I was pointed to the wonderful game William and Sly yesterday. A typical platform game, the player takes on the role as Sly the fox. William, Sly’s master I take it, and Sly are out to collect mushrooms in the forest. Unfortunately, William says he is unable to get to his mushroom storage cave on the other side of the forest because the runestones that he uses for transporting across the forest have gone out. Sly is thus given the quest to find the runestones and recharge them with magical fairyflies he can collect in the forest.
At the same time, Sly collects any mushrooms he comes across, some of which are in hidden caves, hidden behind the game’s scenery. This makes the game much more about exploring the terrain because the hidden areas have no visual distinction. Sly must also worry about Darklings, which are evil creatures that do not harm Sly himself but eat any fairyflies that Sly has collected. Luckily, Sly can gain some power-ups, one of which allows him to glide while the other allows him to dispell Darklings.
Reading that description, the similarities between William and Sly and say another platform like Super Mario Bros are blatantly obvious. Sly runs and jumps, gains power-ups, and is on a hunt for mushrooms (no pipes though). There is even a sense of hidden wonder in both games where pipes allow access to hidden areas in Super Mario and in William and Sly there are hidden caves that have no differentiation from their surrounding landscape.
But when playing as Sly you do not feel the same way as when playing Mario. The level design in William and Sly is based on recreating a forest; while the graphics are not photorealist they are defiantly more realistic than say the hills or trees in Super Mario games. The bounding and running animations of Sly are superb, I found myself just examining Sly’s motions because they are so smooth. Couple those with the excellent somber music and the thunderstorm effects, the game does much more to place the player into a world that is less based on cartoony action and more about experiencing the surroundings.
Collecting items works differently too. When an item is collected the player is given a brief acknowledgement that they found the item but nothing else is shown. No running total is in the upper right hand corner, no score, not even a timer. In fact, the game has no UI in its main play mode at all. Hitting SHIFT will bring up a single page that lists all of the items the player has gathered but I for one barely used it, since I didn’t care how many mushrooms I was collecting.
The power-ups Sly receives are few but interesting in how they are presented. For dispelling Darklings Sly has to gain a “white magic” power. Sly is given this power after he unlocks a runestone but only for a short time. A Darkling can be anywhere in orientation to any given runestone so it adds another element of exploration if the player wishes to find and dispell as many Darklings as possible.
*Spoiler* The second power-up is the gift of flight, or the ability to glide if the player holds the up button. This is gained by patience. When Sly comes upon an alter in the middle of the forest a sign gives a hint that if he waits on the alter he will learn to fly. After about 15 seconds of waiting a message appears telling the player that Sly can now use his wings. Waiting there struck me as something different, platformers are typically about speed and progression. Having to wait, albeit for not a long time, was an excellent way to add in this power-up, especially in regards to the explorative nature of the game.
I immediately thought of Blueberry Garden while playing William and Sly. Both have large maps that players explore and items to collect throughout. Yet, each add something different to a platformer game rather than fighting or speed. The player can still focus on those aspects as both games allow them, one can dispell every Darkling in William and Sly or may try to kill the animals in Blueberry Garden, but the player is not forced to do those kinds of actions. Each game takes the same-old platformer mechanics but frames them in a way that is serene while still keeping with the spirit of the platforming genre.
The other game William and Sly reminded me of was Tale of Tales’ game The Endless Forest. Dubbed a “multiplayer online game and social screensaver,” The Endless Forest takes place in, well, a forest too. Both games nudge the player to explore the game’s environment but at the same time are almost too whimsical to play, where the player would rather just let the game run because it creates a soothing atmosphere. At the moment I am writing this I have William and Sly running in my browser and I’m just listening to the music/sound effects from the game, it’s quite nice.
If I had to make a complaint about William and Sly it would be that the points should have been removed from the game. The player technically receives a score if they finish the game, where every mushroom collected is worth 100 points and every Darkling dispelled is 1000. There even seems to be points awarded if the player finishes the game in a certain amount of time, though no time is shown anywhere while playing the game. I never felt like I was working towards a score, nor was I trying to beat the game fast. Adding points may motivate some people to play the game, maybe even push people to play the game differently, but for me the gameplay was intrinsic enough that I wanted to play just to play.
There was a game design conversation yesterday on Twitter that discussed such things as how gameplay centers too heavily on Power Fantasies and Discreet Choices, or that games are just Movement and Collision Detection. I feel these arguments are always too reductionist in nature, boiling down to a discussion of why “game X doesn’t have Y.” While this is a great thought experiment, people tend to focus on very popular games in these arguments, your WoWs, your GTAs, Rohrer’s games (which for the “elite” gamer is popular). I rarely see people discussing Flash-based, as William and Sly is, or Social games in their arguments of how we can bring gaming to the next level as a medium, art, or whatever.
Is William and Sly a Power Fantasy? Maybe, you can certainly play it as one. I personally liked bouncing around. Does it have Discreet Choices? Sure it is basically a linear level with an ending but you don’t need to enjoy it in that way. What about Movement and Collision Detection? Well of course, it is a spatial representation of a forest and a platformer. Did I feel that all I was doing was moving and colliding, no more so than I could argue that life is based around movement and collision (might throw good old Virilio out for that argument).
When these types of discussions come up we need to be more open minded about the breadth of games that exist. There are game designers who are trying new things and I think more of us should be putting our own ideas of how to further the medium into practice. The EAs and Activisions of the world will not be producing the same games forever, especially if we all try to sneak in new ideas and frame our games differently so more gaming audiences take notice. We just need to be sly about it.























