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

"maintaining quality" Oh boy. They're doing it this way to get people used to the idea that new content is going to be unlocked through the life of the title. There is no other reason you can't use Fire Flower on the first day. It seems to be working for Splatoon, so expect more games-as-a-service stuff from the company.

Forkball's posts in the first few pages of this thread should be collected in a chapbook.
 
Yeah, wanting to use the content you paid for is complaining about everything and an ''outrage'', it's also totally going to prevent shitty levels.

Just wait 9 days before buying the game then. No one is forcing you to buy it right away.
 
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Coming back to this topic after a day to think, and I kind of like this method.
 
Couldn't this argument be made against anything that locks anything behind something? Why progress through a game when you paid $60? They should give me the final boss after I press start for the first time!

It's a level editor. The whole game is literally just a level editor, sold to people dreaming about all the cool Mario levels they're excited to make.

You really can't see the difference? Seriously?
 
"maintaining quality" Oh boy. They're doing it this way to get people used to the idea that new content is going to be unlocked through the life of the title. There is no other reason you can't use Fire Flower on the first day. It seems to be working for Splatoon, so expect more games-as-a-service stuff from the company.

Forkball's posts in the first few pages of this thread should be collected in a chapbook.

It seems that when something works the first time Nintendo loves repeating it, just like repeating the Wii name, that sure turned out great.

Really hope they don't do this for the next MK and Smash.

Just wait 9 days before buying the game then. No one is forcing you to buy it right away.

That's not how it works, have you been paying attention? the 9 days thing remains regardless of when you buy it.
 
I'd hesitate to say it's a guarantee. Nintendo can detect changes in the system clock and prevent unlocking new content on that basis, because you modified the time, if they feel like being jerks about it. I have no idea why they would, but they could.

I believe they have in the past, I forget which game it was...if you touched the clock you became ineligible to get the free stuff the next day and had to wait 24 more hours.

Personally, I have no issue with that because I don't think it's so important that people have access to all tools day one if that's the way the game is designed. Just my two cents, though. I understand this is a polarizing issue. To me the counter-point would be to say that you should be able to have access to all levels when starting a game.

I see that above me we already have a front-line soldier for the "reviewers reviewing a different game from consumers" defense force, which shocks me, though obviously nothing should shock me by now.

If I am the poster you were referring to, I can assure you that is not what I was trying to say at all. I think it's entirely possible the reviewers' copies will have the same limitations as those of the retail copies, but regardless I just don't think it makes a massive difference in the grand scheme of the experience of the game as I understand it.
 
Holyshit what a stupid decision. Sorry Nintendo I won't buy the game anymore because I don't support shit like this. Make it an option like "Are you a kid or an adult?" and let it unlock for kids and let it be avaiable from the start for adults.
 
Jeremy Parish on USGamer:
You're doing the Lord's work, Parish.

The unlock schedule image RagnarokX posted is interesting, particularly the variation in the number of things unlocked each day. I'm betting there were countless discussions on how many and which things to present each day.

Incidentally, it'd be nice if we could drop the thought that people who think this scheme is a good idea are "just fanboys". At least some of us have grown to appreciate Nintendo's design choices over the years, and are intrigued by this one as well, curious about the positive impact it could have—just like many other design decisions. It may also backfire, but them's the breaks.

Make it an option like "Are you a kid or an adult?" and let it unlock for kids and let it be avaiable from the start for adults.
I'm feeling a little bit like it's 2001 and we're seeing Wind Waker's demo for the first time again.
 
Holyshit what a stupid decision. Sorry Nintendo I won't buy the game anymore because I don't support shit like this. Make it an option like "Are you a kid or an adult?" and let it unlock for kids and let it be avaiable from the start for adults.

Why assume an adult knows what they're doing more than a kid?

Did you see E3? Lots of demos were just people throwing oodles of giant enemies everywhere. Being adult doesn't make you a pro designer.

Or should I say, does anyone ever choose the option that locks them out?
 
why wouldn't it just unlock as you progress instead of in days? This is quite annoying.

I understand that they want you to master the tools and build levels with a certain handholding in the beginning but not like this...
 
