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Forums - Nintendo - The reason why 3D Mario is not as popular as 2D Mario

RolStoppable said:
cyberninja45 said:
RolStoppable said:

The conclusion of my post is that the overall feel of 2D Mario simply cannot be replicated in a 3D space, hence why 3D Mario will never reach the heights of popularity that 2D Mario achieved.

Well who does not know that.

Also since you did not respond to my last post I will take that as your fear of being proven wrong.

Nintendo, for example.

As for your last post, I didn't want to lose any more brain cells.

What a cheap weasel cop out but expected from you though.

Now I would have to actually provide the evidence ugghhh here it goes.

Twilight princess about 7m sold

Mario galaxy about 10m sold

metriod about 1m

NSMBwii from your own admission before it was bundled about 15m sold.

Now this fis perfectly with what I saidn an earlier post: "So what you end up with is a zelda fan buying a nintendo console and picks up 2d mario btw, a metriod fan buying a nintendo console and gets 2d mario btw and a 3d mario fan picking up 2d mario btw, increasing the sales of 2d mario by 3x." counting overlap and whatnot.



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Hmmm, it is an interesting theory, but I am not sure I buy it. Nintendo has done better at tightening up the action in the 3D Mario games lately, but they still are not selling at the level that the 2D games do.

I really do think it comes down to accessibility. A d-pad, two buttons, and a simple goal are just so easy to understand. For whatever reason, if you add an analog stick and it just kills your potential audience.



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Arius Dion said:
Hynad said:
Arius Dion said:
RolStoppable said:
JWeinCom said:
So... basically what you've done is taken two variables (one of whose definitions is very poorly defined. Why is running away from an enemy not a confrontation, and jumping over it is, particularly when some enemies in 3D games will chase you? And, unless you happen to know the layout before hand, you're pretty likely to run into more than 2 enemies in Bobomb Battlefield. Not to mention that defining the game's difficulty based on one level which is quite silly...) and listed them.

So... 2D Mario has higher sales, and more hazards (by your definition). And how do you prove that these two variables are in any way linked? By ummmmmmm... just saying they are? You really give no evidence that these two variables are linked beyond "hey I think this is why". You have data, and you have a hypothesis... but nothing more. You need some sort of test. If what you say is true, then Galaxy, by your data, should have sold WAY better than Sunshine and 64, right?

And your data is very very incomplete and cherry picked or in some cases wrong. What about Super Mario World? There are 5 enemies that are in your direct path, and 0 pits. So, I'm guessing that sold really poorly? What about Galaxy 2? There are at least a dozen opportunities to fall into a black hole, about 12 enemies located in such locations that they're basically necessary to confront, and a boss. Oh, and by the way, your data for galaxy is wrong. There are about 5 places to plummet to your death (one swiss cheezy planetoid that has five gaps leading to one black whole. You also conveniently ignore the asteroids, and electric thingamabobs. If they can hurt you and they move, why shouldn't they be counted as enemies?

Based on your theory, I would expect Galaxy 2 to be the best selling game of the series. But... it isn't. Now, before you go on talking about other factors (timing, sequels, etc), that just means you've done a crap job of isolating your variable.

So... uhhhhh... you've really got nothing here. You have a woefully incomplete set of data (that arbitrarily ignores half the series and focuses on one level), and you have no sort of evidence to show that your independent variable (number of hazards) and dependent variable (sales) are in any way linked. Your argument is in another castle.

Running around an enemy takes no skill, that's why. Especially in the huge open areas in Super Mario 64. You have to seek the confrontation to make something happen, that's not the same as being forced to deal with it. Super Mario World's first level has more than a dozen enemies and two deadly pits on the way to the goal. If you complain about incomplete and wrong data, you shouldn't provide clearly wrong data yourself.

What the comparison between pits and confrontations with enemies in various games was meant to show is that there is a much higher chance to lose in 2D Mario games. A fact that I expanded further on by pointing out how many hits it takes until the player dies and how long levels are. Super Mario Galaxy 2 may be more streamlined and thus more dangerous than previous 3D Mario games (you are exaggerating your numbers though), but danger is still far more spread out than in any of the 2D Mario games. There are other factors that also make 2D Mario games more entertaining (like the physics), but I focused on disproving the initial and commonly voiced premise that 2D Mario sells more because it's easier.

