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oniyide said:

yeah i think that entire last paragraph is what i feel. For instance as cool as the castle was in 64 and the whole island thing in Sunshine was an even better version of that. They are essentially hub worlds and i dont like hub worlds in my platformers (looking at you too Sonic Adventure) Mario at least for me is supposed to be pick up and play and a hub world is the opposite of that. And i REALLY hate going to the same levels over and over again to get a bunch stars it feels like artificially making the game longer, but thats just my personal rant and it isnt the purpose of the thread, which i agree with for the most part.

We do need ot get back to NES/SNES days where they werent just glorified level packs. I love Super Mario Land 2 that game had quite different aesthetic with it still being a Mario game. We need something like that.


Well I do disagree with the hub world thing. I don't think there's anything wrong with having a hub world, and I think that they are the farthest exploration should go in a Mario game. I think their application in 64 and Sunshine were more than fine, and I think it would be wise for future, more original, 2D and IsoMario games to continue to carve their own identities through the use of things like unique hub worlds.

My problems arises when that exploration and non-linearity seeps into the actual levels and tamper with the quality of the platforming. The repeated levels thing is exactly how this quality is tampered with. The fact that you beat levels by completing obtuse tasks instead of through a platforming challenge is when it starts to harshly decrease the quality as a Mario title. Mario isn't about racing against a Koopa to get a star; Mario is about completing a linear set of platforming challenges to complete a stage. If your ideas aid that objecting, put it in. If they detract from that, leave it out. I play Zelda for exploration. I play Metroid for revisiting areas. I play Mario to platform. That's why I like things like the green stars in the IsoMario games. They add a layer of exploration through a platforming challenge, and they never sacrifice the overall design of the linear stages to achieve it. They also make the game more difficult for the same reasons.

But yeah... That's for another thread.