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Topic: Mario 3d World is Amazing

Posts 61 to 80 of 81

AlexSays

Aviator wrote:

Dipper723 wrote:

To the people who are saying it's a bad game, because it had "random levels", it's called verity. Something to stop something from getting repetitive or stale.

I only play games with verity.

I had a hot professor named verity back in the day

True story

AlexSays

Bolt_Strike

DefHalan wrote:

Before you start commenting on how something affects the whole game, please play at least most of it. This why you understand the level flow and the difficulty curve.

Those things tend not to be areas for innovation though. They usually innovate games by adding something to the gameplay mechanics. And even when they do, they usually affect other aspects of the game like gameplay mechanics and level design.

Edited on by Bolt_Strike

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722 | 3DS Friend Code: 4725-8075-8961 | Nintendo Network ID: Bolt_Strike

iKhan

SockoMario wrote:

I just noticed how literally no one calls Galaxy 2 a rehash. People need to call out that game more.

Galaxy is my favorite Platformer ever. I don't have Galaxy 2 yet because it seemed like too much of a rehash to me for 50$

I'm surprised no one else takes issue with 3D World's controls. Doesn't anyone else find it odd that no other 3D platformer, or any 3D game for that matter outside of fighters requires the player to consistently press multiple face buttons at once? That's because we only have one right thumb. So it's easiest to just push one button at a time. I shouldn't feel uncomfortable mashing my thumb across 3 buttons at once because Nintendo forgot about analog sticks. Also, did we just forget how you could pick up items by tapping a button once, rather than forcing the player to hold their finger down to create artificial difficulty? Speaking of which, it's 2014, time to stop assigning 3 different functions to the SAME BUTTON. There's are plenty of buttons on the controller.

I get that the 2D games do all this too, but it's a dated scheme that hasn't changed since 1990s, while other Platformers have evolved (Even Ninty's own franchises like Kirby and DK have modernized. So adopting such controls was a completely asinine design choice. IMO the fact that it's in 3D exacerbates the problem anyway, as there is more room to move around, and you aren't just speeding in a straight line. So there is more capacity for problems to show up.

Edited on by iKhan

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

DefHalan

Bolt_Strike wrote:

DefHalan wrote:

Before you start commenting on how something affects the whole game, please play at least most of it. This why you understand the level flow and the difficulty curve.

Those things tend not to be areas for innovation though. They usually innovate games by adding something to the gameplay mechanics. And even when they do, they usually affect other aspects of the game like gameplay mechanics and level design.

Now you are just repeating yourself while ignoring what people have already said

People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...

3DS Friend Code: 2621-2786-9784 | Nintendo Network ID: DefHalan

Bolt_Strike

DefHalan wrote:

Bolt_Strike wrote:

DefHalan wrote:

Before you start commenting on how something affects the whole game, please play at least most of it. This why you understand the level flow and the difficulty curve.

Those things tend not to be areas for innovation though. They usually innovate games by adding something to the gameplay mechanics. And even when they do, they usually affect other aspects of the game like gameplay mechanics and level design.

Now you are just repeating yourself while ignoring what people have already said

I'm not ignoring what you said. It's just that none of those things matter more than the gameplay mechanics. Gameplay mechanics are THE most defining aspect of a video game and, at least IMO, usually makes or breaks a video game.

Edited on by Bolt_Strike

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722 | 3DS Friend Code: 4725-8075-8961 | Nintendo Network ID: Bolt_Strike

DefHalan

Bolt_Strike wrote:

DefHalan wrote:

Bolt_Strike wrote:

DefHalan wrote:

Before you start commenting on how something affects the whole game, please play at least most of it. This why you understand the level flow and the difficulty curve.

Those things tend not to be areas for innovation though. They usually innovate games by adding something to the gameplay mechanics. And even when they do, they usually affect other aspects of the game like gameplay mechanics and level design.

Now you are just repeating yourself while ignoring what people have already said

I'm not ignoring what you said. It's just that none of those things matter more than the gameplay mechanics. Gameplay mechanics are THE most defining aspect of a video game and, at least IMO, usually makes or breaks a video game.

Those things are part of the Gameplay, also the items I talked about earlier are a big part of the gameplay in this game. They may not be direct Gameplay mechanics but they are mechancis that affect gameplay

Edited on by DefHalan

People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...

