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Smart steering in Mario Kart 8 Deluxe is pretty crazy

GRaider81

Member
Most people just want to have fun without having to make a fucking job of it.

was just going to say that too.

Its not a damn olympic event. If my daughter wants to just play for 15 mins and have fun then this helps greatly.

I don't really want her to lock herself in a room and spend hours practicing just so she can "compete" with her family

Older person grumbles at clouds time:

This doesn't teach anything and anybody sharp enough will quickly realise they aren't actually doing anything and may as well be watching somebody else play instead.

at which stage they may want to try playing without assists.

There is nothing wrong with choice. This kind of thing caters to people of all abilities much like racing lines i sim games

If you get to a level you don't need it or if you want a challenge from the beginning you can turn those aids off.

People need to stop telling others how to play games
 
Most people just want to have fun without having to make a fucking job of it.

The fun is often in getting better and becoming good. How long will the game keep a child entertained if they're handed the tools to compete without any effort to earn them? How much satisfaction is there in winning like that?
 

MCN

Banned
The fun is often in getting better and becoming good. How long will the game keep a child entertained if they're handed the tools to compete without any effort to earn them? How much satisfaction is there in winning like that?

No, the fun is in the flashing colours and the items. It's not about winning, it's about having a fucking laugh and not falling off the track every 5 seconds. This isn't for the hobbyist, this is for the person who dips in every so often for a short burst of fun. This is for those who just want to have a fun race without having to spend hours getting good.

Hardcore gamers royally piss me off sometimes with their myopic, self-centred view on gaming. Not everything is about how YOU have fun, you know.
 

MTC100

Banned
i wouldn't deduct too much from this one video. We don't know how many attempts it took to actually win instead of just finishing 4th or 5th.

True, however it seems to be 50cc and MK was always shifting the race to your favor in the lower cc classes and you can clearly see how the AI let's Luigi win in this video. This mechanic(aside from the auto steering) is a nice way to get new players into the game before bumping up the difficulty and it's how Mario Kart handled things since the SNES version.

The auto-steering feature is a nice addition none the less and will let people that have nothing to do with videogames play Mario Kart with their friends.

So i'd dare claiming that - not just does the auto-steering not do well in faster cups, it won't really consistently do well in the 50cc cup either, and this is just one of these lucky times where the 'auto-steerer' managed to win.

I don't think it will do well in 100cc+ cups either, however I don't believe there was much luck involved when you see how bad the auto-steering did in some places and still managed to come out on top. The question that remains is: how well will an unskilled player that is "assisting" the auto-steering do? Good enough to win 100cc cups? 150cc cups? Good enough to compete with real players instead of the AI?
 

gofreak

GAF's Bob Woodward
Am I missing something? The game is just playing itself. Why bother playing if you're literally not doing anything.


I was reading about a study recently where it was apparently found that participants were excited and felt proud about winning games of Monopoly - even when they knew the game was rigged in their favour.

I guess this is maybe leaning on the same psychology. You're kind of fooling yourself, but we do that all the time for benefit of some e.g. young participants and in the name of everyone having a good time.
 
A lot of people on GAF don't realise that, for most people, gaming isn't a hobby in much the same way that watching TV isn't a hobby. It's a momentary distraction, a mere form of entertainment, and not something they desire to spend excessive amounts of time and mental energy to practice enough to complete with those who dedicate their spare time to it.

By that logic when they do games allow for failure at all? If most people do not want it, why do games feature it?

I understand your sentiment and it's good that players have options to accomodate the experience to their tastes / relative to the effort they want to invest. However, I think that to suggest that gamers do not appreciate the fail state, or potential for negative feedback missunderstands why people play games altogether.

In line with your argument, why not allow the next Mario kart to throw items for you, drift for you, why not let it play for you? I think that many appreciate the agency that the ability to make mistakes gives us as players.

That isn't to say I don't think this is a nice feature, one that will be handy for those that may be at a level where using their items and making decisions about where they want the car to be on the track is enough freedom to entertain, however I think the sentiment behind your post is a little poorly considered.

There are lots of types of games across many distinct skill levels and this simply lets them accomodate the game to the level that they're at. It's not disimilar to the auto-aim feature which allowed my mother to enjoy Uncharted 4, yet that doesn't mean she doesn't enjoy the successes and failures that the game allows, that she doesn't take satisfaction from learning from feedback when the game tells her she's died.

