Tucker D.

Girlfriends and Goombas: A Multiplayer Philosophy

Written by Tucker D. on Tuesday, December 8th, 2009

Topics: Press Start

wiiWhy do we play video games? For someone like me, it’s a hard question to answer. I was a non-gamer before I started playing games. One day I started, and that was it. I was probably five. But of course there was a reason why I sought out games to play where others didn’t. Something grabbed me, but didn’t grab everyone. By the time people are grown up they tend to have a pretty locked view of video games: they love them, they think they’re weird, they just aren’t interested, whatever. But every so often a game comes along that can reach across those boundaries. Games like Peggle or Wii Sports, for whatever reason, can pull in players who would normally never touch a controller. As a player, these games interest me because they can change the landscape of who I’m playing games with, and as a developer because they can reach new players with no preconceptions of what a game should be. It’s important to try and understand what makes one game appeal only to the “hardcore” while another is universal, so for what it’s worth, I want to share my recent experience of a game that seems to have done both.

I wasn’t planning on buying New Super Mario Bros. Wii, at least not right away. I could imagine picking it up in a year or so, used probably, when I could get it for $15 bucks. I was glad to see the game was well reviewed, even more to hear that it was very hard, but paying $50 for a platformer wasn’t getting me that excited. But then something I didn’t expect happened: my girlfriend saw the commercial on TV and said “That looks fun.” I bought it that afternoon. I have never, never, heard her express actual interest in playing a video game before. This was an opportunity I didn’t want to miss.

I will admit I was feeling buyer’s remorse on the way home from the store, something close to dread as I fired up the game and prepared to play with three decidedly non-gamer girls (my girlfriend and her two younger sisters). We started off slow, making sure everyone had their Wii remote oriented correctly (saying “like an NES controller” was not enough information for them), selecting characters, and explaining the controls as we ventured into the first level. This took something like 20 minutes. I was cringing. I answered the tough questions: “What happens when I die?” “Where did I go?” “Which one am I again?” Finally it seemed like we were ready, and we started to play for real.

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Having fun in New Super Mario Bros. Wii with three other people is a lesson in letting go. If you try and play to win, if you get frustrated when your friends accidentally kill you, you may quickly find yourself making an attempt on their real life. Trying to stay together becomes dangerous, as you’re more likely to bounce off someone and fall to your death, but spreading out makes it more likely that the leader will pull the screen ahead and yank the slowest person down a hole. You will die. A lot. But while I’m not sure how it happened, or if it’s a common experience, somewhere between the first moments of intense frustration and shutting the game off three hours later, I started having a blast.

As a multiplayer game, New Super Mario Bros. Wii is chaotic beyond comprehension, but it is also expertly designed. Cooperative play is not a new thing for most gamers, but this game offers something different. Those raised on the Xbox are well used to split screen Halo, but long before consoles were king, kids like me were sharing chair space over Space Quest or Doom, offering advice and jockeying for keyboard position. In some ways, playing four-player Mario reminds me of sharing a single player experience as a kid. While everyone is controlling their own character, there is only one game playing out on screen. If one player moves to far forward she pulls the rest with her, often with deadly consequences. If one player makes it to a hard to reach warp pipe, everyone gets pulled along. In Mario, players frequently deter and assist one another, and I found that with extended play we became more collaborative, if still very chaotic.

Communication also became an important part of the experience. Frequently this came in the form of shouting “You killed me!” at one another, but as we progressed we began to plan. As the strongest player, there were sections that I could complete that the girls had trouble with. They would try, and if they missed a jump they could “bubble,” protecting their character, and then float their way back to the group. Watching one of them bounce across platforms built anticipation, ending with a sigh of relief or a three-person call of “Bubble!” as she fell. Most surprising of all was that the reward system came from our own communication as well. Success or failure, every event would end with us laughing at the crazy deaths, sighing with relief, or celebrating success. It was the chatter, the “oh brothers” and the person-to-person celebrations that were rewarding, not completing a level.

