But it's given me a perspective on the value of directness. In Super Mario RPG which was developed by Square,
and it has some unfortunate relics of the age.
For instance, how much damage am I going to do? How much health does my enemy have? What does leveling up give me? That last one is direct and obvious. When you level up, a splash image shows how
your stats increase. But you have little
context for them. You know the stats are
better, but the inner workings are still a mystery.
In Paper Mario: The Thousand Year Door, you have three stats you
increase by leveling. You can check on
those stats anytime, and they all represent a threshold of ability that's easy
to understand. You always do the same
amount of damage, enemies always have the same number of health points. The first party member you get has a special
ability that tells you the exacts stats of any enemy or boss character. None of this information is necessary, and
giving it never has to intrude on a play experience. For those who do want it, it's worth a huge
amount. Also, it keeps its numbers low. It is Magic: The Gathering to Super Mario
RPG's Yu-Gi-Oh.
I wish I could go back to when it first came out, because I have these
faint memories of seeing it in action, thinking it was one of the most
incredible thing's I'd ever seen, and combined the Mario aesthetic I loved with
the Final Fantasy style I didn't really understand. Remember, when this game came out, I wasn't
quite 7 years old. It's amazing how formative
those memories have been, and how I'll be going back even further, to game made
before my birth.
Next time, Xevious. A game made
seven years before I was.
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