KittyKittyBangBang
Member
I want a Mario DOTA clone :lol
Isn't it suppose to be super hard and hardcore? Still catering to the same fans.Foliorum Viridum said:Why? It's the exact same thing with multiplayer...
thefro said:Might be good for Zelda, but Mario should be a platforming game.
Did you read the majority of the OP? The world would be designed in such a way that it is ENTIRELY platforming. It's not an open world idea, again. It's classic Mario platforming transplanted onto a spherical surface resembling Mario's home planet.gamergirly said:The only way to make a world that open, with so many possibilities is to give Mario a MMORPG feel. Not make it a MMORPG per say, but it'll have to be online with a gigantic Mushroom Kingdom(and even extra worlds). How could you make a platformer out of that?
It's going to be harder - yes - but I'm assuming that's the later worlds. A 2D Mario game that looks exactly like NSMB but with added co-op is always going to make it hugely popular amongst the casual gamers.Lord Phol said:Isn't it suppose to be super hard and hardcore? Still catering to the same fans.
Foliorum Viridum said:It's going to be harder - yes - but I'm assuming that's the later worlds. A 2D Mario game that looks exactly like NSMB but with added co-op is always going to make it hugely popular amongst the casual gamers.
Anyway, I'm tiring of this. At the end of the day the sales or appeal to the mass market really doesn't mean anything to me - both of the franchises are absolute top quality, and that's why I don't think Nintendo need to worry about anything.
Lord Phol said:Guess I'm just at the point where I think Mario might as well finally rest in peace, being remembered as a great gaming and cultural icon.
NOKos Luftar said:I think Mario should retire, he is super boring.
Foliorum Viridum said:Resting at the creative peak seems a bit silly to me, personally.![]()
Did you really think about this? I assume you realize it would be incredibly dumb to have to run to the next one, so you're still talking about some sort of map/warp system, in which case there is no change to the Mario games aside from the visual construction and connection of the levels. I just don't think it is as big of a change as you think. Yes, it would streamline things, but it also wouldn't be possible on the Wii, you'd definitely need a more powerful system to pull of the zoom out/in with instant loading.BowieZ said:There would be a world map, except it's just the viewer's perspective of the gameplay world when zoomed out to bird's-eye level. I imagine the music seamlessly transitioning from in-game music to a cute world-map theme as this zooming transition takes place.
But the idea is that those "short, witty segments" still exist in the sphere-world format, but you can simply see the other "short, witty segments" over the horizon...
Yes, I completely agree. Don't let the limitations of old series keep you from doing new things. Take those ideas for new things that don't work in these series and make new games where they will work. This is where I believe Sony's 1st party ventures have been kicking Nintendo's ass the last 10 years (although they aren't as good at keeping a good idea good through several titles).Kaijima said:Mario began to seem tired and irrelevant, and Nintendo failed to understand that they needed new idea content as well as a variety of game genres, and so didn't create new IPs to stand beside Mario and Zelda. If Nintendo's portfolio had 2 or 3 other major character IPs created over the last 15 years in addition to every Mario or Zelda game that came out, it'd look healthier and less inbred.
Actually you misunderstood me. There'd be no "running to the next one": There is no space between individual sections of platforming that comprise a level. Once you reach a "podium" (let's call it) that signifies the end of that previous "level" you move forward one inch and you've started the next "level" and must work your way to the next "podium". The surface of the megaplanet would be THOROUGHLY covered by platforming-rich levels with no spaces in between.Dice said:Did you really think about this? I assume you realize it would be incredibly dumb to have to run to the next one, so you're still talking about some sort of map/warp system, in which case there is no change to the Mario games aside from the visual construction and connection of the levels. I just don't think it is as big of a change as you think. Yes, it would streamline things, but it also wouldn't be possible on the Wii, you'd definitely need a more powerful system to pull of the zoom out/in with instant loading.
