I think that this works with basically anything creative. In music, you're taught to introduce themes, develop them (which includes creating twists) and then concluding them. This is also how stories often work, starting out with an idea, developing and twisting it, and bringing it back to a conclusion.
This is awesome. Doing my own series on Game Design, I certainly was interested, and you delivered. I've thought a lot of these same thoughts about 3D World as I played it, and other Mario games too. Mario is always really good at being "easy to learn, hard to master". Great video man.
It's interesting because this is basically how a lot of uni math courses are taught: 1.) Introduce problem types in lectures, a safe place. 2.) Force you to solve the problems in assignments, where there are consequences. 3.) Introduce new twists on problems in exams/quizzes, to make you use the techniques in different ways. There usually isn't a 4th show-off stage, but you will often have to reuse techniques from earlier in the course on the final exam. So... basically Mario is like school. :P
indeed, game design is the modern art of teaching. Its thev very reason why James Portnow has been actively lobbying to include games in American Education, game designers have cracked so many codes on how to teach people ideas and mechanics!
I once saw an introduction to Bayonetta's offset mechanic, and no doubt it was important to playing the game better, but it was ultimately hard, and not necessary. I also once learned how to divide in long division, but rather than going left to right, I went right to left and found it easier for particular problems when you don't have a calculator, but too, was unnecessary. Ultimately, we just need to find multiple ways of teaching for any course so it's just easier to learn. The twists on things in exams tend to fuck me up if it isn't conflicting explanations for math problems.
it's a strategy called scaffolding, which has been studied extensively by educational psychologists. the idea is for the task to align within the learner's zone of proximal development - the area where they can accomplish something with just a little bit of help - to push them over the hump, thus having accomplished successful learning.
I will forever consider this one of the essential videos to bring up when talking about video essays, it's one of the most applicable game design talking pieces ever written.
Oh man, that is a fantastic concept for level design. I've seen bits and pieces of this before--letting you experience something new in a safe environment and then making it more dangerous, or introducing two things separately and thing mingling them--but now that you've pointed it out, I realize I've seen this pattern all over the place in 3D World, and it really does work. Great job with this analysis!
Super Mario 3D World stands as my favorite Nintendo game to date. I didn't even realize how masterful the level designs are at making sure players orient into the huge variety of mechanics. What has always been most appreciated by me for Super Mario 3D World has been the option to play with 4-player co-op.
GMTK is legitimately one of the best channels on all of RUclips. Every time I come here and watch something I feel like I learned something and my time was well-spent. Please keep up the terrific work!
I never appreciated Nintendo's game design until I became a game designer myself. Super Mario 3d World is, in my opinion, one of the greatest platformers ever made. The controls are so simple, but there are so many things you can do with them. The level design is on point in this game, and you gave a perfect example of why in your video. Good job man, keep it up!
this was an absolutely brilliant game that I think was unfortunately released at the wrong time -- it will probably be remembered as one of nintendo's best when looking back. I hope they don't give up on this formula because some people didn't feel like this was a real 3d mario.
Molten_ yes. If this was relased before the New Super Mario Brother series people would like it more but now people become a little sick of 2D style Mario games. At least they are making an open one once again but still I don't like that people underapreciate this game, it is as well developed as all the other 3D Mario games it just has a different more linear "half 2D" style.
Molten_ I'm willing to bet dollars to doughnuts that this game will get a switch release, a month before odyssey, and then it'll finally get the respect it deserves.
It seems that from the start of the Wii/DS era until the end of the Wii U era, Nintendo were focused on 2D Mario and linear Mario games. Super Mario Galaxy was a departure from the open world nature of 64 and Sunshine, four Super Mario Bros. games were released, and then Super Mario 3D Land and World were created to specifically emulate the SMB design in a 3D-plane game.
Although I love a real 3D Mario game (that means, more open to explore like Mario 64 and now Odyssey), I do agree that Mario 3D World is completely underrated by many. People tend to call it a "pseudo 3D Mario", and so do I, but that doesn't mean it's bad; this video makes clear why you can make amazingly imaginative games with this kind, and I hope Nintendo doesn't drop it.
Really cool video! These Game Maker Toolkit videos are fun too for non-developers like me who are just interested in why levels are designed the way they are.
This was a great analysis that really gives an indepth view of level design, as well as sparks a discussion of whether or not it's prefered to have 'perfected' formulaic design or more varied and organic Galaxy types. BUT WHY DID YOU SKIP THAT GREEN STAR AT THE END YOU CRAZY MAD MAN?
I found out about the concept of Kishoutenketsu from a book on narrative philosophy where the author mentioned in passing that it wasn't just limited to writing. I'm glad I finally saw someone point out how it can apply to another medium, since it made it a bit more clear to me that the philosophy can be every bit as beneficial to general planning structure as the Golden Ratio is to art.
Just found your channel and I must say its a breath of fresh air. I enjoy your insight on design and how well you present it. Keep up the good work and I look forward to supporting you in the future
I come back to this video every month to remind myself not only what the *thing* is about a Mario game that makes them excellent, but the kind of content I want to be producing.
