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

You gotta learn to walk before you run.

Maybe they found in focus testing that giving everything from the get go was overwhelming?

I'd bet that's the exact rationale.

That said, they should have included an option that just said, "I'm ready for everything," and give you all the major options if you wanted up front.
 
Why not just change the clock in your Wii U to be 9 days later? I'd imagine if you're offline, the game still works. So this would have to be an internal clock thing.
 
You will be able to create plenty of interesting levels with the initial toolset.

I'm sure it'll still be fun, but I was hoping to binge play the editor on that weekend, now I'll just get bored after 2 hours or so and just play the 100 courses instead.

This and the SF5 complaints have proved to me that even when content is obtainable for free, people will still complain. Basically, everything must be provided for free otherwise the game is the devil.

This post has proved to me that when content is locked on a game disc, people will think they get shit for free even though they just paid 60 bucks for it.
 
I'm still gonna buy the game even though I'm annoyed by this, but I don't think it's stupid if peopl don't, everyone should be able to decide what they do with their own money. And not everyone has the time to come back to this every day for 5 mins, which will result in having these tools locked for ages for these people.

And no it doesn't work that way.

I think there are people that won't buy this game because they just think it is just a glorified level editor, and that's fine. However, not buying this game for that specific issue (assuming they liked the previews before) is stupid.

Also, if people don't have time to come back everyday, then this game (at least the level editor part) is not for them. This game should provide you hours and days of gameplay, not just a game that you will finish in one day.
 
Asinine. Most delayed features for games now are due to technical issues. This was a design decision.

Again, I think the idea makes sense in practice but the amount of time is too much.

You think it's asinine, I think it's a non-issue. You get the content after 9 days. Why the frustration and anger towards the decision? Why?
 
Why not just change the clock in your Wii U to be 9 days later? I'd imagine if you're offline, the game still works. So this would have to be an internal clock thing.

Can't do that according to Ars:

A further 48 level elements will unlock slowly, over nine days, provided you play for at least five minutes the previous day.

So you'd need to move the clock up nine times, playing the game for five minutes before each clock change.
 
I'm sure it'll still be fun, but I was hoping to binge play the editor on that weekend, now I'll just get bored after 2 hours or so and just play the 100 courses instead.



This post has proved to me that when content is locked on a game disc, people will think they get shit for free even though they just paid 60 bucks for it.

It unlocks after 9 days. It's a design decision. If you don't like the game that was designed, don't fucking buy it and don't complain about it because if you really wanted the game, you'd get it anyway.

You think I don't know this is on disc content? Of course I know. I just don't care that it's gonna take 9 days to unlock. When you buy a game you're buying what the artists envisioned, it's their design. It doesn't need to cater to absolute sooks that want things their way.
 
I bought a Wii U last month because I wanted to play this game. This game is a dream come true. They teased us with crazy levels and I wanted to use this tool and have fun the day I bought the game. But no, thanks to a silly nintendo decision (one among several others who made my experience with the Wii U horrible and one of the worst I ever had to experience with a console), the first week I get the game, I need to learn patience an plan what I can and can't do, that's not my idea of fun and what I expect when I spend hundreds on a game.

In teh grand scheme of things, it's not terrible and I will still play the game (first time I'm buying an amiibo too), it's just very disapointing to see that the game I planned to play and have fun on day one doesn't exist anymore.

They should have told us from day one, instead of teasing us with all the things you could do. I'm sure I'm not alone and a lot of people started planning level creation as soon as they have seen the trailers and gameplay footages.
 
You think it's asinine, I think it's a non-issue. You get the content after 9 days. Why the frustration and anger towards the decision? Why?

Because it's an arbitrary decision that simply holds people back and doesn't actually reward or track progression in terms of intelligent level design.
 
I'm sure it'll still be fun, but I was hoping to binge play the editor on that weekend, now I'll just get bored after 2 hours or so and just play the 100 courses instead.

Gotcha. Look at it this way, then. Nintendo is helping prevent you from getting burned out on the editor too quickly. ;)
 
I swear 90% of the people in this thread are people that haven't read any of the OP.

The other 10% just want the whole fucking game straight away.

