Super Mario Maker: Not all tools available from the start, unlock over 9 days

Good point. I expect droves of insta-death troll levels on the first day! The ultimate 100 Mario challenge!

Pretty sure they said you have to be able to complete your level in order to upload it.

Wait is it some stupid timed crap from when you first launch it? If so how incredibly ridiculous, regardless Nintendo still saved me money but instead of them getting less now they won't get anything.

see

You play for about 5 minutes and get a notification that you've unlocked more game elements have been unlocked and will be delivered tomorrow. Tomorrow comes and you get these new elements, play for 5 minutes, get a notification, etc.

Basically, 5 minutes of play or so every day over the course of 8 days. On the 9th day, you should have everything unlocked.

Supposedly.
 
This is great.

The next thing is a fighting game with only 5 characters at the beginning, so we get accustomed to those available and don't need to learn all the inputs and matchups too fast.

How about a racing game with only 7 available tracks at first. The other ones become available after 2 weeks so we get the best lap times on the first seven and then move on to the others.

Or an action game like Bayonetta but you only have access to one weapon and unlock all the other weapons after one playthrough. I mean, the game designer does not want you to feel overwhelmed with the choice of weapons. Learn one weapon properly then you can have all the rest.

...
 
Wait is it some stupid timed crap from when you first launch it?
In a way. Gotta spend 5 minutes a day playing in the sandbox before Nintendo will oh so generously give you more toys to play with the next day. Rinse and repeat 9 times over a week and a half, then you'll have all the toys!
 
Wait is it some stupid timed crap from when you first launch it? If so how incredibly ridiculous, regardless Nintendo still saved me money but instead of them getting less now they won't get anything.

No, you don't have to just load it up once and wait a few days. You have to play it 5 minutes after you've unlocked a tier to unlock the next day's tier.
 
It gives people time to get used to what is available though. To ensure people make more quality levels.

The 9 day restriction doesn't have any real impact on these two things. People would get used to everything anyways over time even with everything available, and after the 9 day unlocks are done nothing will stop people from putting out badly thought out levels.

I doubt that many people after the first 9 days are going to bust out amazing levels. The most creative and fun levels are going to come probably weeks later after everyone has had a lot of time messing around in the editor, which is why this 9 day restriction is pretty unnecessary.
 
This is great.

The next thing is a fighting game with only 5 characters, so we get accustomed to those available and don't need to learn all the inputs and matchups too fast.

How about a racing game with only 7 available tracks at first. The other ones become available after 2 weeks so we get the best lap times on the first seven and then move on to the others.

Or an action game like Bayonetta but you only habe access to one weapon and unlock all the other weapons after one playthrough. I mean, the game designer does not want you to feel overwhelmed with the choice of weapons. Learn one weapon properly then you can have all the rest.

...
Did you miss Heartstone, Killer Instinct and the other slow rollout games out there?
Seeing the reactions and the virulence of the reactions I don't think I want to play the levels of the guys being overemotional over this...
If it's all about people messing up a level for 5 min before being bored and returning the game, it's better that way less clutter to sift through.
 
Did you miss Heartstone, Killer Instinct and the other slow rollout games out there?
Seeing the reactions and the virulence of the reactions I don't think I want to play the levels of the guys being overemotional over this...


It's almost like there are different standards for free to play games and games with a $60 barrier of entry.

Not to mention those are games that are being worked on constantly, and not arbitrarily locking off content that's on the disc.
 
Did you miss Heartstone, Killer Instinct and the other slow rollout games out there?
Seeing the reactions and the virulence of the reactions I don't think I want to play the levels of the guys being overemotional over this...

KI is a slow rollout because it is in-development. Also, I still think some people are against that model.

In fact I would argue KI could've been much bigger, but some people dismiss it as: "ah, it's a WIP".
 
CFHbLLi.jpg

wait



why so fast doe


at least give me a couple of weeks to work with what I've got

a bunch of new shit every DAY? talk about overwhelming
 
I dunno, a power star unlock seems silly.

