{"id":88587,"date":"2019-03-15T21:18:00","date_gmt":"2019-03-15T21:18:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/338817"},"modified":"2019-03-15T21:18:00","modified_gmt":"2019-03-15T21:18:00","slug":"dont-miss-axiom-verge-dev-discusses-the-metroidvania-genre","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/03\/15\/dont-miss-axiom-verge-dev-discusses-the-metroidvania-genre\/","title":{"rendered":"Don&#8217;t Miss: Axiom Verge dev discusses the metroidvania genre"},"content":{"rendered":"<p><strong><i><small> The following blog post, unless otherwise noted, was written by a member of Gamasutra\u0092s community.<br \/>The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. <\/small><\/i><\/strong> <\/p>\n<hr>\n<p>To prepare for writing <a href=\"http:\/\/www.gamasutra.com\/view\/news\/236410\/The_undying_allure_of_the_Metroidvania.php\">my look at the Metroidvania genre<\/a>, I interviewed a number of developers who currently work in the genre &#8212; and while I did my best to include the most interesting quotes and organize them in a way that provides an interesting overview, sometimes you just want to read the original text unabridged.<\/p>\n<p>To that end, I&#8217;ve decided to present some of the original interviews as-is on Gamasutra blogs! Enjoy. And if you want more, the full feature is <a href=\"http:\/\/www.gamasutra.com\/view\/news\/236410\/The_undying_allure_of_the_Metroidvania.php\">here<\/a>!&nbsp;<\/p>\n<p><img decoding=\"async\" alt src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/dont-miss-axiom-verge-dev-discusses-the-metroidvania-genre.gif\"><\/p>\n<p class=\"p1\"><strong>Why is the the Metroidvania genre so enduring?<\/strong><\/p>\n<p class=\"p2\"><span>I think it is largely due to having a balance of elements that players enjoy.&nbsp; Before Koji Igarashi came around with <em>SotN<\/em>, you would just call this kind of game &#8220;Action Adventure&#8221;, which I think sums up the appeal pretty nicely: &nbsp;it has the fast paced action of games like <em>Contra<\/em> or <em>Ninja Gaiden<\/em> but with the added elements of exploration and persistent inventory acquisition.&nbsp; But at the time it also encompassed games like <em>Zelda<\/em> or <em>Ys<\/em>. &nbsp;I think it wasn&#8217;t until <em>Symphony of the Night<\/em> and its sequels melded <em>Super Metroid<\/em> and <em>Castlevania<\/em> that the classification narrowed to mean something like, &#8220;Side scrolling action-adventures with a obstacles in a continuous map that you can surmount only after finding the requisite items and backtracking&#8221; (I&#8217;m thinking Scott Sharkey or Jeremy Parish may have a better definition but you get the point).<\/span><\/p>\n<p class=\"p2\"><span>But to make a long story short, I think it is that Action Adventures that are enduring, and that &#8220;Metroidvanias&#8221; are merely the sub-genre of that which gets the most attention.&nbsp; One moment that always stood out to me was when Donald Mustard <a href=\"http:\/\/www.gamasutra.com\/view\/feature\/132508\/making_shadow_complex_donald_.php\">said<\/a> (to you, no less) that <em>Super Metroid<\/em> was &#8220;the pinnacle of 2D game design&#8221;; I kind of feel that was the first moment somebody really tried intentionally to make a &#8220;<em>Metroidvania<\/em>&#8221; rather than just an Action-Adventure with aspects of <em>Super Metroid<\/em> or <em>SotN<\/em>.<\/span><\/p>\n<p class=\"p2\"><span>But you know, I feel like the same elements that make Metroidvanias enduring can also be seen in games like <em>Zelda, Tomb Raider, Metal Gear Solid, Soul Reaver<\/em>&#8230; if you translated those games into side-scrollers the differences would be more and more superficial.&nbsp; For example, I always felt like the <em>Zelda<\/em> series and the <em>Metroid<\/em> series were very similar, just with <em>Zelda<\/em> sectioning off certain parts of the map as &#8220;dungeons&#8221; rather than integrating them more seemlessly with the rest of the game world.<\/span><\/p>\n<p class=\"p2\"><strong><span>Why THIS genre, of all, for you?<\/span><\/strong><\/p>\n<p class=\"p2\"><span>For myself, as a developer, it largely comes down to what would be most enjoyable to develop.&nbsp; I like exploration, and designing hidden rooms with secret items.&nbsp; Over the years I found that I simply prefer making side-scrolling art over 3D, top-down, or isometric.&nbsp; I also like developing the story a lot &#8211; I think if it wasn&#8217;t for the complexities involved, I might have made a traditional RPG instead.&nbsp; But you have to really think about whether you want to spend as much time making menus or drawing walls and doors facing four different directions, because, realistically, you&#8217;ll be doing that a lot.&nbsp; There is a real danger that you can get discouraged and quit if the actual work of making a game becomes tedious.&nbsp; So this genre accomplishes most of what I like while still being a viable thing to do all day long.<\/span><\/p>\n<p class=\"p2\"><strong><span>Is there a lot more design space to be pulled from it?<\/span><\/strong><\/p>\n<p class=\"p2\"><span>There is a lot more.&nbsp; Basically, infinite.&nbsp; I think we&#8217;re kind of tentatively probing the boundaries to see what&#8217;s possible.&nbsp; I mean, take <em>Fez<\/em> &#8211; it&#8217;s basically a Metroidvania without combat or upgrades.&nbsp; And then <em>Hohokum<\/em>, which abstracts it even further.&nbsp; It actually has a very similar layout to <em>Fez<\/em> with doors and hubs and also doesn&#8217;t have combat, but when you&#8217;re playing it, <em>Metroid<\/em> and <em>Castlevania<\/em> are the furthest things from your mind.&nbsp; But there is that core.<\/span><\/p>\n<p class=\"p2\"><strong><span>What are you hoping to add to it?