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…

And What Makes A Game “Good”?

Ultimately: It’s a matter of opinion.
I don’t think there’s any arguing this point. It’s also important to point out that a good game isn’t necessarily a successful game, and vice versa.

However, German board Game designer Wolfgang Kramer points out these criteria which must be considered when designing a game:

  • Originality
  • A new must be new, although this can simply be a new arrangement of old characteristics.

  • Freshness and replayability
  • “The more a game makes its players want to play again, the better the game.” The same game played twice should never be the same.

  • Surprise
  • Repetition in gaming results in a bored player.

  • Equal Opportunity
  • There should be an equal chance of winning or losing, and in the case of multiplayer games, each player should have equal chances.

  • No “Kingmaker” Effect
  • There should be no way for any player to determine the winner before the end of the game! (Obviously, this article was originally written in relation to board games, but can be applied to electronic gaming. This seems far less likely in single player digital games, but still applies.)

  • No early elimination
  • Every player should be involved in the game until it is nearly over.

  • Reasonable Waiting Times
  • “Nothing kills players’ interest as easily as long periods of inactivity while they wait”.

  • Creative Control
  • The player must have a certain amount of control over the progression of the game. This is related to the choices the play makes.

  • Uniformity
  • “The title, theme, format, and graphics of a game must give a unified impression.” This is think is vital.

  • Quality of Components
  • The value of a game is judged on its visual and functional quality.

  • Target Groups and the Consistency of Rules
    Certain types of players expect certain things from the games they play, so if a goal is supposed to be reached through strategy, the player cannot arrive at that goal by luck.

  • Tension
  • The amount of tension should vary.

  • Learning and Mastering A Game
  • “It is an advantage for a game to start quickly and be easy to learn, and the clearer and simpler the rules, the better.”

  • Complexity and Influence
  • A short game should be simple and employ a short list of rules, whereas larger games are allowed to be more complex.

    A good game will stay with us all our lives.
    A good game makes us long to play it again.

    From What Makes A Game Good? on thegamesjournal.com

    So What Makes A Game?


    What I’ve referred to as “week one” on this project was in actuality only two days and weekend, so this is still only really the first week of development. For simplicity’s sake I’m not going to start adjusting my weeks so that they begin on Thursdays as I don’t really think that’s going to help anyone. The little weekly headers are in correlation to the time-plan I’ve set myself in my Learning Agreement, which is something I’m hoping to have finished by the end of the week. Once we are all agreed, I can properly delve in.

    So, I’m really still revolving my thoughts around last weeks goals, which were to research and refine ideas. I’ve already thrown out a few ideas about subject matter, but before I properly convert my theme into a game I want to make sure I’ve got a few questions answered about what a good game actually is. Unfortunately, no matter how deeply I look into this, there is no definite, resounding answer.

    I’ve been especially enjoying this book Rules of Play recently. The book is designed to provide developers with an insight into the theory behind development choices and processes, without suggesting any sort of development framework to follow. The book begins by attempting to define the general term “game” by combining definitions provided by a selection of theorists. To reference a few…

    Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. A more conventional definition would say that a game is a context with rules among adversaries trying to win objectives.

    ~Clark C Abt

    A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal.

    ~Greg Costikyan

    Games are an exercise of voluntary control systems, in which there is a context between powers, confined by rules in order to produce a disequilibrial outcome.

    ~Elliot Avedon & Brian Sutton Smith

    The consensus is:

    A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.

    Simply put, a game is something which must be “played” in order to achieve the objective. The emphasis of the book is obviously on the rules which exist in games, that the developer and the player must follow. As human beings, we understand the things which happen to us in our daily lives because of the natural and unquestionable rules which surround us. If a game does not follow rules, or consistently breaks its own rules without reason, it will not feel natural to play. From a developer’s perspective, making a “good game” is to create a sound system and a consistent set of rules, preferably ones which aren’t in conflict with the desires of the player.

