Bliterations
Thoughts/Gaming

Pipelines, Spirals, and Betweeness
17
Jun

Space is a crucial element in a video game. It helps dictate the environment, defines the limitations of the player, and establishes the boundaries that can either help or hinder one from progressing through what can sometimes be many many hours of real world time. The way that the interactive environment has evolved—from concrete and planar to a fluctuating open-world 3D ecosystem—gives the awesome impression that you can “go anywhere” and “do anything.” Unfortunately, it’s kind of the exact opposite: with such a highly complicated and tech-based infrastructure, the freedom a player actually experiences is all in-game, and the possibilities of trying to color outside the lines (or full-out “breaking” it) are getting fewer and farther in-between. Many people like their realism, and that’s fine, but sometimes I wish that games hearkened back to the olden days (of yore), when the discourse was more elastic and dictated by gameplay, and the spatial relationships were more “open.”

For instance, a mechanic (shudder) that seems to have fallen by the wayside involves a looping, continuous line authored by the player: when the character you control travels in one direction, he/she will continue in that direction, even if they leave the playing field. If they go off of the screen, this doesn’t result in failure and/or a lost life: you’ll simply cycle around to the other side of the screen without ever losing any momentum. Kid Icarus (1987) utilizes this concept in some of its level design—what appears to be a blocked vertical path can actually be circumvented by moving from one side of the screen to the other, not by traveling across the designated geographic layout of the level but by purposely leaving that space and popping out on the other side. In other words, the player is manipulating the game’s “negative” space. Pac-Man (and his Ms.) allow for this technique also, as you can move from one side of the board to the other via the two openings in the middle of the maze, a quick way to avoid closely pursuing ghosts. Early one-screen arcade and NES titles like the original Mario Bros. and Balloon Fight contain an extra dimension of strategy because of the perpetual direction you can apply to both sides of the board at any given time.

I remember one of my literary professors back in college describing Eastern writing as “spiral-like” by nature, and that concept stuck with me ever since. Modern Japanese authors like Kobo Abe and Haruki Murakami employ a writing style that is both flowing and cohesive, never lingering on a plot point yet also never failing to laterally connect with the events that came before. The results are fluid, briskly paced works that, while often dealing with the surreal and fantastic, never have any rough edges or tangential prose. The plots of most games—retro and modern—certainly don’t hold a candle to the masterpieces of the great Eastern novelists, but in games like Kid Icarus, the spiral materializes in other, more implicit forms. (It may seem like I’m trying to argue that this is a fundamentally “Japanese” quality, but games like Williams’ Joust and Rare’s Jetpac also use the non-terminating line, although the argument of whether any particular game influenced any other is an historical matter that I’d rather skirt for the time being.)

Another interesting implementation of space is “warping,” but in the case of a game like Super Mario Bros. (1986), the idea of using an interstitial space to travel between two points within a game’s diegesis is actually a tool with a physical presence: the pipe. This was all designed as a means to encourage exploration and tuck away secrets that could be discovered after multiple play-throughs, of course, and I concede that there is something very whimsical and fun about having Mario duck into a pipe or climb a quickly growing vine as a means to traverse terrain that breaks from the game’s pre-established norms, but it seems that a little bit of the “metaness” charm present when you actually force yourself off-screen is lost by making it a mechanic (oh, that dreaded word again). It turns into something explicitly anticipated and flaunted by the designers instead of being a more subtle technique that creates the illusion that the player is discovering and exploiting some unseen bit of architecture all by themselves. But the pipe serves a valuable purpose: by being an in-game object in SMB (one that everyone recognizes) that is also a vehicle for quickly skipping through game areas or accessing secret rooms, it fills in a spatial gap that would otherwise break our engagement with Mario’s world if we simply just jumped, say, from World 1 to World 4; without the pipe, it would seem like a cheat, like we were passing over something, but with it we instantly picture Mario tubing through some unseen labyrinth of plumbing that some very enthusiastic Mushroom Kingdom planning committee drew up one night. And all of this taking place telepathically, while the screen flashes black.

