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the_dengle said:
happydolphin said:

But what happens when we talk about presentation, graphical style, graphics, music, cadence, plot, characters. Suddenly it all becomes subjective.

Don't know what you're talking about. All of these things are VERY subjective. Taste in music varies GREATLY from person to person. Taste in graphical style? Ask a few Zelda fans whether they prefer the Wind Waker or Twilight Princess style.

Hey bro. It's okay that you don't like Mario. Really it is. There are a lot of games I don't like. There are some games I used to like that I don't anymore, and I don't go on a vendetta against the developers just because they're not making those games exclusively to fit my tastes. It's okay to play other games.

That's not my point. Two games may vary in style it doesn't make one necessarily more inspired than the other. What can bejudged though is, above and beyond variability in the sphere of quality, what constitutes design choices that are not rooted in quality?

And that's what I was pointing out in a series like NSMB.

You'll notice that pokoko mentioned that jumping isn't a fun gameplay mechanic to him, that's his tastes. But you can't say that NSMB doesn't have solid gameplay. True it gets repetitive after a certain number of games but intrinsically the gameplay is tight. I can't say the same about the presentation aspect of the game. So there's taste, and then there's objective measures of quality. Objectively speaking the presentation aspect of NSMB is lacking grossly. I've mentioned why in many other threads so I won't go there now, but at least you can understand the difference between tastes and just objective measure of quality.