The Creativity of Villains
Better late than never, I finally went to see The Super Mario Bros. Movie. I feel like I'm completely behind the curve on the conversation, but it was still a great movie nonetheless.
There are probably plenty of elements to talk about. For instance, the way it throws in references and expressions based on the source material without any preamble. The production side trusts the audience way too much. It's as if they're saying, 'Even if you don't know the source material directly, you must know it indirectly from games like Smash Bros., so it'll be fine!' and just tossing in little references. And, in a very good way, it feels like a Hollywood movie. The visuals, the characters, and the story never stop for a second. And it's good at creating scenes that make you think, 'Wait, this is Star Wars, isn't it?' in a positive way.
There are other elements I'd like to touch upon, but this is what I want to talk about the most.
In this film, the villain side creates, the protagonist side destroys, and then they transcend the framework.
This structure is clearly defined.
Usually, it should be the other way around.
The villains destroy what the righteous protagonists have built and turn it into ash. That is why the story progresses. If it's hard to imagine, just think of the protagonists' village being burned down at the beginning of a story. Regardless of the reason, because the villain burns the village, the protagonists' story begins to roll forward with momentum. But it's different in this film.
The villain side is creating all sorts of things, regardless. Some are created on the fly, while others are large-scale creations that were likely planned. And the protagonist side, while destroying them, sometimes even transcends the rules of the source material itself, pushing forward toward their final goal. If you think about it normally, the structure is reversed. Yet, there is no sense of discomfort in the story at all.
Why is that?
Perhaps it is because 'that is the original structure of a game.'
Come to think of it, villains in games are extremely creative beings. Regardless of the reason, they create a massive number of so-called 'enemy characters' for their goals, construct 'enemy stages' to make the protagonists suffer, and even place 'boss characters' at key points. If you think about it normally, all these existences are created by the villain. If that's hard to understand, just imagine the boss characters from Mega Man. Dr. Wily, the enemy, creates at least eight boss characters every time for Mega Man and his friends to defeat, even if that isn't his intention. If you include the so-called 'trash mobs,' he's created even more. And in most cases, they are mercilessly destroyed by the player's hand.
This is not a matter of good or evil. The protagonist side has a need to go around destroying them, and in most cases, it is an act of justice, and the fault lies with the villain side. Just because you destroyed a tank that invaded your country, there is no reason for the enemy country to complain about why you destroyed it.
Nevertheless, when viewed within the framework of a game, it is undeniable that the villain side is more 'creative,' while the protagonist side is more 'destructive.'
The villains—or perhaps I should say the game developers—create things that are terrifying and things that are fun. And the player side accepts them with imagination, sometimes transcending that framework to break through. That's why I thought this might be fun.
いいなと思ったら応援しよう!
頂いたチップはまずうちの猫のご飯代になり、その次に猫砂代になり、最後にChatGPTPlus代になります。