LOL! That was the actual cover art for SMM... And the art I posted was indeed cover art for SMB and SMW.
I think you missed the point that was trying to be made :/
LOL! That was the actual cover art for SMM... And the art I posted was indeed cover art for SMB and SMW.
I think you missed the point that was trying to be made :/
The point that I was making an unfair comparison because I put some cover art while he put some... cover art? The fact that SMM cover is made with actual assets rather than drawings is irrelevant to the point that I made earlier.
The cover is just a tribute of the old 2D Mario games and doesn't have anything to do with how Nintendo wants people to create/design levels.
The point that I was making an unfair comparison because I put some cover art while he put some... cover art? The fact that SMM cover is made with actual assets rather than drawings is irrelevant to the point that I made earlier.
The cover is just a tribute of the old 2D Mario games and doesn't have anything to do with how Nintendo wants people to create/design levels.
Don't forget, you can't submit a level unless you can play it start-to-finish.
I know, but you can see the difference between Super Mario World levels and just about every single Super Mario Maker level we've ever seen, right? SMM is just random garbage crowding the screen because it's possible. (I've never seen a tower of Bowsers in a Mario game before and there's probably a reason for that.) It's what almost all uploaded levels are going to be.
Meh, I pre-ordered it anyways on my WiiU (digital). More I watch the IGN videos I really want to play this. Heck, I'm now thinking about levels I want to make while I play mario now.
You are not understanding.
-You were responding to my post saying all of the promos/ads show people making crazy stuff was a good point
-You said no it wasn't, said it was "random art" and then posted a bunch of hand-drawn artwork
-We pointed out that the Mario Maker boxart was essentially a screen shot
-You then said even though Mario Maker uses actual assets (which is not "random art"), it's irrelevant, which it's not because that was the entire premise of your original post and we're "nitpicky" because we pointed it out.
"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?"
I just wanted to say that (1) yes Nintendo showed crazy levels in videos, NWC, TreeHouse demos, etc, but that promo art (2) is actually a cover that it's a homage of other old covers: Mario with a bunch of random enemies and items. And these two facts doesn't have anything to do with the way Nintendo is unlocking all the elements of the editor for us.
That's why I said it was not a good point. You'll be able to to NWC-crazy levels soon enough but first you'll need to make some simple ones to get used of the editor. Pretty sure Treehouse guys didn't get that good at making hell levels in his first day, anyway and that they did some easier and simple ones to understand all things better and try combinations of objects and situations. I'm sorry if I can't make myself clearer with my crappy english skills lol.
You say Nintendo showed us as if they've removed features they previously promised. The features are in the game, Nintendo is perfectly right to advertise them.
When did unlocking become so controversial?
You say Nintendo showed us as if they've removed features they previously promised. The features are in the game, Nintendo is perfectly right to advertise them.
When did unlocking become so controversial?
So basically you are saying to ignore everything Nintendo has shown us about the actual game, and instead look at the cover as a reference to Japanese promotional art from the past. Does this seem like a likely correlation?
reviewers get to play on a special server that unlocks everything day 1.
or so i heard.
Slightly off-topic to this too: I'd like to see them go further this series. I'd actually like Nintendo to make more games like this that put fans in control of game design, music, art (although we have art academy), maybe even 3D modeling. Their design philosophy for Mario Paint is to play with the software and by playing you're also learning. They're great teaching tools, and I know some who started in music and art because Mario Paint was their go to game as a kid to just relax and be creative. I'd love to see more of that.
A Legend of Zelda Maker or Metroid Maker would make me so happy. They probably won't do it, but it would make me happy.
No, I'm just saying that in all games you progress over time, sometimes advancing levels, sometimes earning points or experience or up-leveling, and with this title will be with some experimentation (5 minutes) over 9 days. Also, as this is not a regular game, but a tool, this is a better way to master all the available tools if you want to, or just make some simple levels a few days for other people to enjoy, play the pre-made levels and in a few days you'll have more tools and freedom at your disposal.
Minecraft has a creative mode where you get all the items and make anything instantly. The survival mode is where you have to spend time searching for and creating items. Super Mario Maker is basically all creative mode, so why should stuff be locked for so long? And Super Mario Maker is nowhere near the complexity of Maya or Photoshop. Even those programs don't lock features. There's no logic in a day system at all. "It's just nine days" is not a good argument. It's just ten days. It's just two weeks. It's just a month. If you are twenty, you've lived 240 months. One month to unlock all the items in Super Mario Maker is nothing compared to that!It's not perfect, but it's not that bad as some people are trying to say, IMO at least. Some people brought examples like LBP where you had to complete the story mode to unlock everything; Minecraft where you'll need days to be able to make some advanced stuff, or other tool's tutorials like the ones for editors like photoshop or maya where you learn one tool at a time before trying to make some complex stuff. None of these examples are perfect analogies, for obvious reasons, but they serve as pretty good examples of why Nintendo does this kind of things. It doesn't have to please everyone, but it has logic and, all things considered, it's just 9 days.
If you could get the items in one day, you could make the Ghost House AND think of creative ways to make levels with limited items. Instead of doing one thing, you can do two! Isn't that more fun?I wanted to do first a Ghost House as I said earlier, so it's a bummer for me, but it's not a big deal either. I'll just think creative ways to make cool levels with the tools I have each day.
Lastly, I don't agree on the "hey but at least give us an option to skip this" because that way everyone will skip it, and the intended purpose will be in vain.
A Legend of Zelda Maker or Metroid Maker would make me so happy. They probably won't do it, but it would make me happy.
