This guy gets it.
At least 5 minutes.
The lack of slopes is a real damn tragedy.
The lack of slopes is a real damn tragedy.
Preach Bro!The lack of slopes is a real damn tragedy.
I don't think they go for the "feel of incomplete" (which makes no damn sense btw), they go for a sense of progression.But they are going for "the feel of incomplete". Other companies actually don't finish their games on time and release actual DLC for other features in a day one patch or not long after launch. Nintendo finishes their games, put all the stuff on disc and then lock that stuff away because everyone else is doing it but they don't understand people want the stuff from the start. People slammed Splatoon for lack of content at launch and it took weeks for it to have what it should have shipped with even though it did ship with that stuff, just Nintendo locked it away because everyone does it.
The lack of slopes is a real damn tragedy.
Spltoon had everything on disc already, just unlocking stuff little by little.
It is by no way "incomplete".
Yeah, even if I think it might be dumb on the wait time, and I do understand why like in Freethoughtbubble's post, I'm going in positive to try to learn with what is given and expand as it rolls out. It's a game and software you'll want to put hours into.
Splatoon is Nintendo taking learning curves to the next level. It was designed like that to ease people in by limiting you to the most basic maps, modes and weapons. Having all this depth available from the start would be very overwhelming.
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.
How is this not exploitable?
People are already thinking about playing 5mins then advancing their clocks.
How can you be sure this encourages progress? A player can be idle all the time, yet trigger the unlock.
There is no absolute solution.
But this is not smart and it's annoying.
I don't want to be hand held, specially when it comes down to creativity.
But they are holding back staple Mario parts. Like, they are holding back 1Up mushrooms and fire flowers. Items that are available in the very first Mario game in the very first world. They are hamstringing people for no reason. You can say "well I want to start off slow" well you can do that with the full set, just don't use power ups or ? blocks or enemies or pits. Have some self control.
This just makes those of us that want to make cool fun levels or recreate classics with subtle twists have to wait 9 days. It's stupid and won't increase the longevity of the game. I know I will just idle for 5 mins a day the first 9 days before playing. I'll treat this like a Sept 20th release. And why does Nintendo care about the longevity of the game? It's not an online MMO or multiplayer shooter with monthly paid DLC map packs and skins. It's a thing where you supposedly make any Mario level you can think of (after 9 days of playing 5 minutes per day).
Yup. There can definitely be something said for limiting tools for an artist and seeing them get truely creative. I kinda love the emblem editor in Battlefield and trying to recreate logos or images or characters I like using the limited tools. But in a game called Super Mario Maker, where the main sell is to make any sort of Mario level you can think of, it's bullshit to limit that creativity. Hell, you're already limited by having to make game levels using blocks and objects found in Mario games, why limit it further by cutting out iconic items like Fire Flowers or Bowser? At least for a few days.
If they wanted to "teach" people then have a stupid forced tutorial where you use each "basic" block to make a shit level then an "intermediate" level then an "advanced" one and then go "you're freeeeeeee!!". Or have a mode where you can only use a limited set of items, like a weekly challenge. Make a level with these block, upload it and people can vote on it in a weekly challenge level list thing and have the first challenge be simple stuff and next weeks a bit more etc while also letting everyone actually make and upload their levels to the "main" list.
Thinking out loud but I wonder if Nintendo will disable sharing levels until you unlock everything.
EDIT: in other words, no sharing until day 9 or whatever it is.
Thinking out loud but I wonder if Nintendo will disable sharing levels until you unlock everything.
Fuck challenges tied to editors or stuffs like that, you're usually left with a bunch of shitty samey levels that sap the fun out of it quicker than you could spell Kotick's name.
Pretty much anything is better than forced tutorial unlocking stuffs.
How is this not exploitable?
People are already thinking about playing 5mins then advancing their clocks.
How can you be sure this encourages progress? A player can be idle all the time, yet trigger the unlock.
There is no absolute solution.
But this is not smart and it's annoying.
I don't want to be hand held, specially when it comes down to creativity.