You're doing the Lord's work, Parish.

The unlock schedule image RagnarokX posted is interesting, particularly the variation in the number of things unlocked each day. I'm betting there were countless discussions on how many and which things to present each day.

Incidentally, it'd be nice if we could drop the thought that people who think this scheme is a good idea are "just fanboys". At least some of us have grown to appreciate Nintendo's design choices over the years, and are intrigued by this one as well, curious about the positive impact it could have—just like many other design decisions. It may also backfire, but them's the breaks.


I'm feeling a little bit like it's 2001 and we're seeing Wind Waker's demo for the first time again
.

You mean the game that didn't sell nearly as well as its predecessor or successor?
 
like some people said, in 10 days after launch everything will be fine

It doesnt work like that....

Couldn't this argument be made against anything that locks anything behind something? Why progress through a game when you paid $60? They should give me the final boss after I press start for the first time!

The reasonable dissent crowd arent arguing against that progressive unlock content. Thats has been in gaming from the start.

Further more Mario Marker is more of a creation tool, than video game. So it makes since that they should give you everything after you press start.

No as I repeatedly stated in this thread, the argument for "drip-feeding" is very legit. The process is what is nonsensical.

Thats what both extreme sides of the argument is missing.

1. No one is saying that the method is "Not ok" So saying I dont see the problem is missing the point.

2. Its not game breaking, or disastrous, so the inclusion of it shouldnt make you second guess the game.

Point blank the "method" not the inclusion of the "drip feed is what is ridiculous, nonsensical, and arbitrary

As I said earlier

If the argument is: Being overwhelmed, preventing "disastrous" levels, gradual learning, and/or Day 1 troll level (nothing you can do about that), then put the 9-day content behind 1 tutorial level that unlocks each "day" of content (at your pace) with a task that shows you a "preferred" or standard way to implement it.....
 
While most people seem to think that the 9 day wait is much worse than having to unlock things while you play I have to disagree. I rather wait those 9 days and play 5 minutes per day than wasting a whole day doing tasks I might not like just for the sake of unlocking things. I wish other Nintendo games would work like that. Playing Mario Kart and unlocking things is a chore. Same with Smash bros.

Of course I wish I wouldn't have to unlock things at all in certain games. Especially in multiplayer games.
 
I don't like this because it's an artificial limit on when you get access to content. It's litteraly nothing you can do to get to it faster.
It's completely different to getting to the final boss or unlocking content by playing because the gate to that content is you.
If you are a very skilled player and beat the levels fast you get to content faster.
In Super Mario Maker you can't do anything to speed up getting to new content.
 
I can't even come to grips with the thought that Nintendo believes the Minecraft generation (with some sprinkling of LBP, Project Spark, and indie development) needs their hands held through making Mario levels.

An actual tutorial (with achievements for trying everything) would have been more logical and seem less big brotherly.

Yeah I'm not sure why Splatoon keeps getting brought up when the best comparison for this sort of thing would be Minecraft. Kids have learned the ins and outs of that game (which is likely far more complex that Mario Maker) without major handholding from Mojang.
 
Can you imagine the next Minecraft doing something like this? No? Then why should people have to suffer through it in a similar game like SMM? Geez. Some people will defend anything.

You can't make advanced stuff in Minecraft from the very beginning, so no. It's the same thing but unlocked in different ways.
 
You gotta learn to walk before you run.

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

I'm sure it was this. It's not a big deal at all.

Plus stuff unlocking feels good. I'm down for this more than ever.

like some people said, in 10 days after launch everything will be fine

Just wait 9 days before buying the game then. No one is forcing you to buy it right away.

I'm a little surprised at the confusion this is causing. It's not some server unlock with downloads. It's all on disc and you unlock stuff as you play on a day by day basis. The 9 day cycle is unique to every player starting the first time they play the game and requiring them to put in at least 5 mins of play a day.
 
While most people seem to think that the 9 day wait is much worse than having to unlock things while you play I have to disagree. I rather wait those 9 days and play 5 minutes per day than wasting a whole day doing tasks I might not like just for the sake of unlocking things. I wish other Nintendo games would work like that. Playing Mario Kart and unlocking things is a chore. Same with Smash bros.

