As an aside, your quote-heavy, bold-heavy posts are unpleasant to read.
As are your needlessly antagonistic replies. If you'd actually read what I've said, we wouldn't need to have this conversation (hence the quotes). It's like you're trying to fabricate an argument for the sake of arguing with me.
...Now I
have to add more quotes and bolded statements, just for you. X3
As I keep saying, the game is one of the best-designed in recent history. To say the focus was not on design, even relative to the other aspects, is a bit ridiculous.
You're grasping at straws trying to pick a fight with me. I said that SMB was effective in its approach, i.e. it set out to achieve a particular design, and it succeeded particularly well in that design. In that sense, it had a
good design.
Two authors can be good writers despite one emphasizing plot and character development and the other language and prose. They can both have
good writing, and suggesting that each author focuses or emphasizes a particular aspect of writing does not imply they are bad at writing.
As a heavily mechanics-based, proof-of-skill, competitive challenge and execution of talent platformer, SMB is near flawless. No doubt about that. But I would submit that this is not the
only scale of a good platformer, and as a further
personal opinion, I would say that it is not the
best approach to a platformer.
They clearly put a lot of effort into designing the game, both in terms of mechanics AND levels (remember, design isn't exclusive to levels). I would argue, in fact, that the excellent game design found in Super Meat Boy is its greatest strength.
LoftyTheMetroid said:
There's not so much of an emphasis on the individual mechanics, design, or ideas (at least, not insomuch as they pertain to the difficulty or challenge setup) as there is on skill and execution.
I was trying to reference and separate both mechanics and level design here (
which I thought was obvious), but there's not really a need to bring that up since I didn't claim they were the same nor did I claim either were poor.
To further reiterate and emphasize that quote, I'm suggesting that there
is an emphasis on mechanics and design as they pertain to providing a robust challenge and display of skill and execution.
And I would also agree that the game design in SMB is objectively its greatest strength, even if I didn't dislike the art style or found the majority of the music average (opinion, remember).
There's an insane amount of depth to be explored in simply navigating the level as quickly as possible (since it is naturally a speedrun kind of game), by your own admission. How is depth not about exploring that range?
LoftyTheMetroid said:
Like, when approaching level design, Team Meat asked, "How can we make this level challenging with plenty of depth to reward those with the most skill and investment in our game?"
Again, I don't know where you're pulling these points. You'd find we're largely in agreement if you weren't determined to disagree with me.
Now, I hope you can lay this discussion to rest.
To anyone arguing about design and controls here, let these be the determining factor. And two of my fav speedrunners on Steam.
Breakdown's assorted Meat Boy speedruns:
http://www.youtube.com/watch?v=8NuSQDW_SJc
http://www.youtube.com/watch?v=VgBEge0Voek
Takuji's Naija speedruns:
http://www.youtube.com/watch?v=leraqEcE5OI
The level design is beyond immaculate, nevertheless providing extreme depth and challenge to ALL the characters. And without the near perfect controls none of this stuff would be possible. And yes, you do have to
put in the time to fully appreciate it, but that's a common thread all great games have.
Hopefully you've read the above and realized that, at least from me, there is no argument about bad design or controls. However, I'd like to make a couple points on the subject:
First, I would not personally use speed runs as examples to demonstrate depth, at least not as definitive end-all proof. In fact, it could be argued that speed runs are a sort of antithesis to depth, seeing as how speed running inevitably leads to a single, optimal "answer" to "What is the fastest way to complete this level?", whereas depth implies multiple layers/options/choices. The very nature of a speed run is designed to
avoid as much of a level's design and mechanics as possible, so a speed run only demonstrates a single dimension of depth. To the audience that enjoys Super Meat Boy, this might be the only dimension you find
meaningful as an ultimate display of skill and execution, but from the perspective of valuing other design aspects it doesn't provide a complete answer. For example, take NSMBW: While speed runs such as
this certainly display a level of depth, exhibitions such as
this demonstrate that there are layers to the platformer's level design beyond what one might expect.