The conclusion of my post is that the overall feel of 2D Mario simply cannot be replicated in a 3D space, hence why 3D Mario will never reach the heights of popularity that 2D Mario achieved.

I'd love to see anyone argue against this.

The ironic thing is, as Miyamoto continues to try and fuse 2D & 3D, he actually repulses fans of both. It is futile to continue this endeavor. I'd like to know why Miyamoto feels so strongly about destroying the game that created him.

That's utter bull. SM3DW blends the 2 styles very well and it's critically acclaimed everywhere you look at. 


Critically acclaimed, and selling like Pikmin.

besides, who is still relying on media outlets like IGN, Gamespot and the like for reviews? I thought it was common knowledge that these outlets are bribed and coersed into scores. Skyward Sword a 10? Really? GTA4? C'mon.


Yeah, I expected you to understand it this way. Whatever suit your argument.

Let me rephrase is: Acclaimed by both gamers and game critics. 

And it's way too early to say if it will sell well or not. As of right now, the attach rate is quite good. Considering the Wii U install base.




Anyway, since I'm bored, I can pretty much prove 2D Mario takes less skill than 3D.

Simply imagine a computer program. The function of the computer program is simply to play Mario games. The computer program is completely unskilled. By this, I mean it will randomly enter inputs. It will press right, down, left (we'll ignore up as it is functionless. You can keep up if you like though), B, and will jump in NSMB. To keep things simple, we'll assume each move input (left right or down is held for one second).

For Mario 64, the program will enter one of 8 directions (to keep things simple). Punch the air, crouch, jump, or do some sort of combination of those activities. (Kick, ground pound, backflip, etc). Again, move inputs are held to a second.

So, the program, working with no skill i.e. completely randomly. Tries to play both levels. Which one will he complete first?

In the case of NSMBWii, the program eventually will solve the level. Assuming the computer randomly selects more right inputs than left (by quite a significant amount), and jumps at the 29 appropriate times (your counts of hazards + flagpole) and does so within the time limit, he will reach the end of the level and win. The program will fail on most occasions, but eventually due to dumb luck (meaning no skill) the computer program will get to the end. It will certainly take a long time, but eventually it will happen. There are only really 29 points in the level which it could fail.

((((((As an aside, lets assume a level will take 100 right inputs (as in inputs to the right not correct inputs) to cross the level, and 29 correct jumps. The odds of a correct input at any time is 1/5. So, the odds of completing the level should be 1/5^130. Or something like that. So the odds of a successful run with 0 skill relying solely on dumb luck is 1/7x10^89 or seven with 89 zeroes after it. Of course, my math may be off.)))))))))

In the other case, we have level one of bobomb battlefield. If we use the same rules (random inputs). The computer program is going to have to randomly input a series of commands that takes him from the beginning to the level, to the top of the level, while avoiding taking damage. Once he gets to the boss, a random series of inputs will have to be entered that takes the player behind the King Bobomb, hits the punch button, and throws him in the ring three times in a row, without stepping off of the platform once.

Obviously, this is a far more complex sequence of events that would have to occur to reach a successful outcome. If we take out every enemy from the equation, how many random inputs would it take to get to the top of the battlefield? If we estimate it will take 150 correct inputs to reach the top, then at best out odds are 1/11^15. 1/1 with about 150 zeroes. That's not counting the enemies that can stop you, the need to get right behind king bobomb and throw him in the ring, the need to stay in the ring, and the need to not fall off any structures that send you to the beginning, and the need to grab the actual star.

If we estimate 150 correct inputs to reach the top, 45 correct inputs to defeat King Bobomb, and another 5 inputs to get to the star, then our odds of succeeding with no skill in 3D Mario are...

1/100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

0000000000000


compared to

1/7000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 in 2D Mario.

And the gap is actually far greater, I just underestimated the complexity of getting the first star in Mario 64.

