Discovery & Mastery in Metroidvanias
In their book Characteristics of Games, authors George Skaff Elias, Richard Garfield, and K. Robert Gutschera define an atom as the "smallest complete unit of play." In many genres of game, is it straightforward to define what an atom is. In a traditional platformers like Mario, an atom is a single level. In a modern rogue-lite such as Hades, a single encounter would be an atom. I recently finished playing Silksong, which left me thinking—what is an atom in a Metroidvania?
Defining the atom of play isn't just about the structure of the game, it's about how that play is experienced. These can align, as in the examples above—but that isn't always the case. The way we approach a game depends on the "mode of play", which is the framing behind how we experience a game. The mode of play can be shifted either from the game itself or from the player. An explicit mode of play shift can occur when you enter the arena of a boss battle. The doors close, the camera locks, and the music grows in intensity.
Sometimes, the shift isn't caused from the game, but from the player. In a real-time strategy game, there isn't an explicit resource management phase and battle phase—you are expected to make those shifts yourself. In a simulator game like Stardew Valley, the mode of play is open ended. You can farm, fish, or socialize at your own whim.
Metroidvanias such as Silksong tend to balance two different modes of play: exploration and challenges. Exploration has a focus on discovery. It is not coincidence that many Metroidvanias have a heavy focus on the map—it is the artifact of your discoveries.
Challenges are a focus on skill testing. There are many types of challenges, but the most common "submodes" found in Metroidvanias are combat and platforming. Combat tests reaction speed and pattern recognition, while platforming tests precision and spatial awareness.
Metroidvanias often pivot between these two, creating a feedback loop. Exploration allows for the discovery of new challenges and items that let you surpass them. Challenges gate areas for exploration and also introduce items that let you explore more. This ensures a balance between the two modes that is characteristic of the genre.
So, back to the original question—what is an atom of play for a Metroidvania? It depends on which mode you are in. While exploring, the atom is the space between the save point and the an impactful discovery. Finding a new item, another save point, or a boss battle was a satisfying unit of discovery. While in the challenge mode, this often takes the form of a gauntlet—various platforming and/or combat challenges, chained together and eventually crescendoing into an eventual boss battle. Silksong's greatest strength, in my opinion, is curating these gauntlets into satisfying rhythmic tests.
The dual modes of exploration and challenges have their own purpose: explore to discover, and be challenged to achieve mastery. The characteristic rhythm of the Metroidvania genre comes from the dynamic shifting and balance of these two modes.