GameSetInterview: Shael Riley on I, Mario
October 21, 2006 12:04 PM |
I, Mario is the brainchild of Shael Riley, a New York office temp and musician, who has previously contributed tracks to OC ReMix. The “game” is an overtly realistic re-imagining of Super Mario Bros., which Riley originally wrote up on the OC ReMix forums “just for jollies, really”.
The concept proved so popular that it quickly became the most viewed thread on the forums, and a Yahoo! group was formed to facilitate further discussion of ideas. More recently, an I, Mario wiki has been started.
Riley has since left the project to others, though. “There's a Wiki now?” he says when asked about the latest development. “I didn't even know!”
However, he seems flattered that the project is continuing, noting that he feels like he “tapped into a common fantasy, completely incidentally” when he write his initial proposal.
He’s also playing “a big show” with nerdcore favourites MC Frontalot and Optimus Rhyme on Saturday October 21st – that’s tonight - at Crash Mansion in said New York City, for anyone able to get along.
We contacted Riley via email to ask about I, Mario’s beginnings, and his feelings on where it’s going now.
Where did the idea for I, Mario come from?
I'd been playing a lot of Resident Evil: Outbreak in 2003 and 2004, and one day it dawned on me that the primary distinction between a horror game like Resident Evil and an action game like Super Mario Bros. was each game's treatment of violence; that is to say, the more realistic a game's treatment of violence, the more horrific the game is.
While their treatments are diametrically opposed, with Resident Evil: Outbreak allowing your character to become crippled, crawling on the ground and slowly dying while remaining playable, and Super Mario Bros. responding to your character's presumable immolation as he is engulfed by a swinging chain of flames by either shrinking him, while keeping his body otherwise intact, or changing him into a little sort of jumping pretzel who falls comically off the bottom of the screen. Both games place players in an environment in which every encountered creature's intention is to assault and kill the player's character; the thing that makes the games so different, regarding matters of theme and mood, is each game's respective treatment of violence.
To illustrate this, I did an imagery-heavy write-up of a version of Super Mario Bros. that gave violence a realistic treatment.
Why work on something like this?
I never intended, and still do not intend, to ever actually work on developing a game from the write-up, though several enthusiastic parties have taken it upon themselves to do just that, and I'm flattered that they're trying to give my idea form.
How well does a realistic re-imagination of Mario work, do you think?
I think it works very well. We have surreal horror games--Silent Hill, FEAR--set in other-worldly realms, or not-normally-accessible parts of our world that are populated primarily, if not entirely, by nightmarish aliens possessed with a single-minded desire to attack and kill your character. I think that's pretty similar to the mushroom kingdom. Imagine going through world 1-1 in 3D third-person, with Mario and his opponents depicted as realistic creatures that breathe, bleed and scream when harmed?
The consequences of stomping on a turtle change form Mario bouncing triumphantly off the thing's back, while its head and feet disappear sheepishly into its shell, to Mario grunting and he strives to drive his foot through bone and cartilage, while the turtle thrashes and screams, ground underneath the work-booted heel of the weighty plumber.
How would you describe the mood of I, Mario?
Abject, alien terror. The original game establishes a setting that cannot be reasoned with, a place in which the first, last and only recourse of our displaced hero is lethal force, administered by his bare hands, or feet, as the case may be. If the only consequences of that force are a tinkly sound effect and a few thousand points, then that's all well and good, but what happens when violence, and the world's inhabitants, are treated realistically.
Killing becomes no casual course of action, and weighs on the character's--and the player's--conscience. The same goes for being killed; I don't think we want to see Mario slowly lapse into a coma after a hammer brother cracks the back of his skull open.
How could gameplay be different to that of regular Mario games?
I'd want players to feel every blow, so I'd propose a system that allows for specialized ways of attacking each foe. For example, after rising your foot to stomp on a koopa trooper, you might rotate an analog stick while the controller vibrates to grind your foot through the unlucky tortoise's skull. If you don't do it fast enough or with the right amount of force or rhythm, the koopa could shake you off and deliver horrible lacerations to you with its teeth, while you're prone. An emphasis would have to be taken off of jumping, I'm afraid, as a realistic tone should be established; gameplay would reflect that tone.
It seems that the question of how Mario reaches the Mushroom Kingdom is one of the more difficult ones to figure out – what ideas are being suggested?