3DS Friend Code: 2621-2786-9784 | Nintendo Network ID: DefHalan

Jacob717

iKhan wrote:

Galaxy is my favorite Platformer ever. I don't have Galaxy 2 yet because it seemed like too much of a rehash to me for 50$

I'm surprised no one else takes issue with 3D World's controls. Doesn't anyone else find it odd that no other 3D platformer, or any 3D game for that matter outside of fighters requires the player to consistently press multiple face buttons at once? That's because we only have one right thumb. So it's easiest to just push one button at a time. I shouldn't feel uncomfortable mashing my thumb across 3 buttons at once because Nintendo forgot about analog sticks.

Why can't you have your thumb over two buttons? Is your thumb so small that it can't press two buttons at once? And what do you mean they forgot about analog sticks? They're there, take a better look.

iKhan wrote:

Also, did we just forget how you could pick up items by tapping a button once, rather than forcing the player to hold their finger down to create artificial difficulty?

Again, what's the problem with holding down two buttons at once?

iKhan wrote:

Speaking of which, it's 2014, time to stop assigning 3 different functions to the SAME BUTTON. There's are plenty of buttons on the controller.

So first you complain that your tiny thumbs can't press two buttons at once, now you're complaining that each action in the game is only controlled by two buttons instead of four?

iKhan wrote:

I get that the 2D games do all this too, but it's a dated scheme that hasn't changed since 1990s, while other Platformers have evolved (Even Ninty's own franchises like Kirby and DK have modernized. So adopting such controls was a completely asinine design choice. IMO the fact that it's in 3D exacerbates the problem anyway, as there is more room to move around, and you aren't just speeding in a straight line. So there is more capacity for problems to show up.

The only two problems I found with 3D World's controls is moving with the D-Pad, but that's not really the game's fault, it's the controllers fault. The other problem is using the GamePad's gyroscoping, it's very inaccurate.

Edited on by Jacob717

Jacob717

Bolt_Strike

DefHalan wrote:

Those things are part of the Gameplay, also the items I talked about earlier are a big part of the gameplay in this game. They may not be direct Gameplay mechanics but they are mechancis that affect gameplay

That's exactly my point though, it's gameplay MECHANICS that matter much more than anything else.

It makes sense if you think about it because gameplay mechanics define how the game is played and what the player can do. They're the very core of the experience.

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722 | 3DS Friend Code: 4725-8075-8961 | Nintendo Network ID: Bolt_Strike

DefHalan

Bolt_Strike wrote:

DefHalan wrote:

Those things are part of the Gameplay, also the items I talked about earlier are a big part of the gameplay in this game. They may not be direct Gameplay mechanics but they are mechancis that affect gameplay

That's exactly my point though, it's gameplay MECHANICS that matter much more than anything else.

It makes sense if you think about it because gameplay mechanics define how the game is played and what the player can do. They're the very core of the experience.

I don't think you are understanding. I am getting bored of this. If you don't like the game fine, but please stop making comments about things you haven't experienced.

People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...

3DS Friend Code: 2621-2786-9784 | Nintendo Network ID: DefHalan

iKhan

Dipper723 wrote:

Why can't you have your thumb over two buttons? Is your dumb so small that it can't press two buttons at once? And what do you mean they forgot about analog sticks? They're there, take a better look.


Again, what's the problem with holding down two buttons at once?

You are missing the point. Yes, I can hold my thumb over two buttons. but it's less comfortable than holding my thumb over one button. I mean, buttons are generally designed to be pressed one at a time by a single finger. That's why you don't have keyboards or phones that ask you to push two buttons at once with one finger. Now, on a controller like the NES, where there are only 4 buttons and a D-pad, it's completely understandable. On a modern console that has an analog stick that allows for smooth transition between walking and running, as well as shoulder buttons that can be more easily pressed simultaneously with another button, there is a better option. Sure, one can get by with what's there, but should you have to when there are multiple better and easier ways to control the game

Dipper723 wrote:

So first you complain that your tiny thumbs can't press two buttons at once, now you're complaining that each action in the game is only controlled by two buttons instead of four?

Apples and Oranges. Yes, I'm complaining that you have to press more than one button at a time in a game as simple as a platformer. But that doesn't excuse mapping "attack", "hold", and "run" to the same face button. There are plenty of other options, such as mapping one of those functions to a shoulder button or a clickable stick. Or instead of forcing the player to hold a button down to continue holding an object, do what everyone else does and have a button for "pick up" and "let go". You, you know, scrap the run button all together and just use analog run.