I like these ideas. That's exactly what I have in mind. Cleverly structured gameplay, making use of the underground to inform how progress is patterned.Dice said:That said, you would really have to go all the way with the concept to make it something special. What do I mean? The interconnectedness cannot entail big blank spaces, as it most often does in something like a sandbox game or MMORPG (our only current models of consistent worlds) so you'd need a task within no longer reach than there is between tasks of a current Mario level. And the no-dying thing is good. I agree it is clunky and stupid outside of the sidescroller model. You're trying to reach a certain point, and if you fail you die, so you try again. Fail too many times and... you have to go through the easy part again! Lame. Pointless. Has nothing to do with the challenge at hand.
But if you took out dying, you'd have to have a thoroughly complex world, and create an environment wherein the player would never feel like they're doing a chore. What do I mean? Well the thing about falling down into nothing is that you're somewhat instantly sent back to the something. Without bottomless pits, you'd have things floating over a solid ground. I'm okay with this, and it has been done in Mario plenty of times, like in Wet/Dry world. However, you'd either need shortcuts to get back up to certain spots above the ground (Cannons) or optional things to do on the ground if you get tired of attempting that particular challenge.
In the same way, falling into a hole you'd have to platform yourself out of would be annoying (and reminiscent of E.T.), especially if that hole were under some difficult platforming challenge. However, if you fell into the underground cave levels, and in fact the only time you could fall into a hole it sent you to the cave levels where there are different things to do, then it would be cool. Fail at one thing, and you get something else. You could even have lava down in the caves, but if you hit it Mario burns his butt and it shoots him to the surface level.
You get the concept here? With no dying, you're guaranteed to have boredom come up unless there was also no ultimate failing. What I mean by ultimate is that you end up somehow trying to get back to where you're even playing a game again (the situation you're trying to avoid by taking out dying). The world would have to be a complex matrix of underground/ground/air challenges, so when you lose at one you end up within another. Facing failure, you always have the option of tracking back to the one you were working on (with occasional lava/cannon/falling shortcuts), or taking on one right before you.
BowieZ said:Did you read the majority of the OP? The world would be designed in such a way that it is ENTIRELY platforming. It's not an open world idea, again. It's classic Mario platforming transplanted onto a spherical surface resembling Mario's home planet.
Imagine the very original SMB but imagine playing it truly from Mario's perspective, inside a REAL 3D world that doesn't have arbitrary pauses in game play.
Another famous piece of artwork with the concept alluded to in the background:
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Basically, Super Mario Galaxy but on ONE planet (well, with a Raphael the Raven moon, too)
Dice said:Now we just have to kidnap Miyamoto and make him do this.
Yeah, except Super Paper Mario has a hub. I'm sick of hubs. Oh, and minimal interacting with characters. No, it's not meant to be anything like an MMORPG:gamergirly said:So a continuous Super Mario Galaxy where you don't enter/exit stages but continue to get powerups, interact with characters, and jump into and out of pipes? But that would be like having a gigantic Super 3D Paper Mario in many regards.
That's where creativity, and Miyamoto's head, comes into play.gamergirly said:I don't know how you could do something like that. It still has a MMORPG feel to it. The only difference would be the platforming and Mario Universe
I compleeetely agree. I want a 3D game that has seamless transitions between its short bursts of creative platforming frenzy. And that's where people are being misled by this Open World idea. The idea isn't to highlight the separation between levels, it's to do away with them COMPLETELY. In other words, you could platform yourself from the very beginning of the game to beating Bowser at the center of the planet without being interrupted AT ALL. No level loading and map screens and hubs and overworlds and underground loading and RPG chitchat and blah blah blah.The Blue Jihad said:Seems to me the interest in an open-world feel for a Mario game is more a response to the stop-start-stop-start nature of SMG rather than a real desire for open-world Mario gameplay. [...] SMB3 never had any star-gathering to do. So you merely selected the level from the map screen and played. Get to the end, hit the block and you're done. Back to the map screen. You didn't have to contend with cut-scenes, with collectathon quests, with anything. It was just you, Mario, the level, and the exit. Progression and pacing in SMB3 were almost completely seamless. Not the case with SMG.
