Super Mario 3D World's 4 Step Level Design

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Super Mario 3D World is a game with creativity in abundance. But Nintendo has developed a reusable level design structure that allows for ideas to be properly taught and established, in about five minutes flat. We break down this four-step philosophy, and chart its history from Super Mario Galaxy to Captain Toad: Treasure Tracker.

Sources

Learning from Super Mario 3D Land's Director | Gamasutra

Games shown in this episode (in order of appearance):

Super Mario 3D World (Nintendo, 2013)
Super Mario Galaxy (Nintendo, 2007)
Super Mario Galaxy 2 (Nintendo, 2010)
Super Mario 3D Land (Nintendo, 2011)
Captain Toad: Treasure Tracker (Nintendo, 2014)
Super Mario Bros. (Nintendo, 1985)
Super Mario Bros. 3 (Nintendo, 1988)

Music used in this episode:

Light the Colour Panels! (Super Mario 3D World)
Beep Block Skyway (Super Mario 3D World)
Fort Fire Bros. (Super Mario 3D World)
Champion Road (Super Mario 3D World)
Rainbow Run (Super Mario 3D World)
Sprawling Savanna (Super Mario 3D World)

Clip credits:

"Super Mario 3D Land - Walkthrough" - ZackScottGames

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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.

MisterAppleEsq
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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

AganAndAgan
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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.

snomangaming
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"So...err...good luck.'
LOL.

egvidworks
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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.

gnore_me.
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WOW!

This is amazing! Thanks for educating me today! Love your video style :)

relaxalax
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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.

phantomkitten
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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.

cusman
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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!

TheAgentGold
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I use this sort of level design (or at least try to :P) in my mario maker levels!

GalaxianSR
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GMTK is legitimately one of the best channels on all of YouTube. 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!

stormzilla
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"Grump blumps, foot-lights, and piranha sweepers." Sounds like a 60's imagining of retro-futuristic colloquialisms, a lá 'A Clockwork Orange.'

TheMasonX
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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.

Okapi
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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?

ANMAnation
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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.

hotcyder
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I like this even more than galaxy. I would love a sequel. Real shame there was no multiplayer in 3d land.

Matt-hbtu
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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.

Larry
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This is pretty neat. I never gave 3D Land's (Never got 3D World) level design much thought, but after listening to this it's pretty amazing even if unnoticeable. Thanks for the insight and definitely keep up the good work!

MarzyDextrose
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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.

JamesCrawfords
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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!

afx
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