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Super Mario Maker: Not all tools available from the start, unlock over 9 days

At this point, who the hell is a newcomer to Mario sidescrollers - especially the hardcore Nintendo fans who own a Wii U? God, Nintendo is so out of touch.
 
On the other hand its not that big of a deal and encourages you to hone your skills and stops the first courses online being a gigantic mess.

This isn't the Unreal SDK. The editor and its tools are pretty simple to use, especially considering that it's all done with the Gamepad. I don't need a week's experience with the game's tool set to know how to make a decent level with Yoshi in it.

Also, the courses online are going to be a mess no matter what they do.
 

NotLiquid

Member
Considering the game will already feature a bunch of existing levels to play and things seem creative enough with the starting kit, as arbitrary as it is, it's really not a big deal. There are better ways to piece-meal tools than this of course, but several makers like LittleBigPlanet can quickly become overwhelming with how much "stuff" they have, so introducing the players to elements of the maker is a decent idea on paper. 9 days is hardly anything to throw a huge fuss about.

It's a bit annoying, I would prefer if we had to unluck them ourselves in the game. But its 9 days, not that long. I don't think the ideia of trying to create stages with fewer tools available is that bad.

I wonder if this will impact reviews, though.

Probably won't impact them at all. Much like Splatoon, review copies will probably have at least some of the additional stuff on launch (review copies got to try out Ranked Mode among other things).
 

Saty

Member
Can i buy the game in two payments stretched between 9 days? Very silly. So some users will be distracted by all the tools and won't get familiar enough with the basic ones? Who cares? Why diminish the experience for the people who can control themselves?

Go tick 'Easy Mode' in the menu. If you insist to make an issue out of this, there's better solution than to block access for everybody.
 

Mike M

Nick N
This is a fairly complicated and robust game and they want people to have time to get the basics down before opening up the entire toolset?
Then make an optional tutorial and stop infantilizing your audience by assuming every game is their first experience holding a controller.

It's not impactful in the long run, but it's yet another installment of baffling decisions because Nintendo.
 

Pinky

Banned
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Wait I have a play and create date with a bunch of friends that next week you telling me that not everything is unlocked

WTF is this for kind of BS???

Maybe set system clock like 10 days ahead after playing the game for the first time :O:O

Seriously WTH is this .....................................
 

RMI

Banned
I dont understand why this is a big deal. So in the first 9 days just get used to making amazing levels with the tools that are available to you. Each day you get something new to add to your levels. Seems like a pointless thing to moan about.

Nintendo Apologist.

Just kidding of course, i also don't see what the big deal is. We've been waiting forever for this damn game to come out another 9 days for it to be feature complete isn't going to kill anyone. The complaining that Splatoon got was ridiculous in an age where we're lucky if games even work right after release.
 

jetjevons

Bish loves my games!
I guess their thinking is that this way players new to UGC won't be overwhelmed by the range of options available at launch and have a greater chance of sticking with it. Which ultimately means more people creating content in the long run.

Or they're concerned players will try it for an hour and give up. This way they have incentive to log back on.

I don't know.

It's only 9 days.
 

DrArchon

Member
I guess I can't complain without being a hypocrite seeing as I was fine with the much longer wait for content in Splatoon, but this still seems overbearing and dumb. Are normal tutorials too much effort? Or is the game so complex that no traditional tutorial could possibly cover it all?
 
At this point, who the hell is a newcomer to Mario sidescrollers - especially the hardcore Nintendo fans who own a Wii U? God, Nintendo is so out of touch.

Playing and designing are two very different topics. It's like insisting you can be an aerospace engineer to work on the Boeing 747-8 solely on the grounds that you've ridden in a lot of airliners.
 

Neoxon

Junior Member
Eh, it's only 9 days. It's not the end of the world. It's a bit annoying, sure, but at least they aren't dragging it out by a month.
 

javac

Member
I don't mind myself, its just 5 mins a day and it'll force me to not just throw everything and the kitchen sink in at once, although yes I agree I should have a choice and not be forced.
 

Gsnap

Member
Weird situation. On one hand it's stupid of them. On the other hand it's not a big deal for us. 9 days is nothing. On the other, other hand, since 9 days is such a short amount of time then what's the point of making us wait?

Just sounds like a big pointless situation all around.
 
It's because of the online component. They want to limit the surface area of exposed functionality so that the scope of problems is limited. E.g. if features A, B, and C all cause issues that require engineering effort on the server side (either because of server load, bugs caused by certain features in levels, or allowing users to create inappropriate content that needs to be moderated), it's a lot better to deal with the issues from A on one day, B on the next day, and C on the day after that instead of dealing with them all at once.