As a designer myself, I thoroughly enjoy all your Game Maker Toolkit videos. It's amazing how easy it is to forget these tenants while you're in the thick of things--and you always put them into logical order and break it down great!
3d land and 3d world were truly underrated 3d mario games. From a gameplay perspective, they are perfectly polished and from visual perspective, the artstyle seems impossible to age.
Incredible explanations - this is genuinely a BEAUTIFUL video that explains and shows the concepts perfectly. I keep coming back to it, it should be required watching for all game design - thank you
Absolutely brilliant! The example level was an absolute masterpiece of distilling a complex new idea into a mastered skill in basically the amount of time needed to actually explain it fully.
I absolutely love this design philosophy. I think it's the best way to design a level, and just design things in general when introducing other subjects.
When I was younger I always played Mario games, and when I started with Game Maker I had a similar philosophy of reusing and twisting mechanics to optimize game space. Great video!!
Hi Mark, these videos are absolutely perfect. Brilliant length, not too long or short, interesting and insightful commentary accompanied by video that helps to describe the concepts and your voice is great to listen to as well. Thanks very much, looking forward to even more:)
I feel like I must have absorbed this subconsciously without ever actually being able to explain exactly what is great about Super Mario 3D World's level design. Introduction, mastery, twist, final challenge. It's the Portal journey.
extra credits got me here and now I'm watching it all and loving it ! It's simple, brilliant, clear and very cleverly edited. Loving it all very very much !
I watched this video months ago and loved it, but now that Super Mario Maker is out I've re-watched it and I love it even more. I'm trying to stick to this design philosophy in my creations.
One of my favorite examples of good level design in this game is in Grumblump Inferno, where the game puts Skipsqueaks on the Grumpblumps. The Skipsqueaks walk to perfectly stay balanced on the turning Grumblump, and they allow the player(s) to learn how to stay well-balanced on the Grumblumps.
I come from Gamasutra article and it's great to watch the video because it's clearer for me now. I enjoyed so much the game, the game/mechanics/level design areawesome. A good reference for me as game designer.
That was an important lesson you just imparted for Level Designing. As a student of Game Design at Langara, your videos have been quite useful for me. Thank you, GMTK!!!
It's a fantastic video, but I do think that the Mega Man games sort of did this four stage thing back in the '80s, show you a new mechanic in a safe room, then put the mechanic in a room with pits, then put the mechanic in a room with pits and enemies. and ultimately if you master the mechanic, put highly difficult alternate paths/segments where you can skip parts of the level with it, or gain extra lives or E-tanks. But on top of that if you can't get the hang of the mechanic at all, there will always be a power up you can get from another level to let you skip it entirely. The only way Nintendo went around this is just have the game play the level for you, which kind of defeats the objective.
Yeah, Mega Man definitely does a great job of this too. Capcom had to be smart in MM1-6 as it had no way of knowing which level a player would pick as their very first stage.
Mark Brown Yup, Very smart! Look at how they also employed a "Paper Scissors Stone" type system in the game (one bosses' power could destroy another instantly, while another power would be completely useless), which would pretty much fall down to luck the first time playing, but rewarded repeat playthroughs and experimentation. That's another thing missing from modern games, rewarding players for getting good at the game, rather than just dangling a carrot on a stick for grinding now. Also, absolutely love your voice Sir, you've got a most excellent narrative voice! :D
You remain one step ahead of me, Guru Larry. I am constantly finding myself on videos on which you have commented. You're just... everywhere. I guess that means you have good taste in online content.
It's something Nintendo started doing with the original Super Mario Bros. SMB is actually the best, most simple example of it. The specific reference to the Japanese panel comics comes from Miyamoto himself, who used that as his personal basis for designing games (he was a huge comic book fan when he was younger).It's actually very exciting to see Miyamoto passing these philosophies down to the younger developers. 3D World is fantastic, I think the future of Nintendo is in good hands
***** I only recently realized that Rocket Knight Adventures for the sega genesis was also a pioneer in this kind of level design. Mechanics would be introduced and built over a level only to be tossed away as the process starts all over again with a new mechanic. There were mine cart levels, water levels, jump based on a reflection shown in the lava, control a platform going up or down by attacking its left or right buttons, etc. The game was stuffed to the brim with mechanics and managed to introduce them in (relatively) safe ways.
Thanks dude, I was really stuck on this game i'm making with the level design, I had no idea what to do, I just had the mechanic and a plain field of grass, but now I can use this way of making lvls! Thnx!
I am so glad that the videogame blog i read posted this video, now I've already watched all your 6 videos and i loved them all, subscribed and looking forward to see more, you are awesome! (Sorry if my english was bad)
This is really applicable to my line of work. I don't work in video games or anything, but the concepts are totally adaptable to what I do. Thanks for the analysis. Keep it up!