 

TL:DR or WTF Numbers is those version: Of course those are estimates, but any idiot can see that succeeding in Mario 64 (for instance) takes a much longer and more specific series of commands. Therefore, the odds of succeeding without any skill (through button mashing) in 2D Mario is significantly less than succeeding in 3D Mario. The math stuff was for my own amusement but it's self evident.


To dumb it down even more.  Asking a player to complete a series of relatively complex objectives is obviously more difficult than asking them to complete one objective.

Askin someone, go to the right and jump over these 29 things, is far less complex than asking someone "Go into this house.  In the house, go to the room on the left.  Jump up, get a red coin from the book shelf, lure this piano monster out of the way, get the red coin, go to the top floor, cross the grating full of holes, get another coin, etx etc."

To dumb it down even further more options, more specific needs=more complex=duh=really?=comeonyougottabekiddingmewith3dgamingissimpler=

giveonefiveyearoldmario64andanothernsmbandseewhathappens

/thread



Hynad said:
Arius Dion said:
Hynad said:
Arius Dion said:
RolStoppable said:
JWeinCom said:
So... basically what you've done is taken two variables (one of whose definitions is very poorly defined. Why is running away from an enemy not a confrontation, and jumping over it is, particularly when some enemies in 3D games will chase you? And, unless you happen to know the layout before hand, you're pretty likely to run into more than 2 enemies in Bobomb Battlefield. Not to mention that defining the game's difficulty based on one level which is quite silly...) and listed them.

So... 2D Mario has higher sales, and more hazards (by your definition). And how do you prove that these two variables are in any way linked? By ummmmmmm... just saying they are? You really give no evidence that these two variables are linked beyond "hey I think this is why". You have data, and you have a hypothesis... but nothing more. You need some sort of test. If what you say is true, then Galaxy, by your data, should have sold WAY better than Sunshine and 64, right?

And your data is very very incomplete and cherry picked or in some cases wrong. What about Super Mario World? There are 5 enemies that are in your direct path, and 0 pits. So, I'm guessing that sold really poorly? What about Galaxy 2? There are at least a dozen opportunities to fall into a black hole, about 12 enemies located in such locations that they're basically necessary to confront, and a boss. Oh, and by the way, your data for galaxy is wrong. There are about 5 places to plummet to your death (one swiss cheezy planetoid that has five gaps leading to one black whole. You also conveniently ignore the asteroids, and electric thingamabobs. If they can hurt you and they move, why shouldn't they be counted as enemies?

Based on your theory, I would expect Galaxy 2 to be the best selling game of the series. But... it isn't. Now, before you go on talking about other factors (timing, sequels, etc), that just means you've done a crap job of isolating your variable.

So... uhhhhh... you've really got nothing here. You have a woefully incomplete set of data (that arbitrarily ignores half the series and focuses on one level), and you have no sort of evidence to show that your independent variable (number of hazards) and dependent variable (sales) are in any way linked. Your argument is in another castle.

Running around an enemy takes no skill, that's why. Especially in the huge open areas in Super Mario 64. You have to seek the confrontation to make something happen, that's not the same as being forced to deal with it. Super Mario World's first level has more than a dozen enemies and two deadly pits on the way to the goal. If you complain about incomplete and wrong data, you shouldn't provide clearly wrong data yourself.

What the comparison between pits and confrontations with enemies in various games was meant to show is that there is a much higher chance to lose in 2D Mario games. A fact that I expanded further on by pointing out how many hits it takes until the player dies and how long levels are. Super Mario Galaxy 2 may be more streamlined and thus more dangerous than previous 3D Mario games (you are exaggerating your numbers though), but danger is still far more spread out than in any of the 2D Mario games. There are other factors that also make 2D Mario games more entertaining (like the physics), but I focused on disproving the initial and commonly voiced premise that 2D Mario sells more because it's easier.

The conclusion of my post is that the overall feel of 2D Mario simply cannot be replicated in a 3D space, hence why 3D Mario will never reach the heights of popularity that 2D Mario achieved.

I'd love to see anyone argue against this.

The ironic thing is, as Miyamoto continues to try and fuse 2D & 3D, he actually repulses fans of both. It is futile to continue this endeavor. I'd like to know why Miyamoto feels so strongly about destroying the game that created him.