The “continuous line” principle does make a brief comeback in Super Mario Bros. 2 (1988) (or Doki Doki Panic, depending on whose side you’re on), but unfortunately it’s severely restricted as the closed, mostly scrolling, and compartmentalized level design is not very conducive to physics-based platforming puzzles or strategic cross-screen vegetable throwing combat. You would think that the boss fights might try to involve some geo-spatial quandaries, but alas, the lairs in which you battle these large enemies are woefully brick-laden and claustrophobic, with hardly any character finessing involved at all; it becomes either a block stacking mini-game fit for a robotic operating buddy, or a surprisingly boring round of explosive hot potato.

With the advent and popularity of side-scrolling in game design, the fixed screen grew out of favor and never really came back in any significant way, with some exceptions (the puzzle genre, for one). Even today, I don’t think that developers want to mess with the idea of left-right screen wrapping anymore: it’s too jarring, too unrefined. How can Realism exist when the player is given the opportunity to go Dada? And while warping remains a feature in use today, it certainly doesn’t have that element of discovery and imagination that it did in the days of SMB—oh look, Niko, you found a subway car. Stand clear of the closing doors.

I would love to see more clever uses of negative and interstitial spaces in today’s games, because the potential is there: Closure (2009) is an excellent example of “negative” design done right, and Portal (2007) deliciously hints at how continuous momentum would work in a 3-D environment. I say “hints at” because Portal uses its level design to cocoon a system of control around its concepts instead of allowing much player freedom, but hey, everything starts somewhere. Can you imagine a Portal multiplayer mode, for example, in which the maps are simple, single rooms, much like the one-screen boards of Balloon Fight? Or a game where the player can only inflict damage or influence the environment when their avatar is out of view, in the game’s ”between” spaces, resting in the seams? Perhaps by looking back at the early titles (of yore, remember) that favored a more interactive method of spatial discourse, video games can be open-ended enablers of self-narrative that also feature the polish and production values that gamers enjoy today. There’s no reason why developers can’t focus their hindsight a little more; after all, the line of technology is always curving, never straight, and the most important quality of a spiral is that it can continue to grow while still revolving around its origin.


Game screenshots from VGMuseum. Magritte/Pipe image by Genée Cosden.


Posted by Kurt Shulenberger on June 17th, 2009 :: Posts :: Tags : , , , , , , , , , , , ,
7 Comments

Key of Kondo: The Music of Super Mario Galaxy
22
Apr

The greatness of game composer Koji Kondo has been expounded upon in countless articles, books, and blogs, so–as I’ve reiterated a few times already–I don’t want to use this precious space (or your time) to simply retread ground and talk about how great the man is. But seriously: this man is GREAT. His sound work really has proven to be monumental for video games, and not just because he crafts instantly recognizable and catchy melodies, but also because of the way in which these themes interact with the player within the context of the gameplay happening at any given time.

A concept that Kondo has mentioned in numerous interviews, and which appears to be more and more prominent in the work that he both composes and oversees, is that of “interactive” sound that morphs and changes depending on what action is taking place on-screen and where; in other words, dynamic composition.

We can trace this technique in Kondo’s work all the way back to Super Mario World (1991), in which an energetic percussion beat would accompany Mario as he rode Yoshi, and stop whenever he dismounted. I suppose if we thought about dynamic composition in this way, we can trace the concept even further back, all the way to Super Mario Bros. (1985), in which the music would speed up to a frenetic pace as the in-game timer winded down, adding a sense of urgency to a level that was, up to that point, a usually cheerful and exploratory game experience. It’s a small temporal detail that has a huge impact on the gameplay, something that Kondo would expand upon in his later musical scores.

In Super Mario 64 (1996), one can really get a clear picture of what Kondo was driving at concerning fluidity in game music, especially during the “Jolly Roger Bay” level, the first in a Mario game to feature swimming in a 3-D environment (discounting the castle moat in the hub-world, of course, which serves more as a sand-box for experimentation and practice than an actual stage). At the start of Jolly Roger Bay, a lone electric piano plays the soothing main theme, unaccompanied by any other instruments. It is only upon entering the water–in essence, beginning the level proper–that a string section enters the arrangement, and as you venture further, eventually reaching an underground cave and sunken pirate ship, the rhythm section fades up and the different layers and complexities of Kondo’s piece are fully revealed. While a player could simply marvel at the expanse of the lake and the beauty of the rendered environment from the shore (well, beautiful at the time, at least), that’s not the main objective that the designers wanted to convey. The true excitement, the “meat” of the stage, was beneath the surface of the water, and having the full score swell in if and only if you actually “dive in” is the perfect way to encourage the player to do so. One of the challenges of creating a good 3-D environment is to compel the player to explore and investigate areas that they can already see in front of them (pop-in and fog, consistent visual blemishes in Nintendo 64 games, are precisely the wrong way to go about doing this, as you’re constantly breaking from the reality of the space, and who wants to explore somewhere or something that’s always undermining its own construct anyway?); achieving this goal with an appropriate and, more importantly, CONTEXTUAL music cue is a stroke of genius on Kondo’s and Shigeru Miyamoto’s part.