I think you're wrong to speak of what most people appreciate from games. There are types of gamers that are as you describe, types who are the polar opposite, and every flavour in-between. Options help the game accomodate that variety and this looks like a good way of adjusting the games difficulty while still allowing everyone to play together, but that doesn't mean that most players want to play like this, or that they generally want their experiences stripped of the potential for failure.
 
was just going to say that too.

Its not a damn olympic event. If my daughter wants to just play for 15 mins and have fun then this helps greatly.

I don't really want her to lock herself in a room and spend hours practicing just so she can "compete" with her family

Why don't you help her rather than "compete". Let the children dictate the pace so they have fun, next thing you know they are actually good because guess what they are children who learn extremely quickly especially with parental interaction.
 

Peltz

Member
Honestly, I think Mario Kart's controls have become too complex over the years. Every time I'd play MK8 with "casuals" they end up driving against walls or leaving the tracks, because MK8 is seriously hard to play if you don't know how to drift correctly. Past games were way more forgiving in that regard, I think.
Drifting wasn't as important in Mario Kart, MK64, or Super Circuit. It really became central to the gameplay starting with DD I believe.
 
Why don't you help her rather than "compete". Let the children dictate the pace so they have fun, next thing you know they are actually good because guess what they are children who learn extremely quickly especially with parental interaction.

LOL look at you dishing out the parenting advice​.
 

Fitts

Member
kinect-joy-ride-o.gif


I wonder if MK8 would be "better with Kinect." 🤔
 

Firebrand

Member
Drifting wasn't as important in Mario Kart, MK64, or Super Circuit. It really became central to the gameplay starting with DD I believe.

It was pretty darn important in MKSC once you transitioned to the heavier and faster characters.

As for this feature, cool. I mean, you get to choose if you want to use it or not.
 

Fliesen

Member
Older person grumbles at clouds time:

I understand making things fun for people but I really dislike how so much of society is trying to negate learning without actually implementing anything that will help. Learning how to play games was fun and once you understand the basics it opens up every kind of game possible. Mario Kart on the SNES was one of the first racing games I played alongside Super Hang On, they taught me the basics and yes I was awful at them but I could play every type of racing game from then on no problem. What is wrong with being bad at something? its a good life lesson, especially that if you practice you get better. I always thought the forced tutorial areas were bad enough as I like trial and error but they teach the fundamentals. This doesn't teach anything and anybody sharp enough will quickly realise they aren't actually doing anything and may as well be watching somebody else play instead.

You need to be aware of the fact that Mario Kart on the SNES had way more basic tracks. Those tracks were flat, and while some stages (the ghost castles - and even those had bricks that blocked you the first time you were about to fall off) allowed for you to fall of the stage, more modern iterations of Mario Kart have way crazier stages with way more verticality and a more overwhelming visual design.

Modern stages have gliders, Zero G driving, things that run you over. things that bump you off the road. trampoline sections...
They're much more demanding than the Mario Kart games you grew up with. The games' mechanics grew up alongside of you. Modern games offer a much higher barrier of entry ... Just compare how Super Mario Bros on the NES controls vs. Super Mario Galaxy and go ahead and tell me that both games are equally approachable / enjoyable to newcomers (young and old).

Also, this just provides a fundamental removal of most annoyances for bad players. it won't make them win automatically. Any kid who is even remotely competitive will still try to become better and not settle for constantly being hand-held into getting 5th place or whatnot.
 

TheMoon

Member
It's pretty neat but do you not feel that some value is lost by taking away all of the players potential to make mistakes?

Yes, we don't want a player falling off all of the time, unable to finish the track. But do we want a player immune to falling off? Is it not better that they experience some of the highs and lows? that they receive some feedback to encourage them towards better driving?

Pilot assist in wipeout offered similar

https://www.youtube.com/watch?v=j-Y4s5Fduog

but the player was more free to make mistakes due to the games shifts in elevation. Going off course was still occasionally possible. Additionally, going into the wall actually slowed you down a little, the player still received feedback encouraging them to do better.

in a game where they'll constantly get fucked by shells, peels, lightning, etc, falling off is pretty negligible.
 