Can't wait for the days when people would rather have the game just load it up to instantly get all achievments, 100% completion and the credits roll just after pressing start.
 
Because it's an arbitrary decision that simply holds people back and doesn't actually reward or track progression in terms of intelligent level design.

It seems arbitrary to you, which I understand, but that does not mean it was made arbitrarily. There's a difference. I'm sure plenty of thought went into this and all other design decisions for the game.
 
I swear 90% of the people in this thread are people that haven't read any of the OP.

The other 10% just want the whole fucking game straight away.

Can't wait for the days when people would rather have the game just load it up to instantly get all achievments, 100% completion and the credits roll just after pressing start.

See

I remember hearing a lot of this when I was arguing against unlockable Smash Bros. characters. It doesn't apply there, and it doesn't apply here, either.

This game is a level editor with a few stages bundled in. There is no campaign. There is no "real" progression. Therefore, there is no good reason to lock anything.
 
Because it's an arbitrary decision that simply holds people back and doesn't actually reward or track progression in terms of intelligent level design.

If that's enough to make you angry...that's pretty sad. It's Mario Maker. We aren't talking about Galaxy 3 here. You make levels. You can still make levels for those 9 days. You just can't use some assets yet. Why don't you try and make the best levels you can with limited assets to relax yoself? General answer I'm seeing here: because it's stupid I.e I have no real reason and just want to complain.
 
I swear 90% of the people in this thread are people that haven't read any of the OP.

The other 10% just want the whole fucking game straight away.

Can't wait for the days when people would rather have the game just load it up to instantly get all achievments, 100% completion and the credits roll just after pressing start.

It's a level creator game... why would you restrict the user from getting the content which is needed to make levels? Like a fucking 1 UP or the fire flower? People that accept that - fine, but some people literally don't have the time to boot the game up every day (yes even for 5 fucking minutes, sometimes people are not at home). So they get locked out of content when they want to play again. It could be just a simple "tutorial" option for people that feel overwhelmed by such things.
 
Locked content isn't the problem. At least not for me. The issue is the arbitrary time gates. I don't want to have to wait 9 days for content that I would normally be able to unlock in a single evening in other games.
 

There is real progression.

It's going from building OK levels, to fucking great levels.

And I for one wan't to take my time learning the whole lot. I don't want everything chucked at me with a 'here you go, fuck off and make something' attached to it. I got bored pretty quicky with Little Big Planet because of that.

Just like making love, I wanna take my time.
 
If that's enough to make you angry...that's pretty sad. It's Mario Maker. We aren't talking about Galaxy 3 here. You make levels. You can still make levels for those 9 days. You just can't use some assets yet. Why don't you try and make the best levels you can with limited assets to relax yoself? General answer I'm seeing here: because it's stupid I.e I have no real reason and just want to complain.

What about his posts are angry?
 
You gotta learn to walk before you run.

Maybe they found in focus testing that giving everything from the get go was overwhelming?

That would be fine if it actually had anything to do with proficiency but it doesn't, its just an arbitrary time lock. Its entirely based on how consistently you can boot up Mario Maker, even the amount of time you spend in a given session doesn't really matter. One guy can play for 10 minutes and even if he isnt ready for a new set of tools he'll get them anyway. Another guy can put 5 hours into it in the same day and is stuck using the same toolset and moving at the same pace as the 10minute guy. Someone that mostly plays games on the weekend either has to remember to turn his WiiU on everyday for 9 days or spent a month unlocking everything, even if hes putting 3-4 hours into it on a Saturday. Its just a really dumb idea.
 
Sounds like a good idea, better than either flooding people with tools or requiring you to do tutorials.

I'm all for options though, so an "Unlock everything, yes sure and hardcore" button tucked away in the options men would be okay too.
 
That would be fine if it actually had anything to do with proficiency but it doesn't, its just an arbitrary time lock. Its entirely based on how consistently you can boot up Mario Maker, even the amount of time you spend in a given session doesn't really matter. One guy can play for 10 minutes and even if he isnt ready for a new set of tools he'll get them anyway. Another guy can put 5 hours into it in the same day and is stuck using the same toolset and moving at the same pace as the 10minute guy. Someone that mostly plays games on the weekend either has to remember to turn his WiiU on everyday for 9 days or spent a month unlocking everything, even if hes putting 3-4 hours into it on a Saturday. Its just a really dumb idea.