You can get more experimental with power ups after being taught the basics. Mario 3 has a level where you just run across a lot of munchers(?) using star power jumping over pipes and obstacles to get the next star and keep going. It's a very basic concept with good flow with the extension of a power star to create the gimmick/hook that makes it interesting and memorable because you're fighting time.
 
I'm OK with this. They want to ensure that the player understands a few elements before moving on. It adds a level of progression and accomplisment/reward since it gives you goals to work towards. It seems no different from unlocks in any other game.

Am I missing something? What's the big deal?
 
I'm OK with this. They want to ensure that the player understands a few elements before moving on. It adds a level of progression and accomplisment/reward since it gives you goals to work towards. It seems no different from unlocks in any other game.

Am I missing something? What's the big deal?

I dunno. Some people are acting like Nintendo is literally Konami because of this, and it's not even pay to unlock.
 
Did you miss Heartstone, Killer Instinct and the other slow rollout games out there?
Seeing the reactions and the virulence of the reactions I don't think I want to play the levels of the guys being overemotional over this...
If it's all about people messing up a level for 5 min before being bored and returning the game, it's better that way less clutter to sift through.

You mean F2P games?
 
I'd imagine the people complaining the most about this will make the worst levels :P

Honestly though, while I'm not happy about how it's handled here (despite being beautifully done in Splatoon), I'll just use it as an excuse to make levels based around what's available and really focus on getting mileage out of the limited tools available.

My plan is one level a day.
 
Or an action game like Bayonetta but you only have access to one weapon and unlock all the other weapons after one playthrough. I mean, the game designer does not want you to feel overwhelmed with the choice of weapons. Learn one weapon properly then you can have all the rest.

Weapons are gradually rolled out in nearly all action games.
 
KI & Hearthstone can at least be sampled for free at a basic level with limited content. Mario Maker doesn't have that same excuse. It's full RRP.

The RRP is more about the premade levels anyway, the level editor is what the minority will make of it.
If you've played the latest M&DK game you know that there's a way worse way to do this.

It's almost like there are different standards for free to play games and games with a $60 barrier of entry.

Last I checked the 60 bucks package is with the Amiibo no one will get anyway, it's 40/50 bucks on amazon.
 
I'm OK with this. They want to ensure that the player understands a few elements before moving on. It adds a level of progression and accomplisment/reward since it gives you goals to work towards. It seems no different from unlocks in any other game.

Am I missing something? What's the big deal?

Some people really dislike hand holding.

Also, there are better ways to accomplish the sense of progress and accomplishment/reward.

This is actually not giving you that imo, since you will get the content regardless of the progress you made.
 
Did you miss Heartstone, Killer Instinct and the other slow rollout games out there?

What? Killer Insinct and Hearthstone did not unlock content after a certain amount of days, did they? Didn't they released the games and then worked on other characters and cards which were later available for purchase? That would be entirely different.
 
This is such a dumb design decision. If you want to people to not get overwelmed, then add an a "advanced mode" toggle that hides complex stuff when it's off.
Or hell, do what LBP did and only unlock tools that you watched the tutorials for. or unlock tools after playing X amount of levels.
There are so many better ways to implement slowly giving the tools than just waiting 24 hours.

Much like splatoon, nintendo are doing this simply to extend the length of the game, but doing it in such a pointless manner is annoying. It's like something you'd see in a F2P mobile game.

I'm not against time release mechanics, if it's for supplementary content (extra side missions, bonus items, etc), but locking the main content behind time walls is stupid.

I imagine more and more nintendo games will come with this nonsense.
 
Whoa whoa slow down buddy. Stars aren't available until day 2.



This is literally a game where you design games.

WE'RE the designers.

If the concern is quality, why have the minimum playtime be 5 minutes per day? People will become competent level designers in 45 minutes?
That's the thing, I don't know! But I'm pretty sure that the people that design some of the best games in the world also know a little bit about what works best for the process behind designing those games.
 
KI is a slow rollout because it is in-development. Also, I still think some people are against that model.