Edited on by iKhan

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

veeflames

Yeah! Finally unlocked the Crown World! Everything there's challenging: Captain Toad's Fiery Finale, Mystery House Marathon, and the worst... Champion's Road! Terribly hard, but after about 200 lives(I played with someone else), I finally completed it!
Now I just have to play with all the characters...

God first.
My Switch FC: SW824410196326

3DS Friend Code: 1134-8006-9637 | Nintendo Network ID: VolcanoFlames

Jacob717

iKhan wrote:

You are missing the point. Yes, I can hold my thumb over two buttons. but it's less comfortable than holding my thumb over one button. I mean, buttons are generally designed to be pressed one at a time by a single finger. That's why you don't have keyboards or phones that ask you to push two buttons at once with one finger. Now, on a controller like the NES, where there are only 4 buttons and a D-pad, it's completely understandable. On a modern console that has an analog stick that allows for smooth transition between walking and running, as well as shoulder buttons that can be more easily pressed simultaneously with another button, there is a better option. Sure, one can get by with what's there, but should you have to when there are multiple better and easier ways to control the game

Actually, the face buttons on controllers are designed for you to hold two buttons at once. That's why they're diagonal. If they were designed for you to only hold one button, then the face buttons would be horizontal/vertical.

iKhan wrote:

Apples and Oranges. Yes, I'm complaining that you have to press more than one button at a time in a game as simple as a platformer. But that doesn't excuse mapping "attack", "hold", and "run" to the same face button. There are plenty of other options, such as mapping one of those functions to a shoulder button or a clickable stick. Or instead of forcing the player to hold a button down to continue holding an object, do what everyone else does and have a button for "pick up" and "let go". You, you know, scrap the run button all together and just use analog run.

You need to remember that this game also uses the Wii Remote sideways, so assigning actions to more than two buttons would cripple people playing with a Wii Remote. And don't say, "just use Pro controllers" because buying 3 Pro Controllers for your friends would cost $150 while buying 3 Wii Remotes would only cost $60.

Jacob717

iKhan

Dipper723 wrote:

iKhan wrote:

You are missing the point. Yes, I can hold my thumb over two buttons. but it's less comfortable than holding my thumb over one button. I mean, buttons are generally designed to be pressed one at a time by a single finger. That's why you don't have keyboards or phones that ask you to push two buttons at once with one finger. Now, on a controller like the NES, where there are only 4 buttons and a D-pad, it's completely understandable. On a modern console that has an analog stick that allows for smooth transition between walking and running, as well as shoulder buttons that can be more easily pressed simultaneously with another button, there is a better option. Sure, one can get by with what's there, but should you have to when there are multiple better and easier ways to control the game

Actually, the face buttons on controllers are designed for you to hold two buttons at once. That's why they're diagonal. If they were designed for you to only hold one button, then the face buttons would be horizontal/vertical.

iKhan wrote:

Apples and Oranges. Yes, I'm complaining that you have to press more than one button at a time in a game as simple as a platformer. But that doesn't excuse mapping "attack", "hold", and "run" to the same face button. There are plenty of other options, such as mapping one of those functions to a shoulder button or a clickable stick. Or instead of forcing the player to hold a button down to continue holding an object, do what everyone else does and have a button for "pick up" and "let go". You, you know, scrap the run button all together and just use analog run.

You need to remember that this game also uses the Wii Remote sideways, so assigning actions to more than two buttons would cripple people playing with a Wii Remote. And don't say, "just use Pro controllers" because buying 3 Pro Controllers for your friends would cost $150 while buying 3 Wii Remotes would only cost $60.

They are designed to pressed more than one at a time in a pinch (phone buttons are close together too, and could be pressed more than one at a time, but it's less comfortable than just pressing buttons one at a time when it's possible). Like in a fighting game where there are way more possible moves than buttons on a controller. A simple platformer only needs a few moves, so there is no need to force the player to hold multiple buttons at once.

I'm sorry, but if supporting the sideways Wii remote means screwing up the game's control scheme, then they shouldn't support the sideways Wii Remote. The Wii Remote alone is more or less half a controller anyway, so it's perfectly fine for Nintendo to expect you to have a "full" controller.

Anyway, if they REALLY wanted to support the single Wii Remote, they could easily have adjusted the controls for different controllers. Even DKCTF does this, allowing the player to choose between analog run and digital run.

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

BearHunger

iKhan wrote:

I'm surprised no one else takes issue with 3D World's controls.