So I want to see future Mario games do away with stars completely. Just outright remove them. Ignore them. They're pointless from a gameplay perspective. The joy of Mario platformers is not the star-carrot at the end; it's the level itself. The levels are the stars of the games, so we don't need an actual star at the end of the level.
You clearly didn't read the OP or the thread. Open World is not necessarily synonymous with non-linearity.Always-honest said:no.
and open world is stupid mindless gaming anyway. fuck thet elitist nonsense.
give me good lineair gaming please with a tad of freedom.
BowieZ said:Observe this Japanese cover for Super Mario World:
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What if the next major Mario game (after Super Mario Galaxy 2) actually combined the gravity/spherical physics system of SMG/2 with the more basic idea of 8 interconnected lands (i.e. SMW) and made the above concept image a reality? . . .
Literally, a Super Mario WORLD. Y'know? One that's sphere-shaped? Not flat. We're not 4th Century scientists, here, are we?
Imagine a massive Mushroom Kingdom planet -- with the Koopa Kingdom on the dark opposite side of the planet of course -- one that does Mario's home land justice. In Land 1, you'd be able to see the extra bright deserty Land 2 just ahead into the horizon (it's summer there), but also Land 3 to the east and Land 4 to the west, and perhaps the doom and gloom of snowy, mountainous Land 6 to the south, where the sun shines the least.
I introduced this concept in the SMG thread, but it was met with uncertainty, or criticized for being pointless, or that an "open world" concept doesn't belong in a Mario game. However, this is not strictly an "open world" concept. It's quite literally the opposite: a "closed world," in that the structure of the game would be basically as linear as any other Mario game (SMW for instance), traveling through 8 or more distinct lands, but that it is an actual WORLD, nonetheless.
Is this pointless? My argument is that this is the next logical leap for a video game (or, at least, one of the next logical leaps).
Isn't having flat lands surrounded by an invisible wall -- cliffs into oblivion, or into black holes, in the case of Galaxy -- outdated? Why not combine Galaxy's sphere-based gravity technology with larger expanses of land to create a "realistic" (for want of a better word) setting for platforming?
The benefits:
1. So long random off-screen infinity and bottomless pits! Because there'd be no bottomless pits to fall into, one could conceivably do away with a clunky "lives" system altogether. I've read many complaints about how lives and 1-ups and such seem pointless, so if you could make it so that Mario couldn't really die -- merely have his progress hindered -- then the game would become more streamlined. Imagine a platforming section where you're avoiding this giant chasm below, but falling into the chasm would simply mean you have to climb back up a series of platforms. If you were to lose health upon hitting the ground (a gameplay rule only established in Mario canon since 64), I imagine punishment would be that your speed or jumping height are temporarily reduced (admittedly more of an RPG-style gameplay mechanic).
2. Clunky level-selection hubs and overworld maps. I've read many complaints about Super Mario Galaxy basically burdening the player with 10 minutes of mission selection, and 10 minutes of saving and quitting, cutting down time one devotes to platforming fun. The good thing about SMB was that it just plonked you inside the game and you could begin platforming immediately. Gradually that has been lost. With a spherical Mushroom Kingdom planet, you can simply be plonked down in the middle of Land 1 (Grass Land of course) and by simply zooming out the camera from third-person perspective to bird's-eye view, you automatically have a "world map" at your disposal. You'd literally be moving Mario around the map screen, as it were. And once you make progress through certain areas, and pass through certain "'level' checkpoints," by zooming out you would be able to see those checkpoints highlighted and you can pick Mario up and drop him back down into the desired checkpoint area. It's your hub and map and actual gameplay all rolled into one. After you've cleared much of the game, you can point the cursor at the screen and rotate the planet (much like you can do in Galaxy's galaxy select screen) to select all the different lands and checkpoints that you've already visited.
