Some other thoughts on this topic that may be of interest, from a previous thread.
Some other thoughts on this topic that may be of interest, from a previous thread.
I was actually hoping to avoid the impression that I was making an argument, but I definitely should have made my point more clear. In that other post, I was just suggesting that for some players, camera placement can contribute to a sense that any given 3D game 'feels' 2D; and accordingly, the relative frequency with which 3DWorld adopts an isometric perspective (compared to other 3D Mario games) might be related to the frequency with which some folks feel compelled to claim that 3DWorld is 'actually' a 2D game.Are you seriously arguing that this is a 2D game?
I personally prefer Galaxy's camera and I'm glad they are doing something like that for the new Mario, but this is not what 2D is. Even Galaxy had more 2D parts than 3D World.
Nah Galaxy 1 is definitely not an obstacle course aesthetic game. It's relatively easy, because challenge is not the main motivator. Galaxy 2 is lodged somewhere in between when it comes to the gameplay. It has the acrobatics of the expressive 3D style play but the trappings of challenging obstacle courses.Ignoring the merits of responding to that with "They're 3D," the reality is that the majority of 3D Mario games have been linear obstacle courses, and that style of gameplay is more representative of the series than 64/Sunshine.
2 things I've taken away so far
1) My theory didn't hold much water
I was actually hoping to avoid the impression that I was making an argument, but I definitely should have made my point more clear. In that other post, I was just suggesting that for some players, camera placement can contribute to a sense that any given 3D game 'feels' 2D; and accordingly, the relative frequency with which 3DWorld adopts an isometric perspective (compared to other 3D Mario games) might be related to the frequency with which some folks feel compelled to claim that 3DWorld is 'actually' a 2D game.
Nah Galaxy 1 is definitely not an obstacle course aesthetic game. It's relatively easy, because challenge is not the main motivator. Galaxy 2 is lodged somewhere in between when it comes to the gameplay. It has the acrobatics of the expressive 3D style play but the trappings of challenging obstacle courses.
So that's 3.5-1.5 in favor of "3D Mario" aesthetic. It also explains better the fallout with 3D World.
I'd really hesitate to put Galaxy next to 64 and Sunshine in that regard when the hub world is completely meaningless (64 and Sunshine at least offered something to do in it) and the vast majority of levels of linear, with even the more "open" ones still being one-way trips. In fact, I'm pretty sure that nobody at the time argued that it was a psuedo-open world game like 64/Sunshine, and that people only began saying it was after 3D World.
I'm not really arguing it's a pseudo open world game, nor is 64 really for that matter, they're essentially playgrounds, not necessarily open worlds. A playground is about self expression and discovery, much less so challenging and or competing with yourself. I thought it quite clear I mentioned the acrobatic style gameplay as a main factor of delineation, not necessarily a pseudo open world, though Galaxy 1 and 64 share with sandbox open world the autonomy to tackle problems, a bit less so Galaxy 2 (though it still features problem solving more than 3D world), much less so 3D world. IMO you keep on engaging with the surface level representation of the game, in which case we might as well agree 3D world is a 3D game because it has 3D polygons.
To be fair, Sunshine's levels are focused on a single goal too, in spite of being designed around open areas, so they aren't different from Galaxy's open levels in that regard. You've got an open area, but only really one goal. Once you set a shine, aside from the hidden ones, which also exist in Galaxy, there's only one possible goal. Mario 64 is really the only one with open areas that actually gives the player some freedom in how they're handled since all stars are active at all times, if they can be physically reached or aren't tied to some previous event, like a boss not being around anymore.
It would certainly nudge it closer on the spectrum. That's why just a few seconds of a triple jump in the Mario Switch trailer was enough for some people. Equally important I guess is removing the timer so that open ended play doesn't get punished, and open playing fields with frivolous interaction possibilities, as well as puzzles and weird suits would seal the deal. Obviously 3D World has some of these, so it's not a clear cut case. I wouldn't say the people who say 3D world is a real 3D Mario are wrong per se, I just think the people who say it isn't a 3D Mario game are right .So if 3D World had a triple jump/etc. it'd be a real 3D game or whatever?
It's angles and sequences like this where I'm not so sure we should be jumping to Mario Switch being more similar to 64 than 3D World.Are you seriously arguing that this is a 2D game?
I personally prefer Galaxy's camera and I'm glad they are doing something like that for the new Mario, but this is not what 2D is. Even Galaxy had more 2D parts than 3D World.
It's angles and sequences like this where I'm not so sure we should be jumping to Mario Switch being more similar to 64 than 3D World.