The REMA Model: The Mario Conundrum con.

Aside

It might be tricky to classify Mario as one REMA genre, but Super Mario Land 3D designers definitely used REMA as the core of their design vision:

But it wasn’t really until Super Mario 3D Land that I think I really became a lot more rigorous about enforcing that in level design, where you have a clear concept in the beginning, and that’s carried through absolutely all the way.

Why do you think that that’s important?

KH: Well, I think it has a lot to do with the acquisition of a skill, which is something that often appears very similar to the way that a narrative can develop. So, if you take a single gameplay element, let’s think about the steps that happen.

First, you have to learn how to use that gameplay mechanic, and then the stage will offer you a slightly more complicated scenario in which you have to use it. And then the next step is something crazy happens that makes you think about it in a way you weren’t expecting. And then you get to demonstrate, finally, what sort of mastery you’ve gained over it.

It’s very similar to a narrative structure that you find in four-panel comics… And this is something that ends up giving the player a kind of narrative structure that they can relate to within a single level about how they’re using a game mechanic.

The reference to manga narrative using similar form is fascinating,  It hints at a deeper connection between Rollercoaster play and Mastery play.