That's utter bull. SM3DW blends the 2 styles very well and it's critically acclaimed everywhere you look at. 


Critically acclaimed, and selling like Pikmin.

besides, who is still relying on media outlets like IGN, Gamespot and the like for reviews? I thought it was common knowledge that these outlets are bribed and coersed into scores. Skyward Sword a 10? Really? GTA4? C'mon.


Yeah, I expected you to understand it this way. Whatever suit your argument.

Let me rephrase is: Acclaimed by both gamers and game critics. 

And it's way too early to say if it will sell well or not. As of right now, the attach rate is quite good. Considering the Wii U install base.



How else was I to understand it? If the game was truly wanted people would buy the hardware to get it.

I don't really have an argument. Just a statement, that with the jump to 3D fundementals of 2D Mario are lost. Without those fundementals it ceases to be a true Mario game. Since Mario Mania was birthed in 2D 3D will never be able to match or surpass it. Nintendo's efforts to fight the market has consequences, and you are seeing it now with Wii U.



Bet between Slimbeast and Arius Dion about Wii sales 2009:


If the Wii sells less than 20 million in 2009 (as defined by VGC sales between week ending 3d Jan 2009 to week ending 4th Jan 2010) Slimebeast wins and get to control Arius Dion's sig for 1 month.

If the Wii sells more than 20 million in 2009 (as defined above) Arius Dion wins and gets to control Slimebeast's sig for 1 month.

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RolStoppable said:
oniyide said:

you say that NSMB is uninspiring (and I agree) then you say you want an HD REMAKE of Mario 3? sounds legit.

IMHO i kind of dont blame. Like you say its clear they dont care too much about 2d mario at least not as much as 3d, and really. Why would they? Look how much sales they are getting from NOT even trying, hell theyve been recycling stuff and people are still buying it by the MILLIONS. So why change, the message is clear that the fans dont care so why should they

Nintendo isn't getting away with their treatment of 2D Mario. It should be pretty clear that the games aren't moving as much hardware as their predecessors. For all the millions that still buy those games, there are millions who don't. And a good chunk of those millions who don't buy the games skip the platform they are on altogether which creates the domino effect that Nintendo's overall software lineup takes a hit across the board.

You can bet that Nintendo had much higher sales expectations for NSMB2 and NSMBU. For the games themselves and the hardware they are on. Now they can look at those sales and conclude that people simply don't care about SMB anymore and will never come back, thus entirely focus on 3D Mario and the like and see their business crumble further, or they can admit that their treatment of the IP is the problem and adjust the way to do business, meaning that the games with the biggest sales potential get preferential treatment.

the comparison isnt really that cut and dry. The 3DS and Wii U 2d Marios were released very early in the console's life cycle, so we cant say for sure that either of those will or wont reach the DS/Wii games.  As for not moving hardware, there are other factors why hardware didnt move as much. Price for one, if the console itself is too expensive it doesnt matter what gets released it wont move as much. DS and WIi were both cheaper than 3DS and Wii U respectively when they got their Marios. Do you really think a high produced 2d Mario would have moved some units? I doubt that since you yourself said both systems(especially WiiU) has flawed hardware design so i dont think it would have made much difference.

Im sure Nintendo had much higher expectations for 3DS and Wii U period. Maybe they had higher sales expectations for NSMBWU since that was supposed to help move hardware and didnt, nto sure that really means the game though. IMHO after playing NSMB2 for 3DS that game seemed to exist soley to move hardware and in that regard it was more sucessful, i think its selling within Ninty's target, especially since it was made in a hurry anyway. I dont think they will do the latter, i kind of hope they do, because I was never a huge fan of the NSMB series as a whole, but now it seems it has long overstayed its welcome and the "New" part is a joke. THey wont do it, cause frankly its easier to just recycle engine assets like they have been doing.



Arius Dion said:
Hynad said:
Arius Dion said:
RolStoppable said:
JWeinCom said:
So... basically what you've done is taken two variables (one of whose definitions is very poorly defined. Why is running away from an enemy not a confrontation, and jumping over it is, particularly when some enemies in 3D games will chase you? And, unless you happen to know the layout before hand, you're pretty likely to run into more than 2 enemies in Bobomb Battlefield. Not to mention that defining the game's difficulty based on one level which is quite silly...) and listed them.