Precisely.
 
That would be fine if it actually had anything to do with proficiency but it doesn't, its just an arbitrary time lock. Its entirely based on how consistently you can boot up Mario Maker, even the amount of time you spend in a given session doesn't really matter. One guy can play for 10 minutes and even if he isnt ready for a new set of tools he'll get them anyway. Another guy can put 5 hours into it in the same day and is stuck using the same toolset and moving at the same pace as the 10minute guy. Someone that mostly plays games on the weekend either has to remember to turn his WiiU on everyday for 9 days or spent a month unlocking everything, even if hes putting 3-4 hours into it on a Saturday. Its just a really dumb idea.



Exactly, once again, I have the feeling nintendo is punishing power users and adults. The whole Wii U experience is like that and you need to plan things and figure out how you could incorporate the whole thing in your life. Their design philosophy is fine for children but when you have lot of consoles, lot of games to play, a busy schedule with work and other hobbies, you need to put even more effort and energy into figuring how you could make this nintendo thing work instead of just relaxing and enjoying your time.

It's just frustrating and it could be simply solved by having a simple expert option or code.
 
The gating is dumb, dumber than it was for Splatoon for sure.
If they wanted to gate the more advanced stuff, then tutorials or locking behind achievements is the way to go, not arbitrary (!!) playtime minimums spread over 9 days.
Want more items to build with? Get one of your current levels to be rated positively by 10 users or play at least ten user created levels that include the new items to learn about them. Offline alternative: Play 10 tutorial levels that show off the new stuff.
There you go, interested players get the new stuff and learn about level building without having to turn off the console for 20 hours.
The day limit is stupid, and I wonder if there is some kind of Stockholm Syndrome when players defend this because they want this game so badly. Let's call this feature out for the weird bullshit it is.

Not that it will massively hinder my own enjoyment, but it isn't hard to see why people would be frustrated with this method. I REALLY don't see an advantage of this over a tutorial or achievement based unlock method.

Also, is online sharing also locked behind the 9 day login bonuses? I could not watch the video yet, only phone internet atm...
 
Hell, I still think it's unacceptable that on day one of the game you can't even make 1-1 from Mario 1.

I've seen this a lot in the thread. Maybe it's actually intentional or fortuitous given how it's pretty much a rule that if you give players level creation tools in a game, they're just going to make smb 1-1. At least we won't have a few thousand of those day 1.

Few more examples:
https://www.youtube.com/watch?v=1p0Yap5iG6o
https://www.youtube.com/watch?v=zV1FfgfKhLI
https://www.youtube.com/watch?v=F0nthFG_8Kw
https://www.youtube.com/watch?v=RdbJP3kBwGU
https://www.youtube.com/watch?v=GgNsGcIpgc8
 
Again No one is angry, complaining about locked content, making a "big deal out of nothing"

This thread begins and end with the method. The people who cant see that are worst as the people who respond to headlines and not articles.

Im a dissenter to this method and:

1. Yes Im still buying it, because I dont think its game breaking.

2. Im not angry with them locking content. That a stable of video gaming since Gen 1

3. I just want to discuss this method, and scratch my head as to why they went with it, when there are better implementation to every reason everyone say " I can understand why they did it".

4. Its another thread for general Mario Maker discussion.
 
If that's enough to make you angry...that's pretty sad. It's Mario Maker. We aren't talking about Galaxy 3 here. You make levels. You can still make levels for those 9 days. You just can't use some assets yet. Why don't you try and make the best levels you can with limited assets to relax yoself?

Disagreeing with a choice =/= being angry.

If I want to make the best levels possible with a limited supply of tools there's nothing stopping me from doing that with everything already unlocked. I can just tell myself "let me just make a level using only this stuff".

General answer I'm seeing here: because it's stupid I.e I have no real reason and just want to complain.

The only way you're seeing this that way is if you're completely ignoring the logic behind why people think this choice is stupid. There have been plenty of people who have given pretty good explanations as to why the 9 day unlock period isn't very well thought out.