It's been a long time since I've kept up with the plans of the several development groups who are, or were, planning to make I, Mario into a game, so I really couldn't tell you. In the early game design documents that appeared on the original thread in the OverClocked ReMix forums, I believe Mario was washed down a pipe in the New York City sewer system, while working during a torrential downpour.
What are your favourite elements of the concept so far?
I'm happy to see the enthusiasm that a realistic treatment of Mario evokes in so many people. I think this has to do with our deep-seeded love of Mario, established in our childhoods, clashing with our having become considerably more jaded adults. By coming our adult understanding of the world with our childhood wonder, we're able to experience Mario in a whole new way: as a surreal, if whimsical, masochistically enjoyable nightmare.
What have been your favourite pieces of concept art so far?
There have been so many! I'm sure I haven't seen all of them at this point, but I remember seeing a drawing of Princess Peach Toadstool with her dress torn, her face bruised, and her shoulder raked by a five-pronged claw, after she'd been captured by Bowser. I think that really captures the essence of the concept; a kidnapping, performed by physically overpowering the victim, as is presumably the case in Bowser's kidnapping of the Princess, is a horrifying thing with physical and emotional consequences that long outlast its victims rescue, if a rescue is performed at all.
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9 Comments
I would rather play Tail of the Sun than this horrid idea of a game. It's times like these that I'm glad Nintendo is to anal about their IP.
Mario became "realistic" once. It was called "Super Mario Brothers: The Movie" and it blew. Adding violence, warped fanfic writters, and a wiki will only make things worse.
d | October 21, 2006 3:45 PM
I think its a good idea. I cant believe d mentioned the film! Oh the unrelated shame of it all!
Paul | October 22, 2006 4:23 AM
Someone writes up an idea for a game on a webforum (with no intention of making the game) and you not only write an article about it but interview the guy?
And the idea turns out to be a gritty 1990s treatment of mario?
Want to write an article on me? I plan on making a nude version of lee travino's fighting golf.
D. Doublename | October 22, 2006 5:11 AM
Sadly Lee Travino's Nude Fighting Golf would give me fewer nightmares.
I mention the movie because I would expect it to be roughtly the same experence. I will make a far more relelvant reference: Bomberman: Act Zero. :(
I don't have anything against the people involved. If Miyamoto himself made the game I would still hate the concept and not buy it.
d | October 22, 2006 1:57 PM
Good call on Bomberman Act Zero, the most misguided idea in many a year.
And it's entertaining to think about Mario in realistic terms. (This is far from the first such treatment, in fact. Do searches for "Mario Opera" and "The People's Mario" for other takes.)
But it wouldn't work put into a game. It would turn Super Mario Bros., both in appearance in game play, into a fairly nondescript game. Mario gets a lot of mileage out of its cartoon sense of whimsy, it wouldn't be the same game without it.
John H. | October 23, 2006 12:09 PM
d, if you don't have something nice or constructive to say, say nothing at all.
It will be nowhere near the same experience as the film. How do I know? Because I'm helping develope it. We are trying to divert the game as far away from the film as possible.
awesomeman500 | December 6, 2006 5:12 PM
I personally thought this was a good idea,though you will get alot of hate mail from everyone as randy solem,the creator of the series "rise of mushroom kingdom".He gets hatemail for kids crying because he killed mario in his cartoons -_-...the game is going to squash,smash,eat,and who know what else to mario...
I support you and I would personally buy it if you ever sell it or anything..
HELL,id buy a T-shirt
kaotic_inferno | January 26, 2007 12:47 PM
I'm so late on this and this comment may not matter, but I guess it's for my own ambition to see it made...
Having been a Mario Mario fanatic for years; playing everything from the platform to the puzzle games to the more kiddie oriented Mario Bros. games, I would adore this concept's actualization simply because of its authenticity and originality> this stemming from the basic story Mario was founded in.
True we have fallen victim to flights of fancy with not-so-successful campaigns of the same name by names we thought could not lead us astray, but with so much input from fans (because after all this is a FANBASED idea) the subject matter would never become jaded nor would it be too outlandish that it would disintegrate the fabric and spirit of MARIO himself.
I push for a re-introduction. Not a re-invention.
SBM | June 10, 2008 1:04 AM
The project is active again.
www.specter24.proboards.com
Come help out I, Mario!
It's a me! | August 22, 2009 5:21 AM