3. Underground is now "through ground". Mario Galaxy 2 is already introducing the concept of the drillbit, and travelling THROUGH planetoids, but imagine the crazy fun network of catacombs and pipes that could be designed within the giant megaplanet. This also removes the concern of the planet's surface area being so big that you wouldn't notice the planet was spherical. If by having our favorite plumber have to venture through pipes into the underground as he's wont to do, that economizes space and makes the planet's surface less likely to be full of sprawling, poorly designed and poorly connected lands and empty corners. Of course this idea isn't just restricted to Mario, but I can imagine a pretty awesome boss fight against Bowser at the center of the planet, where he's up to his usual mischief, plotting some scheme. "Realistically," it would be full of molten lava and bizarre mind-bending gravity; a perfect and thematically appropriate locale for a tussle with our beloved arch nemesis.
Here's a really crappy concept image I whipped up:
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Except imagine it smaller in scale and with more Mario art style.
An artpad concept art I did (it's terrible, though) -- skip to the end:
http://artpad.art.com/gallery/?kl44n4skw78
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But of course, this is just my idea. Do you agree? Hate it? What ideas do you have for the next iteration/upgrade of the Mario franchise? What will/should the Mushroom Kingdom look like to you?
Firstly, Banjo Tooie basically has a hub world. Secondly, the layout is not SPHERICAL.upandaway said:Banjo Tooie
Unless I completely missed what you mean, in which case, I completely missed what you mean.
Oh, yeah, which game? I never necessarily said the idea of a spherical world had never been done before, but I certainly have never come across this type of physics before Super Mario Galaxy and I was under the impression it hasn't been used since, either.Team Vernia said:I think it's a great idea, though Jak and Daxter kind of did it a long time ago. Still, it would be a good direction for Mario I think.
Kaijima said:Pure unadulterated truth
datamage said:That, and I think Mario games should go back to the art of 'beating' a level, and not just collecting x amount of items. A nice return to SMB3 or SMW, with a deep emphasis on platforming.
What the fuck? There have only been two main series Mario games released since 1997. The series absolutely does not need to take a god damned break.BattleMonkey said:They should just let Mario franchise sit down for a while and not churn out so many of them!
Oh wait is that only applicable to anything that is not Mario or Zelda?
Chemo said:What the fuck? There have only been two main series Mario games released since 1997. The series absolutely does not need to take a god damned break.
And no, New Super Mario Bros doesn't count, and neither will NSMB Wii, because they're merely retro trips (I consider the "New" series a standalone thing).
Are you kidding me? Main series console Mario games, since N64, are Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, and Super Mario Galaxy 2.Regulus Tera said:This is the stupidest shit I've heard on this forum.
There is this Insomniac game... i cant remember the name though....BowieZ said:Firstly, Banjo Tooie basically has a hub world. Secondly, the layout is not SPHERICAL.
Oh, yeah, which game? I never necessarily said the idea of a spherical world had never been done before, but I certainly have never come across this type of physics before Super Mario Galaxy and I was under the impression it hasn't been used since, either.
What?!Kos Luftar said:I think Mario should retire, he is super boring.
Chemo said:Are you kidding me? Main series console Mario games, since N64, are Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, and Super Mario Galaxy 2.
New Super Mario Bros is not one of them, it's a side series in and of itself, like Paper Mario. Get over it.
amtentori said:No.
Galaxy is a better platformer than Sunshine or 64 because it was more linear. It was the first true 3d platformer.
Mario does not need to become an adventure game. There are still lots of ways to improve 3d platforming and Galaxy was a great start.
Chemo said:Are you kidding me? Main series console Mario games, since N64, are Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, and Super Mario Galaxy 2.
New Super Mario Bros is not one of them, it's a side series in and of itself, like Paper Mario. Get over it.
fixed.goomba said:Where should Mario go NEXT?
Super Mario Galaxy 2.
In Koizumi we trust.
AzureJericho said:Mario 64 > Sunshine > Galaxy> Galaxy 2 = 3D Flagships
gamergirly said:You dont think that Super Mario 64 was the first true 3D Mario platformer? :lol