Bottom
line, we’re fusing the two ideas, with me first doing a brief overview of platformers
in general before moving on to the variety with an extra dimension. Some
readers more savvy to the history of video games may find some familiar
information to begin with, but at the very least I can hope to put an
entertaining spin on things to keep you interested. For example, Wikipedia
can’t make terrible puns or toilet humor jokes. It’s one of mankind’s last
bastions of defense against robot superiority.
More like WEEkipedia! …Y’know, like wee. As in pee. Like piss. The fluid. That is dispelled from your body as waste. …*cough*
So at
the very dawn of video gaming, you may notice that a lot of games didn’t have people in them. Early games like Spacewar,
Pong, Space Invaders and even all the
way up to Pac-Man, the object the player controlled was almost never a human.
Most commonly it was some manner of vehicle, and the majority of games were
handled from a top-down perspective. Of course, this was really all driven by
technological limitations. It’s not like all early video game developers were
racist against everyone except spaceships.
“Damn humanoid life forms is ruinin’ this country”
The
aversion to homo sapiens in early games is completely understandable from a
design perspective if you think about it. It’s much easier to slap the player
in the void of space or a top down perspective where they can move in any
direction, rather than try to simulate effects like gravity. Also, have you
seen human beings? Those things are complicated! On a low pixel budget it’s
much easier to identify a car or a plane than a person, who have all sorts of
inconvenient limbs and details that are hard to do with basic shapes. In fact,
what is generally accredited as the first true platformer gave their character
a hat purely to prevent them from having to animate hair. Can you guess what
game that was?
It was pretty obscure, you’ve probably never heard of it
In 1981,
a company called Nintendo (previously known mainly for producing playing cards)
released an arcade game by the name of Donkey Kong. It was the first known game
to feature jumping over obstacles, with a mustachioed protagonist then named
Jumpman rescuing a damsel in distress then named Pauline. The game was quite
popular and remains relatively famous to this day, though not as much as what
came after.
Plenty
of other platform games were released in the next few years, but things got
shaky in 1983 when the video game industry experienced a massive crash. A lack
of quality control in the games industry had caused outrage at a huge number of
poor quality or broken games. The E.T. game was a notorious example, being
mostly about falling into holes. It is therefore rather amusing that a huge
amount of unsold copies were buried in a landfill in New Mexico. At any rate,
the games industry died down for a while until it was largely saved by a newly
released console. In 1985 the Famicom (known later as the Nintendo
Entertainment System, or NES, in America) was released and took the world by
storm. It came packed in with another platformer, with the same person (Shigeru
Miyamoto) behind it as Donkey Kong.
Man,
this article is just filled to the brim with obscure indie games
Super Mario Bros. was another success, but even compared
to the previous success of Donkey Kong it was absolutely amazing. The game sold
over 40 million copies in its life span, and remains high on the list of
greatest selling games of all time even though it came from an era where gaming
was less popular in general. It had nice visuals and music, but the gameplay
was what really made it special. In addition to generally tight controls it had
a wealth of stages filled to the brim with secrets that made playing the game
feel like an adventure more than most arcade games ever could. Of course the
feeling of exploration and adventure in games was even better encapsulated by
the next series designed by Shigeru
Miyamoto, but that’s a tale for another time.
The point is that Super Mario Bros. was popular. It was
really, amazingly, astoundingly
popular. And this insane degree of popularity allowed the platforming genre it
had created to flourish. There were plenty of notable platformers in the coming
years that would start beloved and long lived series. Castlevania, Kirby, Mega
Man, Metroid, Sonic the Hedgehog and much, much more all started off wonderful
game series that I will probably look at some other day. But I think we’ve got
enough of the gist of where the platformer started. So the next question is why
it works so well.
In video games you can
be anything you want! You can play a hard-boiled cop, a knight fighting
dragons, a spaceship firing giant lasers, a…tiny plumber jumping unnaturally high
onto turtles?
Although people in the real world can’t actually jump
several times their height with ease, it’s one of the best physical activities
to bring to games featuring humanoids. Jumping allows for an incredible amount
of mobility. It brings about a quick change in elevation, allowing the player
to quickly access areas not merely constricted to a flat plane. It happens
instantaneously, with your entire characters body moving in a clearly defined
arc. This instant visual feedback makes it very intuitive, with even people
unfamiliar with the game able to judge jump arcs with precision after a very
small amount of time, and to easily learn from their mistakes. The tactile
feedback also just makes it fun to perform.
