Binding Of Isaac Stuck Behind Slot Machine

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Hi everybody!

Over the summer I put in a good number of hours to a little game from the creator of Super Meat Boy (Edmund McMullen) called The Binding of Isaac. It’s a unique roguelike dungeon crawler in which each gameplay session lasts 5-40 minutes because of it’s permanent death. Here’s a few elements from it’s overall game design and a few particulars in regards to its level design which I find interesting.

Game design:

Unique theme:

A good look at the enemy variety and the overall theme.

The Binding of Isaac has a really unique theme that I haven’t come across before – weird, morbid, cartoony and perhaps even a little bit offensive all wrapped up into a single package. It wastes no time in touching upon a taboo subject – religion. The story (and opening cutscene) is basically all about Isaac’s mother hearing God’s voice while watching Christian broadcasts on the TV. The voice from above progressively asks the mother to do and more things to her son in order to purify the evilness that has tainted him (according to the voice). Finally, though, the voice asks for the crazy mother to prove her faith to God by killing her son, which she obliges in doing. Afraid for his life, little Isaac jumps down a trap door in their house and begins his venture into the basement.

The enemies, items and environments all center around the religious, the weird, and the random things that might be found in a basement. For example, enemies range from spiders and maggots to dead fetuses and personifications of the 7 deadly sins. Items include body parts from the family’s dead cat Guppy and a bullet modification that turns your projectiles (normally Isaac’s tears) into urine. The music ranges from the mysterious and creepy to throbbing heavy metal. An important aspect of any game’s acceptance by it’s intended audience is it’s cohesion – how well all the pieces fit together. In terms of the art, music and theme, The Binding of Isaac has a clear goal which each and every aspect works towards.

Randomness:

There’s another full page of items and trinkets alongside this one.

In a great interview with the designer (link at the end), he mentions how one of the most core elements of the game is it’s randomness. In a very broad sense, the game is designed to be played in short intervals with no persistence between sessions. Each and every mechanic lends itself to a random element, and they work together wonderfully. There’s no persistence – death is the end of the game. The multitude of items, trinkets and powerups are all randomly generated. The levels are randomly generated, as well as the enemies within them. The boss at the end of every floor (stage/level) is randomly chosen. Pickups can sometimes give you a random ability instead of a set “your projectiles are now X”. Clearing a room will sometimes drop an item, be it coins, bombs or keys. Some destructible terrain within the levels will randomly be blue – an indication that it will give a reward if destroyed. Destroying a pile of poo (fit’s the theme, right?) might spit out a coin. There’s even an arcade with a slot machine and an NPC playing the hidden ball under the cup game!

One of the reason’s I’ve put 30+ hours into a game with 30-40m sessions is because of how random it is. Every time I play is completely different, and not just because one or two mechanics give themselves to randomness. Every single little detail is designed with replay-ability in mind and it certainly paid off in the end.

Role Playing:

The stats – movement speed, firing speed, attack damage and projectile range.

I’ve used the role playing term loose here to indicate the relationship between the player and the main character. The game presents a few ways for you to feel attached to little Isaac running through the basement maze – a visually changing representation and player stats. There’s 7 characters in total (6 unlockable) with different starting items, stats and looks for each. Stats include movement speed, firing speed, attack damage and projectile range. There’s a character for Mary Magdelene, one of Jesus’ disciples (theme) and the apparent mother of Jesus’ baby? She gets the largest health stat from the beginning and an activated item that replenishes her hearts. There’s a character for Judas Iscariot, the one who betrayed Jesus (theme)? He starts with a high damage stat but a low health stat. These variations give the player a meaningful decision to make right before they even enter the labyrinth, which is both reflected in the gameplay and visual appeal of each. Furthermore, almost every item gives the character some sort of visual change. It might seem silly but it fits with the theme of finding random things within the basement and it gives the player a personalized representation of themselves within the game world.

Binding Of Isaac Stuck Behind Slot Machine Invented

The basic Isaac (on the left) is heavily modified by picked up items.

Level Design:

Following along with the game’s complete randomization – floor lengths, room locations, terrain variance and item placement, it’s individual level design follows this idea quite closely.

Difficulty Ramping:

Beginning levels will be short and sweet, but beware of huge mazes in later stages!

