You can argue that Xenoblade isn't a new IP, but then you'd be wrong.
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Should Miyamoto Retire and let someone else lead? | |||
| NO! Are you Crazy? | 62 | 38.51% | |
| Maybe he could co-develop more projects | 22 | 13.66% | |
| Maybe he could lead less projects | 9 | 5.59% | |
| Yes, but he should still do Mario & Zelda | 7 | 4.35% | |
| Yes, but he should still have some input | 20 | 12.42% | |
| Yes, but he should still ... | 15 | 9.32% | |
| Yes, he should retire, or... | 11 | 6.83% | |
| See the Pik Vote | 15 | 9.32% | |
| Total: | 161 | ||
You can argue that Xenoblade isn't a new IP, but then you'd be wrong.
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Wyrdness said:
Again stop this vague stance, I can even highlight Galaxy's levels if you like such as spherical under water boss battle, the level where you have to navigate a course while balancing on a ball, the level where you have to guide Mario in a bubble past hazards, the spider like boss where you sling shot Mario to defeat him, the giant mechanical SOTC like boss who you navigate its body like an assualt course to get to its core etc... No 3DW does have an overworld it has a world map and ironic you've contradicted a much earlier post of yours by realizing 3DW is not like SM64. Yes the is such a thing as second party it's a developer who is exclusively contracted for a certain duration on a platform but is not an actual subsidery of the company they develop for, Bungie were second party to Microsoft, Insomniac were second party to Sony, Silicon Knights were second party to Nintendo etc... when the contract ends the developer is free to either renew it or go their own way. Another citrus fruit like a tangerine looks like a different sized orange yet it's not that's the who point your stance would declare it an orange because you choose to only look at the surface, if I gave someone Galaxy and 3DL they'd notice the differences quickly as well. |
This is becoming comincal, you keep ignoring my point and going back to the bee suit. Did the bee suit bug you that bad?
So the 4 images you showed to, to show me how the gameplay of SM3DW is different from SM64 are...
A neon lit Castle (Doesn't affect Gameplay at all)
A single linear stage that play omage to Mario Kart - Which is nice, and shows some diversity in level design, but it's not like SM64 wasn't diverse with the Penguin Race level.
A Platform Section - Doesn't look any different from some of the platform sections in SM64 (Especially that Rainbow Castle level)
A Section using the Racoon Suit - Not a new suit
All your examples showed is that SM3D World has same Mario quarky-ness that SM64 had. M64 had a level where you had to run and hide from Boo in a Haunted Mansion, another where you fly through rings for the first time using the wing cap (which kinda plays omage to Pilotwings), another where you race a bobsled against a penguin, etc. The only difference is that SM3DW has different "bonus levels" so to put it, but you expect that. If SM3DW had a Penguin Bobsled ride, that would mean that they are completly copy and pasting MK64.
Maybe SM3DW is more interactive with a level taking place on a movie train, as opposed to a standing train, but that hardly consitutes drastic improvements in gameplay. Mario still has the triple jump, identical, or lamer power ups compared to prvious games, and the exact same platforming as it always has.
What set Galaxy, and Sunshine apart is that they actually played differently then SM64. Sunshine focused on the use of FLUDD as a Jetback, a hose, etc, and Galaxy has a big emphasis on Gravity, defeating bosses by drilling through planets, and using gravity to slingshot you to new Areas. SM3DW is just the same as SM64/SMW, the platforming is the same, the environments are the same, and the overall game feels the same.
1 level which plays ommage to Mario Kart changes nothing, Super Mario Sunshine has a squid racing mini stage, MK64 has Penguins. This just clearly shows that SM3DW is more of the same. 
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Anyway I'm done with you, there is no point continuing this discussion. You have a very rigid view on Nintendo games, and aren't willing to accept the opinion of others. Like I said with the fruit, you're being picky, you're distinguishing between Oranges, where I still see two slightly different looking Oranges. The look basically the same on the surface, they taste basically the same, they are basically the same. SM3DW and SM64 are both Oranges, neither is a Grapefruit.
| F0X said: You can argue that Xenoblade isn't a new IP, but then you'd be wrong. |
Who are you talking to about this? If it's myself or Wyrd we both agree XenoBlade is a new IP.
My arguement is that Nintendo needs to develop more games like this. They are slowly loosing their creative touch, I mean look at SM3DW. It looks and plays a lot like older Mario games (which might be good, Galaxy sold well, but not phenominally well, and Sunshine did poorly, but SM64 did exceptionally well considering the low sales of the N64). Same applies for Zelda and Donkey Kong Country, Nintendo relies too much on old IP's with revamped graphics.
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| Michael-5 said: ... |
I've highlighted level designs, that level where you fly through the rings is the opening stage where you jump in the canon and fire through five rings in a straight line after that the flying cap has no use in the level or the game until much later, even looking back now I think I can count on one hand how many times each power up came into use as the design didn't accomodate them. This post again high lights your stance as picking out vague similarities while ignoring and dismissing everything else, those levels where examples of added gameplay elements, a homage to MK, top down shooters, levels dedicated to speed runs, a puzzler style level with captain toad, more diverse bonus stages these things alone already add more variety in gameplay then what SM64 had.
