What Makes A Platformer?

From David Perry on Game Cliches:

The platform action game is one of the oldest game genres, and there have been multitudes of variants on the theme. Naturally, there have been some tried-and-true design decisions over the years, and many of them have become clichés of the genre.

Do Re Mi Fantasy for SNES


1. Millions of items to collect
Usually, the item being collected is does nothing on its own, but can grant the player something special if enough are collected.

Megaman 2 for NES


Special power-up and pick-up items
Some items instantly grant the player the ability to do something extra, or will restore previously lost stats like health, ammo or lives.

Super Mario Bros for NES


Plenty of low-level NPC enemies to fight
Enemies are usually defeated by simply jumping on them, throwing something at them or using a special character skill.

Prince of Persia for SNES


Your character is very acrobatic
The playable character of a platformer must be able to reach hard to get areas by running, climbing and jumping about and being very flexible!

Sonic The Hedgehog for Sega Megadrive


There are many animals as main characters
Here the protagonist is a speedy hedgehog. Interesting.

Tombi for Playstation


Oddball storylines
In Tombi! the world is taken over by evil Pigs who have stolen an ancient amulet, and must be captured in magical purses to restore order. It’s undoubtedly a good game setting.

Abe's Oddysee for Playstation


Jumping
Obviously, platformers consist of an arrangement of platforms which in many cases are reached by jumping.

Limbo for XBLA


Climbing
Although in traditional side-scrolling platformers to objective is to travel from left to right, in order to reach you destination the path will often take you up and down.

Rayman for Atari Jaguar


Moving platforms
In Platformer games, some platforms scroll left and right or up and down for no apparent reason other than to add an extra challenge to the player. Miscalculating a move on a moving platform can result in an unwanted casualty!

Super Meat Boy for PC


A game world in a Platformer consist of levels, usually increasing in difficulty. Each level differs slightly, although the game mechanics are usually very similar.

Earthworm Jim for Sega Megadrive


Bosses
A “Boss” in a platformer is a tougher enemy, which usually makes an appearance at the end of a level. Losing to a Boss will halt progress until the Boss is defeated. The final Boss is usually the game’s main villain.

Kirby Superstar for SNES


Keeping Score
By collecting items, defeating enemies or simply reaching a destination in a certain time, the player gains points which will either grant the player a bonus or get saved on a list of high scores, which the player can later try to beat.

Braid for XBLA


Minimal Story
An example of a classic Platformer story is a Mario scenario where a damsel in distress is kidnapped and must be rescued by the protagonist. The game represents the journey the hero must face in order to save his love. Interestingly, this reference in Braid does not fully represent this scenario, as Braid has a reputation for its especially convoluted back-story!

So yes, we do have game clichés. Like all entertainment media, games have developed some clichés — situations and actions that are recognizable or that lead to predictable results and other predictable stereotypes.
Although clichés are useful because they allow players to operate within a familiar environment and they allow game designers to assume certain elements of a game and predict some of the responses of the players, they can also be an opportunity to throw some surprises into the mix…

“What About Japan Inspires You?”


Be Bamboo My Friend
Japan is a great source of inspiration for creatives, geeks, gamers and dreamers (among others!). When I first got my Playstation, I could see that there was a difference between Japanese and Western games. The Western games I played, including Tomb Raider, Crash Bandicoot and Spyro the Dragon, were all very fun and had me playing for hours. But it was games like Final Fantasy VII and Tekken 2 that I started to get really immersed into. I felt connected to the characters and in tune with their back-stories, and noticed how relevant narrative was in gaming. Graphically, Japanese games seemed to concentrate a lot more on small background details in order to define the setting of the game. The graphics in FFVII didn’t push the limits of the hardware by any means, but as a player you could tell that each background detail had been individually placed in order to tell a story about its location. And while the game-world was set in a fantasy location, to me it had a unique feel which set it apart from games based on Western fantasy.

The insight into Japanese gaming led to a little insight into Japanese culture. Which over the years has become an understanding of Japanese culture, and a real appreciation for how it has affected Japanese games, films and other media. One of my sincerest dreams is to visit there- I’ve already planned out a few of the locations I would visit including the Square Enix store which sells Final Fantasy merchandise, the Studio Ghibli museum and the island of Izu Oshima which is famous for its volcano suicides and played a huge role in the Japanese novel Ring. For me, I think creating a game set in a Japan-inspired location is a way of bringing the locations and culture a little closer. Games create a virtual reality which the player immerses themselves into by taking control of a character within that virtual world.

Over the last few weeks I’ve been scribbling down little character ideas as and when they come to me, but as I’m still not sure how the game will look or feel, I never settled for anything. Because my game setting was inspired by Japan, I looked to Japanese character design in games and manga for a design solution.

I tried to think what a Japanese character might look like, and chose a female protagonist based on the slightly feminine game concept. The Chibi style is simply a Japanese drawing technique which doesn’t involve placing a lot of detail, so for initial designs I thought it was very appropriate.
However, in a real lightbulb moment of inspiration, I realised that this was no appropriate at all. I would like to keep a female protagonist as the main playable character in my game- as a developer I would like to reach out to female players. It occurred to me that the main character should be an outsider, someone who is unfamiliar with the environment, the customs of the people and their lifestyle. This makes the character more relatable to the player, who is also immersing themselves into the unfamiliar setting. The thoughts and feelings of the character should reflect the feelings of a tourist, slightly confused and nervous, but willing to step into an unknown world. It’s also one step closer for anyone who has ever wanted to experience what it’s like to visit Japan ^_^

At the beginning of his Lessons From Bamboo presentation, Garr Reynolds asks “What about Japan inspires you?” I discovered this slideshow on another blog, and immediately felt peaceful while scrolling through the amazing photography. This is just one side of Japan, in contrast to its big city lights, but its one which I hope to represent as well as I possibly can, down to the smallest detail.

You can watch the video of the presentation here, which makes explains a nice little metaphor about bamboo!

be flexible, tough, adaptable and able to recover with even more strength, like bamboo.