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Michael-5 said: ... |
Look first things first rather then irritate each other with a back and fourth exchange lets approach this by laying down our views and agree to disagree if they don't come together as it must look like a slanging match to everyone else. 10% for a start is 12 stars, that's hardly practical use in a game with 120 stars imo how ever I can see the cat power up finding use through out as its practicality lends itself to any design, the MK level is cleverly designed as it acts like a race in MP and can double as a Sonic style speed run with one player that's how well thought out the designs in 3DW are. I get that not as many power ups and moves are added but that's because they're no longer the focus, Nintendo has opted for things that are practical in the design that's were the ideas are focused, these are things that have constant use in the game not just 10% of it.
The Boo stage offered no diversity of gameplay what so ever if you want I can link you videos or to a stream of someone who 120 stars the game every week for the past few years as you just ran around the mansion doing the using traditional things in other levels only difference was instaed of koopas or what ever you had Boos, SM64 had three concepts to its tradtional platforming approach, standard, underwater and aerial, the levels where all built around one or a combination of these things. The problem was in each stage tasks became standard for most part, collect red coins, get to point B and beat said boss made up the majority of stars, the were some interesting alternatives like the sunken ship puzzle but these made up the majority, in 3DW each level has its stand alone concept from what I see utilizing everything the franchise has to offer and some new ones and is a stand alone level. If I can go from riding a sea dragon to speed running through a race to standard platforming to a top down shooter to a boss fight then a bonus stage that variety heavily improves on the gameplay.
Good design is not just complex things it is also sometimes something simple, in the case of the top down shooter level by merely changing camera perspective and giving you the boomerang power up they've emulated another genre while still being a platformer, the level is not even that complex it just has enemies and platforms that appear and disappear. In multiplayer that level will be even more of a blast to play and this concept hasn't been done in the previous games and can be used with previous concepts as well, these are refined design approaches imo and technical limitations wouldn't have stopped things like this before this is the result of more practical and refined design approach in making the levels the focal point and adjusting everything else to fit them. Unlike previous games which had one over arching concept (traditional platforming in SM64, Fludd in Shunshine, Gravity in Galaxy) 3DW has many using it's own and all of what it's predecessors brought and the only other Mario game to do this was Super Mario World on the SNES which used all of it's predecessors concepts as well so it's not as easy to see what the game has to fully offer from a screen or a video. Sunshine is also an example of why being very different doesn't mean something is good as it fell flat as it wasn't as smooth in practice.







