Signposted #8

Featuring Super Mario Bros. Wonder & the Best of Game Design

Currently having a great time with: Starfield

Hey Designer,

Welcome to issue #8 of Signposted!

In this issue we’re chatting about Super Mario Bros. Wonder and some of the systems which create bonds between players.

In the best of series we’ve got another fantastic lineup: Peter Molyneux starts us off discussing how to communicate ideas with the art team. In the best of video Peter Field, a lead designer at Media Molecule, dives deep into level design. While it was a close week, his deep dive just won out for my pick of the issue. To wrap up the best of series we have The Gamemakers Playbook podcast discussing live events!

This issue’s poll is Signposted’s game of the year awards. Please cast your vote and in the next issue we’ll crown the 2023 GOTY!

And last but not least a personal note: those of you who submitted additional responses to the polls. I see your responses and I appreciate them, they’re much too kind. 😁

Let’s get into it!

Bi-Weekly Analysis

Super Mario Bros. Wonder: Friendship & Cooperative Systems

By Scott Fine

When you think of Mario games you don’t often think of co-op. Or if you do, you remember the New Super Mario Bros. co-op where the players were constantly bouncing off one another. But in Super Mario Bros. Wonder, Nintendo got it right, and figured out a way to encourage cooperative gameplay without players even being able to communicate.

As per usual after the link to the full article with extra images and context, is a quick breakdown of the most important points.

Quick Takeaway:

  • In SMBW there are a series of Co-op systems which enhance gameplay.

    • While players are running through a level they can see other players also running through at the same time.

    • Standees:

      • Players can place standees, wooden-looking cutouts of their character, throughout the level. These appear for all players who are in that lobby.

      • Other online players in the same lobby can then “activate” the standee via touching it as they make progress through the level.

      • When a player dies, they have five seconds to move their “dead ghost” to touch an activated standee or another player to be revived.

      • This mechanic gets further used by players who use their standees to mark hidden blocks or routes.

        • Since standees need to be placed on solid blocks or ground, it is easy to infer there is a hidden block underneath a floating one.

    • Heart Points:

      • Players gain heart points for ‘friendly’ actions in the game.

        • These points have no economic use in the game, but are displayed above player’s heads and standees, giving a rating of sorts as to how helpful they are.

        • A notification appears in the bottom left of the screen when the action is completed that states what the action was, as well as a heart symbol briefly popping into existence above the player’s head so that they can notice it while focusing on their own progress.

      • There are two ways for players to gain heart points.

        • Reviving others.

          • When a player in the same lobby dies and is revived by another player/standee for the first time, it grants the helpful player heart points.

          • This way players who are easily making their way through levels, or are lingering behind the others, can feel good about being helpful.

        • Finishing together.

          • When players are in a level with one another, and one touches a flag pole while another is nearby, they wait on the pole for a few extra seconds. This allows the other players time to join them on the flag pole. A notification appears mentioning they reached the goal together as hearts appear above their heads, awarding them bonus heart points.

            • This further encourages players to stay near one another and help any who die so they can complete the level together.

  • What does all this do?

    • It allows players to create bonds with minimal communication and encourages cooperative gameplay.

    • It encourages players to stick close together, since if a player dies they can be revived by another player in the same lobby.

Check out the full article for a bit more context and how it ties into self determination theory!

The Best of Game Design

Disclaimer: All of the following articles, podcasts, and videos are not written, made, or owned by me. I am only curating, commenting on, and highlighting the best game design work I can find from mostly recent posts.

The Best of Written

A Visual Look at World Design

By Peter Molyneux

Recently I’ve been running into a lot of posts about designers talking about how to effectively message their designs, or feel, or intended art style for their game to other departments. In this article notorious game designer, Peter Molyneux discusses his process for communicating with the art team. His process is solid and I think some of his points transfer over well to communicating with other departments as well.

What Are Your UI Choices

By Juliann F

In this interesting article, Juliann breaks down four different types of UI found in games. This is eye opening for anyone with a passing interest in UI design. Or for anyone who wants to communicate better with UI designers.

This Issue’s Community Question

The Best of Video

🏆 Issue #8 Scott’s Pick 🏆 - Spatial Communication in Level Design

By Peter Field

Peter Field is a lead designer at Media Molecule. But at the time he was a Principal designer he gave a chat on spatial communication in level design. It’s a GDC level talk about level design and a lot of the overlooked subtleties. It’s absolutely fantastic.

Enemy Logs | The Presentation of Enemy Information

By GuySoSly

GuySoSly is an up and coming video game video essay channel on youtube. In this video he discusses enemy logs and the various kinds we’ve seen throughout games over the years. It’s a great reference for designers who want to incorporate something like this into their game. Note: this video has explicit language, so headphones are advised.

Note: If you have a blog, podcast, or video channel you would like to be considered for the Bi-Weekly Best of Series, please send me a link and I’ll add it to the feed.

The Best of Audio

Mobile Games Playbook (Episode 46)

By Jon Jordan and his expert guests

In this episode of the Mobile Games Playbook, Jon and his team discuss live events and what makes them successful. More specifically, they discuss what has been working and what the top games are doing to make their game successful. It’s not a great place to start if you don’t know anything about LiveOps, but if you have a passing familiarity you’ll find their insight valuable.

And that’s it for Signposted #8. Thanks for reading!

Scott

If you find a typo in the newsletter, please reply to shame me into improving my editing skills.