Tuesday, March 10, 2009

I Have 99 Problems But Navigating Procedurally-Generated Two-Dimensional Space Ain't One




S
pelunky bitches. Spelunky.

This game has me addicted and I blame Rook. He introduced it to me during the Murder Mystery/Birthday party he and his wife hosted recently and I've barely stopped playing it since.


It's sort of a combination of Mario and a Roguelike which makes for a good time. Each time you step into the dungeon the map is randomly generated and fully destructible. The objective is to work your way from the top of the room to an exit at the bottom 16 times. Every 4 rooms the setting changes from cave, to underground jungle, to ice cavern, to evil temple and any given room can have a number of 'feels' like an undead infestation, or complete darkness. You must navigate these rooms initially with naught but a whip, 4 hearts, 4 bombs, 4 ropes, and 3 flares.


Hearts are your life just as in the days of yore however with the danger of the dungeon and your small supply they are all too frequently not enough. Luckily you can save Damsels. Bringing a damsel to the rooms exit grants you a single heart. Granted just getting the ladies often loses you a heart or two from traps or critters, but what's a spelunker to do?


My only regret is that I have but four hearts to give.


As for the equipment additional supplies can be found through the dungeon in crates, on mini-bosses, or in shops. The shops randomly have additional bombs and ropes, or other equipment such as parachutes, guns, jetpacks and teleporters which you can purchase with the gold and gems you collect or make an attempt to steal the goods out form under the shopkeepers nose, though beware his shotgun. Killing a shopkeeper causes you to be wanted for the rest of your run, and many runs you will have.


Right now my score reads 456 plays, 455 deaths and 1 win. And I'm actually good at the game. Rarely do I die because the game is too hard or too cheap, in fact the game is rather simple and easy in it's design. More often it's because I don't take my time or I do something stupid like jumping down a hole before taking a look to see what's down there, and landing on some spikes.


Help Wanted: Tomb Raider
Pays approx. 1 million dollars an hour, make your own schedule
Self-resurrection experience a plus.


But that's the idea of the game, to die until you don't. There's a few reasons this works, first off, because the game creates each room randomly every time you enter it so every restart is new. You never have to play the same level twice. Secondly failures are generally just as entertaining as successes if not more so and finally, because each time you die you get better at the game.


That's my favourite part too, Learning little things piece by piece that make each subsequent run easier or more informed “Oh, I can hit things with the backswing from my whip? Spiders just got easier to kill.” “There's always a jetpack if I bomb behind the Alien ship? Easy mode!” “Oh, I guess the Countdown Ghost is invincible and kills me in one hit...well then.”

Ghosts have been oppressing video game heroes for far too long.

Since the beginning of my gaming history I've been drawn to the idea that I can get better at a game, not just through the conventions of the game, such as leveling up or finding better equipment, or even from gaining increased skill at controlling the game through dexterity and a better understanding of the control scheme. What really floats my boat is beating a game through mind powers. In the original Mario I eventually became able to beat the first level with my eyes closed because I simply knew where and when to jump. We all know the knowledge of where magic flutes and other warps are can expediate and ease the completion of a game and this sort of thing is becoming more and more prevalent.

It seems some designers aren't trying to immerse you in the game like so many of the current generations game developers do. They're simply saying “This is a game, see what you can do with it.” and while I appreciate being fully immersed it's also fun to just play a game sometimes.


Until next time, keep hitting things with a whip.

-King

7 comments:

  1. According to the blogger spell check neither jetpack nor teleporter are real words.
    Asses.

    -King

    ReplyDelete
  2. Reading the post now, I notice it doesn't have a title. I suggest "I Have 99 Problems But Navigating Procedurally-Generated Two-Dimensional Space Ain't One"

    I would have suggested "Mo Spelunky, Mo Speloblems", except that that is gibberish.

    ReplyDelete
  3. Also: A jetpack is clearly a thing.

    Where else would one pack one's jets?

    ReplyDelete
  4. I'm so glad I chose you to be my partner in this endeavor.

    -King

    ReplyDelete
  5. If I can be so srs for a moment, it's amazing to me how different Spelunky plays in comparison to Cave Story (even though I nabbed Spelunky because of comparisons between the two.)

    Though they're extremely simlar in terms of certain play elements, the format differs so strongly as to make them entirely different experiences.

    One certain experience I get when playing Spelunky is similar to playing one player Bomberman - all space is weighed in terms of safety or danger. You feel like an animal in the wild, that processes things in terms of potential threat.

    ReplyDelete