Wired: The Top 10 Videogames of 2015

Even the master himself is confused:

confusedmsstd.gif


Mario Maker is great tho, a lot of love is poured into it.

I love how he tries to cover it up aha, great gif.
 
Surprised to not see Fallout 4 on there. I didn't play it personally but the general vibe with most of the "Top X games of <year>" articles and posts tends to include all of the big named releases regardless of quality, unless something was just awful according to every person you plays games ever.

Witcher 3 is on there, for example.

Ohhhh, look at this guy everyone, his opinion is edgy. The way he just drops that last line? Wow, what an edgy guy.
 
Yea! Cibele!!!

It so awesome to see smaller, intimate titles landing on End of Year lists.

Cibele is such a courageous, unflinching game.
 
Put over 200 hrs. into SMM. This list is good.

To those saying its a creation tool, please don´t coment on games you haven´t played. You look silly.
 
Ohhhh, look at this guy everyone, his opinion is edgy. The way he just drops that last line? Wow, what an edgy guy.
^ misses point
Indeed, Witcher 3 is on there for a reason.
Same reason Fallout 4 isn't.

^ gets point.

Or my point was lost, not sure. It wasn't a cut against the article, as it seems geared more towards some of the places like this rather than some media outlet putting out a list that just covers the big AAA games released this year, plus a few darlings or really well-loved games.

Then again, I'm just an old man yelling at a cloud to get off my lawn.
 
I didn't understand Mario Maker until I played it. It is definitely not like Unreal Engine or any game creation tool I have messed with. The actual art of creation is a game itself. This is not how games are created or even the way level designers work.

All the assets and scripting is already done. You just have to put objects on a grid. Whether you like it or not has a lot to do with your creativity, but comparing it to a game design tool is a fallacy. Nintendo turned game creation into a game, which I didn't think was possible. Making games is not fun. It's hard work.
 
Great list. I don't like SMM enough to call it my GOTY; the process of finding well designed levels that offers reasonable challenge is too arduous a task for it to be that enjoyable for me, but I can appreciate how masterfully the level editor is made and can see how one would get completely immersed in making levels and playing others'.

The new bookmark-system is great, though, and made me return and enjoy it a lot again.
 
While I love Mario Maker, it gets knocked down for me because of the amateur mistakes it made. I understand that Nintendo is insular and basically ignores every other developer out there but there was a lot of inexcusable design choices made:

- limited amount of items. Having multiple graphical palettes and themes does not excuse this, as 90% of those assets already existed. The fact that it had less stuff than LBP is inexcusable.

- homogenized platforming. The limited palette wouldn've been more tolerable if the platforming stayed true to each game, but it didn't. Obviously, SMB isn't going to have wall-jumping or P-meter, but why couldn't they also change the physics to match each game?

- pandering to the lowest common denominator instead of to Mario fans. Why is there is big friggin' arrow pointing to the Right at the beginning of each level? Why were items released piecemeal instead of giving you a bigger chunk of them with optional tutorials? It felt like a toy aimed at children. It could've been a much more robust tool but instead Nintendo wanted to make it cutesy and accessible. Any rational reason why they wasted dev time on those annoying special effects and sound fx and flyswatter game? I mean, any RATIONAL reason other than "well it was in Mario Paint".

- horrific online integration. The slew of "lol don't touch the controller" levels getting ranked highest was annoying enough, but being unable to rationally search for "normal" levels really killed any desire to go online and see what people had built. I understant that this is supposedly better now (either through an online portal or in the game itself?)

- no co-op. Would've been a golden opportunity to introduce co-op to the older Mario games, even if it wasn't as smooth as NSMB (I imagine the screen wouldn't zoom out to scale with the number of players in SMB, for instance). Or at least give us the option to make certain levels co-op and other levels solo-only.

It felt like LittleBigPlanet when it should've come out and matched/surpassed LittleBigPlanet 2.