Difficulty ramping might seem like a hurdle to overcome when the central theme is randomness – how will the difficulty always become harder on the fine line of the average player’s skill when everything isn’t set in stone? Simple – content sharing and level length. The first level is only a few rooms, let’s keep it below 10. However, as you delve deeper and deeper into the basement the stages will become longer and longer. This is a very effective way of also ramping up the amount of decisions in terms of risk vs. reward that the player is faced with. If I know where the boss’ room is but I have the entire level left to explore, should I explore the level and find more items (might be difficult immediately but will pay off later with better gear), or should I avoid the risk and just deal with the boss with my current health right now? Furthermore, each stage unlocks the possibility for harder enemies to spawn, so the challenges the player has to face become harder while still being randomized every time!

Terrain:

A floor design that limits your abilities to use linear projectiles while strengthening an enemy’s flying ability.

One thing that really works well in terms of item possibilities, fits within the game’s limits and rules and gives plenty of variations is the terrain. Come upon a room with narrow walkways? The enemies might be the bull-type, charging relentlessly in a straight line right towards you! Where are you going to escape – wouldn’t it be nice if you had that item that lets you hover over gaps? What if all the enemies are flying, and swarm around you with ease while you’re stuck to the lanes? Wouldn’t it be nice if you grabbed that item that gives you homing shots instead of the default horizontal/vertical linear ones? What if you come across a completely flat and open room? Isn’t that the perfect place to introduce some barrel bombs, destructible rocks (using the bombs you find), and slowing spiderwebs?

Machines

Conclusion:

Each and every aspect of this game has been designed to work together towards the common theme and randomization goal. Levels, items, enemies, characters and stats all complement each other, rather than being individual mechanics and rules that are strangers packed together in the same small space. This has been a great insight that I’ve learned over the summer (while playing games… doesn’t our line of work rock?). Select your core mechanic. What makes the game fun? What is the goal of the game? Do you want short sessions or a long haul? What decisions are you giving the player in the boundaries of your game’s limitations? Focus on your core mechanic and make sure that every other aspect added on works well with what already exists. It’s the difference between two playable games where one isn’t lasting or enjoyable and the other is!

Please enjoy the interview with Edmund McMullen, the game’s creator. It’s very insightful! http://www.youtube.com/watch?v=BDDSYnZfxTM

Just give me Skatole already you cheap coin addict.

Michael Hancock is the Book Reviews editor on First Person Scholar. He is a PhD candidate in the Department of English Language and Literature at the University of Waterloo. Currently, his grey matter is engaged in writing a dissertation on the use of image-based and text-based rhetoric in videogames.

The Binding of Isaac, an indie game developed by Edmund McMillen and Florian Himsl, was released on September 29, 2011. More recently, on September 26, 2012, I demoed the game in front of a class of second year undergraduate students. Individual deviations aside, there were generally two reactions. Those who were familiar with the game immediately started commenting on the layout of the level, the types of enemies the players faced. They groaned when the level’s bonus item turned out to be the subpar Lemon Mishap, and nodded in sympathy as one player put up a brave but futile struggle against one of the more challenging level one bosses, the two-pronged Headless Horseman. The group unfamiliar with the game stared in horror at violence in front of them, as Isaac threw his tears at enemies with blood dripping from their empty eye sockets, only to be further chased by their headless torsos spewing a trail of blood behind them. The one thing the two groups agreed upon was the meaning of the game’s introduction. In the original Biblical story, God commands Abraham to slay his son, Isaac, then tells him to break off at the last moment, explaining it was a test of Abraham’s faith. Reframing the biblical story into a modern context, The Binding of Isaac features a TV-obsessed mother following divine instructions to deprive her son of toys and media devices, and then, finally, sacrifice him. Isaac flees from his mother into an even more nightmarish and hostile realm under his room, and the game begins. Witnessing this introduction, my students came to a single conclusion: The Binding of Isaac is a game with a divine ax to grind.

Level design, aesthetics, and paratextual Bible framing: these were the three salient elements of the game my students immediately identified. Jesper Juul, in half-real, argues that as we play games, the aesthetic dimension (and, implicitly at least, the paratextual dimension) becomes less significant than the game’s rules and design. In terms of prolonged play, then, the theoretical approach most relevant seems to be procedural rhetoric. Coined by Ian Bogost, studying a game’s procedural rhetoric is simply studying how its processes—its rules in action, so to speak—persuade the player to act in certain ways. For Binding of Isaac, the basic rules are presented as simple and uncomplicated; rather than a prolonged tutorial, the controls are splayed in the background of the first room in any playthrough, explaining movement, weaponry, bombs, keys, and the use of special items. As the player moves from room to room, the map of the dungeon expands; when the player reaches the boss of a level, Isaac moves to the next floor, the map resets and the process repeats itself. It’s a rather basic design, and one that various reviewers have identified with games such as Legend of Zelda and Smash TV.

