Kishōtenketsu in Mario


stilleatingoranges:

stilleatingoranges:

We provide that concept, let them develop their skills, and then the third step is something of a doozy that throws them for a loop, and makes them think of using it in a way they haven’t really before.

In 2012, Nintendo’s Koichi Hayashida told Gamasutra that the kishōtenketsu plot structure informs the design of the Mario series. It seems that Shigeru Miyamoto drew yankoma manga in his youth; and he imported kishōtenketsu—particularly its signature “twist”—into his games. Hayashida began to notice the structure’s influence himself while developing Super Mario Galaxy 2 and Super Mario 3D Land, but he claims that it has “always been very close to our philosophy of level design”. Its presence gives narrative cohesion and propulsion to levels that might otherwise be static or undirected.

We have stated that plot structure occurs “all the way down”. Sentences, stories and other cultural artifacts adhere, often unintentionally, to the local rules of storytelling. In the Mario series, one finds yet another example of this phenomenon. And the popularity of this series in the West demonstrates, once more, that kishōtenketsu has for decades been gaining traction outside of Japan and China. A generation of Westerners grew up with Mario. As members of that generation inherit the reins, they bring with them a new type of plot structure—and a new type of thought.

Still Eating Oranges