Honestly I have no problem with it. And even in games that don't have an online component, unlocking stuff doesn't bug me. It serves a legitimate design goal of preventing players from being overwhelmed with options when they start playing a game. We're not talking about serious business applications here.
 
not trying to be disrespectful or anything, please, but this is no big deal, really. the tools are free, you have to unlock it by playing the game. Nobody complains when a game does not have all fighters unlocked right off the bat (you have to play x matches, or finish the game), so why make a big deal about this?
 
This sounds like unlocking stuff through game progression, and I'm totally fine with that general idea. However, tying unlocks to waiting a day each time sounds totally arbitrary and annoying.

If someone wants to binge on the game and learn everything in a day, let them. It should be the player's choice whether they spend 10 minutes a day learning or 90 minutes in one day learning.
 

NotLiquid

Member
Just to note for the people assuming the material isn't finished, you have to have spent at least five minutes a day constructing courses in order to unlock the additional stuff. You can't just wait for nine days after launch for this stuff to be available. It's a traditional unlock method held back by a daily timer similar to Animal Crossing.
 
Then make an optional tutorial and stop infantilizing your audience by assuming every game is their first experience holding a controller.

It's not impactful in the long run, but it's yet another installment of baffling decisions because Nintendo.

Why should it be optional? Obviously I can't make decisions for myself and will miss things. It's great that Nintendo has the acute foresight to realize that I'm a big diaper baby who needs my hand held at all times. I almost wish it was through the course of six months so I can effectively make decent levels instead of experimenting and learning on my own.

Besides, it's nine days. Nine days that could be spent making cool levels but will be missing items because of an arbitrary limit.

not trying to be disrespectful or anything, please, but this is no big deal, really. the tools are free, you have to unlock it by playing the game. Nobody complains when a game does not have all fighters unlocked right off the bat (you have to play x matches, or finish the game), so why make a big deal about this?

Most fighters today actually have the majority, if not all of the cast open and available. People complained about Tekken Tag 2 getting timed releases, people complained about SF4 having dumb requirements, and even Shinnok from MKX got some heat for forcing people through a story mode. Your point is wrong.
 
Play one of the 60 levels included in the game, try to recreate some of the cool tricks you saw. Woops, you gotta wait til tomorrow to unlock the boot, and on Friday you can get the thwomp.
 

Vena

Member
Just to note for the people assuming the material isn't finished, you have to have spent at least five minutes a day constructing courses in order to unlock the additional stuff. You can't just wait for nine days after launch for this stuff to be available. It's a traditional unlock method held back by a daily timer similar to Animal Crossing.

Its per user, so just change your system clock.
 

Forkball

Member
I dont understand why this is a big deal. So in the first 9 days just get used to making amazing levels with the tools that are available to you. Each day you get something new to add to your levels. Seems like a pointless thing to moan about.

Or, you could make amazing levels day one. Like instantly. That's like saying "Why do you need bricks to build a house? Just practice with sand for a while."

Halo: Start with pistol, with one weapon unlocked each day.
GTA: One car unlocked each day.
Uncharted: Drake's shirt will be untucked, but over a period of nine days it will eventually be half-tucked.
 

Camjo-Z

Member
Do we even know what tools will be locked? Seems as though people just like to get riled up without even knowing what they're upset over.
 
Eh, it's only 9 days. It's not the end of the world. It's a bit annoying, sure, but at least they aren't dragging it out by a month.

I agree on this point, and I feel like this gets lost on a lot of people. From my perspective, it seems as though some people assume that this game will somehow be a complete graveyard 9 days after launch, as if they can't imagine themselves playing a game, completely centered around the idea, will somehow lose its appeal in less than a fortnight.

I don't understand it, so maybe there's something I'm misunderstanding about the opposing side.
 
This is a ridiculous excuse and the other similar game LBP had no problem with everything at once. If they didn't want people overwhelmed just make a simple creation mode or something.

You'll get more out of the game this way, trust me. I know it seems annoying now but after 9 days (which remember, is not exactly a long time) you'll have forgotten there was ever a restriction.

The video highlights how much stuff interacts with other stuff. If the game gives you fifty items at once, to try all those combinations will be overwhelming and you'll miss out on hundreds of them simply because there's so much stuff there. By starting you off with a few items, it encourages you to play around and experiment with those items, mix them together, see what does what and you'll still make decent levels with it. I imagine even with those first few items there'll be more than enough gameplay to create to last a few hours and by then you're totally fine with waiting for some more tomorrow.

Like I say, it seems like a restriction, but your experience with the game will be better in the long-run for it being restricted like this. You can learn by doing. You'll get so much more out of it because the game is basically forcing you to.
 
Do we even know what tools will be locked? Seems as though people just like to get riled up without even knowing what they're upset over.

Why should any tools be locked off in the first place? What tools people will use will vary, so you may not care, but someone else will, and the point is to just unlock everything so everyone can use it.

It's not the biggest deal, it's just mildly annoying.
 