A bit annoying, and i can see why this can be a problem for some people, but personally i don't think it's a huge deal.
If they wanted to "teach" people then have a stupid forced tutorial where you use each "basic" block to make a shit level then an "intermediate" level then an "advanced" one and then go "you're freeeeeeee!!". Or have a mode where you can only use a limited set of items, like a weekly challenge. Make a level with these block, upload it and people can vote on it in a weekly challenge level list thing and have the first challenge be simple stuff and next weeks a bit more etc while also letting everyone actually make and upload their levels to the "main" list.
Well with this system you're gonna get that anyway, just for everyone and not just for a small, optional section of the levels. This is essentially locking them behind tutorials. Though tutorial unlocks can be done in like, the first 10 minutes of getting a game (depending on how unskippable the instructions are) this you have to wait 9 days. over a week long tutorial unlock.![]()
If you think limiting tileset means all levels are going to be samey I'll gladly disagree.
Considering that there's quite a few theme already I don't expect all levels to be genius levels made by designer gods but I fully expect people to be able to be creative with this.
Miiverse should discriminate better than for Tipping Star considering that the base game is really that much better.
The game doesn't need a tutorial as it is, I expect all necessary intructions to be in the leaflet provided with the game.
I wonder if we'll see some levels in a similar vein to the trackmania ones where you just press forward (right here obv) and it's designed in a way to make it seem like you're doing some crazy moves but it's just expertly laid out that way. Not sure if you could really do this in a 2d Mario with needing jumps. Curious to see what people will come up with.
You said that "challenges" produce samey levels. Limited tools absolutely doesn't mean that. I first suggested, if they wanted to do this, to make it an optional thing in a "challenge" section where each week or however long Nintendo want to drag this out, they implement this plan. Where you are limited to the first lot of unlocks, then the first and second lot etc as a way to shove this "play with the duplo before you can play with the lego" mindset to the side.
You said that tutorial unlocks were the worst but this is essentially that. Though rather than a tutorial taking like 30 minutes or whatever, it takes a day to do tutorial 1, another day to do tutorial 2 etc. You are locked out of these "advanced" items like Fire Flowers and Bloopers until you learn to play nice with the basic blocks. Just because they aren't calling it a tutorial doesn't mean it isn't one.
It kinda feels like if an Art Academy game (never played one so I don't know) locked you out of tools like colours and paint in the free draw mode until you spent 5 minutes every day for a week doodling with a pencil. It's silly to limit people like this in a creative thing. If there are gameplay reasons like in Banjo Nuts and Bolts where you unlock new parts and upgrades as you progress in this game and use the new items to overcome new challenges then it's a bit different. But when it's locking away your tools in a "game" that is all about the making of whatever you can think of in the 2D mario universe then it's a massive disappointment having to wait over a week to be able to have access to the full toolset.
Thinking out loud but I wonder if Nintendo will disable sharing levels until you unlock everything.
EDIT: in other words, no sharing until day 9 or whatever it is.
Not comparable. All of those are task, and skill based limitations.
Mario Marker is not
They've been around long before Nintendo was releasing tools for it
That's just the first result that came up when I searched, there are plenty out there.
edit: That's fully automatic and doesn't require or allow you to hold a direction. Not exactly the same, but similar concepts and tricks would be needed.
Preach Bro!
I really hope there's a DLC for it...
Although I can get why they aren't there, because really what happens to your slope if you go for SMB1 style :/?
They've been around long before Nintendo was releasing tools for it
That's just the first result that came up when I searched, there are plenty out there.
edit: That's fully automatic and doesn't require or allow you to hold a direction. Not exactly the same, but similar concepts and tricks would be needed.
Nintendowhy are people defending this
There's nothing to defend, same way there's nothing to hate.why are people defending this
like... none of the defenses make sense at all
There's nothing to defend, same way there's nothing to hate.
"But Nintendo"... (because some assume that everyone that has no problem with this is a Nintendo fanboy)..
Nothing affects the overall game. That you will take some more time to make this "awesome" levels, then yeah. But is nothing to hate or that needs defending.