Great video. I've been noticing this level design philosophy in other Nintendo games now. Splatoon's single player mode uses it tirelessly. Every stage has its gimmick (that disappears next stage) that is shown in a safe environment, then developed and twisted. I couldn't really see a proper conclusion like in the Mario flagpole segments, but it's still the "4 step level design" basically.
This is probably Mark's most influential video. I feel like every RUclipsr will mention kishotenketsu when discussing 3D world, but Mark seems to be the earliest creator to mention the concept
A few things about that bit at the start: The switch panels came from Galaxy, the "switchboards" first appeared in 3D LAND and the "Beat Blocks" are also from Galaxy,
This made me think about games that teach through showing rather than tutorials. I feel like the F-zero franchise did this not for levels but for the transition from 2D to 3D games. Like if you look at the original game all the tracks are flat with some jumps here and there. The introduce each level with increased difficulty. So when it went to F-zero X the first race track you raced on features many of the same elements as the previous game. Mute City was flat at the beginning to let you get used to the controls again, then it started tilting the maps letting you know that hey it's a 3d game and it's about to get crazy. Next thing you know you're heading straight for a loop and your mind is blown that you just went up and around with the track rather than just left or right. Then to get you used to the game's air/glide controls they toss a quick jump over a small gap and onto a wide track below to prevent deaths. GX then just kind of punches you in the nads and let's you wallow in pain.
Not only do I totally agree with you, but I also long for a new F-Zero game. Unlocking Rainbow Phoenix on GX after infinity attempts is pretty much my biggest ever gaming achievement.
Amazing. I really wish I had enough free time to play all Mario games... My last Mario game was Mario 64 and I really hope, one day, I'll be able to play and finish every Mario game since then.
Thanks so much for this! I'm glad I finally have some real insight as to WHY this remains my favorite Mario game to date! The level design is impeccable wherever you look. :D
As someone who also really enjoys thinking about game design, I really loved this video! Thanks for making it, it's incredibly informative & insightful!
This is exactly why Mario games are so satisfying to play - because you learn how to play the game *as you're playing it.* Overall, good game design should bring out the inner subconscious potential of the player through its difficulty curve, where the player shocks themselves with "whoa idk how I'm doing this but I'm doing it!"
I use this level design structure in my games. I’m interested in the less structured ways other Mario games have done it though. Mario 3 was really good at implementing multiple ideas without any specific structural framework
Man, SUCH a great breakdown for Mechanic and Level Designers! Excellent! You sir, have earned my sub just from this one video! Can't wait to check out your other vids! And now I know a new word! Kishotenketsu! :-D
Also I liked how in the level about the flipping pannels they put a goomba and a stair just before the panels to make you jump and show you that the panels flip when you jump.
Wow I have never thought of this that way- this blows my mind! I have been interested in the idea of kishotenketsu for a while, and I never woulda thunk that a game could have kishotenketsu, and that's cool. But at the same time tbh, I did find that the unpredictability of Galaxy 1 made it a more enjoyable experience.
起承轉合, lol we chinese usually use it to describe a good structured poem, story, article / or a way to create a good structured literature, but never thought that it could applies on games' level design too
After watching this video, I went through and watched all your other videos. You have truly fantastic explanations and it really helps me understand game development better. I'm looking into it to see if its for me, so this really helps :) awesome video, you have yourself a new subscriber
It's actually quite impressive all the influences and considerations that developers had to balance when making 3D World. They wanted a worthy successor to SMG1&2, arguably Mario's magnum opus, but they also clearly wanted to incorporate megahit NSMBWii's party-game friendliness and accessibility. So mechanics needed to be interesting for long-time Mario fans, but not too complicated for a casual party gamer. It's a tricky balance, and I feel like SM3DW falters at times. There's some frustrating padding and repetition later on in the game, and the control scheme is not as tight as it could be. That said, I had a lot of fun playing this with my friends, as a co-op 3D Mario game has been on my wish list for a while. Doesn't top SMG1&2, but still a worthy addition to the Mario platformer games. Really, it's nice to see that Nintendo always has room for tweaking the formula, revisiting old ideas and incorporating new ones. Even though collection-fest platformers have kinda become a dead genre, it would be interesting to see Nintendo revisit the open-ended open-world quality of SM64 and SMS someday. And fighting SMG1&2-style bosses could be a lot of fun in multiplayer. (And another Paper Mario would be pretty fantastic too.)
+romantiCaveman I think the control scheme is quite tight ala 2D Mario games. But it's rather limited compared to the other 3D Mario games. The issue with 3D World is despite its creativity and gorgeous level design, it's a very well limited game as a result of being more accessible.
This is kinda like what Egoraptor explained in his Megaman sequelitis about how Megaman games always taught you the mechanics of the level in a safe environment, without tutorials, and then put your skills to the test with more complicated challenges that ended in a boss fight. Interesting!
So no idea if you'll see this, but a new game just hit steam that uses this exact 4-step design principle. It's called Thoth, and it applies the formula to minimalist twin-stick shooters a-la geometry wars. I highly recommend checking it out!
