the maw

Objective:
     Play The Maw and analyze it.  Construct questions designed to elicit critical thinking on game design.  Demonstrate the game in a game deconstruction session with other designers and moderate discussion.

 


Description:
    
I was introduced to the idea of game deconstruction through my summer internship at Pandemic Studios.  Each Wednesday, a group of people would show up to watch a colleague demo a game of their choice and present questions meant to inspire discussion about design.  After attending many of these sessions, the organizers of the event offered the opportunity for myself and the other interns to be deconstruction presenters.  I decided to re-visit The Maw, which I had played just after its release.  I played through the game and analyzed it much as I would if I were going to review it, but then compiled my notes and turned them into questions for the deconstruction, which you can view by clicking the PDF icon at the top of the page.  Finally, on decon night, I played the game and moderated the discussion using my questions, while another colleague took notes.

Results:
     Again, feel free to check out the original document I used during the deconstruction to present my questions.  Following are the thoughts of the group regarding the game based on my decon:

Pre-Associations

  • 3D Platformer
  • Indie Game
  • Eating
  • Sense of Scale
  • Cartoony, Colorful

Discussion Notes

  • It's very polished, suprisingly high production values (especially in animation for an indie game)
  • Very little dialogue, you can read a lot into the characters by their animation & body language(very expressive)
    • Players have different expecations for "accepting" more abstract cartoony characters vs. realistic ones, so sometimes it makes sense to go for a stylized look
    • Your alien companion, the MAW, is like a puppy.  He's kind of a wuss when confronted but cheerfully follows you around
  • Seems to be designed for console vs. PC
  • You use an energy leash as a core mechanic for interacting w. the MAW and the world
    • The leash can also be used to drag other objects
    • You can also use it to grab, toss, and feed creatures to the Maw
    • Later on, there's a grapple hook mechanic introduced for the leash which allows you to attach to flying creatures
  • Basic Mechanical Loop - the MAW will eat enemies and get bigger or get new abilities, allowing the player to progress through the environment and bypass puzzles/obstacles
    • Slightly reminiscent of Katamari Damacy in that regard
  • In one level, the MAW gets pretty big and you can hop on top and go for a ride, but it feels like "rail-shooter" filler and it's only used once.  Many of the mechanics are presented as "one-offs" in this way
  • Environments seem repetitive and achievements are tedious to achieve
  • You get the feeling from the one-off mechanics & emphasis on animation, that it's less of a game and more of a linear story experience for kids.
    • It's a short game, 8 levels, about 4-8 hrs total
    • No player death, very shallow difficulty progression the focus is on progression and mild puzzle solving
    • The level design doesn't seem ambitious enough to leverage or exploit the mechanics fully
    • Even the 3 availabe DLC levels are referred to as "Deleted Scenes" (like a DVD)
      • This had a bad reaction amongst consumers as they felt there were things missing when they first bought it - not a good idea
  • The MAW epitomizes "Games as Popcorn"
    • It's a light snack, and easy to consume. 
    • There's also a lot of polish in the mechanics and the animation/characters are appealing
    • The game could really appeal to kids and adult parents w. not a lot of free time, but not likely to most male "power fantasy" teenage gamers due to the cartoony presentation
    • However, they don't wring enough gameplay or content from exploring the mechanics more fully.  In a more focused game, the mechanics might have more potential to shine, but here they feel underutilized.
    • It's cheap however ($10 on Steam or XBLA, $1 per DLC level), so if you scale your expectations accordingly, you might enjoy it