Surprisingly, you're not the only one. I hate how I keep picking people up and throwing them in multiplayer when I just want to run. If running had to get its own button, it should have been a shoulder button.

Also, for a 3D platformer, this game has really tricky controls/mechanics. It feels like they directly applied what works in 2D to 3D.

BearHunger

Nintendo Network ID: Bear_Hunger

Bolt_Strike

DefHalan wrote:

Bolt_Strike wrote:

DefHalan wrote:

Those things are part of the Gameplay, also the items I talked about earlier are a big part of the gameplay in this game. They may not be direct Gameplay mechanics but they are mechancis that affect gameplay

That's exactly my point though, it's gameplay MECHANICS that matter much more than anything else.

It makes sense if you think about it because gameplay mechanics define how the game is played and what the player can do. They're the very core of the experience.

I don't think you are understanding. I am getting bored of this. If you don't like the game fine, but please stop making comments about things you haven't experienced.

I'm understanding just fine. You're just wrong. No, I don't have to play a game to talk about it. There's certain things a game needs to get right to even get someone interested in playing it in the first place, otherwise you're just throwing money away at any old game and potentially buying something you end up hating.

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722 | 3DS Friend Code: 4725-8075-8961 | Nintendo Network ID: Bolt_Strike

miiandmario

I'm just gonna step in here and say this. It is a well made game and a fun game. But not everybody likes every game, and so be it. Also you cant really compare this to sunshine (although it is my favorite mario game) or even 64 because they are very different from this game. Those games are open world and much more about exploration while the 3d games are more linear and meant to be played in smaller bursts. The only other game to compare this to is 3d land because its the only other game that works similar to this one. Just because a game is the way you wanted it to be doesn't make it a bad game.

Switch FC: 6433-7682-7412
3DS FC: 2852-9290-8506
Wii U Name: MiiandMario

jariw

miiandmario wrote:

I'm just gonna step in here and say this. It is a well made game and a fun game. But not everybody likes every game, and so be it. Also you cant really compare this to sunshine (although it is my favorite mario game) or even 64 because they are very different from this game. Those games are open world and much more about exploration while the 3d games are more linear and meant to be played in smaller bursts. The only other game to compare this to is 3d land because its the only other game that works similar to this one. Just because a game is the way you wanted it to be doesn't make it a bad game.

Yes, of course you're right. But the 3D World threads always end in same way here: a debate between Wii U players who have played the game and people who don't own a Wii U (telling the Wii U players how it really is).

Edited on by jariw

jariw

BearHunger

Pahvi wrote:

Well, I finished the story of the game and unlocked Rosalina, but I think I liked Sonic Lost World back then better after getting used to its controls. SM3DW is definitely more accessible and feels more easier to control, but SM3DW felt more "milquetoasty" compared to SLW.

I agree. That is the game that should have threads talking about how amazing it is.

I mean, and I've said this before, 3D World is a good game with great art direction, but Mario's big 3D debut on the Wii U should have been as wild and exciting as that game. That was what I loved about Super Mario Galaxy, it was a cool new game you couldn't get anywhere else. Not that that would've actually sold many more Wii U consoles or gotten the game's Metascore much higher than the already high 93…

BearHunger

Nintendo Network ID: Bear_Hunger

iKhan

jariw wrote:

miiandmario wrote:

I'm just gonna step in here and say this. It is a well made game and a fun game. But not everybody likes every game, and so be it. Also you cant really compare this to sunshine (although it is my favorite mario game) or even 64 because they are very different from this game. Those games are open world and much more about exploration while the 3d games are more linear and meant to be played in smaller bursts. The only other game to compare this to is 3d land because its the only other game that works similar to this one. Just because a game is the way you wanted it to be doesn't make it a bad game.

Yes, of course you're right. But the 3D World threads always end in same way here: a debate between Wii U players who have played the game and people who don't own a Wii U (telling the Wii U players how it really is).

I'll just say this. I don't think many people fully play through games they don't like. It's a big time investment, so it just doesn't make much sense. So that tends to be the gist of an argument for a lot of good games.

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

LetsGoRetro

3DWORLD is fun, but it's not as good as the 64/Galaxies/Sunshine type games. I think it has something to do with the setup, it feels like more of an adventure running around and finding new areas, revisiting different parts of them for different stars, etc. vs 3dWorld's style of "linearly progress from stage to stage" like the 2d Mario games.

LetsGoRetro

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