Some think this game isn't even going to last you nine days.
That's the general culture now. Gotta exhaust that game as quickly as possible so you can trade it in and/or move on to the next title.
Some think this game isn't even going to last you nine days.
This justifies EA, ATVI, Take2 and the others so why not Nintendo?
There's not special.
Nintendo is chasing the hardcore with the WiiU, expect the customers to be treated the same way the competitors' customers are treated.
Eh, my statement wasn't really meant to anything more than slightly silly.
You play games, stuff unlocks. Seems the same with Mario Maker even if it's of a different genre. How have "maker" games in the past handled this? I never got past the tutorial of LBP and haven't played any others.
Well, being honest, at least EA, Take2 and others are competent about it.
And last time I checked, people still complain about it, and not always work (Hello Evolve!)
Looking at GTAO, I wouldn't say they're competent about it.
People complain but it sell better than ever so something tells me that they're onto something.
This is perhaps one of the dumbest things ever implemented into a game. There is no reason for this at all. Do they think people will be overwhelmed? Instead of locking them per day, how about just require a certain number of maps made before parts unlock? Like create one stage for the first row, two stages to unlock the second row etc.
2016 NINTENDO PREVIEW:
Pokemon: One gym will be unlocked each day.
Zelda: One dungeon will be unlocked each day.
Fire Emblem: You can only start with swords, axes are unlocked on day two, then lances on day three etc.
Metroid: One power up will be unlocked each day.
Mario Kart: One track will be unlocked each day.
Kirby: You can only swallow one thing per day.
Of course it serves a purpose: it encourages players to learn to make stages gradually, beginning with the basic building blocks (literally) and upping the complexity in a controlled manner. I consider myself to be an intelligent, independent, well-adjusted adult, and I have no real problem with this approach. I'm not a level-designer by trade, after all. I appreciate the structure. Not everyone has to, but to say this is arbitrary or lacks any sort of redeeming quality is a bit unfair.
The way I see it, this approach seeks to accomplish a couple of things, some of which have been mentioned already:
1. It encourages players to experiment with all of the tools rather than sticking to a relative few. Most of us have likely experienced this phenomenon before: give people a universe of options and many will simply stick to what's safe and familiar.
2. It encourages players to learn the basics of creating a level before descending into Kaizo inspired madness. This could lead to higher quality over all, although this remains to be seen of course.
3. Relatedly, it ensures that there will be a range of different level types and difficulties -- from simple to complex, and from easy to hard. This is a very good thing for new players. It ensures that these players will always have a healthy amount of levels that they can play through and enjoy as they become better at the game, while experienced players will still have all the diabolical levels they can stomach.
I think it's actually a pretty smart way to go about things. The alternatives seem either easily exploitable or contrived. A level requirement will encourage slapdash designs in the rush to unlock content. A system that measures "skill" sounds good on paper, but how do you quantify that exactly? Some have said that it should be based on hours actually played, but that has its own problems. Not everyone has the time to play a game for even an hour a day. For these people unlocking everything could take even longer than 9 days, depending on how the unlocks are structured. Tutorials are boring even in bombastic action games -- what makes people think that they would be more palatable or effective here? A complicated tutorial would be a turn-off for many gamers and reviewers, and a simple one would defeat the purpose entirely.
Judging by this thread, they may be on to somethingProgrammer: Isn't this pointless and a waste of time?
Nintendo: Nah. Nintendo fans like getting talked down to and we can give them access to things sloooooowly. After all it's obviously too overwhelming for them to get all the content at once. They might get too confused. We have to show the dumb masses how to do this stuff.
It's a Brave New World~~
Not really, publishers throw shit at the wall , people complain but still buy.I think you just contradicted yourself right there.
Please. Nintendo's currently requiring you buy a completely different game and wait for a fucking event to happen before you get all the Pokemon in XY. A gym unlocked a day is the least amount of fuckery they could throw into the franchise at this point.
Judging by this thread, they may be on to something
I've been reading this thread with abject fascination. I get why some are frustrated by the idea of being made to wait for content. Some feel patronized. Others simply don't want to wait. But what I can't understand is the people saying that this is arbitrary or serves no purpose.
Of course it serves a purpose: it encourages players to learn to make stages gradually, beginning with the basic building blocks (literally) and upping the complexity in a controlled manner. I consider myself to be an intelligent, independent, well-adjusted adult, and I have no real problem with this approach. I'm not a level-designer by trade, after all. I appreciate the structure. Not everyone has to, but to say this is arbitrary or lacks any sort of redeeming quality is a bit unfair.