What the game does differently is its randomness. Each level of the game is randomly generated upon play, with all of the significant locations—item shop, secret room, boss room, special item room—randomly placed as well. The enemies, up to and including the level bosses, are randomly chosen, albeit from a set appropriate to that particular floor. The power-ups are likewise randomized, from the highly useful mutant spider, which allows Isaac to simultaneously shoot four tears at once, to the aforementioned Lemon Mishap, which leaves a yellow stain at Isaac’s feet. Once all the conditions are unlocked, you can even randomize your character pick, creating a moment of chance that happens before the game proper even begins.

Binding Of Isaac Stuck Behind Slot Machine Jackpots

The persuasive power of so many randomized events is not unlike that of a slot machine: you continue to play, over and over again, in the hope that, no matter how many times you lost in the past, eventually, the odds will be in your favor. Christopher A. Paul, in a chapter entitled “Balance and Meritocracies,” argues that “balance” forms an ideograph in contemporary discussions about games, that balance is a word used frequently to summarize in short form what many players and designers see as the ideal design. Binding of Isaac finds its balance through imbalance; any one playthrough of the game may be stacked against the player by virtue of the design of the level, the selection of items, the particular level bosses, but because the player never feels too imposed upon because even in a world of lemon mishaps and The Bean, there`s always next time. A procedural rhetoric approach to the game, then, could conclude that it persuades the player to accept randomness into the system, to appreciate good fortune and bad fortune alike.

The Binding of Isaac has generated a lot of discussion in blogs and podcasts. It is the discourse surrounding the game, however, that demonstrates the limitations of that view, and, consequently, the limitations of procedural rhetoric. John Teti, at gamelogical.com, follows a similar argument to the one I’ve posited, that the game’s random unfairness is, ultimately, what it makes it seem fair (though he characterizes this appearance not as the game being more fair, but more real than one with predetermined events, a definition of videogame realism that perhaps is worth discussing on another day). He goes one step further, however, in defining this design as fundamentally deist: “If game creators are like little gods, then McMillen and Isaac programmer Florian Himsl are from the deist school. They only make the rules of their universe; the game’s program and the player do the rest. When Isaac strolls into a den of spiders and half-skulled zombies, it’s not because the creators pre-ordained that it would happen that way.” Chris Remo, of the podcast Idle Thumbs, argues that this god isn’t deist at all, but Old Testament, by virtue of the way the game seems to be entirely arbitrary in terms of whom it blesses and whom it condemns—the PC is less Isaac, he argues, and more Job. (The book of Job, incidentally, tells the story of a wager between God and Satan, that Satan can coerce Job into abandoning his faith by making him suffer through a series of supernaturally inflicted hardship. Arbitrary punishment is only one interpretation of the Book of Job, but, like game realism, that’s neither here nor there.) Max Lieberman, over at Luderacy, evaluates both views, preferring Remo’s approach for its greater emphasis on the player’s interpretation. He further argues (as I eventually will, as well, spoiler alert) that player interpretation should be viewed as being in dialectic with process, rather than casually produced by it. He then ends the essay with his own conclusion on the game, that it isn’t about God at all, but the aesthetic focus on dirt, violence, and difficulty, traits that he ascribes to a thematic exploration of child abuse, based in part on his familiarity with other games by McMillen.

Where does this focus on God, child abuse, and bodily fluids come from? Not so much from the processes, the procedural rhetoric. Admittedly, coping with randomness and arbitrary punishment is in the procedures of the game, but the jump from that randomness towards the nature of the Divine and child abuse requires a look at something beyond the rules, a look at something from the paratext and the aesthetics: the game’s introduction and settings—from enemy names to halo-related power-ups—push people towards those interpretations, which in turn affects their assessment of the game’s process. The weakness of procedural rhetoric is that it tends to downplay everything not related to abstract process. To return to Juul, it dismisses the “story” elements as fiction, while implying that the rules are what’s “real” and significant. It fails to connect process to player, and to larger paratexts of reference. In actuality, many things shape player experience, including process, but also, yes, the game’s aesthetics, and the way it draws on outside material such as—in this case—a Bible story. To get the most out of procedural rhetoric in The Binding of Isaac—or any other game, for that matter—it needs to be considered not as the be-all and end-all of game studies, but one perspective among many.

Binding Of Isaac Stuck Behind Slot Machines

Binding of isaac stuck behind slot machines

Binding Of Isaac Stuck Behind Slot Machine Machines

Or at least that’s what my students would have me think, anyway.

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