User:Soprano/Pikmin 3 Area Design Analysis: Difference between revisions

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Updated maps to Pikmin 3 Deluxe versions, and changed a few links.
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m (Updated maps to Pikmin 3 Deluxe versions, and changed a few links.)
 
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==General information==
==General information==
''Pikmin 3'' has 5 areas: the [[Garden of Hope]], [[Distant Tundra]], [[Tropical Wilds]], [[Twilight River]], and [[Formidable Oak]], which are visited in [[Story Mode]] in that order. However, it's not the case that the player will explore one area completely and then move onto the next. All the areas (except the last) require backtracking later in the game to get all the [[fruit]]s in the area, due to the way that each new [[Pikmin family#Known types|type of Pikmin]] allows access to previously inaccessible sections of the map. This means that the areas must facilitate a fairly linear story segment and non-linear fruit collecting at the same time. However, what I find fascinating is that each area has a different way of doing this. The general layout features of each area are substantially different, as will be looked at later, but they each have a similar effect. The exception to this design style is the final area, the Formidable Oak, which cannot be analyzed in the same way as the other areas due to having no fruit and being a simple linear trial before the final boss battle. However, its general layout will be analyzed anyway. Note that the following sections assume you're quite familiar with the area being discussed.
''Pikmin 3'' has 5 areas: the [[Garden of Hope]], [[Distant Tundra]], [[Tropical Wilds]], [[Twilight River]], and [[Formidable Oak]], which are visited in [[Story Mode]] in that order. However, it's not the case that the player will explore one area completely and then move onto the next. All the areas (except the last) require backtracking later in the game to get all the [[fruit]]s in the area, due to the way that each new [[Pikmin family#Types|type of Pikmin]] allows access to previously inaccessible sections of the map. This means that the areas must facilitate a fairly linear story segment and non-linear fruit collecting at the same time. However, what I find fascinating is that each area has a different way of doing this. The general layout features of each area are substantially different, as will be looked at later, but they each have a similar effect. The exception to this design style is the final area, the Formidable Oak, which cannot be analyzed in the same way as the other areas due to having no fruit and being a simple linear trial before the final boss battle. However, its general layout will be analyzed anyway. Note that the following sections assume you're quite familiar with the area being discussed.


==Garden of Hope==
==Garden of Hope==
[[File:Garden of Hope map.png|thumb|right|300px|A map of the Garden of Hope.]]
[[File:Garden of Hope map P3D.png|thumb|right|400px|A map of the Garden of Hope.]]
The [[Garden of Hope]] is designed a bit like a dungeon in the early Zelda games, in that it can be divided up into rooms. Some rooms offer simple challenges and connect to other rooms, while other rooms are more complex standalone challenges with a single entrance/exit. This is clear from the map, as there's a main hub part of the area and several separate rooms (sub-areas) on the sides. However, even in the main area, these rooms are still present. You start at the landing site in a room next to a lake. Cross either of the bridges, and you're in a room with some enemies. Walk up either of the corridors, and you'll arrive at the same room (the one with the captain-throwing tutorial). This loop is a core element of the first story segment of this area, and the player is expected to go around the entire loop in an anti-clockwise direction, ending up where they started. This is quite clever, as it teaches the player about the connected nature of the areas in the game. The loop also has a room to the side in a cave where Rock Pikmin are unlocked, and 3 fruits in easy-to-access locations to teach the player about collecting fruits. It's a great tutorial for the structure of the game.
The [[Garden of Hope]] is designed a bit like a dungeon in the early Zelda games, in that it can be divided up into rooms. Some rooms offer simple challenges and connect to other rooms, while other rooms are more complex standalone challenges with a single entrance/exit. This is clear from the map, as there's a main hub part of the area and several separate rooms (sub-areas) on the sides. However, even in the main area, these rooms are still present. You start at the landing site in a room next to a lake. Cross either of the bridges, and you're in a room with some enemies. Walk up either of the corridors, and you'll arrive at the same room (the one with the captain-throwing tutorial). This loop is a core element of the first story segment of this area, and the player is expected to go around the entire loop in an anti-clockwise direction, ending up where they started. This is quite clever, as it teaches the player about the connected nature of the areas in the game. The loop also has a room to the side in a cave where Rock Pikmin are unlocked, and 3 fruits in easy-to-access locations to teach the player about collecting fruits. It's a great tutorial for the structure of the game.