TheMoon

Member
Older person grumbles at clouds time:

I understand making things fun for people but I really dislike how so much of society is trying to negate learning without actually implementing anything that will help. Learning how to play games was fun and once you understand the basics it opens up every kind of game possible. Mario Kart on the SNES was one of the first racing games I played alongside Super Hang On, they taught me the basics and yes I was awful at them but I could play every type of racing game from then on no problem. What is wrong with being bad at something? its a good life lesson, especially that if you practice you get better. I always thought the forced tutorial areas were bad enough as I like trial and error but they teach the fundamentals. This doesn't teach anything and anybody sharp enough will quickly realise they aren't actually doing anything and may as well be watching somebody else play instead.

You miss the part where this isn't auto-pilot. It course corrects if you fuck up.

You use this and you'll soon find you will not be able to compete at high levels. 150 and 200cc are out of the question with this.

The issue you think is there isn't there.
 
Older person grumbles at clouds time:

I understand making things fun for people but I really dislike how so much of society is trying to negate learning without actually implementing anything that will help. Learning how to play games was fun and once you understand the basics it opens up every kind of game possible. Mario Kart on the SNES was one of the first racing games I played alongside Super Hang On, they taught me the basics and yes I was awful at them but I could play every type of racing game from then on no problem. What is wrong with being bad at something? its a good life lesson, especially that if you practice you get better. I always thought the forced tutorial areas were bad enough as I like trial and error but they teach the fundamentals. This doesn't teach anything and anybody sharp enough will quickly realise they aren't actually doing anything and may as well be watching somebody else play instead.

I imagine other early hominids being dismayed at those filthy tool using casuals.
Look at them. Instead of learning how to open nuts and killing animals with their bare hands, they take shortcuts, unwilling and too lazy to learn the basics.
 
You need to be aware of the fact that Mario Kart on the SNES had way more basic tracks. Those tracks were flat, and while some stages (the ghost castles - and even those had bricks that blocked you the first time you were about to fall off) allowed for you to fall of the stage, more modern iterations of Mario Kart have way crazier stages with way more verticality and a more overwhelming visual design.

Modern stages have gliders, Zero G driving.
They're much more demanding than the Mario Kart games you grew up with. Those games grew up with you. ... compare how Super Mario Bros on the NES controls vs. Super Mario Galaxy and go ahead and tell me that both games are equally approachable / enjoyable to newcomers (young and old)

Also, this just provides a fundamental removal of most annoyances for bad players. it won't make them win automatically. Any kid who is even remotely competitive will still try to become better and not settle for constantly being hand-held into getting 5th place or whatnot.

I think they are easier. Going back to the original games feel significantly more difficult than the modern games. In terms of doing the basics the 3d versions are far easier as you can pretty much just hold A and turn and there is a choice of motion or traditional added in. I can't really tell though for a new user because I regularly play far more complex racing games that share a similar language with the modern Mario Karts so they feel very basic in comparison and the SNES games now feel odd.

You miss the part where this isn't auto-pilot. It course corrects if you fuck up.

You use this and you'll soon find you will not be able to compete at high levels. 150 and 200cc are out of the question with this.

The issue you think is there isn't there.

Fair enough, this sounds much better.
 
in a game where they'll constantly get fucked by shells, peels, lightning, etc, falling off is pretty negligible.

True, though I think it can be a fun component of the game. But I guess they can still hit a bannana and spin off a cliff or something like that.

I imagine other early hominids being dismayed at those filthy tool using casuals.
Look at them. Instead of learning how to open nuts and killing animals with their bare hands, they take shortcuts, unwilling and too lazy to learn the basics.

Really poor example that neglects an understanding of the difference between doing something because it completes a function, and doing something for entertainment.

Why snowboard down the mountain when you could just take the ski-lift? Why eat food if you simply replace a meal with a pill?
 
It has its drawbacks, you can't do the new purple drift when using Smart Steering and it will always take the widest route if you aren't touching any buttons. It's great for less experienced players but it isn't a key to victory.
 

Cartho

Member
I think of it as being like stabilisers on a bicycle. Generally speaking you don't just stick a very young child on a bike without stabilisers at first - you let them learn how to pedal, control the handlebars, operate the breaks etc without danger of them falling off. Are they going to win a race against a child who is on a proper bike with gears and no stabilisers? No, of course not.

However that doesn't mean that they will use stabilisers for the rest of their lives. They get comfortable, then they reach a point where they try it without them. For the first bit of time you might give them some help, in the cycling example that might be gently holding on to them as they start to pedal ("DON'T LET GO OF ME!!!") without the stabilisers. In the case of MK that might be leaving the auto accelerate on but turning off the auto steering and playing on the lowest difficulty.