This video is great, and deserves to be seen by more than just 20 thousand or so people. My only complaint is, that the music often drowned out your voice, so make the music quieter. Other than that, great video!
It's good design philosophy. You do see it used often in similar ways. Half Life for example would often use the safe environment introduction to a new weapon/mechanic and then gradually unleash hell. That was over a longer time though. I think the only game that comes close to Super Mario 3D World in terms of constantly throwing new ideas at you is Super Mario World on the SNES. Maybe Lemmings too. No harm in ideas being repeated but a game that's constantly shifting and twisting what it has taught you always carries more interest for me.
I'll keep this in mind when it comes to the level design part of my next game. I currently have two games published at the google play store but this next one I'm working on is gonna be the better of the 3.
You put your finger on one of the main reasons why I prefer Galaxy 2 over 1. Also makes me think more about how I'm going to subvert and break the traditional formalist approach to Nintendo's level design for my own 3D platformer while also learning from it.
This is sorta like high school. Warm-up (intro to new concept, ok to mess up), assignment (test your knowledge, there are punishments), quiz (extra things are added for you to problem solve), extra credit (using the gimmick to get to the top of the flagpole).
I know this is an incredibly old video for youtube standards, but since I really enjoy your work i wanted to let you know that your understanding of kishoutenketsu in this video doesn't appear quite correct to me. By know, you perhaps expanded your knowledge on the topic already, but perhaps you'll find this interesting. I know that back in 2015 there wasn't much information on kishoutenketsu. I know because I have been hunting after this idea for years now. more information on it is now available in english. here is how I understand it: Ki introduces an idea. Shou develeops it. So far, you and I agree. With Ten many misunderstanding begin due to mistranslation: Ten introduces yet another element. It is not "turned on its head" as you describe it in your example at 1:25. Yes, Ten means literally turning around, but I have come to understand this term to mean "surprise"-- the surprise of a new element. The Ten element would be introducing the bumper enemy in your example. Then, Ketsu isn't just a conclusion; you seem to use this word simply to mean "end", citing the jumping as the flag as the Ketsu moment. It is not. Ketsu *combines* the elements from Ki and Ten: the combination of the flip panels with the bumper enemies. I think this is a central distinction, since japanese manga artists strife to "layer" emotions in the climax of a story; they achieve that by combining elements they introduced before on their own. What you didn't explicitly mention is rhythm; introducing elements and then combining them isn't an idea unique to japanese storytelling, but I think you will agree that japanese comics and US comics have a very different rhythm to them when you read them. This is in part to Kishoutenketsu; a "ma" panel (without words) may not necessarily push the plot forward, but it introduces a certain mood that can then be combined with other elements in a specific pace to create the layering of Ketsu.
I think that this works with basically anything creative. In music, you're taught to introduce themes, develop them (which includes creating twists) and then concluding them. This is also how stories often work, starting out with an idea, developing and twisting it, and bringing it back to a conclusion.
That's where the structure comes from.
This is awesome. Doing my own series on Game Design, I certainly was interested, and you delivered. I've thought a lot of these same thoughts about 3D World as I played it, and other Mario games too. Mario is always really good at being "easy to learn, hard to master". Great video man.
OMG snoman I luv u
WOW!
This is amazing! Thanks for educating me today! Love your video style :)
Did not imagine I would find you here
I watched yout video about this, and it was both educational and hilarious. I love your videos, they're amazing.
It's interesting because this is basically how a lot of uni math courses are taught: 1.) Introduce problem types in lectures, a safe place. 2.) Force you to solve the problems in assignments, where there are consequences. 3.) Introduce new twists on problems in exams/quizzes, to make you use the techniques in different ways. There usually isn't a 4th show-off stage, but you will often have to reuse techniques from earlier in the course on the final exam. So... basically Mario is like school. :P
indeed, game design is the modern art of teaching. Its thev very reason why James Portnow has been actively lobbying to include games in American Education, game designers have cracked so many codes on how to teach people ideas and mechanics!
I once saw an introduction to Bayonetta's offset mechanic, and no doubt it was important to playing the game better, but it was ultimately hard, and not necessary.
I also once learned how to divide in long division, but rather than going left to right, I went right to left and found it easier for particular problems when you don't have a calculator, but too, was unnecessary.
Ultimately, we just need to find multiple ways of teaching for any course so it's just easier to learn. The twists on things in exams tend to fuck me up if it isn't conflicting explanations for math problems.
it's a strategy called scaffolding, which has been studied extensively by educational psychologists. the idea is for the task to align within the learner's zone of proximal development - the area where they can accomplish something with just a little bit of help - to push them over the hump, thus having accomplished successful learning.
oomf
I will forever consider this one of the essential videos to bring up when talking about video essays, it's one of the most applicable game design talking pieces ever written.
Oh man, that is a fantastic concept for level design. I've seen bits and pieces of this before--letting you experience something new in a safe environment and then making it more dangerous, or introducing two things separately and thing mingling them--but now that you've pointed it out, I realize I've seen this pattern all over the place in 3D World, and it really does work. Great job with this analysis!