Of course I wish I didn't have to unlock things at all in certain games. Especially in multiplayer games.


Would you agree that 9 - 5 minute tasks that you can do at your own pace, that unlock content would be the better implementation. Content is still drip-fed, and if you so chose, you dont have to "waste a whole day doing tasks"

That setup would satisfy both camps.
 
While most people seem to think that the 9 day wait is much worse than having to unlock things while you play I have to disagree. I rather wait those 9 days and play 5 minutes per day than wasting a whole day doing tasks I might not like just for the sake of unlocking things. I wish other Nintendo games would work like that. Playing Mario Kart and unlocking things is a chore. Same with Smash bros.

Of course I wish I didn't have to unlock things at all in certain games. Especially in multiplayer games.

What am I even reading, no one is forcing you to waste a day, you can play the game the next day and unlock things then. Rewarding the player with content by progressing is a good thing. Giving a player a gimped game for 9 days isn't, especially cos most gamers binge game a new game on the day they buy it.
 
The more notable item for me is that Nintendo finally confirmed the MSRP is $60. I'm very surprised. Especially since if I understand correctly that version does not come with the Amiibo. I expected $50 tops. I think it'll be well worth $60, I'm just surprised.
 
Jeremy Parish on USGamer:
It's sad that someone has to bother making a whole article to explain an obvious, common sense decision in line with everything Nintendo has always stood for.
It's even sadder that some people will yell at him and continue crying and saying nonsense.

"maintaining quality" Oh boy. They're doing it this way to get people used to the idea that new content is going to be unlocked through the life of the title. There is no other reason you can't use Fire Flower on the first day. It seems to be working for Splatoon, so expect more games-as-a-service stuff from the company.
*sigh* it has nothing to do with Splatoon. Many if not most construction kits unlock content slowly to help people understand the structure of the creation process and acclimate to each tool.

Just wait 9 days before buying the game then. No one is forcing you to buy it right away.
It won't change anything, you have to use it for at least 9 days. It's to avoid people try to skip the tutorial, and make them design simpler levels at first.

You can't make advanced stuff in Minecraft from the very beginning, so no. It's the same thing but unlocked in different ways.
Exactly.
 
Nintendo should've just followed current gaming trends and set up microtransactions. Those who want to unlock all the tools right away can pay a little more to do so, while those who wish to wait can simply stick with the current method and play around with the tools as they become available.

Nintendo gets more money, and those who want "early access" can do so. Everybody wins.
 
Nintendo should've just followed current gaming trends and set up microtransactions. Those who want to unlock all the tools right away can pay a little more to do so, while those who wish to wait can simply stick with the current method and play around with the tools as they become available.

Nintendo gets more money, and those who want "early access" can do so. Everybody wins.

If they did that, I can guarantee the outrage would be twice as large. Micro transactions to get all the content in the game you just paid for sounds a lot worse to people than what they're actually doing.
 
You mean the game that didn't sell nearly as well as its predecessor or successor?

FWIW, even Skyward Sword, which was on a much more popular console, sold IIRC just about the same as Wind Waker. WW has also done quite well in its re-release I think. But gamers (and people) are averse to significant change, especially when it's a perceived-as-kiddy direction.
 
Why assume an adult knows what they're doing more than a kid?

Did you see E3? Lots of demos were just people throwing oodles of giant enemies everywhere. Being adult doesn't make you a pro designer.

Or should I say, does anyone ever choose the option that locks them out?

Well that is a point, but you cannot compare that to people that take their time for games at home. People at E3 are highly stressed, always in front of a camera and then they have to play "good". Of course these people are under stress and won't have the time to grasp everything, because they want to show the game off.

Edit: Did you ever livestream or make gaming YouTube videos? It happens to many people that aren't familiar with doing these things.

I don't like this and I won't buy it now because of this. Nintendo won't even care because it is just one sale less, but my mind does not support this shit.
 
If they did that, I can guarantee the outrage would be twice as large. Micro transactions to get all the content in the game you just paid for sounds a lot worse to people than what they're actually doing.