<\/span><\/strong><\/p>\n<p class=\"p2\"><span>Well, I like to think of <em>Axiom Verge<\/em> as having a kind of self-reflexive take Metroidvanias and classic games in general.&nbsp; Hopefully more in an interesting, David Lynch kind of way than a comedic Woody Allen sort of way &#8211; though I&#8217;d be super ecstatic if the end result was half as good as either.&nbsp; I enjoy subverting tropes a lot.&nbsp; And then there&#8217;s the glitch feature, which was halfway inspired by the story I wanted to tell and halfway just because I feel like there is some real enjoyment to be had with glitches, and I wanted to bring that enjoyment to a new audience.<\/span><\/p>\n<p class=\"p2\"><span><img loading=\"lazy\" decoding=\"async\" alt height=\"364\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/dont-miss-axiom-verge-dev-discusses-the-metroidvania-genre.png\" width=\"646\"><\/span><\/p>\n<p class=\"p1\"><strong><span>How do you manage to look forward, not backward, for inspiration?<\/span><\/strong><\/p>\n<p class=\"p2\"><span>I think the Metroidvania genre provides a strong foundation from which you can branch out from and try new ideas.&nbsp; Inspiration comes from everything.&nbsp; I just think about how things make me feel, and whether I can use that in a game.&nbsp; Books, movies, things in nature, things that happened in my life.&nbsp; What makes me curious?&nbsp; What makes me anxious?&nbsp; What situations made me feel helpless?&nbsp; What situations made me feel triumphant?<\/span><\/p>\n<p class=\"p2\"><span>Then about the other elements, you always have to ask yourself, &#8220;am I doing this just because it&#8217;s tradition, or because it actually serves the game?&#8221; &nbsp;You might even want to include traditional elements so that can provide context for when you later subvert them.&nbsp; Or maybe just to ease in players with familiar mechanics until they can become familiar with your game and what&#8217;s different about it.<\/span><\/p>\n<p class=\"p2\"><strong><span>What&#8217;s the appeal of the Metroidvania&#8230;<\/span><\/strong><\/p>\n<p class=\"p1\"><strong>&#8211; As a set of mechanics you can apply to your game design?<\/strong><\/p>\n<p class=\"p2\"><span>As I alluded to a bit earlier, I think it&#8217;s a good foundation for branching out with your own ideas.&nbsp; I think when I&#8217;m designing the game, I&#8217;m imagining what it would feel like to discover all of the new features I&#8217;ve put in there, and they&#8217;re just not as much fun without having the context of a world without them.&nbsp; In a way the beaten path of the game exists just as an established baseline to allow off-the-beaten-path exploration. For example, I could have the entire game just be about using a glitch ray to glitch things, but then they wouldn&#8217;t be glitches anymore &#8211; they&#8217;d just be the game.&nbsp; But as a beaten path goes, I&#8217;d say Metroidvanias are a top tier scenic byway.<\/span><\/p>\n<p class=\"p1\"><strong>&#8211; For players?<\/strong><\/p>\n<p class=\"p2\"><span>My personal favorite aspect of Metroidvanias is the exploration.&nbsp; I think that has to be at the top of the appeal for other players, too.&nbsp; The semi-openness of the map design gives it the feeling that you&#8217;re not just experiencing a scripted sequence of events, but causing the events (in some cases not always in the same order).&nbsp; In a lot of ways other games could benefit from a bit of this (I always think of how much more awesome <em>Uncharted<\/em> could be if exploration actually had an impact).&nbsp; Also, many players seem to gravitate towards specific elements of <em>Super Metroid<\/em> &#8211; the sense of tension, isolation, and fear.&nbsp; Maddy Meyers <a href=\"http:\/\/www.pastemagazine.com\/articles\/2014\/08\/troid-rage-why-game-devs-should-watch-alienand-pla.html\">wrote an awesome piece<\/a> about this on Paste.<\/span><\/p>\n<p class=\"p1\"><strong><span>&#8211; As a label, brand, or movement?<\/span><\/strong><\/p>\n<p class=\"p2\"><span>I see it more of a convenient term for quickly communicating some basic elements of a game.&nbsp; It&#8217;s a bit too limiting, I think, to be a movement.&nbsp; I don&#8217;t want to set out and say, &#8220;okay, what kind of Metroidvania can I make next?&#8221; &nbsp;I think it&#8217;s better to consider all possible things, and, if the Metroidvania elements happen to apply well to what you&#8217;re doing, then, okay, maybe intentionally make a Metroidvania.&nbsp; But boy do I wish we&#8217;d picked some other word for the thing.<\/span><\/p>\n<p class=\"p2\"><span><strong><em>Remember, the <a href=\"http:\/\/www.gamasutra.com\/view\/news\/236410\/The_undying_allure_of_the_Metroidvania.php\">full feature includes a lot more<\/a>, including new quotes from <\/em>Symphony of the Night<em> maestro Koji &#8220;IGA&#8221; Igarashi.&nbsp;<\/em><\/strong><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The following blog post, unless otherwise noted, was written by a member of Gamasutra\u0092s community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. To prepare for writing my look at the Metroidvania genre, I interviewed a number of developers who currently work in the genre &#8212; and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":88588,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-88587","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/88587","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=88587"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/88587\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/88588"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=88587"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=88587"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=88587"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}