AdanVC

Member
It's nine days, which in the context of your entire lifetime is absolutely nothing. It encourages you to experiment with a few tools each day which means you can learn how to get the most out of them instead of just focussing on a few from the entire line-up as you'd do if you had everything at once. It's less overwhelming for new players than the full screen being available at once would be. It encourages you to play every day and see what people are doing.

This. It's so we can familiarize with the tools and little by little experiment with everything it'll be available on day one and once we mastered those, the remaining set of tools will be available. 9 days pass really quickly anyway omfg it's just a week! And it's not like they are charging a fee to unlock them or something...
 
Why should it be optional? Obviously I can't make decisions for myself and will miss things. It's great that Nintendo has the acute foresight to realize that I'm a big diaper baby who needs my hand held at all times. I almost wish it was through the course of six months so I can effectively make decent levels instead of experimenting and learning on my own.

Besides, it's nine days. Nine days that could be spent making cool levels but will be missing items because of an arbitrary limit.



Most fighters today actually have the majority, if not all of the cast open and available. People complained about Tekken Tag 2 getting timed releases, people complained about SF4 having dumb requirements, and even Shinnok from MKX got some heat for forcing people through a story mode. Your point is wrong.

that is different, I did not see anybody complaining about smash bros not having all the 51 fighters available right away
 

RoboPlato

I'd be in the dick
Is this a lock for everyone who buys the game or just for the first 9 days after release? Seems really odd if it's just the latter. Anyone who buys it after the first week and a half will access to everything. Seems really arbitrary.
 
I just want to clarify:

Does this mean that people who buy on day one will have to wait nine days for the remainder of the tools to unlock?

OR:

Does this mean anyone who buys this game at any time will have to wait nine days from their first play of the game for the remainder of the tools to unlock?

One seems like a pretty easily sidestepped inconvenience. The other seems like something that could be pretty annoying under the right circumstances.
 
Dude, this is one of the stupidest things I've heard.

What about the people who play for more than a few hours per day? I know a few twitch streamers that were planning on playing this game and stream it for a while. But now, if you have to wait to unlock everything, I think it would get pretty boring after a couple hours with the same stuff and you would want to move on and experiment with more things.

Just let the players do what they want. Who gives a shit if they become overwhelmed. It's restricting and spoils the fun.
 
I'm not sure but if they manage to keep me try to use the tools during the first days so I'm going to make more than 2 shitty levels (see Little Big Planet) then I'm ok. Of course people are making awesome things and I'm going to be one of the numerous people mostly playing other people's creations but if with this approach Nintendo succeed in making a bigger percentage of the players also creators then it'll be awesome.

LBP died for me just after completed all on disc stages + a few nice DLC (Metal Gear for example) + a few praised user levels... yay like one month. LBP 2 did even worse, I just played it a little, saw that it was the same with more tools, give it to a friend.

And I guess a creative game like LBP or Mario Maker is not made so you buy and play it as a "simple" platformer with bonus levels. It's the community that matters.
 
Not really understanding why people are defending this. 2D Mario is a basic concept and people just want this toolset to create. But they can't use the full toolset until 9 days after whenever they purchase the game because of some idiotic mobile FTP-esque tutorial model.

People comparing this to Splatoon: No. Releasing things that mix up a competitive game (that, by the way, are available immediately to everyone once they've been added to the game) is nothing like a stunted 9 day tutorial. It's like getting a paintbrush and paint, come back tomorrow for blue! And in 5 days, purple!
 
It's nine days, which in the context of your entire lifetime is absolutely nothing. It encourages you to experiment with a few tools each day which means you can learn how to get the most out of them instead of just focussing on a few from the entire line-up as you'd do if you had everything at once. It's less overwhelming for new players than the full screen being available at once would be. It encourages you to play every day and see what people are doing.

*taps shoulder*
Ahem. Excuse me but I'm the Poverty of Logical Thought around here.

Not really understanding why people are defending this. 2D Mario is a basic concept and people just want this toolset to create. But they can't use the full toolset until 9 days after whenever they purchase the game because of some idiotic mobile FTP-esque tutori

We're talking about the Nintendo Defenders here. Imagine if this was Halo on Xbox or Some game on the PS4. Everyone would be like "Yo WTF? I'm not 5. I'll take it in all at once". But it's fine when Nintendo do it. I'm sure they have perfectly valid reasons for this, and if they don't, we can spin it into a positive.
 
It's a way to help creators get used to the tools and interface, without being overwhelmed with the sheer amount. It's also important to note that they don't simply unlock after 9 days. You must spend at least 5 minutes with the new tools in order to set-up a delivery. So, those of you that might be intending to wait it out, you'll still have to unlock the content.

I don't mind unlocking the tools, because I half expected that to be the case, but I'd prefer to be able to unlock it all in one day.
 
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