An Analysis of Platform Games, Part 1

Some context

This piece (and its follow-up) were originally written as a class project; I’ve decided to present my results in hypertext because I need to include images and video. Also, the blog-post format allows for a slightly nicer tone than a formal paper.

The class, as a whole, was about the concept of originality, and the varied ways in which creative works can draw on earlier, preexisting works. The project could be basically anything, as long as I was able to plausibly claim relevancy.

The Data-Driven Approach

At first, the most interesting topic I could think of was to perform a data-driven analysis of… something. I decided fairly quickly that games – specifically, platformers – would be a good group to work with: something I had a decent amount of experience with, and constrained enough in gameplay that I could come up with a slew of questions to ask about any given game without needing to put N/A too many times. Additionally, the genre is old as such things go (and still fairly popular) which gives a nice, wide variety of titles to pick from. This also allows me to include and several very long-running series, and thus explore any design patterns that might show up in them.

To choose the categories on which I would evaluate games, I had a few different goals.

  1. Each had to be a valid question for most or all platformers – this ruled out more granular ideas, such as going into detail on character progression systems that would only really appear in a few subgenres.
  2. Each had to relate directly to the gameplay – visuals and music, while important, are often limited by technical constraints, and one game can be given any number of artistic styles. For most (all?) platformers, the actions available to the player are much more important, and more objectively comparable, than the aesthetic decisions.

In the end, I settled on twenty different fields. Each is named below, along with its defining question, a summary of what I expected to find, and any elaboration that felt necessary.

Series:

Subgenre:

Secondary genre:

Year of release:

Primarily vertical or horizontal:

Backtracking:

Physical structure:

Jump combat:

Melee combat:

Ranged combat:

2D/3D:

Collectibles:

Power-up:

Swimming:

Air control:

Airjump:

Walljump:

Leeway for errors:

Multiplayer:

Story:

My data is available in CSV form.

Now what?

Well, this was all how I started my analysis. In part two, I move on to how I finished my analysis, and what I did afterwards. Join me next time for And Why it Didn’t Work!