Deep Interlock: We like the feeling that things are interconnected, that things which happened ages ago, that felt meaningless at the time, have some significance.in our bodies, between characters in a story) that feel connected, even if, globally, they are not. Local Symmetries: Our brains are programmed to spot tiny symmetries (i.e.Good Shape: We like shapes that are not trying to be pretty but, through their inherent purposes, make pleasing shapes, like sails catching the wind.Sometimes negative space can enhance positive space. Positive Space: There is an interplay between positive and negative space.Alternating Repetition: We like going back and forth, like falling/rising tension flow in a story, or checkerboard patterns.Boundaries: Boundaries create centers, and there are also physical and thematic boundaries that need to be crossed in order for change to occur.Strong Centers: We are interested in things, like the solar system or atoms, that are centered.Levels of Scale: We are constantly interacting with things small, medium, and big, and changes in these scales can be seen and felt.View my analysis of SPM in terms of the Paper Mario series as a whole here.įor the uninitiated, these patterns that Christopher Alexander explores in A Nature of Order can be described as such, in which he posits that there are inherent patterns in architectures, games, life, that, when employed and noticed, create a pleasurable feeling that things are balanced, comfortable, all right : Note: This post concerns an advanced, design-based analysis of SPM by itself, but this analysis is part of a greater discussion on Super Paper Mario within the context of Paper Mario as a series. As the immediate successor to TTYD, it is only fair that I apply the same lens to Super Paper Mario. Super Paper Mario (SPM), the sequel to TTYD, is known as a game was a fantastic story, but also a game that has clear flaws. Of all the games that I then touched on as challengers to TTYD, one game stood out to me as worthy of deeper analysis, especially after playing it again recently. For my post on Paper Mario: The Thousand-Year Door (TTYD), I used Christopher Alexander’s A Nature of Order as the lens by which to analyze both that game, its predecessor Paper Mario (PM64), and the basic Mario structure.
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