First, watch this. It’s a little long, but it’s super cool.
Done? Okay, now let’s talk about what just happened.
You don’t typically think of Mario as the sort of guy to traipse around maze-like cave systems, his progression periodically halted by obstacles that must be surmounted by the rewards of further exploration. A fire flower isn’t necessary for clearing out a tunnel of Piranha Plants blocking the way ahead, it’s just for making it a little easier to complete a strictly linear path. Right?
But the mechanics of the Fire Flower itself don’t dictate much of anything other than “you shoot fireballs.” The constraints of the item are imposed by the level design. And the same is true when applied to the genres as a whole. What this level in Mario Maker has pointed out is that “Metroidvania” is a question of how levels are designed more than anything else. Even the mechanics of (what would normally be) a railroaded 2D platformer work surprisingly well in the context of exploration-based gameplay. (This isn’t actually a new idea; I’d argue that Metroid fell down where Super Metroid rose to the occasion based on factors except level design)
The limits, then, are more a consequence of design of the game world. Even Nintendo franchises whose games once had more open than linear worlds now tend to opt for the straight and narrow path. Of course, back in the days of Wind Waker and Metroid Prime, these games were still not programmed well enough that the intended linearity mattered; in those titles, it’s possible to obtain major items and complete long-term milestones in a vastly different order simply by knowing the right bugs and even abusing intended mechanics. In a way, the difference isn’t that games’ structures have changed recently – it’s that programmers have gotten better at rigidly enforcing them.
This ties in somewhat with the increasing emphasis on narrative and puzzles in games, as opposed to the purely action-driven forays on the NES. After all, the more your game focuses on story or the player following a specific path, the more the experience stands to lose when the sequence is broken.
But I wonder if it doesn’t also have to do with a creativity drought among game designers? What I see in a lot of games now is analogous to the concept of “teaching to the test” in schools. Rather than designing challenges as a set of goals to be reached by any of the vast variety of means the game naturally affords the player, developers set up a goal, a starting line, and a definite plan for every step they want the player to take in between. God forbid that any powerup or item be used for any purpose except the solving of puzzle specifically laid out by developers. There’s a delicious irony in the player having to “figure out” less than ever in modern games that are often praised for being “smarter.”
This shouldn’t be taken to mean that a “hallway simulator” has no place in the medium. Sometimes you sacrifice an explorable world and flexible challenges to highlight a narrative and precisely define the interaction you want. I actually liked Final Fantasy XIII and even Metroid Fusion as a change of pace. It’s when each and every game is built like this when I worry that developers have forgotten how to do anything else.