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Sememster 3: Counterpoint

Without a doubt, counterpoint is the most complex topic we will cover in the Mario Maker Workshop. Counterpoint is the secret of Mario level design.

The term counterpoint is taken from classic music history:

In music, counterpoint describes compositions that feature multiple melody lines. Each melody line is pleasing and interesting to listen to solo, yet complementary when played at the same time. All this complexity can be achieved using fewer notes (less dense) than a regular composition. Achieving such depth with such low complexity allows first time listeners to follow along and enjoy the music, while experienced listeners find seemingly endless interesting connections “between the lines.”

Examples include melody 1 enhancing or pointing to a part of a melody 2. Melody 1 moving in a different direction or lining up rhythmically with melody 2. Or melody 1 backing out entirely to let melody 2 get the focus. And there's no limited to the number of melodies you can attempt to put into a song. If it sounds good and is coherent, put as many as you like.

Put another way, counterpoint is having separate simultaneous layers that don't interfere with each other; instead they support each other in specific, distinct ways. Imagine three people talking all at the same time. But instead of being overwhelmed, you can understand them all and even pick out funny little "accidental" word phrases started by one speaker and finished by another.

What happens when you put layers together?

The core Mario elements (obstacles, enemies, and coins) create layers that create rich potential for counterpoint. Keep in mind that the different layers of a level that has counterpoint don't have to each feature different kinds of elements. You can create counterpoint with just blocks. It's not easy, but it can be done. In general when we design levels, we want the layers be interesting or fun without stepping on each others toes. But if we're trying to create at level with with counterpoint we need the layers to do a little more. We want the layers to mix together to create new challenges or gameplay ideas.

Miyamoto, the creator of Mario, explains the magic of counterpoint level design. It's the classic story of the design of Super Mario Bros. 1-1.

With a precise arrangement of elements, 1-1 invites players in, presents light challenges, baits with curiosity, and sets the player up in a trap that teaches them the positive benefits of touching Super Mushrooms.

Counterpoint = The "Layers" between layers

Counterpoint can be used for a wide variety of effects. Counterpoint can be used...

  • To increase the discoverability of gameplay elements or possibilities. SMB 1-1 demonstrates this perfectly. (see video above)
  • To engage highlight aspects of two different gameplay ideas by lining up the way the player interacts with both layers. If there is a way to play that accomplishes two things at the same time though they're from two separate layers, both layers are uniquely accented. In other words, look for examples when the player can "line things up" and knock out two birds with one stone.
  • To highlight a layer by removing layers. Getting out of the way, removing complexity, is a unique way for a layer to highlight another layer. If interacting with one layer "clears it" so that only another layer remains, this is counterpoint.
  • To nudge players using curiosity or encouragement into specific locations or to do specific actions. Avoiding dangerous elements is a great way to nudge players into specific spaces.
  • Counterpoint can be to have layer's challenge feeds direction into the execution of another layer is another.

For specific examples, see the videos below.

Workshop Recap and Counterpoint

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