The Heart of Cherry’s Sky

I’ve developed some strange habit of writing a blog entry to completion, finding myself content with organizing my thoughts, and then never pushing Publish… So, let this be the post to break this odd streak:

Three years in and on the tail end of Cherry in the Sky’s creation, it’s only occurred to me how even more amazing certain games I look back fondly on are.

 

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Almost 3 years to reach a playable World 5, but I made it!

With the greater majority of the levels built, I’ve had to think in a few circles to get down what exactly would constitute higher-level play in Cherry’s game, a 100% run, and it’s brought me to an even greater appreciation of Super Mario World 2: Yoshi’s Island, which I think I’ll consider my favorite platforming game of all time.

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The older I get, the more I love this crayon aesthetic.

When attempting a perfect run of anything demanding, there tends to be a natural process: x seconds into challenge > minor perfection ending error > pause > restart. I can’t find any specific praise for how Yoshi’s Island avoids this. The game approaches it a lot like hitting a wrong note while playing a song on guitar: you improvise based off the error and continue jaunting to the end of your solo without anyone noticing, or you’re so talented that what constitutes a mistake to the trained ear, can’t be heard by most. Is that still “perfection”? Perhaps “excellence” would be a better phrase here: “What constitutes player excellence”.

Yoshi's Island Scoreboard
Making the grade in Yoshi’s Island.

When Yoshi takes a hit, Mario is lost, and your stars function as your timer to return him to your possession before a game over–basically, stars are effectively subtracted when you’re hit. So while the coins and flowers prompt full exploration of the nooks, crannies, and nuances of each world, stars kind of do, but double as your lifebar, which prompts perfect play, a no hit run–however, after being hit and recovering Baby Mario, you could potentially find more stars; obtain a second chance by scavenging to find a “?” cloud filled with them, pound a stake into the ground and find stars underneath, peel and poke at the level in hopes of finding more stars–assuming you can catch the stars once they’re released–assuming you haven’t exhausted all available in the level–assuming you’ll be able to find them if any are still present–assuming you don’t get hit again in the process–this anxious thought process can go on for awhile…

Yoshi's Island Baby Mario Lost and Stars
Baby Mario lost, timer counting down, and loose stars at the same time. A wonderful chaos you can only blame on yourself.

There’s this wonderful, massive gray area over the idea of an ideal run which softens the proposition of perfect play while still retaining the tension. There’s a greater uncertainty than what a standard lifebar can provide, as the difficulty of the situation you lose the baby in can determine how much recovery is necessary, if not resulting in an outright game over, and the further you are into your exploration, the more minimal the errors need to be; playing a song on guitar, you hit a wrong note, but were still in the proper scale, so you swing back into the main melody to work yourself back in line. As long as you put out an excellent performance, you’re golden.

 

There’s a substantial exhaustive drama to that, a natural excitement. Quick restarts work well in games of frustration (Super Meat Boy being a standout example), but in something slow-paced with lengthier, exploratory sessions like Yoshi’s Island, this is a far more accommodating way of handling “perfection”, one that I’m using as a guide while implementing judgement for player excellence in Cherry in the Sky. I want to take a different approach overall–the verb I’ve been using to describe perfect playthroughs of a Cherry level is “graceful”, while Yoshi’s Island is more “thorough and careful”, like a good parent to Baby Mario, but I do want to gear perfect playthroughs towards “excellence” rather than “perfection”.

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A Perfect score in Cherry is currently considered “Breathtaking” instead of “Perfect”.

While I feel close to my final system, I realize the way all this is implemented in Yoshi’s Island really reflects the childcare theme, the anxiety caring for a yougin’. So, perhaps the last bits I need to figure out involve diving in deeply into the emotional themes of Cherry in the Sky, honing in on what makes sense for Cherry Sundae as a character–what exactly should constitute excellence for a graceful, hardworking, sky-fruit picking, umbrella-flying farm girl? What sort of judgement would align the player with her goals, opposed to causing dissonance. That’ll probably clear the clouds in front of the answer.

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We’ll figure it out, Cherry Sundae. We got this.

 

 

The Visual Question

I draw like a five-year-old with a decent grasp of color and composition. That grasp is led by unrefined feelings delight and disgust at whatever comes out on the paper. Though, that’s mostly because I haven’t picked up a pencil to do anything but write for last twenty years of my life.

Engagement? Conflict? Good Baddies?
And the magic of 3D modeling helps disguise my infantile hand…

Though, things are kind of nice in that way. I think that’s a large part of the appeal that has me so obsessed with working on Cherry in the Sky. Making your own game seems like the fullest expression I could possibly imagine, pooling all strengths and weakness into one place.

It’s brought me to think a lot about sensory appeal lately.

I exist in a very analytical, very symbolic, very meaning-rich head space that can be a task to put into words. Though, I’m beginning to realize that visual appeal can be difficult to verbalize as well. The “deep” can be shallow if you spend all your time at the bottom, never coming up for air; it’s a deprived position if you can’t rise up to appreciate simple beauty. Contrast is needed.

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Above, a decent iPhone picture during my most recent day at the beach. Where, sure, I spent plenty of time in my head, plenty of time hashing out Cherry in the Sky on draft paper, plenty of time appreciating the yarn-like texture in the sullied water of the California coast, the confused off-white of the clouds escaping the smog out to sea, the sun that couldn’t quite burn an evening glow through the thick presence of Los Angeles–

The simple experience spurned a great deal of thought… but it also touched the senses very gently, leaving a sort of physical glow in my mind. A sensory massage that English doesn’t seem to have direct, sufficient nouns for, thus florid language. It feels so roundabout sometimes.

