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

I remember people being pissed at Capcom for on-disc content locked behind a paywall, (That was understandable.) but now people are pissed because on-disc content is locked behind a time-wall that doesn't require you to pay? No chill at all. I can understand some of you in this thread are not too pleased by it, but jesus. Some think this game isn't even going to last you nine days.
 
Gotta love Nintendo. Great ideas, and then adding pointless limitations on top of them. Limited-use demos? The trickling of content of Splatoon? No, no, this is much worse.

It's like they made the most delicious cake ever, lock you in a room with it, and then put a tiny time lock on it. What's the fucking point?

I hate to be the one to start it, but Iwata would have nev...who am I kidding, he totally would.
 
Haven't decided if the reaction to this is more over the top than people being angry that the new Star Fox is an on rails shooter.

Off-topic, but I'm eagerly awaiting for people to make Star Fox 1886 jokes when the main campaign is 6 hours long and people forget that Star fox games are always known for short, replayable campaigns



Edit: your latest post is a terrible false equivalence
 
There's probably a anti cheat system like pokemon. Changing the time may make you to wait an extra 24 hours+.

Depends on how much Nintendo cares though. Look at Animal Crossing. They only actually punish time traveling if you're doing something like investing in turnips that could actually screw up the game's multiplayer economy.
 
While I understand Nintendo holding back some of the tools until after release, I don't really agree w/ a few of the company's selections--fire flower? starman? bullet bills? Seems like they're taking it a bit too far...
 
I remember people being pissed at Capcom for on-disc content locked behind a paywall, (That was understandable.) but now people are pissed because on-disc content is locked behind a time-wall that doesn't require you to pay? No chill at all. I can understand some of you in this thread are not too pleased by it, but jesus. Some think this game isn't even going to last you nine days.

Holy Shit, this is not On Disc DLC, is locked content in a level editor. That includes classic stuff like powerups.
 
Depends on how much Nintendo cares though. Look at Animal Crossing. They only actually punish time traveling if you're doing something like investing in turnips that could actually screw up the game's multiplayer economy.

This is a legitimate concern. Quickly unlocking the Maker content without time to "get comfortable" under that mindset would be detrimental to the network's selection of levels, so I wouldn't be surprised if the "resetting your clock disables time-based events for three-ish days" thing that the 3DS does is a possibility.
 
Seems like a minor inconvenience at best.

People dislike handholding but I've seen people confused and overwhelmed by pretty simple things in the past.
 
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.

I feel the same :)

I can understand for me personally that the system is fine because I will be slowly introducing these unlocked elements into my levels as the days go on and I get better at making levels. Like I mentioned earlier, I feel some of the items could be included earlier (Day 2 stuff in Day 1) but it will be interesting to see how this works out. It is too bad we don't have a control group to compare so we can test level quality and enjoyment but its interesting nonetheless for me. If it becomes a bummer for me, I will be sure to direct my feedback in my Amazon/Metacritic review though.
 
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.
Well considering the way the industry is going you have fun days going ahead ;)
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.

From what I've seen of games with creation tools, it's usually gated in an idiotic way and/or very boring to use.
This seems to have the idiotic gating but is also very fun to use, we'll see I don't I'll care after day 10 though (if not before that).

Standard solus game is £45 in the UK sadly. That's in the full RRP bracket over here, between £40-£45.

I have it at 50€ (with a 10 bucks discount that is added at the moment) this is, worth case scenario, 10 bucks less than most other WiiU games and 10 bucks more than Captain Toad.

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".

AND MUCH MORE QUICKLY. Are we sure about this?

Ah, well I guess NoA is really the village idiot of the Nintendo village...

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

You have to earn Samus' abilities.
Have you played Other M? Samus skills are not always tied to player skills....
 
It's like they made the most delicious cake ever, lock you in a room with it, and then put a tiny time lock on it. What's the fucking point?
I would say it is like Art Academy if you only unlocked a pencil Day 1. You get marker on Day 2.
Sure you can make art with just a pencil, but it won't be that complex art.
 
Hmm, I guess it worked well with Splatoon...

Maybe that is what Nintendo will learn from that game: arbitrarily lock content away until the big N feels the people are ready for it.