The way I see it, this approach seeks to accomplish a couple of things, some of which have been mentioned already:
1. It encourages players to experiment with all of the tools rather than sticking to a relative few. Most of us have likely experienced this phenomenon before: give people a universe of options and many will simply stick to what's safe and familiar.
2. It encourages players to learn the basics of creating a level before descending into Kaizo inspired madness. This could lead to higher quality over all, although this remains to be seen of course.
3. Relatedly, it ensures that there will be a range of different level types and difficulties -- from simple to complex, and from easy to hard. This is a very good thing for new players. It ensures that these players will always have a healthy amount of levels that they can play through and enjoy as they become better at the game, while experienced players will still have all the diabolical levels they can stomach.
I think it's actually a pretty smart way to go about things. The alternatives seem either easily exploitable or contrived. A level requirement will encourage slapdash designs in the rush to unlock content. A system that measures "skill" sounds good on paper, but how do you quantify that exactly? Some have said that it should be based on hours actually played, but that has its own problems. Not everyone has the time to play a game for even an hour a day. For these people unlocking everything could take even longer than 9 days, depending on how the unlocks are structured. Tutorials are boring even in bombastic action games -- what makes people think that they would be more palatable or effective here? A complicated tutorial would be a turn-off for many gamers and reviewers, and a simple one would defeat the purpose entirely.
Not really, publishers throw shit at the wall , people complain but still buy.
I'd say they don't need to be competent about throwing shit at the wall.
Calm down fella...
You gotta learn to walk before you run.
Maybe they found in focus testing that giving everything from the get go was overwhelming?
2016 NINTENDO PREVIEW:
Pokemon: One gym will be unlocked each day but can be sped up through the use of premium currency.
Zelda: One dungeon will be unlocked each day.
Fire Emblem: You can only start with swords, axes are unlocked on day two, then lances on day three etc.
Mario Kart: One track will be unlocked each day.
Kirby: You can only swallow one thing per day.
Unlocks in games are generally stupid. Why do you have to spend an incredible amount of time unlocking all the weapons and costume items in Smash Bros.? Nobody knows. Give us the content we paid for, please.
I've been reading this thread with abject fascination. I get why some are frustrated by the idea of being made to wait for content. Some feel patronized. Others simply don't want to wait. But what I can't understand is the people saying that this is arbitrary or serves no purpose.
Of course it serves a purpose: it encourages players to learn to make stages gradually, beginning with the basic building blocks (literally) and upping the complexity in a controlled manner. I consider myself to be an intelligent, independent, well-adjusted adult, and I have no real problem with this approach. I'm not a level-designer by trade, after all. I appreciate the structure. Not everyone has to, but to say this is arbitrary or lacks any sort of redeeming quality is a bit unfair.
The way I see it, this approach seeks to accomplish a couple of things, some of which have been mentioned already:
[Freethoughtbubble continues to hit the nail on the head]
See there's two trains of thought.
Some people like unlocking things so they get stuff for playing. Others want everything right away.
Is one side wrong and the other right? I'm not sure. The trouble with putting in an option to auto unlock everything is you're making the side who like unlocking things feel bad and giving them an iherent disadvantage forcing them to use it.
You have a LBP avatar so I guess the level editor interest you in some manner.I have been debating whether to get Mario Maker or not now. I am kinda annoyed by the unlocking mechanism but my question is the price.
Is it really worth 70 bucks Canadian for a game that really is just a mario level maker with not much of a story?
Money isn't a concern but I'm just not sure if I want to pay 70 bucks for a level editor with not much story and a good probably that this will get old quick.
Then again, GTO still makes money and Evolve is dead in the water... But hey, they are not into something because they are successful in making people want to unlock and buy shit... Welp.
I've been reading this thread with abject fascination. I get why some are frustrated by the idea of being made to wait for content. Some feel patronized. Others simply don't want to wait. But what I can't understand is the people saying that this is arbitrary or serves no purpose.
Of course it serves a purpose: it encourages players to learn to make stages gradually, beginning with the basic building blocks (literally) and upping the complexity in a controlled manner. I consider myself to be an intelligent, independent, well-adjusted adult, and I have no real problem with this approach. I'm not a level-designer by trade, after all. I appreciate the structure. Not everyone has to, but to say this is arbitrary or lacks any sort of redeeming quality is a bit unfair.
