Sunday, 25 October 2015

Blog post 5: Super Mario Maker



30 years after the original Mario NES game, Nintendo has released Super Mario Maker, a game where players can create their own Mario levels and other people can play their creations. Nintendo has created a game that allows players to freely create whatever they want. Thousands of Super Mario Bros players have spent millions of hours making Mario levels. But are they of quality? 

Grayson Davis expresses his opinion about the level creations from players:

"I’ve played levels that were clearly the first attempt of a 10-year-old who didn’t appear to have much enthusiasm to begin with. I’ve played levels designed to be as hard as possible without being remotely fair—slogs of unpredictable traps and random deaths. I’ve played levels built around obvious, tiresome gimmicks. Many levels are simply broken, with obstacles much harder or easier than they should be, shortcuts that shouldn’t work, and elaborate contraptions that don’t function as intended."

Grayson Davis doesn’t think that bad designs in videogames are all that bad:

"Bad design isn’t always always without value. On the contrary, Mario Maker is an amazing tool. Much like listening to someone describe their dreams, the Mario Maker experience is a fragmented mess, […]
So video game producers and art directors put them in their creations to draw on that shorthand."

It is interesting to see what players create. Mario maker allows us to take a peek into the inner workings of the creator's mind. It enables us to witness and experience processes of creativity. Grayson Davis has played many creations from Mario Maker and found that:

"Many creators work within the framework of other Mario games, either emulating or subverting those conventions. [...] Other creators try to simulate other genres entirely, making levels that resemble Metroid-style exploration games or bullet-hell schmups.
[...]

We share our thoughts and feelings as they tumble out, and Mario Maker would be a poor creative tool if it tried to corral player expression into a prescriptive formula. It is exciting to consider that, at any point, I can explore levels that are, yes, sometimes mean and ugly, but also far more singular and personal than anything Nintendo will ever make."

After reading about Grayson Davis's experiences with Mario Maker, I think that the game was intended for letting out your imagination, whether the level designs are good or not. Players don't have to follow rules or any fundamentals of level design. They are free to create whatever they want, even if their levels are extremely absurd.


This Week in Videogame Blogging:

Grayson Davis article Super Mario Maker:

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