The playful technology I have chosen to write about for this project is one with which I am familiar to a great degree—Super Mario World. For anyone who might not know for sure which incarnation in the Mario series this is, it is the 2-D original SNES game that introduced the gaming world to Yoshi. In the sections that follow, I will discuss first the formal constraints (storyline) of the game, then the material constraints (choices available to the player) before discussing how the two align.
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The formal constraints of Super Mario World are pretty simple:
The material constraints of Super Mario World are also simple:
When one considers how these two lists fit together, it becomes clear that the narrative really provides an end goal only rather than a series of goals throughout the game. Mario must defeat the castles and Bowser to rescue the Yoshi eggs and the princess, but ultimately, large sections of the game can be skipped when players navigate in specific ways to reach the final confrontation with Bowser.
On close consideration of the game, one might wonder why the power-ups and the enemies co-exist. There seems to be no explanation for the various mushrooms, feathers, flowers, stars, or coins that aid Mario along his way. Perhaps a previous Mario game offered some explanation as to why these power-ups exist in otherwise treacherous worlds alleviating player frustration at a narrative/action mismatch.
Comments
Explain the meaning of that magikoopa to me!
Japanese game narratives are difficult to justify, I agree. One way to think about it might be that the game designers of Super Mario World are in fact "playing" with narrative. They are adding elements that seem like they should belong to a plot (like characters [enemies] and power-ups) but they don't. This somewhat psychadelic anti-narrative is interesting because it plays off of our expectations about narrative. Or maybe that's it.
A common form of gaming humor is to try to assign a coherent narrative to a Japanese game whose narrative is impenetrable. For instance, see this review of the original Legend of Zelda:
http://www.lanceandeskimo.com/chefelf/gam_zel_characters.shtml
http://www.lanceandeskimo.com/chefelf/gam_zel_items.shtml
http://www.lanceandeskimo.com/chefelf/gam_zel_overworld.shtml
Example passage: "Hyrulian merchants have a decidedly small market. Link, that's it. There's only about fifteen other people in Hyrule that aren't monsters and none of them can move." Or: "Link's one weakness is that when people are talking he becomes paralyzed for no particular reason."
Nice job,
Christian