Games might be a better place to bridge that perceived gap between raw sensory appeal and deep, non-verbal experience.

Something visually stimulating but rich in feeling. The abstraction in the concrete; the concrete in the abstract.

That bridge might, very literally, be the gap where you can convert a non-player into a player.

The first page of your novel is supposed to be your hook, right? I mean, typically, you pick up a book and somebody dies on the first page, or the opening line of dialogue is a swear to try to imbue a sense of gravity into the initial experience–the masters are capable of opening up with something far more gentle and subtle than that–What’s the equivalent for a game?

The first level?

Maybe so for a player, but that’s once the controller is already in their hands.

Incredibly incomplete, flawed, but visually curious?
Cherry in the Sky, incomplete, flawed, but visually curious already?

At a glance, your game needs to spur curiosity, maybe–inviting curiosity that would bring someone to watch, that would intrigue them to discover more. To create questions that can only be answered by playing it. For a medium with such potential for raw sensory appeal, there’s plenty of room to “show” this without trying to “tell” people why your game’s awesome.

My art’s still rough, I’m still in a phase of heavy design, really neglecting the visuals, and I’ll probably get a little help with it later on, but when people do see it, I’m actually managing to get that curious response… it’s pretty fantastic.

The raw, sensory, second-hand experience, it brings out a question. Maybe that question is, “what does this feel like?” The only answer to that question, is to play–and hopefully, if everything is done just right, there’s a connection that’ll be made, and you can pull people into something deep.

Shoot for the senses to provoke curiosity? Is curiosity the way to the heart?

I have no idea.

Lava on a Hot Stove

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I can’t think of any medium that’s made me angrier than videogames. Board games come close, getting me quite excited, but even then, if a board game is too frustrating, I typically have no desire to play it again. It just sort of “falls off my palette”.

Controller throwing, friend punching, shedding tears as a last boss dances to celebrate his victory. The well-handled presence of upset seems to be an integral part of an affecting videogame–the sense that there is something I want to get, something I want to accomplish, something I need to do, but can’t, wasn’t able to, but still want to: I am frustrated.

Sure, it’s brushed off with silly little death jingles of dark humor as our character explodes or falls off-screen, or maybe the screen just turns red with a quick fade (to make sure it doesn’t so much “hurt” as it “unpleasantly stings”)–either way, this is negative emotion.

Unlike other mediums, the relationship these types of games form with a player is a little more push-and-pull, a little more volatile, a little more like those (manipulative?) how-to dating guides than other creative mediums. You’ve got to shape and play with a person’s desire.

When a novel takes too long to give you what you want, it either gets put down or you suffer through in hopes that something will pull through, right? Any song that frustrates our personal sensibilities just gets turned off. Movies don’t really seem to last long enough to toy with this–sans, perhaps, a frustrating ending, but such a turn is hardly prevalent enough for me call it an integral part of the medium.

But Probably This

A good game should upset you over, and over, and over again.

This is one of your main tools for generating empathy within the game space; it’s one of the ways you align the player with their protagonist, cursor, abilities, etc. You must ensure all good and bad emotions they experience are completely linked within the isolated game experience; no emotion should remain in reality. Your game can never be “real”, but it can evoke 100% percent real feelings.

Super Mario never starts you off dying immediately. It usually gives you a few coins, a mushroom, some sort of reward, and then a little easy progress as you advance towards your goal. “I’m getting stuff.” “I’m happy.” Then it starts to ramp up the difficulty, throwing obstacles in your way, more pits, more difficult enemies. It begins to challenge your desire to reach that goal with an opposing force. One that you’re meant to conquer, but one that’s not supposed to be easy. “I’ve done this before. I know I can do it. This is only slightly harder”; it basically wants you to grow to beat it. It is challenging you, and that upset that you are experiencing is you still caring for something you see as possible. (Like those dating guides, right? “Be a challenge”?) This is the distinct difference between something being “challenging” versus plain “too hard”. You’re supposed to win.

Dear Phoenix Cave, I still hate you.

Did anyone ever really like random battles in old-school RPGs? You like a battle system, you like exploring dungeons, but I recall groans of upset and discontent when faced with a random battle when my parties’ supplies were running low. This turned every step towards that treasure hidden through a cavern at the corner of screen something worthy of considerable thought. So despite the spoils of dungeon roving, and the necessity of passing through to advance the story, I often felt them something undesirable as a child–I was actually connecting with the narrative quite deeply. A feeling that aligned me with my character, their mortality, and their goal. They didn’t want to be in those caves either; I can’t remember a single game where the characters unanimously craved roving those dangerous caverns. At least, I didn’t play any.

Given all of this, I guess I would say that Super Mario Bros. is that friend you fought with in grade school, but then went right back to play with the next day, learning, growing, and understanding together. Since the reason for the fight was something stupid you could easily overcome anyway, or at least, when given time to think about it, you realized how capable you were of getting past it to begin with.

The face of gaming has changed substantially since the days of the games I grew up on. It’s not always about enabling or training a player to enjoy your own game anymore… customization options, getting lost in a subscription-based world, getting players into your in-game shop that requires real money, etc.–but the style of games from the period I love are really about only this: training you to succeed, and frustrating you so can enjoy yourself. And apparently, if you balance this just right, you’ll still have people thinking about and playing your game well over two decades later.

We were all put on this Earth for our 5000.