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I want to step away for a minute and talk about the Wii. A lot of reasons have been thrown around as to why the Wii has such wide appeal, and most of them are wrong. It’s not because the Wii is simpler than other consoles. There are straps to secure, rubber guards to attach. Do you put that sensor bar above the TV or below? Do you use the little stickers that come with it? Don’t forget to change the settings to reflect where the bar is too. The set-up is a significant barrier to entry, even before a player has a chance to decide if they like playing the games at all.

nintendo-wii-remote-jacketI don’t buy the “intuitive” nature of the Wii either. While the motion controls have appeal, the Wii remote is not frankly very intuitive. Nintendo was smart to call it the Wii remote, as people immediately hold it like a TV remote, and that great big “A” button certainly falls right under your thumb. But sometimes you have to hold the Wii remote sideways, “NES style.” Sometimes you put it on your knee and move it like a joystick, or hold it straight up and down. Sometimes you control the game with motions, other times by pointing the cursor. And there is no one configuration that allows easy access to every button. Wii style makes it hard to hit any button besides “A” and “B”, but holding it NES style makes “A” and “B” difficult to hit. This is intuitive?

Now think of the 360 controller. Hand that controller to a time-traveling Eskimo who has never even seen plastic before and I guarantee they would hold it right. The shape communicates the use, the buttons seem to just “be” right there under your fingers. Now what exactly all those buttons do is another beast, but the point is this: while the Wii may be fairly easy to control, once someone shows you how it’s not just pick up and play.

But in many ways the Wii’s success hinges on that show-me-how attribute. First party titles like Wii Sports, Mario Kart, Super Smash Bros., and New Super Mario Bros. all work best when playing in the same room with your friends. It almost seems like Nintendo sabotaged their online connectivity with that in mind, as I would rather drive across town to my friend’s house than use those ridiculous friend codes. The Wii is about getting people in the same room, interacting in person and on-screen. It’s this living room experience that really lowers the barriers that normally keep someone like my girlfriend from having any interest in gaming. Particularly in Mario, where the multiplayer all happens on the same screen, the game world reflects the real world of the players. Here we are, sitting on the couch and the floor, and there we are, hopping across the Mushroom Kingdom. The cutesy, silly, imaginative art design certainly help lower those barriers, but that reflection is really what broke down the wall. To a non-gamer, seeing a brief flash of 4-way split screen co-op is going to mean almost nothing, but in the commercials for Mario we are shown a family of four, remotes in hand, and then their characters bouncing around on screen (In perfect coordination I might add, which is completely ridiculous). The characters paired on screen mirror the family sharing their living room. Clever marketing yes, but also accurate marketing.

new-super-mario-bros-wii-box-500pxHaving had a chance to play a good bit of single player as well, New Super Mario Bros. Wii almost feels like two games in one. At first I missed the conversation, I skipped past coins that seemed impossible to reach without friends to assist, but I soon found single player to be a true hardcore experience: challenging, rewarding, and fun. And playing alone offers the chance to really push your skill, nail the hard timed jumps and perfect landings. But a part of me remains attached to that four-person experience. For me, this is the game that finally cemented the Wii’s take on gaming, and for the first time it really feels like a necessary game space. I’m not trying to say that all games should be four player local multiplayer. Being able to jump into a quick round of Bad Company on Xbox Live is great, as is disappearing inside on epic RPG for a few hours. But there’s something really fun about pulling in someone who doesn’t “get” your favorite pastime and then seeing them smile, and there’s something more satisfying about smack-talking face to face.

From launch I thought the Wii would probably always be the kid brother of this generation. Sure he can hang out with big kids sometimes, but when it’s time to get serious he just isn’t old enough. I still think this is true, but for the first time I wish it wasn’t. In the best of their first-party offerings, Nintendo has truly carved out a unique space, but it’s a hard sell for lifetime gamers like me. After all, I’ve owned a Wii since launch and have barely touched it in the last year. I celebrate innovation in gameplay, and New Super Mario Bros. Wii is really innovative in the way is layers multiplayer and single player into the same game, but almost invisibly so. Playing the game by yourself you might never realize what you’re missing. Now I know, and while I plan on pouring a dozen hours into Dragon Age this week, I’m also looking forward to the weekend, when I can fire up Mario and forget everything I ever learned about playing games.

Please enlighten us with some of your stories with your wife or girlfriend, heck even sister.  Please comment below and let us know. No registration required to post.

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8 Comments Comments For This Post I'd Love to Hear Yours!

  1. Annie Nononim Ms
    Vote -1 Vote +1Annie Nononim Ms UNITED STATES Mozilla Firefox Windows
    says:

    Very good article. Well written and devoid of fanboyism. My girlfriend it the one who gets frustrated when we die and she spends more hours on the ps3 playing rock band than I do.

  2. Axe99
    Vote -1 Vote +1Axe99 AUSTRALIA Mozilla Firefox Windows
    says:

    I’m not sure it’s terribly innovative – LittleBigPlanet gives you four-player on the couch, online, or a mix of both, a bunch of great levels that also have a balance between easy and hard, and it’s been out for a year longer than New Super Mario Bros Wii. One thing I notice about Nintendo authors is that they tend to miss developments in other areas (a lot of Nintendo gamers are very blinkered), and so what’s innovative on the Wii has often been done elsewhere.