However gradually they will learn the tracks, become more comfortable with advanced techniques and won't need any of the assistance. That is generally how people learn things in real life - start with the basics and work up. Dark Souls has created this culture among hardcore gamers of "start off ball breakingly hard and hammer players with obtuse systems and very little in the way of tutorial or explanation. If they can't handle it then fuck those scrubs". That really isn't how most skills in life work.

You don't teach children how to do rainbow flicks and step overs in football before you teach them how to dribble it, first slowly then at speed and then without looking at the ball. Children shouldn't be passing with volleys before they can pass with the ball on the floor. They shouldn't be slide tackling before they are familiar with how to "stand an opponent up".

Steering assist in MK8 is a great feature which will help new players learn the controls, the tracks and the play style. It won't suddenly make them gods who are able to smash online leaderboards and win gold on all the cups on 200cc, just like stabilisers aren't used by Olympic cyclists.
 

I really like this - not the game but how autosteering is implemented, if it were an option at least.

For one thing, the game doesn't feature a continual reminder that it's steering for you, the assist is seemless and allows the player to feel skillful, without actually being so. That's not dismililar to how features like aim assist are implemented into shooters, or braking assist is often implemented into modern racing games.

At the same time, it manages to successfully keep the player on-track, while allowing them to fail. The player bumps into walls and other hazards which briefly slow them down, the game provides clear and immediate feedback on what they could be doing better.

Therefore despite the assists, the player is afforded a good opportunity to learn. There's a sense that while the game is helping you, it's still encouraging you to improve. I like that, it's not clear that Mario Kart is really doing that. That's okay, but I feel that options for less assistance could be interesting too.
 

marc^o^

Nintendo's Pro Bono PR Firm
in a game where they'll constantly get fucked by shells, peels, lightning, etc, falling off is pretty negligible.
Falling off definitely is negligible... compared to your youngest kid driving the wrong way, with your oldest kid and her friends waiting for minutes she finally finish the 3 laps. "See dad, she can't play with us!". That's when the crying starts. Real example, and there are many like that.

This feature is useful in specific situations, you mostly accounter as a parent.

Besides choice is good. Being condescending against something optional and useful to some, shows a lack of empathy, not to say maturity. Again, being a parent makes it easier to value this feature.
 

Cartho

Member
Falling off definitely is negligible... compared to your youngest kid driving the wrong way, with your oldest kid and her friends waiting for minutes she finally finish the 3 laps. "See dad, she can't play with us!". That's when the crying starts. Real example, and there are many like that.

This feature is useful in specific situations, you mostly accounter as a parent.

Besides choice is good. Being condescending against something optional and useful to some, shows a lack of empathy, not to say maturity. Again, being a parent makes it easier to value this feature.

Welcome to gaming forums sadly. The whole git gud macho culture which has cropped up recently is so annoying, and I say that as a big fan of Souls games.
 

SummitAve

Banned
Excited for this, playing above the lowest CC just led to my wife falling off the track nonstop.

(Although she regularly would beast me at the lowest CC)

Yep my gf has trouble when things start getting too fast like when she is already losing and the game keeps giving her mushrooms and boosts that instantly send her off the edge, and has an even harder time catching back up in her frustration. Once she gets discouraged by that she isnt having much fun... This assist mode may end up being too easy for her, but I think it's a nice option to have for sure.
 
Yep my gf has trouble when things start getting too fast like when she is already losing and the game keeps giving her mushrooms and boosts that instantly send her off the edge, and has an even harder time catching back up in her frustration. Once she gets discouraged by that she isnt having much fun... This assist mode may end up being too easy for her, but I think it's a nice option to have for sure.

I wish the switch version of MK8 had more configurable difficulties, like maybe 50CC speed but with way better AI drivers.
 
Older person grumbles at clouds time:

I understand making things fun for people but I really dislike how so much of society is trying to negate learning without actually implementing anything that will help. Learning how to play games was fun and once you understand the basics it opens up every kind of game possible. Mario Kart on the SNES was one of the first racing games I played alongside Super Hang On, they taught me the basics and yes I was awful at them but I could play every type of racing game from then on no problem. What is wrong with being bad at something? its a good life lesson, especially that if you practice you get better. I always thought the forced tutorial areas were bad enough as I like trial and error but they teach the fundamentals. This doesn't teach anything and anybody sharp enough will quickly realise they aren't actually doing anything and may as well be watching somebody else play instead.