LittleBigPlanet was released back in 2008 and sort of forged this genre of "content creation on consoles". The fact that Super Mario Maker repeated a lot of LBP's mistakes and didn't look to LBP and LBP2 for inspiration is disappointing.

It's still a good game, but after the honeymoon period it simply made me want to shelve it and wait for Mario Maker 2.

EDIT:
LBP2 was one of my favorite games last gen. Haven't played MM but I don't see the problem if it's as good as LBP2.
It's not. See my post above.
 
While I love Mario Maker, it gets knocked down for me because of the amateur mistakes it made. I understand that Nintendo is insular and basically ignores every other developer out there but there was a lot of inexcusable design choices made:

- limited amount of items. Having multiple graphical palettes and themes does not excuse this, as 90% of those assets already existed. The fact that it had less stuff than LBP is inexcusable.

- homogenized platforming. The limited palette wouldn've been more tolerable if the platforming stayed true to each game, but it didn't. Obviously, SMB isn't going to have wall-jumping or P-meter, but why couldn't they also change the physics to match each game?

- pandering to the lowest common denominator instead of to Mario fans. Why is there is big friggin' arrow pointing to the Right at the beginning of each level? Why were items released piecemeal instead of giving you a bigger chunk of them with optional tutorials? It felt like a toy aimed at children. It could've been a much more robust tool but instead Nintendo wanted to make it cutesy and accessible. Any rational reason why they wasted dev time on those annoying special effects and sound fx and flyswatter game? I mean, any RATIONAL reason other than "well it was in Mario Paint".

- horrific online integration. The slew of "lol don't touch the controller" levels getting ranked highest was annoying enough, but being unable to rationally search for "normal" levels really killed any desire to go online and see what people had built. I understant that this is supposedly better now (either through an online portal or in the game itself?)

- no co-op. Would've been a golden opportunity to introduce co-op to the older Mario games, even if it wasn't as smooth as NSMB (I imagine the screen wouldn't zoom out to scale with the number of players in SMB, for instance). Or at least give us the option to make certain levels co-op and other levels solo-only.

It felt like LittleBigPlanet when it should've come out and matched/surpassed LittleBigPlanet 2.

LittleBigPlanet was released back in 2008 and sort of forged this genre of "content creation on consoles". The fact that Super Mario Maker repeated a lot of LBP's mistakes and didn't look to LBP and LBP2 for inspiration is disappointing.

It's still a good game, but after the honeymoon period it simply made me want to shelve it and wait for Mario Maker 2.

EDIT:

It's not. See my post above.

You ever play Mario Paint? Highly accessible and gives players creative control over basic tools to master. Mario Maker is very much the same, and a learning tool. You can't blame Nintendo for the users expressing themselves in different and creative ways with basic and intermediate tools at their disposal. You blame the trend, not Nintendo. LBP also got plenty of crap levels if you don't remember. I had to look extensively before I could find good levels.

They've brought up the physics thing before. That was originally planned but devs and Q&A had trouble adjusting themselves every time they switched styles and if they had issues, then likely the people buying the game would too. Homogenizing the physics also gives them all a more leveled playing field to adjust and choose what you'd like more based on abilities and style preference. If you don't like one, you can switch without having to adjust every little detail like a large gap you want a player to jump over.

I didn't understand Mario Maker until I played it. It is definitely not like Unreal Engine or any game creation tool I have messed with. The actual art of creation is a game itself. This is not how games are created or even the way level designers work.

All the assets and scripting is already done. You just have to put objects on a grid. Whether you like it or not has a lot to do with your creativity, but comparing it to a game design tool is a fallacy. Nintendo turned game creation into a game, which I didn't think was possible. Making games is not fun. It's hard work.

I'd still call it a tool to a degree of understanding some of the physics, and learning to build around the character and their abilities. Those are very important to platformers because thinking about where you want to place an object or an enemy can greatly mess with the pacing or overall intention of the level. Good level design shows conscience decisions from the developers and where they want you to go and what you should do. This goes all the way back to 1-1 in the original Super Mario Bros. in how they guide the player on what to do through its level design.
 
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