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==Distant Tundra==
==Distant Tundra==
[[File:Distant Tundra map.png|thumb|right|300px|A map of the Distant Tundra.]]
[[File:Distant Tundra map P3D.png|thumb|right|400px|A map of the Distant Tundra.]]
The [[Distant Tundra]] is an area dominated by loops. Its design features small loops all over the place, but the dominant layout feature of the map is an enormous loop that goes through 5 sub-areas. There are no sub-areas in this area with only 1 entrance/exit, which really says something about its structure.
The [[Distant Tundra]] is an area dominated by loops. Its design features small loops all over the place, but the dominant layout feature of the map is an enormous loop that goes through 5 sub-areas. There are no sub-areas in this area with only 1 entrance/exit, which really says something about its structure.


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==Tropical Wilds==
==Tropical Wilds==
[[File:Tropical Wilds map.png|thumb|right|300px|A map of the Tropical Wilds.]]
[[File:Tropical Wilds map P3D.png|thumb|right|450px|A map of the Tropical Wilds.]]
In comparison to the other areas, the [[Tropical Wilds]] doesn't have a single defining layout feature. However, there are still a bunch of unique concepts when compared to the other areas, and a few repeated themes.
In comparison to the other areas, the [[Tropical Wilds]] doesn't have a single defining layout feature. However, there are still a bunch of unique concepts when compared to the other areas, and a few repeated themes.


The Tropical Wilds can be roughly divided into 2 main sections: the north and the south. The northern half of the area is centered around a loop that surrounds a plateau. Unusually for areas in ''Pikmin 3'', it's possible to walk on this plateau due to the elevator platform adjacent to it. From here, a few fruits can be accessed, including one that involves walking on a log that passes over the lower area. (And this one is unusual yet again, because it's in a cave that is accessed by falling in from above – the only vertical loading zone boundary in the game.) North of the plateau is a lake with 2 fruits, and west of it is a mini-boss fight in a unique double-arena. This loop section is dense and a bit confusing, but it's still interesting.
The Tropical Wilds can be roughly divided into 2 main sections: the north and the south. The northern half of the area is centered around a loop that surrounds a plateau. Unusually for areas in ''Pikmin 3'', it's possible to walk on this plateau due to the [[seesaw block]] adjacent to it. From here, a few fruits can be accessed, including one that involves walking on a log that passes over the lower area. (And this one is unusual yet again, because it's in a cave that is accessed by falling in from above – the only vertical loading zone boundary in the game.) North of the plateau is a lake with 2 fruits, and west of it is a mini-boss fight in a unique double-arena. This loop section is dense and a bit confusing, but it's still interesting.


The southern half of the area is where the story section of the area is focused, and it also centers around a loop, albeit a very different loop. The player must throw a leader across an unbuilt bridge, then after building that bridge, the player must use all 3 leaders to cross part of the lake using a small island. This allows a ramp box to be pushed, allowing access to and from the boss arena. These throwing puzzles are clever, as they act as both a tutorial and a way to gate off the boss of the area until all 3 leaders are obtained. A leader can also be thrown up a ledge to arrive at Alph's landing site, which now contains a suit upgrade and a fruit, which is another neat way of reusing tutorial areas. This tutorial area also connects back up to the main area via a cave, which forms another loop (intersecting the story one).
The southern half of the area is where the story section of the area is focused, and it also centers around a loop, albeit a very different loop. The player must throw a leader across an unbuilt bridge, then after building that bridge, the player must use all 3 leaders to cross part of the lake using a small island. This allows a ramp box to be pushed, allowing access to and from the boss arena. These throwing puzzles are clever, as they act as both a tutorial and a way to gate off the boss of the area until all 3 leaders are obtained. A leader can also be thrown up a ledge to arrive at Alph's landing site, which now contains a suit upgrade and a fruit, which is another neat way of reusing tutorial areas. This tutorial area also connects back up to the main area via a cave, which forms another loop (intersecting the story one).
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==Twilight River==
==Twilight River==
[[File:Twilight River map.png|thumb|right|300px|A map of the Twilight River.]]
[[File:Twilight River map P3D.png|thumb|right|350px|A map of the Twilight River.]]
The [[Twilight River]] has a very different layout to the other fruit-bearing areas in ''Pikmin 3'', mainly due to its central focus around the rivers that go through the area. This unique feature results in a distinctive design for the area. Looking at the map, the most obvious difference is that there are 2 main sections to the area instead of 1. There's the first section in the north, with 2 rivers, and the second section in the south, with 1. And these 2 sections have 3 paths between them – a 1-way path along the river, and 2 bi-directional paths that can only be used after the second part of the area has been accessed. In addition, there are only 2 other sub-areas. (Technically there are 3, but 2 of them are in the same loading zone and are associated with the boss.) This unique overall structure makes the area less focused on rooms and loops than the other areas, and more focused on paths.
The [[Twilight River]] has a very different layout to the other fruit-bearing areas in ''Pikmin 3'', mainly due to its central focus around the rivers that go through the area. This unique feature results in a distinctive design for the area. Looking at the map, the most obvious difference is that there are 2 main sections to the area instead of 1. There's the first section in the north, with 2 rivers, and the second section in the south, with 1. And these 2 sections have 3 paths between them – a 1-way path along the river, and 2 bi-directional paths that can only be used after the second part of the area has been accessed. In addition, there are only 2 other sub-areas. (Technically there are 3, but 2 of them are in the same loading zone and are associated with the boss.) This unique overall structure makes the area less focused on rooms and loops than the other areas, and more focused on paths.


