{"id":1060,"date":"2010-01-12T21:47:08","date_gmt":"2010-01-12T10:47:08","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=1060"},"modified":"2013-12-26T17:18:40","modified_gmt":"2013-12-26T07:18:40","slug":"vvvvvv","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2010\/01\/12\/vvvvvv\/","title":{"rendered":"VVVVVV"},"content":{"rendered":"
<\/a>I’m a day late in posting this, as the weather here was shocking enough yesterday that I didn’t even turn my computer on. \u00a0But it’s really worth mentioning that Terry Cavanagh<\/a> has just released his epic platformer VVVVVV<\/em><\/a>. \u00a0There are already a good<\/a> number<\/a> of lavish<\/a> reviews<\/a> on the net, so I’ll just give the very basics here, before diving into a discussion of interesting points in the game’s design and implementation.<\/p>\n <\/p>\n VVVVVV<\/em> is a platformer of the classic style, with the exception that instead of a “jump” ability, you have a “flip gravity” ability, which can only be used when you’re standing on a solid surface. \u00a0In the screenshot above, you enter from the spike-lined shaft on the left, and want to collect an optional trinket which was on the right, where I’m standing in this screenshot (sorry it’s not visible, I’ve already collected it). \u00a0The little computer terminal you can see to the left helpfully informs you that collecting the trinket is impossible. \u00a0A quick pair of gravity flips gets you over the hole in the floor to the right of the terminal, and to that ‘C’, which is a checkpoint. \u00a0Then the only thing separating you from the trinket is that tiny pink block sticking up from the floor by less than half your height.<\/p>\n But since you can’t jump, you can’t simply leap over that little block; \u00a0no, the only option is to flip gravity, and fall up that wider hole, dodging your way through six vertical screens’ worth of spike-covered tunnels, before you reach the very top, land on a single, tiny, quickly disintegrating platform, flip gravity again, and fall all the way back down those six screens, making sure to land to the right<\/em> of that tiny pink block. \u00a0A single touch of any spike is deadly, and sends you back to that checkpoint on the left to start the challenge all over again.<\/p>\n I spent just over an hour attempting this challenge today, before finally succeeding. \u00a0I estimate that on average, I died about once every six seconds during that time. \u00a0That’s about 600 deaths in total during that hour (which seems about right, judging against my precisely 1000 deaths overall so far.) \u00a0With that sort of level of failure, you’d expect the game to feel frustrating and painful, and yet.. \u00a0I was having a blast. \u00a0How could that be?<\/p>\n (If you haven’t yet played VVVVVV<\/em>, I recommend you try the free demo<\/a> now, and purchase the full game<\/a> if it appeals to you. \u00a0Then come back, and we’ll talk about its game design.)<\/p>\n To a first glance, VVVVVV<\/em> looks like a lot of other indie platformers; \u00a0it has old-school big-pixel graphics, 8-bit chiptune music, very simple controls, and a Metroidvania-style world.<\/p>\n In brief, a Metroidvania game generally has a single large contiguous game world that can be freely traveled through, but with some parts of it “gated off” until you’ve acquired some necessary ability from the unlocked portion of the world.\u00a0 For example, you might require missiles to get through missile doors, or a double-jump to reach high platforms, or etc.<\/p>\n Typically a Metroidvania game consists of a large, wide-open overworld which the player can travel through freely more or less from the very start. \u00a0Connected to this overworld are several linear, themed “challenge” sections, each culminating in a power-up which allows the player to enter another of the linear “challenge” sections branching from the overworld. \u00a0The player proceeds from one of these “challenge” areas to another until he wins the game by completing the final challenge area.<\/p>\n The sequence in which the user must attack these gated areas is generally extremely linear; \u00a0you must complete challenge “A” to get the key which allows you to attempt challenge “B”, which once completed will give you the key to enter challenge “C”, and so on. \u00a0This is such a strongly enforced ordering of challenges that Metroidvania fans and speedrunners are often extremely interested in “sequence breaks”; \u00a0tricks or bugs which allow some of the challenge sections to be completed out of their intended order.<\/p>\n There have been dozens, if not hundreds of Metroidvania games over the years, and it’s certainly one of the genres most frequently used by modern indie developers.<\/p>\n Like those other games, VVVVVV<\/em> has a large overworld to explore (not visible in the free demo), which links to linear, themed “challenge” sections. \u00a0But there’s one big difference between VVVVVV<\/em> and these other Metroidvanias, and it’s this: \u00a0the player gains no new abilities during the game. \u00a0Your controls at the end of the game are precisely the same as they were at the start of the game.<\/p>\n This means that the “gates” in VVVVVV<\/em>‘s Metroidvania-style world are exclusively locked based upon the player’s own skill; \u00a0if you’re skillful and clever enough, you can get through the gate. \u00a0If you’re not, you’ll need to explore the overworld some more, find a different gate (hopefully more in line with your level of skill), and test yourself against the challenges in that other linear section, before returning to that difficult gate, once you’ve improved your skills.<\/p>\n In an earlier game design post, I talked about the game industry’s slow movement from “games are about building the player’s skill at doing something” (as seen in early games such as Space Invaders and Pac-Man), toward “games are about building the avatar’s skill at doing something” (as seen in most recent, upgrade-centric game designs, such as God of War and World of Warcraft). \u00a0In a lot of ways, VVVVVV<\/em>, like Demon’s Souls<\/a> and other recent games, is a reaction against this trend; \u00a0from their viewpoint, it’s perfectly okay to make a game that’s difficult for the player, as long as it’s fair, and the player never feels that the game has cheated him out of victory. \u00a0If the player can learn and improve his skill, and feel that he’s making progress, that’s better<\/em> than giving the player’s avatar a taller jump or a grenade launcher.<\/p>\n And having spent several hours with VVVVVV<\/em>, I’m inclined to agree.<\/p>\n In the Dwarf Fortress<\/a> community, a common mantra is that Losing is fun<\/a>. \u00a0There’s a similar sentiment amongst players of NetHack<\/a>. \u00a0It’s not surprising that players of these games would have these sentiments, as both games contain many dangers which can cause death without much warning at all.\u00a0\u00a0These games get away with this “sudden, unexpected death” approach because they have computer-generated worlds; \u00a0while you do have to start a new game right from the beginning after dying, it’s a different beginning than the one you already played through.<\/p>\n VVVVVV<\/em>, on the other hand, has just one, lovingly hand-crafted world. \u00a0As such, it’s a much tighter and well-focused game than either Dwarf Fortress or NetHack, but it means that frequent deaths in this type of game can’t be shrugged off as easily as they are in more randomised games. \u00a0VVVVVV<\/em> takes four steps to mitigate this “frequent death frustration” problem:<\/p>\n “Will you read me a story?”<\/em><\/p>\n “Read you a story? What fun would that be? I’ve got a better idea: let’s tell a story together.”<\/em><\/p>\n“Doing Things The Hard Way”<\/h2>\n
World design<\/h2>\n
Skill-based design<\/h2>\n
Dying is fun!<\/h2>\n
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