Sketchnote: Game Architecture

 

Super Princess Peach is an amazing game on the Nintendo DS that follows a micro parallel arcs pattern. Super Princess Peach contains a mix of levels, parallel arcs, and tons of evocative stimuli. There are 6 levels which follow the narrative of Peach defeating bosses in an attempt to save the beloved Toad. When playing this game as a child, my mental model had the upper hand given that the mechanics were very similar to other games I played in the past like Super Mario Bros. However, Peach had special emotion driven powers that the Mario brothers did not have so I followed the skill chain described in the paper to build my skill set. The game screen is split into two: the top screen is where the actually gameplay happens (Peach navigating through the world) and the bottom screen contains Peach’s vibe meters containing the emotions calm, gloom, rage, and joy. The bottom screen provides the player with evocative stimuli so they are aware of how Peach’s environment impacts her vibe. Players learn that they can leverage certain moods by relinquishing powers related to a given vibe. Each vibe is accompanied by its own set of music and visual stimuli.  Overall, Super Princess Peach is an awesome game and was the first game ever to feature Peach as the main character 😀

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