Except this feature does exactly what you are asking for. It helps you learn the game. Just like bumpers in a bowling alley or a tee for young baseball players. Or training wheels on a bike.
 
Your nephew shouldn't be playing games. Git gud or don't even bother competing.

Tag quote reaffirmed.

This will be great to play with my son on too, snipperclips has devolved into us "eating" each other. While fun too, this will be more in line with the game's "intended" play style.
 

Par Score

Member
By that logic when they do games allow for failure at all? If most people do not want it, why do games feature it?

In line with your argument, why not allow the next Mario kart to throw items for you, drift for you, why not let it play for you?

This, but unironically.

Failures states are an archaic holdover from arcades. Every game should be completeable by everyone.

If people want to be MLG level esporsters then that's fine too, there should obviously be high skill-ceiling games. But at the same time, the skill-floor should be all but non-existent.
 

Synless

Member
I would never let my son use this. Then again he doesn't need it, he has been playing Mario Kart at about 3 1/2 and within 6 months he plays it better than my wife and a couple of my friends. I'm not saying the feature is trash nor will I say it doesn't have its worth, I am just saying I prefer my kid to learn how to play correctly without the handholding.
 

Fliesen

Member
I would never let my son use this. Then again he doesn't need it, he has been playing Mario Kart at about 3 1/2 and within 6 months he plays it better than my wife and a couple of my friends. I'm not saying the feature is trash nor will I say it doesn't have its worth, I am just saying I prefer my kid to learn how to play correctly without the handholding.

Jesus.
"But daddy, i just wanna finish a race ..."
- "YOU'LL FINISH A RACE WHEN YOU GIT GUD!"

I would never. let. my son use this.
 
I'll be using this a lot with my niece (who is 5 and has never played console games) and other family members. Imo it's super cool and useful.
 

Synless

Member
Jesus.
"But daddy, i just wanna finish a race ..."
- "YOU'LL FINISH A RACE WHEN YOU GIT GUD!"

I would never. let. my son use this.
I never told him get good. I just let him do what he wanted and drove around with him as he learned how to control. He had more fun driving off the cliff than staying on the track. Over time though as he learned to play I started teaching him about items, what place he was in, etc... and by about 2-3 months in he was racing complete races without the handicap.

I just don't believe handicaps or shortcuts are good for learning. Not for adults, not for kids.
 

Coffinhal

Member
The elitists advocates in this thread are really annoying. It's Mario Kart, not Dark Souls. Grow up (i.e. try to view things from another perspective than your selfish super-gamer's ideology)

By the way I didn't understand why Nintendo chose not to implement this kind of assistance system in the last Zelda, considering how difficult it is. Since the Wii they have been the masters of smart assistance systems for child and casual gamers.
 

Fliesen

Member
I never told him get good. I just let him do what he wanted and drove around with him as he learned how to control. He had more fun driving off the cliff than staying on the track. Over time though as he learned to play I started teaching him about items, what place he was in, etc... and by about 2-3 months in he was racing complete races without the handicap.

I just don't believe handicaps or shortcuts are good for learning. Not for adults, not for kids.

That's all fine and dandy, if he likes learning that way, sure.
i'm just irritated with the whole "i wouldn't let him" ... like, what if your son found out there's driving assist and would want to turn it on. What if he just wanted to play the game, and not have to learn?

The elitists advocates in this thread are really annoying. It's Mario Kart, not Dark Souls. Grow up (i.e. try to view things from another perspective than your selfish super-gamer's ideology)

By the way I didn't understand why Nintendo chose not to implement this kind of assistance system in the last Zelda, considering how difficult it is. Since the Wii they have been the masters of smart assistance systems for child and casual gamers.

while Zelda is very punishing, it also has incredibly solid auto-saving and - in the case of death - very short loading times. It's as forgiving as it is punishing, so that kinda evens things out.
 
This, but unironically.

Failures states are an archaic holdover from arcades. Every game should be completeable by everyone.

If people want to be MLG level esporsters then that's fine too, there should obviously be high skill-ceiling games. But at the same time, the skill-floor should be all but non-existent.

The level of punishment is an archaic holdover from arcades, but failure states? That's a little farfetched. Failure states have been a component of game design as early as people were playing dice games.

Failure states are the very underpinning of a game like Mario Kart - inherent to the racing genre itself - even with it's accessibility enhancing features. Coming last in a race is a failure state, are you to tell me that everyone should come first? This doesn't make sense.