The river is the main terrain feature of the area, and it's worth analyzing how it works. There are 2 separate rivers in the area: one in the north of the first half of the area, and one connecting the first and second halves. It's possible to walk through the rivers, but this can only be done with Blue and Winged Pikmin because of the water. In addition, the river is often lined with walls that make it impossible to walk out of in certain locations. As a result, the main way of traversing the river is with the [[lily pad]]s. Lily pads work like trains, coming down the river every few seconds. Captains and Pikmin can hop onto the lily pads at specific spots from both sides of the river. (These spots are marked by stationary lily pads.) They can then hop off at any 'station' downstream, and if all stations have been passed, they will automatically hop off at the end of the river. Going upstream generally requires walking on regular terrain, and there are various slopes and drops that make it easier to walk upstream than downstream, to encourage the use of the lily pads. Crossing the river generally requires use of the lily pads too, but there are 2 naturally generated bridges across it (one of which is a 1-way path), as well as 1 fragment bridge and 1 [[Bouncy Mushroom]]. The northern river is available from the start, but using the southern river requires lifting a dam to allow lily pads to go down it.
The river is the main terrain feature of the area, and it's worth analyzing how it works. There are 2 separate rivers in the area: one in the north of the first half of the area, and one connecting the first and second halves. It's possible to walk through the rivers, but this can only be done with Blue and Winged Pikmin because of the water. In addition, the river is often lined with walls that make it impossible to walk out of in certain locations. As a result, the main way of traversing the river is with the [[lily pad]]s. Lily pads work like trains, coming down the river every few seconds. Captains and Pikmin can hop onto the lily pads at specific spots from both sides of the river. (These spots are marked by stationary lily pads.) They can then hop off at any 'station' downstream, and if all stations have been passed, they will automatically hop off at the end of the river. Going upstream generally requires walking on regular terrain, and there are various slopes and drops that make it easier to walk upstream than downstream, to encourage the use of the lily pads. Crossing the river generally requires use of the lily pads too, but there are 2 naturally generated bridges across it (one of which is a 1-way path), as well as 1 [[Bridge#Fragment bridge|fragment bridge]] and 1 [[Bouncy Mushroom]]. The northern river is available from the start, but using the southern river requires lifting a dam to allow lily pads to go down it.


The rivers divide the terrain into multiple distinct segments. The northern half is divided into 3 segments and the southern half is divided into 2, and these segments are surprisingly narrow. They function as a linear arrangement of rooms, and each room contains something, such as a fruit or enemy. Very often, these segments have obstacles limiting movement between rooms until they're destroyed, or one-way paths limiting the direction of movement along them. The simplicity of each segment makes the Twilight River surprisingly simple to navigate, with clear paths between any 2 sections of the map.
The rivers divide the terrain into multiple distinct segments. The northern half is divided into 3 segments and the southern half is divided into 2, and these segments are surprisingly narrow. They function as a linear arrangement of rooms, and each room contains something, such as a fruit or enemy. Very often, these segments have obstacles limiting movement between rooms until they're destroyed, or one-way paths limiting the direction of movement along them. The simplicity of each segment makes the Twilight River surprisingly simple to navigate, with clear paths between any 2 sections of the map.
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==Formidable Oak==
==Formidable Oak==
[[File:Formidable Oak map.png|thumb|right|300px|A map of the Formidable Oak.]]
[[File:Formidable Oak map P3D.png|thumb|right|400px|A map of the Formidable Oak.]]
The [[Formidable Oak]] is not designed like the other areas at all, because it has a fundamentally different role. Instead of being an area full of fruit, it's a single long puzzle featuring the Mysterious Life Form, as well as a boss fight. However, it's not totally linear either, as there's a lot of stuff to do besides running away from the boss.
The [[Formidable Oak]] is not designed like the other areas at all, because it has a fundamentally different role. Instead of being an area full of fruit, it's a single long puzzle featuring the Mysterious Life Form, as well as a boss fight. However, it's not totally linear either, as there's a lot of stuff to do besides running away from the boss.