    In the online extra for Indie Game The Movie which I posted about a couple of days ago, Super Meat Boy was complimented for its natural playability. The objective of the game is simply to get from starting point A to finishing point B without getting killed by the severe obstacles which lie in your path. Ultimately, a simple goal.

    System
    A group of interacting, interrelated, or independent elements forming a complex whole.
    Here, the system is the strange setting and world of Super Meat Boy, including its inhabitants. The way it looks and the way all the elements interact with each other create the “system”.
    Player
    The player is introduced to the system by being allowed to move within it, and interact with it. The player is represented by the main character Meat Boy.
    Artificial
    The game world in this case only exists within an artificial space, and has no correlation to reality. The player can expect the unexpected.
    Conflict
    The underlying conflict of Super Meat Boy is between the playable character and nemesis Dr Fetus over possession of female character Bandage Girl. I did mention this is a very strange game. It’s the typical “girl gets captured, girl must be rescued” scenario.
    Rules
    The rules are touched on briefly by the developers, who discuss the aspect of wall-jumping. The unique game physics are part of the rules which all game elements must adhere to, as well as the outcomes of various actions etc. Every action has a specific reaction.
    Quantifiable Outcome
    To put it simply, either the player wins or loses. Meat Boy may die on his quest, or he may reach his goal in every level and eventual re-acquire his kidnapped girlfriend.


    Super Meat Boy is incredibly challenging to play, but consistency within the game allows the player to really get to grips with the gameplay mechanics and methods of play. By mastering control of the game, the player will eventually recognise its systems and rules in order to advance.

    Hanami

    If my last post has left you going “Wait…Hanami…What?” (and I hope it has!) then here is a little insight into Hanami. I can’t remember quite how I discovered it, but as I often have Otaku tendencies it managed to come up in some routine internet browsing recently. I love all things Japanese. Originally introduced through video games and cartoons, I’ve extended my knowledge of Japanese culture to pretty much every aspect, and I even speak a little bit too ^_^. I’d love to visit some day, and experience the culture and lifestyle first-hand.

    Hanami literally means flower viewing, but generally refers to watching cherry blossoms or ume blossoms. It has become a custom in Japan, where cherry blossoms bloom and fall within a short one or two week period around the end of March or early April. People go outside for parties and picnics, simply to enjoy the short period when the blossoms are on the trees. Japan-Guide.com states:

    Hanami can be just a stroll in the park, but it traditionally also involves a picnic party under the blooming trees. Hanami parties have been held in Japan for many centuries, and today are held in public and private gardens and parks across the country. Famous cherry blossom spots can get very crowded, and the best picnic spots are fought after.


    After reading about this for a while, I started to wonder what happens at the end of Hanami, if there is such a thing as the end. My imagination immediately flashed up images of parks and streets void of people, where everyone has simply retreated back inside. I imagined a world where the blossoms just drifted on the wind and sat on the ground before eventually completely disappearing. At first, I assumed it might be quite a calm and peaceful scene, but after thinking about it a little more I thought “perhaps it would be lonely.”

    I’ve never been to Japan, but I’ve seen enough photos to realise how beautiful it can be. This sense of beauty comes across well in anime set in Japan, where backgrounds are typically exaggerated. In 5 centimetres per Second, the falling blossoms are compared to falling snow, and are placed floating around ordinary objects to make them appear nice than they really are!


    I think this kind of imagery would work well within a game, immediately any object can be stylised with the addition of a slightly pink hue and an array of blossoms! There are plenty of other typical Japanese objects which could be applied to give any game world a far-Eastern feel, without having to recreate actual Japan.
    This video is a compilation of photos after a man’s one year stay in Japan. It helps give a good, personal sense of what makes Japan different to anywhere else in the world, and with a little help from the music suggests an sense of calmness and serenity. There’s a huge difference between Japan’s big cities and rural areas, but these are often brought closer together with the help of things like Sakura blossoms in urban areas.


    I don’t think Japan is really a lonely place, which is why it might be so poignant to portray it as deserted and eerily quiet. The objective of a game set in such a place would probably be dispel its loneliness…