Let's talk about the coming of age song, On to Grasstown.
A
small child starts to explore a grassy field. He encounters some strange and
curious things in knolls and nooks. (Not just enemy #12 with 14% more
HP, or [this time you can't stomp on them].) They're not a big deal, he
plays with them a bit and then moves on. He finds more strange and
curious things - he's really getting to like this field. Some of them give
him a bit of difficulty, but he extracts himself and looks further.
Then
he starts to grow up. He's exploring farther, and he crests a hill. A
vast, mysterious vista opens up before him. The rolling terrain creates
natural watchtowers and deep grassy seas hiding all their secrets. The shallow world of his back yard promises deep interlinking complexities, and as he travels down the big hill, the lands beyond deliver on these promises.
His
greater depth of understanding brings his awareness to greater
challenges. It's not a day trip anymore, he's packing and girding
himself for war, really committing to the excursion, submitting himself
wholly to the environment, allowing it to withhold nothing from him.
The camera pulls out and we see the philosophical themes of
his exploration. How his personal determination creates and is created by the grand
cycle of birth, growth, and death, of the seasons, the years, and aeons.
How his self-imposed trials and travails form a rhythmic dance and
how hardship enriches him.
The actual level this music accompanies is action
platformer #345676i. Shooting the big guy is pretty satisfying I guess,
and there's a tank up there to get. As the title hints, it's mainly a road from A to B. It's intended to be functional and largely forgettable, and so it is.
I want to see the curious things the child discovered. Do you not? How is exploring a field the result of or results in coming of age? What are the rhythms of growth and hardship? Of the cycles of seasons and the river of time?
I want to see a game where you start with Pixel's genius song, and then make a level worthy of that song. Make a level that feels in play the same way the song feels.
Not saying it's easy or cheap, but it only requires the odds to be lower than 1 in 8 billion.
This is why I want to see massively overpriced games by aristocrats for aristocrats, not intended to make money. Made for the same reason the pyramids were made: because it's fucking cool.
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