The way I see it, this approach seeks to accomplish a couple of things, some of which have been mentioned already:
1. It encourages players to experiment with all of the tools rather than sticking to a relative few. Most of us have likely experienced this phenomenon before: give people a universe of options and many will simply stick to what's safe and familiar.
2. It encourages players to learn the basics of creating a level before descending into Kaizo inspired madness. This could lead to higher quality over all, although this remains to be seen of course.
3. Relatedly, it ensures that there will be a range of different level types and difficulties -- from simple to complex, and from easy to hard. This is a very good thing for new players. It ensures that these players will always have a healthy amount of levels that they can play through and enjoy as they become better at the game, while experienced players will still have all the diabolical levels they can stomach.
I think it's actually a pretty smart way to go about things. The alternatives seem either easily exploitable or contrived. A level requirement will encourage slapdash designs in the rush to unlock content. A system that measures "skill" sounds good on paper, but how do you quantify that exactly? Some have said that it should be based on hours actually played, but that has its own problems. Not everyone has the time to play a game for even an hour a day. For these people unlocking everything could take even longer than 9 days, depending on how the unlocks are structured. Tutorials are boring even in bombastic action games -- what makes people think that they would be more palatable or effective here? A complicated tutorial would be a turn-off for many gamers and reviewers, and a simple one would defeat the purpose entirely.
I've been reading this thread with abject fascination. I get why some are frustrated by the idea of being made to wait for content. Some feel patronized. Others simply don't want to wait. But what I can't understand is the people saying that this is arbitrary or serves no purpose.
Of course it serves a purpose: it encourages players to learn to make stages gradually, beginning with the basic building blocks (literally) and upping the complexity in a controlled manner. I consider myself to be an intelligent, independent, well-adjusted adult, and I have no real problem with this approach. I'm not a level-designer by trade, after all. I appreciate the structure. Not everyone has to, but to say this is arbitrary or lacks any sort of redeeming quality is a bit unfair.
The way I see it, this approach seeks to accomplish a couple of things, some of which have been mentioned already:
1. It encourages players to experiment with all of the tools rather than sticking to a relative few. Most of us have likely experienced this phenomenon before: give people a universe of options and many will simply stick to what's safe and familiar.
2. It encourages players to learn the basics of creating a level before descending into Kaizo inspired madness. This could lead to higher quality over all, although this remains to be seen of course.
3. Relatedly, it ensures that there will be a range of different level types and difficulties -- from simple to complex, and from easy to hard. This is a very good thing for new players. It ensures that these players will always have a healthy amount of levels that they can play through and enjoy as they become better at the game, while experienced players will still have all the diabolical levels they can stomach.
I think it's actually a pretty smart way to go about things. The alternatives seem either easily exploitable or contrived. A level requirement will encourage slapdash designs in the rush to unlock content. A system that measures "skill" sounds good on paper, but how do you quantify that exactly? Some have said that it should be based on hours actually played, but that has its own problems. Not everyone has the time to play a game for even an hour a day. For these people unlocking everything could take even longer than 9 days, depending on how the unlocks are structured. Tutorials are boring even in bombastic action games -- what makes people think that they would be more palatable or effective here? A complicated tutorial would be a turn-off for many gamers and reviewers, and a simple one would defeat the purpose entirely.
No slopes or vines into the clouds? I'm outta here.
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Actually considering how the industry works unlock method doesn't really factor in how a game succeed or not more than other factor.
The method used here wouldn't kill most games, it's not going to sink this one and they won't pull that shit on their lesser project either.
The problem is not the unlocking but that the unlocking doesn't make sense, it's done by a timer and is arbitrary to the eyes of many.
This shit is becoming way too common with Nintendo games. Nintendo is the last company I expected to start shipping incomplete games.
Many seem to only find it a minor annoyance and not calling it the worst thing in existence like I see here. It's arbitrary for sure, but how much are really upset about this to warrant the reaction I'm seeing? I'm seeing no one up in arms over Twitter right now, very, very few in YouTube comments, and I doubt there's much problems on Reddit either. I'm mostly seeing this on GAF right now.
I've been reading this thread with abject fascination. I get why some are frustrated by the idea of being made to wait for content. Some feel patronized. Others simply don't want to wait. But what I can't understand is the people saying that this is arbitrary or serves no purpose.
