You see, a lot
of the reactions he had to the game and its events mirrored my own, and those
particular reactions are ones that I rarely get from video games and stories in
general. For example, he mentioned that the game feels quite long, a similar
feeling I got despite its short length, hm. He also noted that there were a few
times in the game in which he thought he was at the end of it, only to find
that there’s more to come, and again, this is a strong feeling I got from the
game. And I wondered, why is that, and do those ideas connect?
Mario & Luigi: Superstar Saga
is a short game compared to the other Mario RPGs. The average time it takes to
beat it is almost shorter than all the other Mario & Luigis, and a time
shorter than that of all the Paper Marios. Yet, when I first played through
this game, it felt like the longest Mario RPG I’d played, and did so for a long
time. So it stands to ask, what did Superstar Saga do that made it stand out
and have this trait?
Let’s
start with the Mario RPGs in general. A common trait the stories of the Mario
RPGs share is a quest to collect 7 or so of a special star like item. As a
result of this, the player knows how far they are in the game, how many more
star pieces to collect, etc, and can make a rough estimate on how far they are
through the game.
Yet
the Mario & Luigi series has always gone against this idea. True, they all
feature parts of their game in which you must collect a certain number of
sacred items, but often they don’t last long at all and are in no way a good
indicator at how far you are in the game. This is especially true of Superstar
Saga, where the star collecting quest takes roughly two of the games thirteen
or so acts. But if the other Mario and Luigis also possessed this trait, then
why does Superstar Saga feel different?
Superstar
Saga does an interesting thing with its story that none of the other Mario RPGs
really do, which is that it has super climactic moments that feel like the end
of the story, without actually being the end. To my knowledge this is actually
a pretty common thing in Japanese styled RPGs, as I can recall a few in another
video game in which I remember feeling it was much longer than it actually is;
Tales of Symphonia.
So
if this is the case, then why does this trait have us perceive the stories as
longer? Well I don’t know for certain, but I think the pacing has a part to do
it. Recall the famous pacing curve, the curve of pacing in storytelling that most,
if not all stories follow, as I think this will help to solve the answer. If
you don’t know what it is, then feast your eyes on it:
Look at this lovely thing I made in
excel ( :p ). This is the common chart that all stories follow in their pacing
and how intense they feel. You slowly grow as big tense moments come to place,
then after a big climactic one you ease things down, have some explanation,
slow moments to let the players catch their breath, and then slowly ramp things
up again, ending on a more dramatic moment then the last one. It’s a classic formula
all stories follow to keep people interested without being too slow or too
quick.
But
it’s not only true of storytelling, this curve is also core to all game design.
Mario games for example feature levels with easy challenges, then they get
harder, harder, and have a very hard finish, and then the level ends, and the
start of next level goes back to being easy before ramping up. The end of the
world ends up being the most intense moment (hypothetically), and then the next
world continues that trend all the way up to the final level. It’s how RPGs
work as well with a real tough boss to test your abilities, and then back to
regular easy enemies before testing you with a mini boss, and then another
intense boss! And this classic formula proves the test of time in how often it’s
used.
And
then there’s Superstar Saga. Because Superstar Saga doesn’t follow this curve
completely, choosing to instead have super intense moments that feel like the
finale, it’s interesting to think what sort of effect this has on the player’s
experience with the game. So to find out, I went ahead and made my own very
rough probably not accurate chart for the pacing of Superstar Saga, splitting
the game into roughly 13 acts:
As the graph shows, Superstar Saga has two moments that go way up in the tension and drama such that it feels like the end. Granted, one of them isn’t too far away from the actual finale, but the point stands that at these points, it’s not uncommon for the player to think this may actually be the end of things, as I know I did on my first play.
And
as you look as this graph compared to the one post above, you can’t help but
notice that…….while the one above looks like one long journey, doesn’t the
giant spike in the middle of the Superstar Saga make it look like……it’s two
journeys?
And
that’s precisely my point. I may be wrong here, but I feel like through our own
enjoyment and viewing of storytelling, the intense dramatic moments tend to
stick with us the most. This is why endings are often the moments of stories
that get the most discussion and thoughts put into them, as they are what the
viewer remembers the most, since it had the most intense and dramatic moments.
They are in some ways what the entire story was leading up to, so it makes
sense that we would remember these moments the best.
So
if that’s true, then it stands to say that……would this mean that the more a
story has moments that feel like the end of it, then this story would also have
more moments that the player remembers very well? And if the player can
remember more moments of the game distinctively, rather than recalling an
entire area as just one short play, then does this not mean that the player would
remember the whole game as being longer than it actually is?
Indeed,
I think this unique pacing structure Superstar Saga has is what makes it feel
longer then say, the Paper Mario games, where you always know where you are in
the journey, and it’s clearly one journey. Another thing to note is simply the
number of acts. As I said above, I can roughly divide the game into 13 parts,
13 areas, 13 worlds! That’s a heck of a lot more than the traditional 8 worlds
of the Super Mario games and the 8 chapters of the Paper Mario games. Because
Superstar Saga’s story is often changing and about the player running to new
areas and encountering new abilities, the game feels much longer, since you’re
always doing something! There’s hardly any tedious backtracking, areas aren’t
super long and huge given this is a Game Boy Advance game, so you can fly
through them pretty quickly.
And
it’s this design choice that makes Mario and Luigi: Superstar Saga have this
illusion of length. Because it’s constantly throwing things at you, constantly
changing the story, areas, etc and is full more then one super climactic finale
esque moments, the game as a whole feels a lot larger than it actually is, and
the game is able to achieve this illusion of being very long whe in actuality
it isn’t. It’s a pretty cool and interesting mechanic to use in both storytelling
and game design, and I can see why it might be popular in story heavy games
like JRPGs, as it’s an excellent way to make your story feel longer than it
actually is. Go Superstar Saga for being the Mario RPG that did the best job at
this.
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