Super Mario 3D World stands as my favorite Nintendo game to date. I didn't even realize how masterful the level designs are at making sure players orient into the huge variety of mechanics. What has always been most appreciated by me for Super Mario 3D World has been the option to play with 4-player co-op.
"So...err...good luck.'
LOL.
I think it might be more of a sarcastic laugh, than an 'err' 05:05 - a bit like Jimmy Carr?
GMTK is legitimately one of the best channels on all of RUclips. Every time I come here and watch something I feel like I learned something and my time was well-spent. Please keep up the terrific work!
I never appreciated Nintendo's game design until I became a game designer myself. Super Mario 3d World is, in my opinion, one of the greatest platformers ever made. The controls are so simple, but there are so many things you can do with them. The level design is on point in this game, and you gave a perfect example of why in your video. Good job man, keep it up!
this was an absolutely brilliant game that I think was unfortunately released at the wrong time -- it will probably be remembered as one of nintendo's best when looking back. I hope they don't give up on this formula because some people didn't feel like this was a real 3d mario.
I agree it's my favorite Mario game
Molten_ yes. If this was relased before the New Super Mario Brother series people would like it more but now people become a little sick of 2D style Mario games. At least they are making an open one once again but still I don't like that people underapreciate this game, it is as well developed as all the other 3D Mario games it just has a different more linear "half 2D" style.
Molten_ I'm willing to bet dollars to doughnuts that this game will get a switch release, a month before odyssey, and then it'll finally get the respect it deserves.
It seems that from the start of the Wii/DS era until the end of the Wii U era, Nintendo were focused on 2D Mario and linear Mario games. Super Mario Galaxy was a departure from the open world nature of 64 and Sunshine, four Super Mario Bros. games were released, and then Super Mario 3D Land and World were created to specifically emulate the SMB design in a 3D-plane game.
Although I love a real 3D Mario game (that means, more open to explore like Mario 64 and now Odyssey), I do agree that Mario 3D World is completely underrated by many. People tend to call it a "pseudo 3D Mario", and so do I, but that doesn't mean it's bad; this video makes clear why you can make amazingly imaginative games with this kind, and I hope Nintendo doesn't drop it.
Really cool video! These Game Maker Toolkit videos are fun too for non-developers like me who are just interested in why levels are designed the way they are.
This was a great analysis that really gives an indepth view of level design, as well as sparks a discussion of whether or not it's prefered to have 'perfected' formulaic design or more varied and organic Galaxy types.
BUT WHY DID YOU SKIP THAT GREEN STAR AT THE END YOU CRAZY MAD MAN?
I found out about the concept of Kishoutenketsu from a book on narrative philosophy where the author mentioned in passing that it wasn't just limited to writing. I'm glad I finally saw someone point out how it can apply to another medium, since it made it a bit more clear to me that the philosophy can be every bit as beneficial to general planning structure as the Golden Ratio is to art.
Always nice to be reminded of simple step by step processes like these, even if they are often forgotten in mid development. Great video!
Just found your channel and I must say its a breath of fresh air. I enjoy your insight on design and how well you present it. Keep up the good work and I look forward to supporting you in the future
I come back to this video every month to remind myself not only what the *thing* is about a Mario game that makes them excellent, but the kind of content I want to be producing.
As a designer myself, I thoroughly enjoy all your Game Maker Toolkit videos. It's amazing how easy it is to forget these tenants while you're in the thick of things--and you always put them into logical order and break it down great!
I use this sort of level design (or at least try to :P) in my mario maker levels!
Me too
I also try to do it
I try too
3d land and 3d world were truly underrated 3d mario games. From a gameplay perspective, they are perfectly polished and from visual perspective, the artstyle seems impossible to age.
Incredible explanations - this is genuinely a BEAUTIFUL video that explains and shows the concepts perfectly. I keep coming back to it, it should be required watching for all game design - thank you
Absolutely brilliant! The example level was an absolute masterpiece of distilling a complex new idea into a mastered skill in basically the amount of time needed to actually explain it fully.
I absolutely love this design philosophy. I think it's the best way to design a level, and just design things in general when introducing other subjects.
I'm a big fan of what you have done so far, and I see your views rocketing up over time. It's good to see good works appreciated. Thanks Mark!
5:05 >avoids the green star
Would have gotten hit if he didn't
visual triggeration
When I was younger I always played Mario games, and when I started with Game Maker I had a similar philosophy of reusing and twisting mechanics to optimize game space. Great video!!
Hi Mark, these videos are absolutely perfect. Brilliant length, not too long or short, interesting and insightful commentary accompanied by video that helps to describe the concepts and your voice is great to listen to as well. Thanks very much, looking forward to even more:)
Probably his best video, just as far as explaining a game design concept so well that is so applicable.
