In games as in life, slipping and sliding on ice patches while torrents of snow transform your eyelashes into crystalline daggers can be frustrating, to say the least. And yet, ice and snow levels are a time-honored trope in video games. On this weekâs episode of Kotakuâs Splitscreen podcast, we try to figure out why that is, fail, and then bring on Spelunky creator Derek Yu to explain it for us.
The episode opens with Ash, Fahey, and me spelunking the annals of ice level history and trying to figure out where the mechanics we often associate with them (slippery ground, weather that obscures vision, etc) first began. Then we move into a discussion of our favorite and least favorite ice levels, from the very new (Astroâs Playroom and Hades) to the ancients (Sonic on the darn Sega Game Gear, those fucking infuriating sliding puzzles in PokĂ©mon Gold and Silver). We also discuss the concept of exploding penguins at length. Then, to close out the show, we bring on Spelunky and Spelunky 2 director Derek Yu to talk about his own approach to creating ice levels, how classic games informed his designs, and why ice levels keep appearing in games even though so many of them are frustrating as heck.
Get the MP3 here, and check out an excerpt below.
Nathan: To you, as somebody who creates games and levels and designs these things, what is the appeal of that slippery surface? Because I feel like thatâs one of the things people tend to find most frustrating in ice levels. So what is the appeal of altering the playerâs ability to move?
Derek Yu: Itâs interesting. Like I said before, there are a lot of things one thinks about when designing an environment. And I have to be honest: I kind of feel like a lot of game designers add ice levels not particularly because they really like the slippery ice, but more because snowy, icy placesâitâs just kind of a major biome in real life. I think it also brings with it a lot of colors we donât often see in other biomes, and those are things we think about.
So to include it is to include a kind of variety that, in a way, is sort of hard to pass up, because itâs right there. People have certain expectations tied to it. Players implicitly understand what an ice-based world kind of means. Youâre getting those expectations, those colors, those feelings for free. So I wouldnât say that designers include them for the ice. Iâd say the ice is maybe more of, like, sort of a side thing that just happens to come with the snowy or icy biome, which is the more interesting part for designers.
I do know that ice can be frustrating. I think it can be interesting to mess with the playerâs sense of movement like that, but like we just said, you can also get around the ice and avoid it if you want in Spelunky. But I donât think ice is the main feature designers are interested in adding. I mean, Iâm speaking from my own personal experience, but there are just all these cool things that come with ice and icy environments.
Nathan: You were talking about how ice and the way it impacts movement is already enough of a challenge for players, so you sort of dialed back some other elements of the challenge in Spelunkyâs ice levels to compensate. But when you were creating Spelunky and Spelunky 2âs ice levels, were there ever any more elaborate ice-and-snow-based ideas you considered adding to the gameâany that you thought about, only to decide âThis is too muchâ or âThis doesnât fit Spelunkyâ?
Derek: I decided to keep the ice caves fairly minimal, just to fit with where it came in the game as kind of a break point for the player. I think Eirik Suhrke who did the music for the game also felt that feeling. In Spelunky 1, thereâs kind of the infamous jazzy music track that Eirik wrote for it, and in Spelunky 2 thereâs also a sort of more quiet and peaceful track. Itâs different, and it signals a break in the game. I really think with game design, you want to think of it as a flow up and down, in terms of everythingâincluding difficulty. Thatâs really where the ice caves come in in Spelunky. Having it feel a little more minimal, a little more peaceful in some wayâthatâs what I was going for.
Nathan: Weâve got to talk at least briefly about âwet furâ levels, because I really enjoy that terminology. When you were writing the text that describes the feeling of locations in Spelunky, why wet fur for icy areas with yetis?
Derek: It has always interested me that we canât smell games. Obviously, in those levels in Spelunky 1, youâre introduced to the Yeti King, and in Spelunky 2 we kind of carry that further. So it is a signal that there are a lot of yetis in this level, on one hand. But on the other hand, those level feelings and that text is a great way to introduce another sensation you donât normally get from playing the game itself, because we canât smell games. So I just felt like, to me when I thought about the environmentâthis icy cave filled with all these yetisâsomehow the smell of the place and the smell of their fur was a very strong sensation in my head. I kind of wanted to give the player that feeling when they entered the stage as well.
Nathan: Are we talking a sort of neutral scent, or is it like when a dog jumps in a pool and comes out smelling all salty, and youâre like âWhy do you smell salty? Where did the salt come from?â
Derek: I think itâs more like a wet dog. I donât know, some people might like that smell! But itâs an earthy smell, I think. Itâs a smell of just too much nature concentrated and condensed in one place. So itâs a pungent smell thatâs slightly uncomfortable, is how Iâd put it. Dank.
In Spelunky, the yeti caves are pretty claustrophobic. So I think I wanted to get across that sense of claustrophobia. You know, sort of like a locker room kind of feeling. Imagine youâre in a locker room. You just played a full game of American football with a bunch of hairy yetis. What does that smell like?
Nathan: Weâve all been there. So Spelunky is a game where, canonically, youâre the one human being at Yeti High?
Derek: Yeah, exactly. And youâre just trying to, like, get back and say hi to your teammates again after having a falling out with them.
Nathan: Oh, thatâs really nice. Well, I hope it goes well for them.
For all that and more, check out the episode. New episodes drop every Friday, and donât forget to like and subscribe on Apple Podcasts, Spotify, or Stitcher. Also if you feel so inclined, leave a review, and you can always drop us a line at [email protected] if you have questions or suggest a topic. If you want to yell at us directly, you can reach us on Twitter: Ash is @adashtra, Fahey is @UncleFahey, and Nathan is @Vahn16. See you next week!
Recommended Stories
https://lastchance.cc/the-cyberpunk-2077-hype-is-just-too-much-1845808091%3C/a%3E%3C/p%3E