Every success that the player attains is only a success because it has an opposing condition. One where the player did not succeed. Let's take platforming for example, it doesn't matter if you pick the player up when they fall, placing them back where they were to try again, falling and resetting the player is still failure, even placing them on the other side of the object they tried to cross, is still failure.

Rayman Legends is one of the most forgiving platformers, because its failure state doesn't punish the player significantly - yet it still has a failure state. Players can still die, they can still take damage.

However it's also about understanding your players. Hypothetically, let's say From Software removed the failure state from Dark Souls, the game is marketed on failure, sold to people on the prospect that they might not be able to complete the game, how do you think that audience would react?

Games that don't have failure states can be entertaining, especially as platforms for narrative or art. For instance, games like Dear Esther, and Gone Home suit this quite well, but others, like Mario Kart or Rayman Legends, are built on the idea that they want to challenge the player in some way and the possibility to fail is inherent to that.

As another example, take a game like Inside. Can you imagine what would be left if we removed the failure state? If the boy couldn't be eaten by dogs, or drowned, if there was no risk? The prospect of failure can be used to convey affective, emotional significance to the player that's integral to the games design and immersion.

Perhaps you and I are talking about something different. Perhaps you are talking about game over screens, and the punishment that often follows the failure state, or perhaps not. Either way, this is my perspective.

The elitists advocates in this thread are really annoying. It's Mario Kart, not Dark Souls. Grow up (i.e. try to view things from another perspective than your selfish super-gamer's ideology)

By the way I didn't understand why Nintendo chose not to implement this kind of assistance system in the last Zelda, considering how difficult it is. Since the Wii they have been the masters of smart assistance systems for child and casual gamers.

Breath of the WIld is really unbalanced in its difficulty. It can be one of the easiest, or hardest Zelda games. Generally speaking I think many of the 2D top down Zelda games were much more challenging, but Zelda's opening hours in particular are very difficult and quite punishing. The game does feature various components that effectively make the player invisincible (being able to heal an indefinite number of times in each fight) but its initial hours can be rather brutal, and even later, mediating its difficulty requires considerable preparation, as well as understanding of its systems.
 

Synless

Member
That's all fine and dandy, if he likes learning that way, sure.
i'm just irritated with the whole "i wouldn't let him" ... like, what if your son found out there's driving assist and would want to turn it on. What if he just wanted to play the game, and not have to learn?



while Zelda is very punishing, it also has incredibly solid auto-saving and - in the case of death - very short loading times. It's as forgiving as it is punishing, so that kinda evens things out.
I think you are missing the point. He is playing, and having "fun". I wasn't teaching him anything unless he asked questions from watching me. My expectations were not "let's race" it was "let's have fun". I know he is little, I know he at the time didn't know how to play. Like I said, he wanted to explore and this handicap prevents that and it prevents learning and problem solving.

End of the day, my opinion and my parenting style, dealwithit.gif
 

JustenP88

I earned 100 Gamerscore™ for collecting 300 widgets and thereby created Trump's America
The fun is often in getting better and becoming good. How long will the game keep a child entertained if they're handed the tools to compete without any effort to earn them? How much satisfaction is there in winning like that?

Children these days are just filthy casuals, tbh.

This is so weird lol
 

r3ddvil

Member
Honestly, I think Mario Kart's controls have become too complex over the years. Every time I'd play MK8 with "casuals" they end up driving against walls or leaving the tracks, because MK8 is seriously hard to play if you don't know how to drift correctly. Past games were way more forgiving in that regard, I think.

It has also become progressively faster with higher reaction times required.

I love this feature for breaking out MK at gatherings - inexperienced and non gamer players drop out quickly when they get frustrated being in last place, everyone else has completed and they are doing a drive of shame to the finish line while falling off the track repeatedly.

MK is at its best when local play is competitive.
 

RPGam3r

Member
I never told him get good. I just let him do what he wanted and drove around with him as he learned how to control. He had more fun driving off the cliff than staying on the track. Over time though as he learned to play I started teaching him about items, what place he was in, etc... and by about 2-3 months in he was racing complete races without the handicap.

I just don't believe handicaps or shortcuts are good for learning. Not for adults, not for kids.

Driving around with him was your own self imposed handicap just to be clear.
 
This is great for those differently abled and friends/family who don't play games.

But for kids, on one hand I'm worried that using this would stop them from learning and getting better at the actual game, but on the other hand does 'getting better' even matter? It's just a game.
 
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