Of course it serves a purpose: it encourages players to learn to make stages gradually, beginning with the basic building blocks (literally) and upping the complexity in a controlled manner. I consider myself to be an intelligent, independent, well-adjusted adult, and I have no real problem with this approach. I'm not a level-designer by trade, after all. I appreciate the structure. Not everyone has to, but to say this is arbitrary or lacks any sort of redeeming quality is a bit unfair.
The way I see it, this approach seeks to accomplish a couple of things, some of which have been mentioned already:
1. It encourages players to experiment with all of the tools rather than sticking to a relative few. Most of us have likely experienced this phenomenon before: give people a universe of options and many will simply stick to what's safe and familiar.
2. It encourages players to learn the basics of creating a level before descending into Kaizo inspired madness. This could lead to higher quality over all, although this remains to be seen of course.
3. Relatedly, it ensures that there will be a range of different level types and difficulties -- from simple to complex, and from easy to hard. This is a very good thing for new players. It ensures that these players will always have a healthy amount of levels that they can play through and enjoy as they become better at the game, while experienced players will still have all the diabolical levels they can stomach.
I think it's actually a pretty smart way to go about things. The alternatives seem either easily exploitable or contrived. A level requirement will encourage slapdash designs in the rush to unlock content. A system that measures "skill" sounds good on paper, but how do you quantify that exactly? Some have said that it should be based on hours actually played, but that has its own problems. Not everyone has the time to play a game for even an hour a day. For these people unlocking everything could take even longer than 9 days, depending on how the unlocks are structured. Tutorials are boring even in bombastic action games -- what makes people think that they would be more palatable or effective here? A complicated tutorial would be a turn-off for many gamers and reviewers, and a simple one would defeat the purpose entirely.
Spltoon had everything on disc already, just unlocking stuff little by little.This shit is becoming way too common with Nintendo games. Nintendo is the last company I expected to start shipping incomplete games.
Then you admit is a totally useless and arbitrary mechanic?
Because I don't think is going to bomb because this, just that is annoying and other companies are able to do better regarding implementation of F2P models, both in sales and gameplay perspective.
Well, is good that didn't say it was the worst stuff in existence...
You know, the defensive passive aggressive behavior just made more people annoyed as is still a annoyance and worth complaining about it.
I've been reading this thread with abject fascination. I get why some are frustrated by the idea of being made to wait for content. Some feel patronized. Others simply don't want to wait. But what I can't understand is the people saying that this is arbitrary or serves no purpose.
Of course it serves a purpose: it encourages players to learn to make stages gradually, beginning with the basic building blocks (literally) and upping the complexity in a controlled manner. I consider myself to be an intelligent, independent, well-adjusted adult, and I have no real problem with this approach. I'm not a level-designer by trade, after all. I appreciate the structure. Not everyone has to, but to say this is arbitrary or lacks any sort of redeeming quality is a bit unfair.
The way I see it, this approach seeks to accomplish a couple of things, some of which have been mentioned already:
1. It encourages players to experiment with all of the tools rather than sticking to a relative few. Most of us have likely experienced this phenomenon before: give people a universe of options and many will simply stick to what's safe and familiar.
2. It encourages players to learn the basics of creating a level before descending into Kaizo inspired madness. This could lead to higher quality over all, although this remains to be seen of course.
3. Relatedly, it ensures that there will be a range of different level types and difficulties -- from simple to complex, and from easy to hard. This is a very good thing for new players. It ensures that these players will always have a healthy amount of levels that they can play through and enjoy as they become better at the game, while experienced players will still have all the diabolical levels they can stomach.
I think it's actually a pretty smart way to go about things. The alternatives seem either easily exploitable or contrived. A level requirement will encourage slapdash designs in the rush to unlock content. A system that measures "skill" sounds good on paper, but how do you quantify that exactly? Some have said that it should be based on hours actually played, but that has its own problems. Not everyone has the time to play a game for even an hour a day. For these people unlocking everything could take even longer than 9 days, depending on how the unlocks are structured. Tutorials are boring even in bombastic action games -- what makes people think that they would be more palatable or effective here? A complicated tutorial would be a turn-off for many gamers and reviewers, and a simple one would defeat the purpose entirely.
My question is do you have to check in each day for it all to roll out? The screen in the video suggests that's the case. You have to spend time building before the timer on the next set starts.
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.
Spltoon had everything on disc already, just unlocking stuff little by little.
It is by no way "incomplete".
After Nintendo makes a game that's very unlike them, they had to go and do this and remind us that they're Nintendo.
What a stupid move. No day 1 from me now.