Seems really silly. LBP pretty much says "here you go have fun" and the same goes for pretty much any game with a level editor. Tutorializing is fine, but going "young padawan, you are not yet ready and must wait a set amount of time" seems extreme.
 
capturey4oww.png
 
Imagine if base Minecraft slowly unlocked tools and materials as you played each day. No, it just started out by dumping you in the middle of nowhere and you had to figure it out from there, creating an incredible culture online out of tutorial and let's play videos. Now Minecraft is the biggest thing out there these days, and we have genius 10-year-old Red Stone engineers.

I'm really tired of Nintendo feeling like they have to treat all their players like idiots.

Sure, put some optional tutorials in there, but if they don't, someone will make a living by making their own and putting them out there on YouTube (well, maybe not with Nintendo's YouTube policies...).

The people who really want to make good levels will seek out the resources to make those good levels. Nintendo locking content away probably isn't going to suddenly make everyone a creative genius.
 
This is dumb but like...I'm not mad?

I dunno, meh

Still going to buy it right away

I'd be mad if it was stuff they were actually patching into the game over those 9 days, since my reaction would be "wtf why isn't the game gold by now", or holding back game content for retailers..

But it's like, literally a game way of unlocking content. Although I would have done it over like, 5 days instead of 9, and some of the progression choices are weird (why aren't fire flowers in the introductory set) but .. it's unlocking content.
 
Preorder cancelled.

In all seriousness, I can see why they are doing this, but I think they're going about it the wrong way. Just make them unlockable after creating a certain amount of stages.
 
I'll gladly wait the nine days if it means weeding out the people that just want to diarrhea blocks and items onto a stage and call it a day. The thing is, you just know that on that first day, if all the tools were there, then people would just try to cram in as much stupid fucking shit without any thought whatsoever. Hopefully, over those nine days people, can slowly build up some actual nicely designed levels.
 
Off-topic, but I'm eagerly awaiting for people to make Star Fox 1886 jokes when the main campaign is 6 hours long and people forget that Star fox games are always known for short, replayable campaigns



Edit: your latest post is a terrible false equivalence

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.
 
I'll gladly wait the nine days if it means weeding out the people that just want to diarrhea blocks and items onto a stage and call it a day. The thing is, you just know that on that first day, if all the tools were there, then people would just try to cram in as much stupid fucking shit without any thought whatsoever. Hopefully, over those nine days people, can slowly build up some actual nicely designed levels.
This will weed out nothing.
 
I'll gladly wait the nine days if it means weeding out the people that just want to diarrhea blocks and items onto a stage and call it a day. The thing is, you just know that on that first day, if all the tools were there, then people would just try to cram in as much stupid fucking shit without any thought whatsoever. Hopefully, over those nine days people, can slowly build up some actual nicely designed levels.

Then suddenly...day 9 hits....judgement day!

Terminator-judgement-day.gif

OH GOD WHY IS THERE A SINGLE BLOCK OVER A BOTTOMLESS PIT WITH A SPRING ON IT AND A PIRAHNA PLANT ABOVE IT AND A FLYING GIANT OCTOPUS, A...AND A ROTATING FIRE TRAP! AGGGGGH!
tumblr_n3xh291T9l1s3zvf8o1_500.gif
 
I'll gladly wait the nine days if it means weeding out the people that just want to diarrhea blocks and items onto a stage and call it a day. The thing is, you just know that on that first day, if all the tools were there, then people would just try to cram in as much stupid fucking shit without any thought whatsoever. Hopefully over those nine days people can slowly build up some actual nicely designed levels.

You think that will not happen on the first day? You think that will not happen on Day 10?

The time-based lock is nonsensical, every pro timebased comment I have seen in here doesnt address the issue, IMO.

The only thing I can agree with is that its not a "big" deal. But since we are discussing the implementation in a vacuum, its nonsense
 
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.
 
Preorder cancelled.

In all seriousness, I can see why they are doing this, but I think they're going about it the wrong way. Just make them unlockable after creating a certain amount of stages.

Yeah, those stages would really have lots of thought put into them...
 
So that justifies Nintendo, specially since its fanbase loved to claim that they were above it?

Also, nice way to evade my point.

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.
 
Top Bottom