This in no way is swaying me from buying Mario Maker (seriously, the game looks amazing) and I understand the logic behind why Nintendo went this route, I just think 9 days is way too long of a time frame and the whole idea of "progressively getting people used to the system" can be accomplished in a much shorter time frame or with an optional tutorial mode. A 9 day standardized unlock system is an arbitrary and slightly obnoxious decision because it's assuming everyone learns at the same rate and that everyone can't handle an entire system all at once.
 
It unlocks after 9 days. It's a design decision. If you don't like the game that was designed, don't fucking buy it and don't complain about it because if you really wanted the game, you'd get it anyway.

You think I don't know this is on disc content? Of course I know. I just don't care that it's gonna take 9 days to unlock. When you buy a game you're buying what the artists envisioned, it's their design. It doesn't need to cater to absolute sooks that want things their way.

Yeah, let's never criticise anything we like, I'm sure the new Fire Emblem would have had same sex relationships anyway if people never complained about the previous ones or Tomodachi Life not having it. Great idea.

And congrats for not caring I guess.

Gotcha. Look at it this way, then. Nintendo is helping prevent you from getting burned out on the editor too quickly. ;)

I'll never get burnt out on it anyway, I love designing Mario levels. Now if only Peach becomes dlc, it'll be perfect :P
 
Kind of obnoxious, but whatever. If you don't see the big deal™, that's fine; neither do I, really. Just don't sell it to me that this is some brilliant decision/"a good thing."
 
I've seen this a lot in the thread. Maybe it's actually intentional or fortuitous given how it's pretty much a rule that if you give players level creation tools in a game, they're just going to make smb 1-1. At least we won't have a few thousand of those day 1.

Few more examples:
https://www.youtube.com/watch?v=1p0Yap5iG6o
https://www.youtube.com/watch?v=zV1FfgfKhLI
https://www.youtube.com/watch?v=F0nthFG_8Kw
https://www.youtube.com/watch?v=RdbJP3kBwGU
https://www.youtube.com/watch?v=GgNsGcIpgc8

You can bet that 1-1 will be remade a bunch of times, it just won't have the fireflower and starman.
 
It's in no way a good thing that the tools are restricted. No need to act like it is. Unless Nintendo is going to send you a free copy
,in which case, this is the greatest decision ever.
 
If that's enough to make you angry...that's pretty sad. It's Mario Maker. We aren't talking about Galaxy 3 here. You make levels. You can still make levels for those 9 days. You just can't use some assets yet. Why don't you try and make the best levels you can with limited assets to relax yoself? General answer I'm seeing here: because it's stupid I.e I have no real reason and just want to complain.

I think there are very legitimate reasons to not like this. I get the positives though, it will make people familiarise themselves with all available tools, and it will also artificially lengthen the game's online life, as it will make people come back for at least 9 days after they buy the game to try new things (and lengthening the online life is why I think Nintendo did this, as opposed to not taking a different approach with the tutorial)

But why I take issue with this is this system doesn't do anything to separate the people who need this kind of guidance from the people who just want to jump in immediately and try their ideas out, or play their games in longer bursts on specific days and learn how things work faster. The good thing about progression in games is that if you're not skilled enough to beat a level and move on, you can't move on, so progression is based on the player. Here, that is not the case. Everybody is stuck behind the same wait limit and everybody has to wait 9 days before everything is unlocked, which might not work around everybody's schedule and buggers up my plans to put this off until Christmas and get the most enjoyment out of it around those few days surrounding it.

Yes, it's a minor issue, and it won't stop me from enjoying the game in the long run, but I would still much rather they took a different approach. The clock exploit may work, but I imagine Nintendo have ways of preventing that, like resetting the timer every time you change the clock.
 
This and the SF5 complaints have proved to me that even when content is obtainable for free, people will still complain. Basically, everything must be provided for free otherwise the game is the devil.
I see you've mastered light kick and crouching medium kick...

Come back tomorrow for even more moves! Until then, try mastering your execution with light kick and crouching medium kick

Yo the hadoukens on day 9 are gonna be on POINT, the entire playerbase will be EVO-ready
 
There is real progression.

It's going from building OK levels, to fucking great levels.