I feel like I must have absorbed this subconsciously without ever actually being able to explain exactly what is great about Super Mario 3D World's level design. Introduction, mastery, twist, final challenge. It's the Portal journey.
extra credits got me here and now I'm watching it all and loving it ! It's simple, brilliant, clear and very cleverly edited. Loving it all very very much !
I watched this video months ago and loved it, but now that Super Mario Maker is out I've re-watched it and I love it even more. I'm trying to stick to this design philosophy in my creations.
I like this even more than galaxy. I would love a sequel. Real shame there was no multiplayer in 3d land.
"Grump blumps, foot-lights, and piranha sweepers." Sounds like a 60's imagining of retro-futuristic colloquialisms, a lá 'A Clockwork Orange.'
i just spent the last 3 or 4 hours watching this series, im not gonna stop until i watch them all, thank yyou for making this im subscribing for more
One of my favorite examples of good level design in this game is in Grumblump Inferno, where the game puts Skipsqueaks on the Grumpblumps. The Skipsqueaks walk to perfectly stay balanced on the turning Grumblump, and they allow the player(s) to learn how to stay well-balanced on the Grumblumps.
I come from Gamasutra article and it's great to watch the video because it's clearer for me now. I enjoyed so much the game, the game/mechanics/level design areawesome. A good reference for me as game designer.
That was an important lesson you just imparted for Level Designing. As a student of Game Design at Langara, your videos have been quite useful for me. Thank you, GMTK!!!
It's a fantastic video, but I do think that the Mega Man games sort of did this four stage thing back in the '80s, show you a new mechanic in a safe room, then put the mechanic in a room with pits, then put the mechanic in a room with pits and enemies. and ultimately if you master the mechanic, put highly difficult alternate paths/segments where you can skip parts of the level with it, or gain extra lives or E-tanks.
But on top of that if you can't get the hang of the mechanic at all, there will always be a power up you can get from another level to let you skip it entirely.
The only way Nintendo went around this is just have the game play the level for you, which kind of defeats the objective.
Yeah, Mega Man definitely does a great job of this too. Capcom had to be smart in MM1-6 as it had no way of knowing which level a player would pick as their very first stage.
Mark Brown Yup, Very smart! Look at how they also employed a "Paper Scissors Stone" type system in the game (one bosses' power could destroy another instantly, while another power would be completely useless), which would pretty much fall down to luck the first time playing, but rewarded repeat playthroughs and experimentation.
That's another thing missing from modern games, rewarding players for getting good at the game, rather than just dangling a carrot on a stick for grinding now.
Also, absolutely love your voice Sir, you've got a most excellent narrative voice! :D
You remain one step ahead of me, Guru Larry. I am constantly finding myself on videos on which you have commented. You're just... everywhere. I guess that means you have good taste in online content.
It's something Nintendo started doing with the original Super Mario Bros. SMB is actually the best, most simple example of it. The specific reference to the Japanese panel comics comes from Miyamoto himself, who used that as his personal basis for designing games (he was a huge comic book fan when he was younger).It's actually very exciting to see Miyamoto passing these philosophies down to the younger developers. 3D World is fantastic, I think the future of Nintendo is in good hands
***** I only recently realized that Rocket Knight Adventures for the sega genesis was also a pioneer in this kind of level design. Mechanics would be introduced and built over a level only to be tossed away as the process starts all over again with a new mechanic. There were mine cart levels, water levels, jump based on a reflection shown in the lava, control a platform going up or down by attacking its left or right buttons, etc. The game was stuffed to the brim with mechanics and managed to introduce them in (relatively) safe ways.
Thanks dude, I was really stuck on this game i'm making with the level design, I had no idea what to do, I just had the mechanic and a plain field of grass, but now I can use this way of making lvls! Thnx!
I am so glad that the videogame blog i read posted this video, now I've already watched all your 6 videos and i loved them all, subscribed and looking forward to see more, you are awesome! (Sorry if my english was bad)
Great video! I've yet to play Super Mario 3D World, but this definitely made me excited to play it someday.
This is really applicable to my line of work. I don't work in video games or anything, but the concepts are totally adaptable to what I do. Thanks for the analysis. Keep it up!
Great video. I've been noticing this level design philosophy in other Nintendo games now. Splatoon's single player mode uses it tirelessly. Every stage has its gimmick (that disappears next stage) that is shown in a safe environment, then developed and twisted. I couldn't really see a proper conclusion like in the Mario flagpole segments, but it's still the "4 step level design" basically.
This is probably Mark's most influential video. I feel like every RUclipsr will mention kishotenketsu when discussing 3D world, but Mark seems to be the earliest creator to mention the concept
As someone who is currently working on his first game, this is really helpful! Definitely will be watching more of these videos.