So... 2D Mario has higher sales, and more hazards (by your definition). And how do you prove that these two variables are in any way linked? By ummmmmmm... just saying they are? You really give no evidence that these two variables are linked beyond "hey I think this is why". You have data, and you have a hypothesis... but nothing more. You need some sort of test. If what you say is true, then Galaxy, by your data, should have sold WAY better than Sunshine and 64, right?

And your data is very very incomplete and cherry picked or in some cases wrong. What about Super Mario World? There are 5 enemies that are in your direct path, and 0 pits. So, I'm guessing that sold really poorly? What about Galaxy 2? There are at least a dozen opportunities to fall into a black hole, about 12 enemies located in such locations that they're basically necessary to confront, and a boss. Oh, and by the way, your data for galaxy is wrong. There are about 5 places to plummet to your death (one swiss cheezy planetoid that has five gaps leading to one black whole. You also conveniently ignore the asteroids, and electric thingamabobs. If they can hurt you and they move, why shouldn't they be counted as enemies?

Based on your theory, I would expect Galaxy 2 to be the best selling game of the series. But... it isn't. Now, before you go on talking about other factors (timing, sequels, etc), that just means you've done a crap job of isolating your variable.

So... uhhhhh... you've really got nothing here. You have a woefully incomplete set of data (that arbitrarily ignores half the series and focuses on one level), and you have no sort of evidence to show that your independent variable (number of hazards) and dependent variable (sales) are in any way linked. Your argument is in another castle.

Running around an enemy takes no skill, that's why. Especially in the huge open areas in Super Mario 64. You have to seek the confrontation to make something happen, that's not the same as being forced to deal with it. Super Mario World's first level has more than a dozen enemies and two deadly pits on the way to the goal. If you complain about incomplete and wrong data, you shouldn't provide clearly wrong data yourself.

What the comparison between pits and confrontations with enemies in various games was meant to show is that there is a much higher chance to lose in 2D Mario games. A fact that I expanded further on by pointing out how many hits it takes until the player dies and how long levels are. Super Mario Galaxy 2 may be more streamlined and thus more dangerous than previous 3D Mario games (you are exaggerating your numbers though), but danger is still far more spread out than in any of the 2D Mario games. There are other factors that also make 2D Mario games more entertaining (like the physics), but I focused on disproving the initial and commonly voiced premise that 2D Mario sells more because it's easier.

The conclusion of my post is that the overall feel of 2D Mario simply cannot be replicated in a 3D space, hence why 3D Mario will never reach the heights of popularity that 2D Mario achieved.

I'd love to see anyone argue against this.

The ironic thing is, as Miyamoto continues to try and fuse 2D & 3D, he actually repulses fans of both. It is futile to continue this endeavor. I'd like to know why Miyamoto feels so strongly about destroying the game that created him.

That's utter bull. SM3DW blends the 2 styles very well and it's critically acclaimed everywhere you look at. 


Critically acclaimed, and selling like Pikmin.

besides, who is still relying on media outlets like IGN, Gamespot and the like for reviews? I thought it was common knowledge that these outlets are bribed and coersed into scores. Skyward Sword a 10? Really? GTA4? C'mon.

3D Land? seems to be on track to be the best sellign 3d iteration, how do you explain that if the style so repulses people



Arius Dion said:
Hynad said:

That's utter bull. SM3DW blends the 2 styles very well and it's critically acclaimed everywhere you look at. 


Critically acclaimed, and selling like Pikmin.

besides, who is still relying on media outlets like IGN, Gamespot and the like for reviews? I thought it was common knowledge that these outlets are bribed and coersed into scores. Skyward Sword a 10? Really? GTA4? C'mon.

You can't actually believe that SM3DW won't outsell Pikmin 3 by a insanely large margin.



Signature goes here!

Really Rol, I hope this thread was a joke. Such shitty logic, the data doesn't necessarily support your conclusion, and could in fact even support the opposite conclusion.



Until you've played it, every game is a system seller!

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The reason is because they are not as good (but then again, still better than most shit the industry cranks out these days)