So let’s fast forward to the mid-90s, when new consoles
promised to append a whole other D to the gaming experience. People often
herald the first 3D Mario and Zelda games as the greatest of their prospective
series. Whether or not this is true is irrelevant for the moment (no seriously,
I see you there put your keyboard down). But what is certain is that these games
were popular because they handled the transition from 2D to 3D with a frankly
astonishing amount of grace, especially compared to some of the competition.
To be fair, games like
Bubsy 3D made it really easy to seem
impressive by comparison
You see, though this may shock some of you, having games
in three dimensions rather than two is different.
Game designers certainly understood and anticipated this, but some failed to do
so enough. 3D games weren’t just different on a visual and technological level,
they had to be constructed in entirely different ways. Making a 3D environment
took a good deal more time than a 2D one. A lot of things were harder to do,
like collision detection and people’s ability to judge jumps. The most
noticeably bad of these was probably camera controls, which could no longer
simply be a box around the player and instead had to deal with having to rotate
and being potentially obstructed by the scenery. It’s a problem 3D games can
still struggle with to this very day.
But again, the first 3D Mario game handled all of this
surprisingly well. Its creators clearly realized that the linear gameplay of
the past might not be the way to go, and adjusted accordingly. Super Mario 64,
released in 1996, instead opted to give the player large, open environments
where there were a number of different objectives. Players could explore the
level freely and often discover secrets or objectives they weren’t even
originally looking for. Even the camera, though not perfect, offered enough
player control to keep it from having as many problems of other 3D games of the
day. This new type of gameplay with more of a focus on exploration and
collecting smaller objectives was a hit. While plenty of games struggled making
it into the 3rd dimension, with some franchises not surviving the
transition, Mario had done it again.
Super Mario 64 and the games that learned from it and
imitated its explorative style were many of my favorite games growing up as a
kid. The feeling of exploration in games is a wonderful thing, and I may have
to go into further detail on the topic some other time. I play plenty of 2D
platformers and like them quite a lot, but often for entirely different reasons
than 3D platformers. The feeling of having a little slice of world to explore,
where getting to hard-to-reach places is a sort of puzzle in and of itself, is
a feeling 3D platformers have always done better, and there’s nothing quite
like that experience.
Seen from above and by
today’s standards, a lot of Super Mario 64’s stages are relatively small. But
the fact that you can explore them any way you want is a wonderful thing that
2D platformers can never perfectly emulate.
On the other hand, there’s nothing quite like camera
issues in 3D platformers. When the games were purely 2D you just slapped a box
around the player and although you could have problems with how far the player
could see it was kind of hard to screw up. 3D platformers, on the other hand,
have murderous difficulty with finding a good camera. If you can go in any
direction and have objects any amount of distance from you it’s pretty easy to
get your view blocked. 3D platformers had to develop smarter cameras that
automatically adjusted to avoid getting caught on things and instead showing
the best, unobstructed view of the character. Of course, there are still
problems with what’s off screen and moving objects and when the view needs to
rapidly change from one view to another and how far away it needed to be and
when the player was inside small spaces and…well it was a problem.
Ignore the fact that
it’s an anthropomorphic hedgehog in rocket skates brandishing a gun for a
moment. Notice how you can’t see anything in front of you where you actually need to see? This is how not to do cameras in 3D games.
Cameras weren’t the only problems in creating 3D worlds,
either. Everything being made of polygons obviously took longer to make, but it
made collision detection harder as well. Early games could basically be
simplified to rectangles colliding with other rectangles at its most basic, but
the added difficulty of 3D introduced all kinds of problems. Often times in 3D
games you’ll encounter odd errors where characters don’t collide with things
correctly, or their momentum is screwed up by performing certain actions or
colliding on certain points, or their character models twisting and turning in
odd ways.
Bethesda and their
open world games are rather infamous for (admittedly sometimes hilarious)
problems like this. It’s just hard to account for all irregularities like, say,
a player launching a horse onto a dragons head as it takes off.
The point is that 3D games have problems, and are more
expensive and often more difficult to make than 2D ones, at the very least from
a technological standpoint. These reasons are probably big contributors as to
why the genre seems to be dead right now. If you look at the Wikipedia article on known platform games, you’ll see far more 2D platformers than
the 3D variety. Though they were popular for a brief period at the dawn of the
third dimension, they fell out of favor in less than a decade, and now we
barely have any of them left. So what exactly led to the 3D platformer becoming
nearly extinct?
Well, recent years have seen growing popularity in
realistic games and shooter games. Given that the genre is wildly popular at
the moment, combined with the ridiculous cost of making high profile games
leads most publishers to take the safe path in established genres. 3D
platformers haven’t been as popular for some time, and in the case of some
series it’s plain to see why. Only a select number of franchises tended to do
3D platforming well, and of those successful entries many drove themselves into
the ground with repeated sequels generally regarded to stagnate or decrease in
quality.