A few things about that bit at the start: The switch panels came from Galaxy, the "switchboards" first appeared in 3D LAND and the "Beat Blocks" are also from Galaxy,
This made me think about games that teach through showing rather than tutorials. I feel like the F-zero franchise did this not for levels but for the transition from 2D to 3D games. Like if you look at the original game all the tracks are flat with some jumps here and there. The introduce each level with increased difficulty. So when it went to F-zero X the first race track you raced on features many of the same elements as the previous game. Mute City was flat at the beginning to let you get used to the controls again, then it started tilting the maps letting you know that hey it's a 3d game and it's about to get crazy. Next thing you know you're heading straight for a loop and your mind is blown that you just went up and around with the track rather than just left or right. Then to get you used to the game's air/glide controls they toss a quick jump over a small gap and onto a wide track below to prevent deaths. GX then just kind of punches you in the nads and let's you wallow in pain.
Not only do I totally agree with you, but I also long for a new F-Zero game. Unlocking Rainbow Phoenix on GX after infinity attempts is pretty much my biggest ever gaming achievement.
Read the Gamasutra article back when it came out, and just didn't get it at all. Now I do. Sometimes all you need is a couple examples. Thanks
Amazing. I really wish I had enough free time to play all Mario games... My last Mario game was Mario 64 and I really hope, one day, I'll be able to play and finish every Mario game since then.
And now, 3D World is a style in Super Mario Maker 2. I’m coming back to this video for level design tips for my own levels.
Thanks so much for this! I'm glad I finally have some real insight as to WHY this remains my favorite Mario game to date! The level design is impeccable wherever you look. :D
@zacoolthegreat shitass
I actually tried going by this design approach when I made SMM levels. ^^ Like making gaps larger and platforms smaller as the level went on.
As someone who also really enjoys thinking about game design, I really loved this video! Thanks for making it, it's incredibly informative & insightful!
Man, I think I've seen this video at least 5 times, short yet full of such useful information. I learned a lot
This is exactly why Mario games are so satisfying to play - because you learn how to play the game *as you're playing it.*
Overall, good game design should bring out the inner subconscious potential of the player through its difficulty curve, where the player shocks themselves with "whoa idk how I'm doing this but I'm doing it!"
This is probably one of the best (If not the best) Gaming channel on this website.
Hey, my opinion, but still. Amazing job Mark.
I use this level design structure in my games. I’m interested in the less structured ways other Mario games have done it though. Mario 3 was really good at implementing multiple ideas without any specific structural framework
Man, SUCH a great breakdown for Mechanic and Level Designers! Excellent! You sir, have earned my sub just from this one video! Can't wait to check out your other vids!
And now I know a new word! Kishotenketsu! :-D
Also I liked how in the level about the flipping pannels they put a goomba and a stair just before the panels to make you jump and show you that the panels flip when you jump.
this is legit one of your best videos.
I come back to this video every year for even more lessons. I love Kishotenketsu so much!
Wow I have never thought of this that way- this blows my mind! I have been interested in the idea of kishotenketsu for a while, and I never woulda thunk that a game could have kishotenketsu, and that's cool.
But at the same time tbh, I did find that the unpredictability of Galaxy 1 made it a more enjoyable experience.
Very interesting video. Makes me look at level design in Mario games from a much different perspective. You've rightfully deserved my subscription.
I keep coming back to this video. It's so well done! Excellent video with a lot of very interesting points. Excellent video indeed. :)
Remembered this video after Super Mario Wonder's amazing levels with Wonder Flowers being the ultimate form of these "twists"
Arin's impression was spot on!
起承轉合, lol we chinese usually use it to describe a good structured poem, story, article / or a way to create a good structured literature, but never thought that it could applies on games' level design too
Actually really like this new channel. Reminds me of Egoraptor's Sequelitis. First channel I'm subscribing to in a real long time.
I can't believe I saw this video not once but TWICE, and it's only NOW that I'm going back and actually watching all the videos on this channel.
You've done a marvelous job at creating fun, helpful and substantial videos. I hope you'll continue!
After watching this video, I went through and watched all your other videos. You have truly fantastic explanations and it really helps me understand game development better. I'm looking into it to see if its for me, so this really helps :) awesome video, you have yourself a new subscriber
Lot to learn in this video. This is awesome for Mario Maker.
I usually try to build huge levels to explore. I'll try this design idea next.
This is good knowledge for anybody who wants to be a level designer. Generally good games and stories have consistent themes that get expanded.
God, Mario level designers are so damn clever! Nice video, nicely explained with examples of good and bad usage, I think this'll be very useful.
Knowing this make me appreciate the level design in both 3D Land & World more.
4 words!
Established, expanded, adapted, finished!
This is like Every Frame a Painting but with videogames. Love it!
Absolutely the best and most simple way to develop platformer level design
It's actually quite impressive all the influences and considerations that developers had to balance when making 3D World. They wanted a worthy successor to SMG1&2, arguably Mario's magnum opus, but they also clearly wanted to incorporate megahit NSMBWii's party-game friendliness and accessibility. So mechanics needed to be interesting for long-time Mario fans, but not too complicated for a casual party gamer.
It's a tricky balance, and I feel like SM3DW falters at times. There's some frustrating padding and repetition later on in the game, and the control scheme is not as tight as it could be. That said, I had a lot of fun playing this with my friends, as a co-op 3D Mario game has been on my wish list for a while. Doesn't top SMG1&2, but still a worthy addition to the Mario platformer games.