In fact I would argue KI could've been much bigger, but some people dismiss it as: "ah, it's a WIP".

You mean F2P games?

Did you expect successful methods to only be used in free experiences?
Not everything you see in freemium is made to gouge you out of your hard earned money while laughing at you for being so dumb either.
 
That's all GAF seems to want to make too. Everyone keeps citing Kaizo Mario here, so I don't expect anything different from novice strangers online or GAF.

I'm really looking forward to trying my hand at making fun levels that build off the mechanics rather than the challenge. I see those overtly difficult levels aren't fun for me because I just get more angry than satisfied.
 
This is annoying. Things as basic as fire flowers, power stars, Yoshi, and arrows to point the way in more complex levels (like ghost houses) should not be gated off at the start.
 
I think the point was it's a little absurd to not have the tools available to create a level as basic as 1-1 right off the bat.

But... You can actually make level 1-1, only without invencible star, flower and invisible 1-up block, that are irrelevant elements to finish the level anyway. Oh, yeah, and the vine, but in SMM we can't create sub-worlds in the clouds with vines, only with pipes, that are a Day-1 element.

The point is, we start with one full tool-bar and it only has 12 spaces so Nintendo had to chose the basic ones to start making levels. And 1-up, flower and invisible blocks are not indispensable elements.
 
You play for about 5 minutes and get a notification that you've unlocked more game elements have been unlocked and will be delivered tomorrow. Tomorrow comes and you get these new elements, play for 5 minutes, get a notification, etc.

Basically, 5 minutes of play or so every day over the course of 8 days. On the 9th day, you should have everything unlocked.

Supposedly.

Thanks, i have seen that a couple of times posted.

I am not sure how this helps anyone, how many people will be sharing levels they have created on the first few days as there isn't going to be many tools available which will limit what people can do.

I think that the majority of people who will be buying SMM will know what all the different things in Mario games do, why do people need to be mollycoddled like this?

I have the LE on order, but i'm pretty close to pulling the trigger & cancelling it, i cannot be bothered with stuff like this, Nintendo released Splatoon with missing content because it wasn't ready, yet it was still full price on release.

I'm just going to buy this later on instead of release day prices, Nintendo can wait for the money.
 
Weapons are gradually rolled out in nearly all action games.

In one playthrough...which would be fine. I also don't mind unlocking characters in a fighting game by playing through the story first, but not this shit with unlocking content after a certain amount of time.
 
People mad over this? Come on. Sometimes it's actually better for your creativity to limit yourself. Maybe there was a better way to do this than the 9 days thing but oh well. It is just 9 days. Unless you got a week to live when the game launches you'll be able to see everything. It's weird, but no big deal.
 
Nintendo at least to me seem to be the innovators of DLC and creating more value or in this case "artificially" creating more value from their games.

Didn't Nintendo hold back some Splatoon Maps/Weapons/Game Modes on disc?
To me that seems like the perfect way to keep people playing the game and to artificially create more value to the customer so they don't immediately trade in their game.
Some people are freaking out but holding back content over 9 days just seems insane to me, if your level creator is too difficult then that's the developers fault, while its not a long wait people shouldn't feel like their being punished or made out to be imbeciles and holding back content cause "It might be too difficult for them!"
Makes sure people don't get too burnt out too quickly and while I appreciate its free at least it's not being cut from the game and being sold as dlc, it still to me is starting to set a bad practice to hold back content of your game. I would hate to see this practice be used more or in more extreme ways by other companies.

Maybe I have this wrong since I read a few pages.
 
Dumb move. Why not just tie unlockables to game progression, like every other game out there? A lot of gamers can casually beat several games at a time within 9 days. What happens when you're busy and don't have time to play it for a few days? Are these tools pushed back even further? I wouldn't be surprised at all if this move will change the minds of some would-be buyers.
 
Why do I have to waste time exploring in Dark Souls before I can fight Ornstein & Smough?

Why isn't there a level select at the beginning of Ikaruga?

Why do they always artificially lock all of Samus's abilities at the beginning of the game?