Minecraft has a creative mode where you get all the items and make anything instantly. The survival mode is where you have to spend time searching for and creating items. Super Mario Maker is basically all creative mode, so why should stuff be locked for so long? And Super Mario Maker is nowhere near the complexity of Maya or Photoshop. Even those programs don't lock features. There's no logic in a day system at all. "It's just nine days" is not a good argument. It's just ten days. It's just two weeks. It's just a month. If you are twenty, you've lived 240 months. One month to unlock all the items in Super Mario Maker is nothing compared to that!
A Legend of Zelda Maker or Metroid Maker would make me so happy. They probably won't do it, but it would make me happy.
Or it's like Animal Crossing or Tomodachi Life, games that already do this. People coped with those, they can cope with this. Different games doing different things. I can understand why it may upset someone, but only to a point. Some have gone beyond that.You do realize WHY people are upset yes? It's not because we have to unlock it, it's because it takes us nine days to do so. It would be like if Smash Bros. started with ten characters, and you were only allowed to unlock one per day. If the game made us make X number of maps before we get some features, that's fine. I could burn through it in an hour or whatever. But now I have to wait nine days. This is absolutely not the best solution.
Controversy is usually an observation made by those on the outside, not by those causing it so I don't expect the vocal complainers to actually say it's controversial. By since we're on page 17 (100PPP) I'd say it's a fair observation to make.Nope, nobody said that.
Unlocking is not controversial.
The method of unlocking for this particular game is annoying and arbitrary.
Now that I think of it, I'm surprised they didn't add all the items from the american version of Super Mario Bros 2.
I would love a Legend of Zelda maker.
Controversy is usually an observation made by those on the outside, not by those causing it so I don't expect the vocal complainers to actually say it's controversial. By since we're on page 17 (100PPP) I'd say it's a fair observation to make.
A Legend of Zelda Maker or Metroid Maker would make me so happy. They probably won't do it, but it would make me happy.
Can't do that according to Ars:
So you'd need to move the clock up nine times, playing the game for five minutes before each clock change.
Or it's like Animal Crossing or Tomodachi Life, games that already do this. People coped with those, they can cope with this. Different games doing different things. I can understand why it may upset someone, but only to a point. Some have gone beyond that.
I should probably note again that I'm not for this decision. I've just decided to not make a big deal about it.
I'd love to see them team up with Capcom to make a Mega Man Maker. That version could toggle between 8 bit Mega Man style and 16 bit Mega Man X style.
Yes, I am aware of what the past 17 pages are about.Nobody is complaining about the concept of unlocking content in video games.
People are complaining about the method of unlocking content in this video game.
Well your example of cancelling pre-orders is one. I only said some have gone beyond the point. It's possible to say you don't think this is a smart decision without getting overly emotional about it.Beyond that how? By posting about how annoyed they are on a message board and suggesting how they would rather the game worked? I assure you it's a small minority who are actually cancelling their preorders over this. It's also worth pointing out that Animal Crossing is a life sim, where the entire point of the game is doing small things one day then coming back the next day. That and not everyone who's interested in this game enjoyed the features of that one.
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.
You do realize WHY people are upset yes? It's not because we have to unlock it, it's because it takes us nine days to do so. It would be like if Smash Bros. started with ten characters, and you were only allowed to unlock one per day. If the game made us make X number of maps before we get some features, that's fine. I could burn through it in an hour or whatever. But now I have to wait nine days. This is absolutely not the best solution.
what?
A Legend of Zelda Maker or Metroid Maker would make me so happy. They probably won't do it, but it would make me happy.
Forkball said:How is a keeping content locked behind days better than keeping it locked behind how many maps you make? How is this the best method?
Forkball said:And Super Mario Maker is nowhere near the complexity of Maya or Photoshop. Even those programs don't lock features. There's no logic in a day system at all. "It's just nine days" is not a good argument. It's just ten days. It's just two weeks. It's just a month. If you are twenty, you've lived 240 months. One month to unlock all the items in Super Mario Maker is nothing compared to that!
Forkball said:If you could get the items in one day, you could make the Ghost House AND think of creative ways to make levels with limited items. Instead of doing one thing, you can do two! Isn't that more fun?
Forkball said:Also if everyone skips it... maybe there's a reason for that? Perhaps people who pay money for the game would prefer to have all the items fairly quickly opposed to this current method?
While you can post levels online and play levels made by people online that's the extent of the online portion of the game.
You don't even need online to play it.
There's no server with everything unlocked to be begin with.
Funny you mention that, the original LoZ was supposed to be one, according to my copy of Hyrule Historia.A Zelda dungeon maker would be interesting but quickly boring.
Miyamoto said:I thought that we should take advantage of the Disk System's ability to rewrite data by making a game that allowed two players to create dungeons and then explore each other's creations. We designed that game, and the overall response was that playing through the dungeons was the best part
That's ridiculously overcomplicated, they're probably given gamecode with everything unlocked or special saves with everything unlocked.the game connects to a different server than retail that gives the game the go ahead to unlock everything. what's so hard to understand?
True enough, damn limited space of carts at the time.Funny you mention that, the original LoZ was supposed to be one, according to my copy of Hyrule Historia.
I added the quote from the book in my postapparently they simply found that playing was more fun than making. 😊True enough, damn limited space of carts at the time.
If we're talking older Zelda, that would be interesting.
It's a toy box/blank canvas. The idea is you learn by playing with it. They want the maker to be as much a game as it is a utility.Arbitrary locking out features by time limits just seems like a cheap way to avoid making some sort of tutorial that explains the different tools for making levels. I haven't followed this game much, so do they have a tutorial of any sort? If they do, then it makes less sense to lock out features.