Really, it's nice to see that Nintendo always has room for tweaking the formula, revisiting old ideas and incorporating new ones. Even though collection-fest platformers have kinda become a dead genre, it would be interesting to see Nintendo revisit the open-ended open-world quality of SM64 and SMS someday. And fighting SMG1&2-style bosses could be a lot of fun in multiplayer. (And another Paper Mario would be pretty fantastic too.)
+romantiCaveman I think the control scheme is quite tight ala 2D Mario games. But it's rather limited compared to the other 3D Mario games. The issue with 3D World is despite its creativity and gorgeous level design, it's a very well limited game as a result of being more accessible.
I have often tried to nail why I preferred Galaxy 2 to Galaxy 1, and this video finally brought it into focus. Thank you.
This is my favorite 3d Mario game. It's so fun
This is kinda like what Egoraptor explained in his Megaman sequelitis about how Megaman games always taught you the mechanics of the level in a safe environment, without tutorials, and then put your skills to the test with more complicated challenges that ended in a boss fight. Interesting!
Yeah, that video really made me realize just how many games secretly pull off this "invisible guide" so well.
he oddly enough just referenced this video today through his NSMBUD gameplay.
This video is amazing thank you so much for doing it, please keep making these, they are very inspiring.
So no idea if you'll see this, but a new game just hit steam that uses this exact 4-step design principle. It's called Thoth, and it applies the formula to minimalist twin-stick shooters a-la geometry wars. I highly recommend checking it out!
Well, you just described one of my favourite games perfectly!
Excellent note for level design. I will keep this in mind and improve myself.
I love these videos! I hope you keep making them.
This video is great, and deserves to be seen by more than just 20 thousand or so people. My only complaint is, that the music often drowned out your voice, so make the music quieter. Other than that, great video!
+Perplexus Seems that your wish cames true this time: 200k views.
This game was very well made
It's good design philosophy. You do see it used often in similar ways. Half Life for example would often use the safe environment introduction to a new weapon/mechanic and then gradually unleash hell. That was over a longer time though. I think the only game that comes close to Super Mario 3D World in terms of constantly throwing new ideas at you is Super Mario World on the SNES. Maybe Lemmings too. No harm in ideas being repeated but a game that's constantly shifting and twisting what it has taught you always carries more interest for me.
Mellow Gaming Well, it’s your opinion, m8.
My mind has just been blown! I noticed this, but it never crossed my mind until now!
great video :) especially at the end.. "you just got to come up with some clever ideas"
DestinyQx "...so, err... good luck."
OMG this video has 4 years already and only now youtube recomends it, GOD DAMN
I'll keep this in mind when it comes to the level design part of my next game. I currently have two games published at the google play store but this next one I'm working on is gonna be the better of the 3.
Such masterpieces, because of games like these is that I love Nintendo.
You put your finger on one of the main reasons why I prefer Galaxy 2 over 1. Also makes me think more about how I'm going to subvert and break the traditional formalist approach to Nintendo's level design for my own 3D platformer while also learning from it.
This video is level design GOLD
This is sorta like high school. Warm-up (intro to new concept, ok to mess up), assignment (test your knowledge, there are punishments), quiz (extra things are added for you to problem solve), extra credit (using the gimmick to get to the top of the flagpole).
Awesome video! I learned a lot from a 4 step process, and will likely follow that now. :)
I know this is an incredibly old video for youtube standards, but since I really enjoy your work i wanted to let you know that your understanding of kishoutenketsu in this video doesn't appear quite correct to me.
By know, you perhaps expanded your knowledge on the topic already, but perhaps you'll find this interesting. I know that back in 2015 there wasn't much information on kishoutenketsu. I know because I have been hunting after this idea for years now. more information on it is now available in english.
here is how I understand it: Ki introduces an idea. Shou develeops it. So far, you and I agree. With Ten many misunderstanding begin due to mistranslation: Ten introduces yet another element. It is not "turned on its head" as you describe it in your example at 1:25. Yes, Ten means literally turning around, but I have come to understand this term to mean "surprise"-- the surprise of a new element. The Ten element would be introducing the bumper enemy in your example. Then, Ketsu isn't just a conclusion; you seem to use this word simply to mean "end", citing the jumping as the flag as the Ketsu moment. It is not. Ketsu *combines* the elements from Ki and Ten: the combination of the flip panels with the bumper enemies. I think this is a central distinction, since japanese manga artists strife to "layer" emotions in the climax of a story; they achieve that by combining elements they introduced before on their own.
What you didn't explicitly mention is rhythm; introducing elements and then combining them isn't an idea unique to japanese storytelling, but I think you will agree that japanese comics and US comics have a very different rhythm to them when you read them. This is in part to Kishoutenketsu; a "ma" panel (without words) may not necessarily push the plot forward, but it introduces a certain mood that can then be combined with other elements in a specific pace to create the layering of Ketsu.