, all you can do is press on, hoping for some kind of new upgrade soon.


           Very soon there's something really peculiar. There is this random glass tube connecting two rooms, a structure we've never seen before. You could think it's just a neat little setpiece, but by now I think we both know Super Metroid isn't a game that places things for no reason. Try as you might though, there's nothing you can do to get any reaction out of this tube. To further add to the mystery, if you check out the map in this room, you'll see that you're in an entirely new area, called "Maridia". Yet if you move a couple more rooms to the right, you'll return back to Brinstar. Why does this new area contain only three rooms, and what does it mean? Well, it doesn't mean anything right now, but it will be very important much later on. That makes it a a good case study on all the various tricks the developers use to make a room seem important.

          First of all, the room never does anything to explicitly give away that there is something hidden here. The map never shows that there is more to this room or that it connects to anywhere else at all, and that's a big deal. It means that when the player finally does crack the case and discovers the big secret, it feels like it was entirely their idea. They had a hunch, and then acted on it, and it turned out to be right, which is one of those moments that really makes them feel like they're uncovering the mysteries of this planet. But of course there are plenty of things that work to make sure the player gets that hunch in the first place, which we're gonna look at now. The first thing is how this room is framed.  You can see one platform with flowers above you, although that could just be scenery. But if you look at the very bottom of the screen, you can see just the heads of another batch of flowers growing off something right offscreen. Which means there has to be a platform down there that you can't see, and why would there be a platform there if you can never go there? Besides that, you can also see a hint of a ledge peeking out in the top right corner, further showing that there is more to this room than what can be seen on screen right now. In this room, it's the things that you can't see that give the secret away.

          A bit more subtly, if we take a look at teaser we saw a few rooms ago, there is also a nice hint for smart players.
         You can see, peeking out at the very top right corner, there is a super missile door leading further to the right. This means the door that leads to this upgrade room must be on the level above you, and to the right. Well, the only room to the right is the ones connected to the tube in Maridia, and if has to be above the tube, that means there has to be a way to get above it, and that there is more in Maridia than we see right now. It's not something most players will pick up on, but it is a clever hint to give because only players that use spatial reasoning skills and think of the world as a real place would figure this out.

        The last, and most obvious thing that makes all of this stick out is how different it is. Maridia is considered an entirely separate area on the map, first of all. That should send off a lot of alarm bells from the start, and then the unique sprites, and the entire bridge object are unique which makes them memorable. And the entire anticlimax of the area serves to make it stick out too. If you spent a respectable time in a new area before moving on, then you might not suspect much even with a suspicious room. Here you enter Maridia, and then a few rooms later, are gone. You're left surprised and confused and you're much more likely to remember the area because of how suspicious its length is.


        We'll be coming back to Maridia later on, but that's all we can say about it right now, and about all we can say in this episode right now too. One last thing to note about all this is how different this Maridia secret is from the one we discussed at the beginning of the post. This one is full of clever ingenuity; it is completely fair, yet takes careful observation and thinking to notice. The previous one required none of that and took senseless bombing instead. The obtuse puzzle frustrates players, but when they finally solve the long-awaited secret of Maridia, I guarantee you, they'll feel like geniuses.

        That's everything for this week, and now here's a list of a few applicable points from everything we came across this time. If you liked what I had to say, or didn't, or have something you'd like to add or point out, feel free to do so in the comment section.

Key Takeaways:

  • A developer would be very hard-pressed to find a situation where an obtuse puzzle would actually be beneficial. Players don't want to do tedious trial and error to solve something, and there is no satisfaction in that. Secrets should be well hidden, but there are ways to cleverly hide them without making them impossible.
  • Framing is very important in games. The things the camera shows, and doesn't show can point the player to areas of interest or let them know that there are secrets hiding somewhere.
  • Another interesting way to get players to notice secrets and explore is to have them think about the world as a real space. If the world is laid out in a way that physically makes sense, players can use spatial reasoning to deduce things about.

Friday, September 8, 2017

Super Metroid Part 6 - The Run Button

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         Last week, we discovered the importance of bombs in Super Metroid before destroying the midboss Spore Spawn, ironically with no bombs involved. Now, after what was surely seven straight days of nail-biting anticipation, it's time to figure out what you get after Spore Spawn.


        At first, it seems like nothing. You're currently off the map right now, which gives a feeling of excitement since it feels like you're really exploring right now, finding hidden secrets that aren't on any map. But it also means you don't know where the path will end, and if it will branch into a bunch of rooms or dead end with a new upgrade. Before you have to worry about going anywhere, however, there is one of those enemy spawning pipes that we saw last article. Just like before, the one here gives you a chance to refill any health or ammo you may be low on after the last boss fight.


        Continuing on through the room, we get introduced to what may actually be a somewhat tricky secret. Looking at this part of the room at first, it seems like just a dead end. Unlike every other secret we've uncovered thus far, nothing here is clearly marked as off. However, the map gives away the truth, as it shows that the room here connects somewhere on the bottom. You may then notice that this pipe here hasn't been spawning any enemies. If you aren't sure what to do at this point, this is where your previously learned bomb skills can come into play. Bombing the pipe will reveal that it's made of the crumbling blocks we were introduced to earlier. Bombing isn't necessary however as just jumping on the pipe in classic Mario fashion will break it open and let you fall right through.

