Need advice for Super Mario Maker 2? The game’s producer Takashi Tezuka has five helpful tips, and Chris Totten, the author of An Architectural Approach to Level Design, has ten more.
Here are Tezuka’s tips, straight from the guy who produced Super Mario Maker 2 as well as had a hand in so many iconic Nintendo games.
Tezuka’s tips are largely about how to get the creative juices flowing, while Totten’s advice (below) is more focused on a systematic design process.
So I’m seeing a lot of #MarioMaker2 fans asking for advice on #LevelDesign and I thought I could help! Here’s a thread on level design tips in Mario Maker, from a guy who wrote a book on level design.
Keep in mind that some of these tips work in both 2D and 3D! pic.twitter.com/WyGZP31hTS
— Chris Totten ????✨???? (@Totter87) July 1, 2019
In this level, I wanted to make a level about the jump-through rainbow blocks. I tried to think of other kinds of gameplay worked well with them. I ended up with a level that had vertical exploration and auto-scroll. Start with a core and add new ideas that support or improve it. pic.twitter.com/hJmDVqGlPC
— Chris Totten ????✨???? (@Totter87) July 1, 2019
The grid in Make mode supports this: thick lines on the grid are screen edges. This helps you identify what will be in the player’s vision. Give each screen a clear beginning, middle, and end. Avoid “leaps of faith” and “gotcha” things that kill from off-camera. pic.twitter.com/Bjo0KtQ4pC
— Chris Totten ????✨???? (@Totter87) July 1, 2019
Sometimes it can be fun to add an ambiguous path forward or a hidden surprise (hiding a clear “end” to a scene.) Maybe this path leads to a place where you have a core mechanic different from the rest of the level. Design that “other core” area as its own scene. Discovery is fun! pic.twitter.com/dLkBLL5mXn
— Chris Totten ????✨???? (@Totter87) July 1, 2019
The concept is called “kishoutenketsu” and it describes a 4-step way to introduce ideas: 1) Safe introduction; 2) Develop the idea; 3) Twist the idea; 4) Final Exam. In this level from Mario Maker 1, I did this with wall-jumping. pic.twitter.com/2vY9AzhX6Z
— Chris Totten ????✨???? (@Totter87) July 1, 2019
5. Think in metrics.
Metrics are Mario (or any game character’s) movement capabilities. Not only WHAT they do (running, jumping, sword swinging, hiding in cardboard boxes, etc.), but how big the movement is or how far it takes the character. This is usually measured in “units” pic.twitter.com/vLAKNtrlFi
— Chris Totten ????✨???? (@Totter87) July 1, 2019
If you plan around metrics and add bonus mechanisms that enhance them (coins, enemies to bounce on, goals, etc.) you can “juice” the actions and make them “feel” good. Player actions then become more “epic” (this is a small portion of what pros call “game feel” or “juice.”) pic.twitter.com/wTyJO1Qmij
— Chris Totten ????✨???? (@Totter87) July 1, 2019
@MegaMan 1 and 2 director Akira Kitamura did this in his games. He would add a wave or scene of low challenge after 3 or 4 scenes of high challenge. This made players feel empowered. I try to do the same.
Read more here (links to the original interview): https://t.co/v0JSY99JNg pic.twitter.com/AJtqCASOIB— Chris Totten ????✨???? (@Totter87) July 1, 2019
7. Make players curious
Use the 2D camera to its full advantage and show players what lies beyond the room or area they’re occupying. Lead the players from one screen to another. Entice the player to explore your world! pic.twitter.com/PldwUHXXmN
— Chris Totten ????✨???? (@Totter87) July 1, 2019
8. Use items to assist and create tension
Okay this has 2 parts: items are great for leading the player where you want them to go or communicate things to the player, but they’re also great for creating dilemmas. pic.twitter.com/VujJM0KLmR
— Chris Totten ????✨???? (@Totter87) July 1, 2019
BUT you can also use items to distract the player from their path or take extra risks. Players will take the safest path through obstacles unless you can tempt them otherwise. In these shots, the player is led to take risks and waste time in auto-scroll areas or around enemies. pic.twitter.com/Nv8DsAmhOy
— Chris Totten ????✨???? (@Totter87) July 1, 2019
Time to call myself out: Here you have the 2 courses I’ve made so far in #MarioMaker2 – 1 has over 3 times the likes of the other. Why?
I was designing to my own skill instead of the player’s. Most players die in this early stretch and never see any of the level’s cooler areas pic.twitter.com/mVn8FYEu15
— Chris Totten ????✨???? (@Totter87) July 1, 2019
There’s not really a great screenshot for this point, so here’s Bob Ross pic.twitter.com/cREf7zUHX3
— Chris Totten ????✨???? (@Totter87) July 1, 2019
The tips are fairly detailed for Twitter! Besides working as an Assistant Professor at Kent State University, Totten created a card game about Don Quixote called La Mancha.
Hopefully, these tips will be of help!
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