Soleron said: 1. No. More. Gimmicks. Gimmicks include but are not limited to - coins - 3D - bringing back SMB3/SMW iconic content without its associated gameplay e.g. raccoon tail - Modal powerups. That means powerups you are forced to use to pass a specific puzzle and have no use in general play. Example: SMG2 cloud, SM64 vanish cap, SMG2 yoshi (NOT SMW yoshi) - tablets - touch - microphone - motion control - bringing back certain characters for nostalgia reasons only (yoshi) - gyros - water packs 2. Put some effort in! - Full orchestral soundtrack. Minimal reuse of past music. - Fully new art assets making complete use of the hardware's power. Yes even though it's 2D. Make it the most beautiful 2D game of all time. Mario is a flagship is he not? - 2D Mario is easy to make. Instead of 8 worlds, why not FIFTY worlds? Spend as much dev time as Mario Galaxy. |
You nailed it. Especially the bit on "modal" power ups. Power ups should always be optional, because when they are optional they have an intrinsic user-creative flair to them. You CHOOSE how to use it. Also, when a power up is required, its features cater to that requirement and thus tend not to have multiple uses. Yoshi had many uses when introduced - acted as a second jump, swallow enemies, spit them out at enemies, act as a mushroom (taking a second hit), and had the ability to take in different shell power ups. Cloud Mario was sort of cool (too many jumps imo), but resulted in bland stages - they should have just given you the power up and not made any stages catering towards it. The spin jump from SMW was cool also because it had multiple uses and was NEVER required since it lost its effect when small anyways. The player needs avenues to express their creative take on how to play.
I made a post earlier about how developers need to let loose with their imagination when it comes to new worlds. Hybrids are an easy place to start if you can't even think of anything and many fictional universes extract from such sources.