        This room is set up really well as an introduction to future puzzles because the solution isn't immediately shown to you, and the room doesn't feel like one that exists solely as a puzzle. First, when you enter, you see an enemy pipe that clearly has a function. This makes it so that when you see the broken one, it doesn't instantly stick out as suspicious because you've already seen a pipe in this room, this is just another one. There is also nothing visual on the pipe that marks it as special. In all of the puzzles we've seen before the breakable portions had different sprites, or were in a position, where you could tell they were off. This pipe is somewhat, with being in a corner with the map letting you know there is more below, but it requires you to think. Previous puzzles were more of a reactionary task, you'd see something suspicious and then know to do something to it. This time you have to figure out what it is you need to act on in the first place, which is a skill that will play a part in all the future puzzles and secrets.


         After taking a pretty lengthy fall down the pipe, you're introduced to the long-awaited prize for beating the previous boss. These are the Super Missiles, a more powerful version of the missiles you already have. They are much more limited in ammo, but have a greater firepower. It seems a little strange to be getting a new type of missile so soon after getting the original missiles, and it begs the question of why. Super Missiles fill a very similar design space to the standard missiles. They let you open green doors, which means you want to hold on to some for opening doors, but they also are the most powerful weapon you have available meaning you have to balance between using them on tough foes and saving them for doors. However, the existence of Super Missiles lets you use use normal missiles a little more liberally. You don't have to worry about saving your missiles for a big bad when you now have super missiles that can handle it better.


         The next room gives you a green door to show you what your new missiles work on, but when you shoot it with one, there's a surprise in store.        
        When you fire your missile at the door, a shock wave will occur, causing some unsuspecting enemies to fall from the ceiling. This is a teaching moment that lets you know super missiles can do some things normal ones cannot. Normal missiles never made big shock waves, and there will be a few times in the future where the shock waves of super missiles can be used, but not many. It's also worth noting that the door here is on a slope so the player will probably just walk up to it in order to shoot it, which puts them out of the way of the falling enemies. Just a little, subtle touch that helps players avoid taking cheap damage here.


        The next room takes an opportunity to teach you about a new kind of block. When you arrive in this area, all you see is this tunnel with a normal block obviously blocking it. When you bomb it, as should be instinctual by now, it doesn't break, but instead reveals that it's meant to be destroyed by super missiles. It's not a huge revelation, but before now you've never come across blocks that can only be destroyed by missiles, so it's important to know. Finish rolling through this tunnel to find the path has cleverly looped back to the big room we explored last week. Finally out of this super missile path, it's time to see what all we can do.


        Odds are, the first place players are gonna check out is the super missile door at the bottom of this giant room. The developers want that, and so they helped encourage that by having the super missile path leading you right back into this room. As I've said, they don't want you getting too lost... yet.


        Following that path, you'll shortly find a new kind of object. This gate will rise up when you shoot the blue button, letting you pass through (notice how the button you're supposed to shoot with your blaster is blue, just like all the doors you open with your blaster). It seems like a simple, meaningless gate, until you try to go through the room backwards and find that the gate is closed. And because the button to open the gate is on the other side, you won't be able to open it again. These one-way gates will see a couple of uses before becoming obsolete, which we will find in the future, but there is good reason for there to be one here.


          I've been waiting to talk about this room for a long time. It's perhaps the biggest misstep the game makes, although it's a complicated issue and one the developers tried to resolve. So here's the problem: Those strange blocks in front of the player are crumbling blocks that will disappear under the player. They crumble too quickly for the player to be able to walk over them, and the spikes on the ceiling means you can't jump over them. It will seem like this room is impossible. You need to cross these crumbling blocks to get to the end, and no matter what you try, there's no getting over them. Considering everything we've seen before, the player should respond to an impassable obstacle by going somewhere else until they find an upgrade that lets them pass it. Except, if you remember, there is a one way gate behind us, so we can't go back. That gate is put in place there to keep you from going elsewhere, because this room is where you are supposed to be. The developers predicted that players would try to do this, and the one way gate is in place to force them to stay in this room until they figure it out. It's good thinking, except many players, faced with seemingly impassable obstacles on both sides, assume that they're stuck and wandered somewhere they aren't supposed to be. Those players will then have to reload  their last save, and then once they can't find another path, perhaps give up entirely.

          Here's the thing. Super Metroid has a run button. Hold that down and Samus will run at a speed much faster than her normal walk speed. Using the run, you can make it over these spikes with no problem. The reason such a simple obstacle is such a major roadblock for most players is because the game never tells you this button exists. Only if you read the manual or check out the controls on the main menu will you see that the game has a run button. There certainly are players that will have checked these things, but even still, having an important piece of game information hidden outside of the game itself isn't something you want. This issue is compounded by how far into the game it is. Right now you've probably been playing for an hour or two, and so you have no reason to expect that there's a new button on the controller to use. Unfortunately, the players that haven't figured out how to run by now aren't likely to figure it out now. The result is an infamous room where Super Metroid's insistence on not telling the player things hurts it instead of helping.


       But nowadays, a quick google search of frustration is all it takes to get past this critical room. Running lets you cross these blocks with ease and all the frustration will hopefully melt away. What's after is something we'll look at next week.

Key Takeaways:
  • Secrets in games need a means of activation. In Super Metroid, it's usually bombing things. Before a game can start hiding secrets, it needs to have introduced the player to all possible ways they can uncover them. If the player doesn't know the rules of how secrets work, there is no way they can hope to find or use them.
  • In order to keep the player from getting lost, games will often loop paths back into the main path. Some games have optional side paths that drop you off in the same room you started, while Super Metroid has you go on a detour to get the Super Missiles before ending up back in the room you need to use them in.
  • Players should know all of the controls before they leave the tutorial. It's okay to introduce new mechanics with new controls later, but the player should be aware from the start of all abilities they have access to at the start. In the modern era, a player can't be expected to read menus or manuals