Well everyone seems to be appalled at the idea of unlocking stuff in games without money, so I figured my idea would've been the better course of action.
 
Jeremy Parish on USGamer:

I like this paragraph:

And I hate to say it, but you're not as good a designer as Miyamoto and Tezuka. Neither am I. You're not going to sit down with Mario Maker and think, "How can I make this game as fair as possible? How can I communicate the player's objective? How can I introduce a steady rise in difficulty by iterating a challenge or task through progressively more demanding permutations?" No, you're going to build a bunch of levels that actively frustrate and annoy people. You're going to see what you can possibly get away with in the Mario Maker engine, which looks to be just about anything you can imagine, and you're not going to spend much time fretting over how playable the end result is. You will measure your success in the number of tears spilled by your victims.

It's my biggest fear with the online community. I expect few straight, inventive level designs and many 'fill the screen with big flying enemies' designs with fire bars and spikes everywhere.
 
Couldn't this argument be made against anything that locks anything behind something? Why progress through a game when you paid $60? They should give me the final boss after I press start for the first time!

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.
 
To be fair, Minecraft doesn't start you with every tool either. You don't start out with a chest full of minecarts and beds and flint+tinder. You make them individually, sometimes after a long period of exploring for the materials, and then you play with the object to see how it works.

Natural unlocks through discovery or progress is how 99% of games work though.

Hell, the Batman Arkham series and GTA 4 don't let you travel the entire open world or use all the gadgets at the start. Plants vs Zombies doesn't let you use all the units at once. But they, like Minecraft, allow the player to progress at their own skill level and gameplay pace. If you want to spend an evening farming for loot, you can progress faster than your friends who play just an hour a day. Nintendo has removed that option in favor of "you must content yourself with these tools each day, or just leave it running in the background and come back in a week and a half."

Nintendo's choice here eliminates player urgency and tries clumsily to eliminate the talent gap. Some people could theoretically make amazing levels day 1 with all of the tools. Nintendo doesn't want that though. I would hazard a guess that they want to promote more creation over people being passive users of others' content, but no one can force this kind of talent or creativity onto people.
 
I like this paragraph:

It's my biggest fear with the online community. I expect few straight, inventive level designs and many 'fill the screen with big flying enemies' designs with fire bars and spikes everywhere.

On the bright side, at least, I believe the levels have to be beaten by the creator before being uploaded.
 
It's sad that someone has to bother making a whole article to explain an obvious, common sense decision in line with everything Nintendo has always stood for.

I'm sorry but Nintendo isn't this perfect entitiy that makes perfect choices all the time. I think they're the best gaming company and I love them for putting gameplay first and being one of the few that care about 60fps. But let's not pretend they don't get brain farts every now and then, like the branding of the Wii U, or blindly following the 3D fad, excluding same sex relationships in that Mii game, etc. They do seem to learn from past mistakes, so I hope this shit stops with SMM and doesn't bleed into Smash and MK.
 
It's my biggest fear with the online community. I expect few straight, inventive level designs and many 'fill the screen with big flying enemies' designs with fire bars and spikes everywhere.
... and irritating/insulting sounds. I don't understand that Nintendo avoids voice chat but apparently will let you record sounds with the gamepad mic (or did I misunderstand this)?

Anyway, I hope the rating system will work correctly.

I'm sorry but Nintendo isn't this perfect entitiy that makes perfect choices all the time.
Good thing I never said that, then?
 
It's my biggest fear with the online community. I expect few straight, inventive level designs and many 'fill the screen with big flying enemies' designs with fire bars and spikes everywhere.

Isn't there some sort of filtering or "Nintendo selected levels" or something? I plan on letting that do the quality control work for me.

I don't think the community will really upvote an overwhelming amount of half asses kaizo levels. Maybe at first, but it will get old quick.
 
It's my biggest fear with the online community. I expect few straight, inventive level designs and many 'fill the screen with big flying enemies' designs with fire bars and spikes everywhere.
I'm sure there's plenty of people capable of making Kaizo Mario, we as a community have the duty to find and recommend them to other gaffers.
 
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