Lots of people liked
the first Crash Bandicoot game. Less people the seventh.
Meanwhile, 2D platforming has seen a huge resurgence in
recent years. The advent of downloadable games and independent titles has led
to a large amount of 2D platformers, due to them being comparatively cheap and
easy to develop. Their increased popularity has led a lot of developers of
bigger budget platformers to ditch 3D for a return to 2D, especially in cases
where 3D was never quite as successful. 3D platformers are more expensive to
make, arguably more difficult to design, have no nostalgic and/or retro appeal,
and are just generally less popular. All these factors make it easy to see why
platform games lately have tended towards fewer dimensions.
Of course, for people who genuinely like 3D platformers
like me, this is a shame. Even the previously thought dead genre of
point-and-click adventure games has had more successful titles in recent years
than 3D platformers. These days just about the only good 3D platform game still
around is the Mario series. Even in that case, those games have aimed towards
becoming more linear lately, so there are effectively zero high profile 3D platformers left alive in the style of the
ones I grew up with. Not only that, but the Mario series has had just as many
if not more 2D Mario games than 3D ones of late. This year at E3, two new Mario
games were displayed. Both of them were 2D.
They even render a lot
of things in the new games in 3D, as if to taunt me that the gameplay is
strictly two dimensional.
So do I think 3D platformers are well and truly dead? Not
at all. I think that it may be a while before we see a resurgence in the
sub-genre, but I still think it’ll come one day. The video game industry has a
large amount of both AAA titles and independent games at the moment, but not
much in between. Indie games have serviced a lot of obscure genres in recent
years, but 3D platformers are more costly to produce than the 2D and retro
games we’ve been getting in such abundance. If and when the industry balances
out and we have more middle budget studios the 3D platform niche might see more
titles coming their way.
Another factor to consider is admittedly more of an
optimistic one on my part, but nonetheless potentially valid. 2D platformers
have a huge amount of nostalgic and retro appeal lately, due to the people now
creating and reviewing games growing up with them. I think that even if it isn’t
in the same capacity we’ll see some of that with 3D platformers in the future.
Because as long as there’s a decent sized audience that wants to play these
games or designers wanting to make them, they’ll never die out entirely. I can only hope that it doesn’t
take too long before we get some new
3D platformers, because there are only so many times I can replay my old Nintendo
64 games.
Okay that’s a lie; I’ll
never get tired of replaying Banjo-Kazooie. But you get the idea.
For all your love of 3D platformers, I've never seen you express a desire of designing one. I understand that you may lack resources to get one done, but that's never stopped you from kicking around crazy ideas before. Super Mario 64 will be celebrating it's 16th anniversary in two days and it still has yet to be duplicated in terms of simplicity combined with shear number of varied objectives in such small levels. That to me sounds like a niche you could fill.
ReplyDeleteMy ideas for games tend to drift towards either realism or big dream projects that would never really be possible. 3D platformers are kind of in the middle. There's also the fact that I simply haven't had any great ideas for them pop up. I've had some ideas for games involving exploration, which is somewhat of a similar area, at least in the sense that it's the part of 3D platformers I find the most appealing that is underutilized these days. But no, I have no ideas for 3D platformers specifically. It just hasn't come up.
DeleteAs to your statement on Super Mario 64 being the apex, I feel that's up for debate. It certainly is a testament to how the genre has dried up that it hasn't seen much competition. The newer Galaxy games are arguably better, but that's irrelevant because they don't have the varied objective structure I like that you mentioned. The other games of the day by Rare are arguably deeper in number of objectives. Their trifecta of 3D platformers were Banjo-Kazooie, Banjo-Tooie and Donkey Kong 64. These games are both disliked and liked, depending on who you ask, for their huge number of different collectibles. And with the possible exception of Banjo-Kazooie their stages are undoubtedly larger than the ones featured in Super Mario 64. Whether or not they are better games is a separate matter up for debate.
It's true that there haven't been many games of that structure in recent years, though we haven't been completely devoid of them. The long lived Ratchet and Clank series aren't strictly 3D platformers. However, they are 3D games involving platforming and often feature a fairly open stage structure (although this depends somewhat on the stage and the game). Whether or not we count entries like this that aren't pure platformers is also up to you.
And finally, might I note that there are plenty of games, even in a relatively small sub-genre like 3D platformers, that I'm not aware of. I only just the other day picked up Spyro the Dragon on PSN, it being a 3D platformer I missed due to not owning a Playstation as a child. Point is, there may be examples I'm missing.