Etc.
 
Nintendo at least to me seem to be the innovators of DLC and creating more value or in this case "artificially" creating more value from their games.

Didn't Nintendo hold back some Splatoon Maps/Weapons/Game Modes on disc?
To me that seems like the perfect way to keep people playing the game and to artificially create more value to the customer so they don't immediately trade in their game.
Some people are freaking out but holding back content over 9 days just seems insane to me, if your level creator is too difficult then that's the developers fault, while its not a long wait people shouldn't feel like their being punished or made out to be imbeciles and holding back content cause "It might be too difficult for them!"
Makes sure people don't get too burnt out too quickly and while I appreciate its free at least it's not being cut from the game and being sold as dlc, it still to me is starting to set a bad practice to hold back content of your game. I would hate to see this practice be used more or in more extreme ways by other companies.
I doubt Nintendo gives a shit about people trading in their Mario games.
They're some of the games that keep their high value for the longest time and they're aware of that.
 
Did you expect successful methods to only be used in free experiences?
Not everything you see in freemium is made to gouge you out of your hard earned money while laughing at you for being so dumb either.

I expect successful methods being implemented in an actually competent way. And not, is way different implement this in a full prices retail game over a F2P game.
 
The RRP is more about the premade levels anyway, the level editor is what the minority will make of it.

Problem is, Nintendo is pushing the creation aspect of the game more than the 60+ levels that are on the disk so far from trailers and gameplay on their videos.When you advertise the product as a creation tool first, people tend to expect the entire toolset to be there from the get-go. It's not exactly a "budget" game. Splatoon had a similar roll-out system but at least that game was cheaper than the average RRP here.


Last I checked the 60 bucks package is with the Amiibo no one will get anyway, it's 40/50 bucks on amazon.

Standard solus game is £45 in the UK sadly. That's in the full RRP bracket over here, between £40-£45.
 
Holy hell, NoA is taking you for a ride again?

Don't look at me; I've only been vaguely considering buying this and I'm backing away very quickly.

Maybe someone can correct me, but I think the most we all know about the 8-bit Mario amiibo is that "it'll come out on the 11th, good luck".

but in SMM we can't create sub-worlds in the clouds with vines, only with pipes

AND MUCH MORE QUICKLY. Are we sure about this?
 
Why do I have to waste time exploring in Dark Souls before I can fight Ornstein & Smough?

Why isn't there a level select at the beginning of Ikaruga?

Why do they always artificially lock all of Samus's abilities at the beginning of the game?

Etc.

Those are all tied to progression and player skill. This isn't.

You have to earn Samus' abilities.
 
This is simulating real world game design. All of you guys that said you could make a Skullgirls level in one weekend, here's your chance. Do you guys also get upset that RPG Maker doesn't autocorrect your stuff to make it look pro?

Gotta indoctrinate people into buying games piecemeal somehow.

I made a tin foil hat for you.
 
I'm really looking forward to trying my hand at making fun levels that build off the mechanics rather than the challenge. I see those overtly difficult levels aren't fun for me because I just get more angry than satisfied.

My goal is to try to make challenging but fair levels that anyone can get into. I've never designed a game or even attempted level design before, but that is my goal with Mario Maker. I'm hoping that I have retained some knowledge from my years playing platformers, and I'm hoping to gain new knowledge in practice. I want to make stuff that everyone can enjoy.
 
The RRP is more about the premade levels anyway, the level editor is what the minority will make of it.
If you've played the latest M&DK game you know that there's a way worse way to do this.



Last I checked the 60 bucks package is with the Amiibo no one will get anyway, it's 40/50 bucks on amazon.

If any other special edition Wii U game is an indication, that thing will be sold out for months. I've preordered it.
 
Why do I have to waste time exploring in Dark Souls before I can fight Ornstein & Smough?

Why isn't there a level select at the beginning of Ikaruga?

Why do they always artificially lock all of Samus's abilities at the beginning of the game?

Etc.

Not comparable. All of those are task, and skill based limitations.

Mario Marker is not
 
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