Posted on 01/14/2014 at 07:22 PM
| Filed Under Blogs
I talk a little about both games in my newest blog. I've had a hard time trying to reason out exactly why Spelunky is so good, smarter people than me have discussed it at length but it's been tougher for me to nail it down.
I feel that Spelunky is just about a perfect game, one of my favorite platformer puzzle games ever. It doesn't appear to be a puzzler on the surface, and it isn't marketed that way, but when you get into theory and break down what you're actually doing, the game is more about solving puzzles around you and surviving, the platforming is more or less just the means to an end. People that try to play it like an actual platformer end up not surviving very long and it ends up being more frustrating than it should. It's all about looking around your character, thinking 2 or 3 steps ahead of yourself, and then using the exact mechanics and skills needed to get to where you need to go. A little bit like Dark Souls but they certainly have a lot of differences too. I really enjoyed the process of getting better at combat in Dark Souls and developing adequate timing and logic for what strategies to use for different situations, and Spelunky has that same kind of satisfying learning experience except magnified and purified so that it is the game.
So far I've died 850 times total (the game keeps track for you lol) and I've never been mad at the game or wanted to quit. I've been furious before but it's always because you usually immediately see what went wrong and how you made a stupid choice or performed a move poorly. Spelunky's systems and rules are consistent and the mechanics are tuned for expert players so the game doesn't cow down to anybody or hold your hand, it lets you learn all the nuances on your own, develop your skills, and the way the levels are designed to be short and the rapid way you can get right back into the game after a death makes you want to keep getting better. Make it just a little bit further next time. All of that says nothing of the great music, cool visuals, mountains of secrets in the game, and the replayability that the procedurally generated levels offers.
That's awful, I should be able to make better sense of it than that and explain it better, but I'm new to this kind of game design so I'm still wrapping my head around what the game is doing right and how it's doing it, let alone describing it.