And I for one wan't to take my time learning the whole lot. I don't want everything chucked at me with a 'here you go, fuck off and make something' attached to it. I got bored pretty quicky with Little Big Planet because of that.

Just like making love, I wanna take my time.

What about everyone else? Why should we have to wait? Why can't you take your time and everyone else jump in and experiment with all the tools?

This thread basically proves that Nintendo can do anything, and I mean anything, and it will have supporters because Nintendo knows best. No one has given a good reason on why the day unlock system is the best method. Do people seriously believe that making people play five minutes a day for a week and a half is the BEST way to introduce the content? If you play 5 minutes a day for 9 days, that's 45 minutes. 45 minutes to reach Miyamoto tier. So all these posts about it wanting you to perfect your craft is bunk because it apparently takes less than an hour to master the game. People keep saying "Nintendo doesn't want you to make bad levels." How do you know this? Why would Nintendo even care who makes what? Miyamoto does not give a damn if someone makes a crummy Mario level. They wouldn't even release a game with such robust options if they felt like it would harm the integrity of the Mario franchise. Every single piece of marketing has not highlighted conservative, traditional level design. Does this promo picture convey the idea that Nintendo wants us to carefully consider each option and make thoughtful levels?

sQhar0d.jpg


If you wanna make block only levels with goombas, then go for it. Have fun. But there is no reason why the rest of us should wait. If you are worried about junky levels.... guess what, IT'S GOING TO HAPPEN. If this game sells a million copies, and everyone makes a level, that's a million levels. That means there are probably tens of thousands of awful ones. And who cares? The good ones will spread across the web, and you can rank levels so you can easily find the better ones. Let the crazy and experimental ones fade away while you select the good ones. It's basically like Miiverse. Were you against Miiverse because it would just be a bunch of crappy posts? There are a lot of bad Miiverse posts for sure, but it's easy to find high quality ones due to the ranking system and people sharing them online.

And why not implement this concept in other games? Why not just have ten characters to start with in Smash Bros? Smash Bros is far more complex and content-filled than this game, so why does it throw everything at us at once and it's ok?

Please just look at it logically and you will understand that the issues the day unlock system is trying to address are nonexistent and it only hinders consumers instead of enhances gameplay.
 
No, that's not a good point. It's just some random art with a bunch of enemies from the game.

The Super Mario Maker picture is (basically) a screen grab from the game. The images you are using are hand drawn promo art, not actual game content.
 
Can't wait for the sudden spike in masterful level design on Sept 20th. Suddenly all those crummy levels will be gone and replaced with the groundbreakng work of carefully guided students of Miyamoto himself.
 
Who said Nintendo wants us to make conservative designs? Nintendo sure didn't. The "defence" for this is it allows people to concentrate their experimentation in bite size chunks. If anything those calling for tutorials are the one proposing we're taught "proper" design.
 
The Super Mario Maker picture is (basically) a screen grab from the game. The images you are using are hand drawn promo art, not actual game content.

Yes, it is a good point. The artwork is literally a screenshot (outside of Mario in construction gear).

You posted promotional/box art, which was not a good point.

So? It's the same style. Doesn't change the fact that it's a homage from past covers. Even the yellow background color or the Japanese horizontal orientation of the package.

You're now trying to nitpick about anything just to try to prove a point you already made a hundred times already. We get it. You don't like it. Deal with it, because good or bad decision, it's here to stay.

EDIT: And BTW, that was a promotional/box art, too... :p
 
So? It's the same style. Doesn't change the fact that it's a homage from past covers. Even the yellow background color or the Japanese horizontal orientation of the package.

You're now trying to nitpick about anything just to try to prove a point you already made a hundred times already. We get it. You don't like it. Deal with it, because good or bad decision, it's here to stay.

Neither of us brought up the Mario Maker promo art picture. We were just saying the comparison from a screen grab piece of art versus a few hand drawn bits of promo art is an apples/oranges comparison. You're calling the wrong people nitpicky
 
Neither of us brought up the Mario Maker promo art picture. We were just saying the comparison from a screen grab piece of art versus a few hand drawn bits of promo art is an apples/oranges comparison. You're calling the wrong people nitpicky

LOL! That was the actual cover art for SMM... And the art I posted was indeed cover art for SMB and SMW.
 
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