How Video Games Changed the World Page #5
- Year:
- 2013
- 120 min
- 106 Views
and I think that Mario represents
all the right stuff in gaming,
all that pure fun stuff,
the essence is all there in Mario.
Again, it's this idea of complexity
hidden behind simplicity
simple, they look beautiful,
they look like they're for everybody
and they are,
but they're also really,
really difficult games, you know?
'Oh, you idiot!'
It is the hallmark of just how
well judged
Mario's level of difficulty is -
you'll die hundreds,
if not thousands of times,
but each time, you'll blame
yourself, not the game.
And it's that constant sense that
next time you can do better
that spurs you on
and keeps you playing.
Argh!
In fact, the Mario platforming
format is so compelling
it appeals to absolutely everyone
from the under fives
to the under fatwas.
I've become a master
of the Nintendo machine.
good at defeating
all sorts of tiny little
two-dimensional enemies.
Yes, Salman Rushdie
became a Mario addict
during his virtual house arrest.
He even put his addiction to good
use with his children's novel,
Luka And The Fire Of Life, seemingly
directly inspired by the game.
In this, the hero traverses levels,
saves his progress
and has multiple lives, which
probably seems like a particularly
brilliant concept when you're living
under a death sentence.
You can't really talk about
Super Mario's success without
talking about Koji Kondo's
music design.
Mario's music was brilliant
because every melody is memorable.
There were so many of them.
And that's the sickest one, I think.
I swear, any rapper would just be
like, that's the best rap beat ever.
'Labrinth, come in.'
I think video games have influenced
to make the music I make.
You know, that kind of 8-bit energy,
16-bit energy.
It's kind of inspired a lot,
especially a lot of the earlier
stuff I made with Tinie massively.
It just had a very important effect
on the way I think about music
and see music
and get inspired with music as well.
Mario was created by
Shigeru Miyamoto,
seen here winning
a BAFTA in celebratory scenes.
No other game designer has ever been
able to replicate
the sheer joy of exploration
and childhood wonder
like Shigeru Miyamoto.
the Spielberg of game design.
He very much is.
He's a man who creates wonder
on the screen like no-one else.
In fact, Miyamoto isn't
just the Spielberg
but the Walt Disney of games,
responsible for an unprecedented
number of treats including
the beautifully designed
and widely beloved Zelda series.
Unlike many video game mascots,
which tend to be
Miyamoto's creations have
endured largely
because the games they appear in
tend to be very well made.
Mario, in particular, has become
almost a kitemark of quality.
If you've grown-up with Mario,
then he's part of your life
and so there are now parents
who want their children
to experience Super Mario
and have the excitement and
winning games that they did
with the Mario characters.
It's a joy
to watch my children enjoying it.
Back on Earth in 1989,
the Berlin Wall fell,
marking the end of the Cold War
and the eastern bloc.
And these weren't the only
tumbling blocks
and falling bricks the Soviets
had to contend with.
I think there's been puzzles
throughout the ages
and I think Tetris
is the perfect incarnation
of a traditional puzzle game
in video game form.
Everybody is familiar with putting
puzzle pieces together
and it just combined that
with reflexes
and that's kind of like the perfect
melding of two worlds,
like sports and puzzles.
When video games started out they
were things anyone could play,
like Pac-Man, Donkey Kong,
things literally anybody
could understand.
Tetris is just like that.
Games have got more complicated but
Tetris was "fit shapes together".
The minute you learn how to play
Tetris you've already succeeded at it
and there's not many games you can
say that about.
The minute you learn,
"Oh, this block goes in here,
"this fits in here, then that
fits in here, that goes boom,"
and you've already
succeeded right away.
you're winning at it.
I think that's the magic of Tetris,
that's what makes it completely
compelling right from the start.
It's just a design
that's so perfect
that every single game designer
who looks at that thinks,
"I really wish
I could've made that."
It's so simple but so beautiful.
Tetris's straightforward design
was largely a result of the way
it was created.
Computer engineer
the defiantly non-gamesy,
Soviet and utilitarian
Electronica 60 terminal.
It was pretty much at the dying
embers of the Cold War.
It was one of the first products
that moved from east to west
and, interestingly, he never actually
made any money out of it
until very, very recently
because it was effectively
owned by the Russian government.
Tetris was perhaps the first game
that was compelling
to the point of being addictive.
While playing, you were dimly aware
that some kind of irrational appeal
had completely gripped your mind.
It was like a sickness,
absolutely like a sickness,
because it was a constant, "Can
I do this? I can do it, I've won.
"Can I do this? I've won. I've won.
I've won. I've won. I've won."
Panic, panic, panic, and then
eventually, you would lose,
but there was always, success was always
just a couple of button presses away,
it was always a couple of button
presses away
so it was just a constant reward.
in video game playing
and in fact it happens
outside of video game play as well.
completely immersed
and engaged in the task at hand
and everything else just disappears
and falls to the wayside.
Years ago, the repetitive nature
of knitting was quite often used
to help people with low-level
mental health issues,
low-level depression,
and Tetris is a similar kind of
environment to that.
If you handed me Tetris right now
I would play for an hour happily.
Tetris, for me,
was a hugely significant game
because it was the first game
I ever got on my Game Boy,
which was basically your conduit to
life and entertainment as a child.
Bundling Tetris with every Game Boy
was a masterstroke.
Here was an addiction you could
carry around with you for
a cheeky hit now and then, just like
cigarettes but a bit less deathy.
I dread to think how many bus stops
because of it but it was that sort
of thing, you could just take it out
of your pocket and play it whenever
you had any moment of downtime.
And that's something we're still
seeing today with mobile phones.
the whole kind of
casual mobile scene
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