    That’s not to say NSMB isn’t a great game, nor that it’s marketing isn’t great, but the core argument here of four people on the couch playing together, with the option of going casual or hardcore for difficulty, is something that’s been available on PS3 for some time in LBP, Pixeljunk Monsters, Pixeljunk Eden, Singstar, Buzz and Burnout Paradise if you are looking at multi-gamers, non-split screen (if you go split screen there’s a good selection of games, but they tend to be more ‘core gamer’ games, and I’m guessing you weren’t referring to these) and in other genres was about on Gamecube, Xbox and PS2, in the Baldur’s Gate games and their spin-offs – even back on the PSX and N64 there were some games like this.

    But for me, the big difference for the Wii is the way that Nintendo has managed to corner ‘mindspace’ – while the scope of casual games on PS3 (and, indeed, motion-controlled mini-games on PS2) was pretty solid, Nintendo have got into people’s brains that the Wii is the place to be for that kind of thing, which is pretty clever marketing, and an impressive achievement. I recently considered picking up a Wii (had some time off), and looked carefully at the selection of games, and while on the surface it sounded like a good idea, once I looked at it more closely, pretty much everything you do on the Wii can be done on the combination of PS3 and PS2 (and more besides – except for Boom Blox and it’s sequel, which I rate as the most innovative Wii game by a fair margin), it’s just not as obvious at first glance. Which doesn’t mean it’s not a great piece of kit, just not as unique as the marketing would suggest ;) .

  3. Vote -1 Vote +1Anonymous UNITED STATES Google Chrome Windows
    says:

    It really is stunning how Nintendo has managed to put together this game so eloquently. The hardcore reviewers knock it for not having a robust online feature, but this game does exactly what it was intended to do: bring people together to just plain have fun. No other system or company has managed this to my knowledge, great job Nintendo

  4. Tucker D.
    Vote -1 Vote +1Tucker D. UNITED STATES Mozilla Firefox Windows
    says:

    @Axe99: I don’t know that I would call myself a “Nintendo Author,” but you’re definitely right that I’m not up to speed on the PS3. Its the one console I don’t have, and have hardly played.

    I always thought LBP looked great, and I agree that the four player same screen element always looked great, but what I thought was most innovative about Mario was that the single player was hardcore and the multiplayer was, well not casual, but more forgiving, yet both modes were playing the same exact levels. The level design stands up to both styles, and all that changes is the characters and the interactions possible because of that.

    Again, I haven’t played LBP, so tell me if the same thing exists in that game. I guess I need to buy a PS3 after all. I was waiting for that new game from the guys who did ICO.

  5. Admir J.
    Vote -1 Vote +1Admir J. UNITED STATES Mozilla Firefox Windows
    says:

    The game you’re talking about Tucker is The Last Guaridan.

  6. Eric E.
    Vote -1 Vote +1Eric E. UNITED STATES Mozilla Firefox Windows
    says:

    @Tucker I do have a PS3 and I also have LBP, and while it is a really great game, I would have to say that the single player isn’t really hardcore. The main story line is simple until the last couple of levels, but they really aren’t all that hard. The best way to look at LBP is it is the Youtube of the PS3.

    LBP is all about multiplayer and going online and finding some cool level that portrays to what you feel like seeing at the time. Say you and your friends are supper stoked for the new Final Fantasy and everyone is over. You could go look at trailers on youtube or you could play a couple Final Fantasy levels on LBP. I’m not saying that LBP is worse, it’s just more of a multiplayer Youtube experience.

  7. Bo
    Vote -1 Vote +1Bo UNITED STATES Mozilla Firefox Mac OS
    says:

    This is definitely the best article I’ve read on Koku so far. Great job. Tells me a lot about the game and makes me reconsider everything you discussed. Keep up the great work.

  8. Aaron W.
    Vote -1 Vote +1Aaron W. UNITED STATES Mozilla Firefox Windows
    says:

    This is true on so many levels. I sometime take for granted the old ways and how things were when I was playing games on the atari/nes. All the other consoles primarily promote playing online with multiple people. Sure there are a few games that you can play with multiples in the room but there is no greater feeling, in my opinion, than sharing a room with some friends while playing some great on screen multiplayer games.

    It’s great to see there are still games being designed around this idea. It’s why board games were invented but now we use our TV’s

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