While Super Mario Sunshine (2002) also exhibits these kinds of traits–Yoshi, once again, has an accompanying bongo drum beat whenever Mario rides him, for example–Super Mario Galaxy (2007) takes Kondo’s concepts of dynamic sound in videogames to another level entirely. In Galaxy, specific sound effects harmonize themselves with whatever music is playing in the background. So, not only does the music shift and change elastically according to what action is taking place and its location, but the sound of grabbing a coin, for example, actually has a different pitch depending on what chord the music is on the moment Mario grabs it. A tense moment in a level, say, the Ghost Ship, results in an appropriately tense sounding score, which itself results a coin grabbing sound effect that doesn’t feel inherently positive, like a major chord, but is instead a tad dark and mysterious, like those Halloween-y sounding diminished 7th chords in music. This seems like a fairly innocuous mechanism, but it really helps to bond the player and environment together (see Flower (2009) for a recent application of this).

We can also hear this same type of aural effect at the main menu screen, where the twinkling sound of selecting your file can vary depending on the temporal position of the musical interlude occurring at that same moment. Again, this is a small and seemingly inconsequential detail at first, but it results in a videogame that has an almost anthropomorphic nature, constantly resonating with itself in an immediate and organic way so that every nuance of sound is in perfect harmony with each other…AND the player. The result that Kondo and his team is trying to achieve, I think, is one of total immersion, with every aspect of the game fitting together like a giant interlocking puzzle or sculpture. This isn’t a case of different departments coming together and simply combining their parts, but instead, much like a symphony, is a collective voice made up of many smaller components that are all performing in the same key and with the same timbre.

And this is all without even taking into consideration the actual music of Super Mario Galaxy itself, which is amazing stuff! Having lush symphonic orchestrations accompany the player from level to level gives the game a much deeper sense of space and scope, creating sonic expanses that appropriately echo the notion that Mario has moved beyond pipe mazes and Cheese Bridges and has become a full-fledged astronaut, soaring between planetary masses with dignified resolve (credit must be given to composer/arranger Mahito Yokota, who helped create most of Galaxy’s score under Kondo’s supervision). What’s more, there are wonderful judgements regarding when to use these epic arrangements. My favorite example is the Comet Observatory, which serves as a hub-world in the way that Peach’s Castle did in SM64. As the player progresses through the game, unlocking new areas by collecting stars and restoring power to the gigantic floating structure, the music shifts from a thin, mostly synthetic arrangement–save for a few recorded instruments, such as flute and harp–to a majestic, swelling live orchestra. These kinds of thoughtful touches result in a score that’s not only the best for the Mario series, but one of the best game soundtracks in the last ten years.

Throughout the Mario series, we can see (or rather, hear) Kondo’s philosophy of dynamic composition shining through, reinforcing the solid standards of gameplay that Nintendo has made their bread and butter, and actually making it more fluid, more interactive and, ultimately, more fun. While Koji Kondo is certainly not an unsung hero in game design, the work that he and his group put into Super Mario Galaxy is more than just a part of what makes the game so good, but may very well be the cornerstone for the entire Mario series and a crucial element in that mysterious formula that keeps gamers enthralled by the squat Italian-American plumber again and again and again. It seems to me that the “essence of Mario” that Kondo has spoken of is also the essence of the composer himself, and both just happen to be perfectly in tune.

Related Links:
Iwata Asks column featuring the sound team of Super Mario Galaxy
1up Interview with Kondo (October 2007)
Video of Jolly Roger Bay from SM64


Posted by Kurt Shulenberger on April 22nd, 2009 :: Posts :: Tags : , , , , , , , , , , , ,
0 Comments