Since Daniel left the thread, I'm asking those other members who are still reading.What do you guys think of Daniel's basic approach?
I did buy the book earlier, but I hadn't gotten around to reading it until today. I was going to read it on a used nook I bought, but the thing was modded improperly and turned out to be bricked. I ended up wasting several hours trying to fix it, but it was impossible.
Anyway, it strikes me that the book, detailed as it is, meanders. After several hundred pages there's no mention of the book's thesis on game writing, and so far as I can tell there IS no thesis on Wario Land 4 itself. There's a whole lot of pointless or nonsensical categorization - such as "the difference between transformations and mechanics" - but nothing is gained from those distinctions.

- mechanics, choice, complexity, specialization, and power.png (89.15 KiB) Viewed 1121 times
It doesn't even begin to explain why the designers might have made these choices, what their consequences are in Wario Land 4, or how they're relevant to other games. This last thing is especially important, since Game Design Companion is supposed to be a critique of contemporary games writing.Why is the Mario vs. Wario characterization chapter even there?
On "the fattest bit of meat, the mechanics":
Enemies not only deplete Wario’s HP, but slow him down with contrary motion. These factors make it harder to get from A to B. Thus, mechanics which minimise enemies allow the player reach the goal, and in a shorter time. If there were no health system 1 , the link between the attack mechanics and the goal would be all but severed, and the attack mechanics would become a minor, if not irrelevant part of the game system. The attack mechanics are also used to interface with many of the game’s puzzles, which prevent Wario from reaching the goal unless solved. 1 You can make this argument the other way around: if there were no enemies, there’d only be a weak link between the attack mechanics and the goal of the game. Chicken and egg.
So...the developers made a strong link between the player's goal and the moves that allow him to accomplish it. If Wario were invincible, enemies wouldn't impede his progress as much. Deep indeed. The deepest.
Wario can’t ROLL without a slope; HEIGHTEN SMASH ATTACK without a raised platform; CLIMB without a ladder; and he certainly can't swim without water. Thus, the power of these mechanics is limited to the availability of the game element, making them weaker than mechanics without external dependences.
So the more powerful mechanics can be used unconditionally? It doesn't matter if you, say...get hit by an enemy? What about transformations?
BTW,
powerful here means
most frequently useful. So a roll is weaker than a jump, sure, but this kind of lapse in thinking makes me want read a regular FAQ. The analysis section is still just an ordered list of stuff.