Second, if you're implying that time investment is, or should be, a requirement of great gameplay, or that great gameplay can't be appreciated prior to a time investment, then I vehemently disagree.
I would agree that time and exploration of a game's mechanics may lead to a deeper appreciation as one begins to realize the depth of a particular gameplay. However, that doesn't mean that a player shouldn't be able to appreciate a game's beauty prior to a lengthy time commitment, or that a title's gameplay is less meaningful because it could be easily appreciated without much investment. Without wanting this to turn into a huge tangent, I'll leave my thoughts at that.
I think you're off on Meat Boy (in that I think the game encourages you to engage with and enjoy the design of the levels pretty significantly), but more importantly, I think you're way off on Mario. Difficulty and challenge is universally a prerequisite for respect and praise of new Mario platformers (witness the complaints about the easy front half in SM3DL or the broad dismissal of the overly simplistic NSMBDS) and games like SMB3 and SMG certainly engage in precisely the same type of difficulty buildup to force the player to execute the skills they've previously developed.
SMB3 is literally 100% all about difficulty in the last half of the game.
I think we're just going to have to have a fundamental disagreement on the difficulty of the Mario games, and the role difficulty has in its gameplay.
In terms of raw difficulty, I completely disagree. Children can beat Mario games, including Super Mario Bros. 3 (which is probably the hardest traditional mainline Mario aside from SMB2J). And if we ignore SMB3, then you are absolutely incorrect. Galaxy is
not a hard game by any means. (Christ, my
sister has beaten it without any trouble...) Super Meat Boy is on a
completely different level.
And, again, I just simply disagree on a
fundamental level that difficulty is the reason the Mario games are appreciated. All of my experiences, all of the opinions I've read, all anecdotal evidence I've had with friends and family suggests that you're just plain incorrect. In fact, for many it's the exact opposite (such as my sister, who appreciated Galaxy because she
could beat it). When people talk about Galaxy, they refer to the gravity mechanics, the barrage of unique level designs and endless entertaining gameplay elements;
that's what makes the game remarkable, not the difficulty.
Again, I think the mistake is confusing
difficulty as a means for
difficulty as an end. Even with the
existence of difficulty in a game like SMB3, that doesn't imply that difficulty is the sole, or even main, reason behind the game's quality. Difficulty is only useful insomuch as it contextualizes the game's mechanics, makes them relevant and meaningful to the player. For the majority of game designs, it is tool to compliment gameplay, not a substitute, and the value of a game certainly does not directly scale with it. (That would almost imply games with low execution are always bad games...)
Also the main difference between post SMB3 and above Mario games and Meat Boy is that Super Mario games became about making a glut of mechanics. Even in Super Mario Brothers 3 there were several levels where there were objects/mechanics that would only present itself in one or two levels (practically one-offs). They decided to focus on variety over focusing and getting all they could out of a single mechanic. Super Meat Boy is more like the original Super Mario Brothers where there is a small set of mechanics taken as far as possible.
You say "one-offs" as if Super Meat Boy didn't have its fair share of portals, repulsions orbs, air vents, etc.
Coincidentally, my favorite levels in SMB were those that didn't just simply include a particular mechanic, but implemented it in a clever or novel manner. I would point to the lasers in levels 13 and 14 as examples.
In general, though, I would say the thrust of SMB is its challenge. Every design decision, including its mechanics, were for the purpose of answering the question, "How can we make this level challenging with plenty of depth to reward those with the most skill and investment in our game?" I wouldn't even say its goal was "to take its small set of mechanics as far as possible" as much as it was "to take the challenge and skill requirement afforded by these mechanics as far as possible".
----------
I'm going to cut this short now because I know
you don't like reading long posts and
I don't like spending the time to write them and I
especially don't look forward to the idea of having to provide rebuttals to another series of replies. I was going to include a lot of little one-off comments (such as "NSMB is an average game not because of its difficulty but as a result of its bland design, and no the two are not one and the same") in addition to a more thorough description/analysis of both Difficulty and Design as they relate to me and the discussion at hand, but that's waaay beyond the scope of this post...