All you've done is name a few things in SM64, run and hide from Boo? And? how does this show the design and explain your point? You don't run and hide from Boo in SM64 for starters you fight them by running behind them, that stage was one of 2 or 3 where the invisible cap was used and all it did was let you run through a certain wall. The level's I've highlighted at least show the concept and design in them you can see the aim of how to work the level, just like in Galaxy where you work gravity to get through.
Believe me I can accept opinions, just not ones using a flawed notion, key note for you when you post your opinions people are just as free to challenged what they don't agree with it's how forums work use a blog if you don't like that system.
Wyrdness said:
All you've done is name a few things in SM64, run and hide from Boo? And? how does this show the design and explain your point? You don't run and hide from Boo in SM64 for starters you fight them by running behind them, that stage was one of 2 or 3 where the invisible cap was used and all it did was let you run through a certain wall. The level's I've highlighted at least show the concept and design in them you can see the aim of how to work the level, just like in Galaxy where you work gravity to get through. Believe me I can accept opinions, just not ones using a flawed notion, key note for you when you post your opinions people are just as free to challenged what they don't agree with it's how forums work use a blog if you don't like that syste |
Do you not remember the Sand Level in the Basement of SM64 at all? It heaviliy relied on the wing cap, I would actually say about 10% of the games stars required the wing cap, so to say it's barely used, and then insult me for it shows your rigid view.
You do this and then push the 1 level with a Mario Kart theme in SM3DW as if SM64 had no race level.....
Sure add in the Top down shooter level, and some other bonus levels and SM3DW has more benosu levels, but what does that prove? The core platforming is the same, playing a Bowser Stage, or a Rainbow Stage, or even Block fort in SM64 is no different then playing on a Field Stage, or a linear 2D platforming stage in SM3DW.
That Boo stage was an example of the diversity of the gameplay in SM64. It and the Penguin Race stage are just the same as the Circuis Level or the MK race level in SM3DW.
All you've shown is that because of a few mini games, you think SM3DW as a whole is a drastically different game. It's not. Super Mario World 2: Yoshi's Island is a drastically different game then Super Mario World, SM3DW is more of the same Mario Platforming. Why you don't accept that, or at least that someone else things that way? That shows Bias.
I've already accepted that you see little differences and give them a lot more credit then I do when talking about the creativity in Mario games. I've accepted that you think Mario games are more creative and diverse then they every have been. I disagree with you, and that's as far as we're going to get. I still see Mario as the same old platformer as it always has been. It hasn't evolved, it's just being developed for a more capable system, that's why we see more Bonus Levels.
Do you not remember how small an N64 cartridge was? 64MB and they fit all of Super Mario 64 into that. Considering the hardware limitations, SM64 was far more diverse, and creative then SM3DW. SM3DW is Nintendo safe play, they wanted to make a Mario, but not something different. SM3DW is no change in the franchise like Sunshine or Yoshi's Island were, and I've been seeing less and less risk/change from Nintendo lately. I still think Nintendo's creative touch is dying, and you're free to think otherwise.
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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.
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Michael-5 said:
Who are you talking to about this? If it's myself or Wyrd we both agree XenoBlade is a new IP. My arguement is that Nintendo needs to develop more games like this. They are slowly loosing their creative touch, I mean look at SM3DW. It looks and plays a lot like older Mario games (which might be good, Galaxy sold well, but not phenominally well, and Sunshine did poorly, but SM64 did exceptionally well considering the low sales of the N64). Same applies for Zelda and Donkey Kong Country, Nintendo relies too much on old IP's with revamped graphics. |
It bothered me that the OP considered Xenoblade's new IP status to be arguable.
I do agree that Nintendo should either exband its base of active IPs or reinvent dormant ones (like how Kid Icarus was reinvented). But I don't see Miyamoto as being a problem. Recent statements suggest that he's been trying to support younger developers in the company.
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F0X said:
I do agree that Nintendo should either exband its base of active IPs or reinvent dormant ones (like how Kid Icarus was reinvented). But I don't see Miyamoto as being a problem. Recent statements suggest that he's been trying to support younger developers in the company. |
Some people cnsider it a new IP, other consider it a part of the Xeno franchise. Hence it can be argued that it's not a new IP, but I won't be the one arguing that. XenoBlade is a great game, and a new franchise that's exclusive to Nintendo. May as well be a new IP in terms of console pushing ability.
I think you're right about Miyamoto though, I shouldn't have listed names, but senior staff still have too much say. Look at Platinum Games, pretty much the entire staff is <40.
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Wyrdness said:
|
No, I'm bored and have other things to do. We disagree, simple as that.
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Michael-5 said:
Some people cnsider it a new IP, other consider it a part of the Xeno franchise. Hence it can be argued that it's not a new IP, but I won't be the one arguing that. XenoBlade is a great game, and a new franchise that's exclusive to Nintendo. May as well be a new IP in terms of console pushing ability. I think you're right about Miyamoto though, I shouldn't have listed names, but senior staff still have too much say. Look at Platinum Games, pretty much the entire staff is <40. |
I think it depends on how the seniority system is being used (or abused). If Miyamoto doesn't want to step on others' toes and would rather act as a mentor, then I say more power to him. If someone else (not naming names, but you know it's Sakamoto anyway) wants to dictate everything and create the game he personally wants to see made, then that's not healthy.
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F0X said:
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Everything he works on is terrible, why does Nintendo still have that guy?
Wait, no he directed Metroid Fusion and Zero Mission, but I mean look at his other works, Game & Wario? Warioware? garbage
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