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Super Mario Maker's level creation tools unlock slowly over 9 days

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  • Super Mario Maker's level creation tools unlock slowly over 9 days

    Why can't game makers trust players with the entire game immediately?

    By Kyle Orland


    Nintendo/YouTube

    Next month, plenty of Wii U owners will surely be as eager as we are to dive into Super Mario Maker's level creation tools to build the complex, detailed Mario levels of their dreams. It seems those users will have to wait a few days before they're able to fully appreciate everything available in the game, though.

    A new Super Mario Maker trailer, released today, mentions that level-builders will "only start with the essentials," meaning a set of eight blocks and four enemies shown on the top row of the image above. A further 48 level elements will unlock slowly, over nine days, provided you play for at least five minutes the previous day.

    That means, if you play a bit on Friday, you'll get anywhere from three to eight new elements to play with on Saturday. So, no matter how much you play, you won't have the full suite of 60 level editing tools until nine days after you get the game in your hands, according to the trailer (barring any kind of system-level date-setting trick that we don't know about).



    The trailer tries to spin this as a positive way to ease in "the uninitiated" who may find having 60 mix-and-match level creation elements "a little daunting" right off the bat. Frankly, we find that argument a little baffling. A "beginner mode" tutorial could have easily offered limited initial choices for those overwhelmed Mario newbies, while still allowing aged Mario veterans to dive into everything the game had to offer immediately.

    You could argue that slowing down the unlocks will force players to really dig in to the limited options they have at the outset, leading to more carefully considered levels being shared online. But we think it will just lead to less interesting levels being posted during the first week or two that the game is on store shelves, as we all collectively wait for crucial elements like invisible question-mark blocks, music-note blocks, Thwomps, Yoshi, and more to come out of hiding.

    We've argued vociferously in the past that developers should stop being cute with slow-drips of content and simply unlock everything available in a game from the start if the player wants to access it. This is a problem that has continued to get worse as time has gone on. In January, 2K announced that players who pre-ordered Evolve on Xbox One would get instant access to five characters that other players would have to unlock by spending time playing the game. It's as if the publisher realized there's no valid, game play-enhancing reason for withholding these characters from the outset, but figured that they could milk a few more pre-orders by making their instant availability seem like a "reward." Why shouldn't that kind of availability be the default instead?

    We're still pretty excited for Super Mario Maker, especially with newly revealed features like a music/sound effects editor and in-level background animation cues. But hiding the full set of level customization options behind a slow drip of daily unlockables is the first sour note in what otherwise seems to be a sweet package.
    Last edited by dlevere; 08-13-2015, 02:18:58 PM.
    The Hackmaster

  • #2
    This game looks pretty awesome tho. Have to wonder what kinda courses people are gonna come up with.

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    • #3
      How Super Mario Maker will avoid overwhelming new players
      The Hackmaster

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      • #4
        This is a dumb decision. Can't they just put a "beginner mode" and a "expert mode" or whatever to avoid this ? That's just plain stupid.

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        • #5
          Nintendo speeds up Super Mario Maker's onerous 9 day unlock cycle

          Day-one patch lets you use all level-building elements in a matter of hours, not days.

          By Kyle Orland


          Expect to see this message much more quickly now that Nintendo has patched Super Mario Maker.

          Good news for those of you planning to play game designer with Super Mario Maker when the game is officially released tomorrow. It seems you'll now be able to play with the game's entire suite of level-making tools within a number of hours rather than having to wait for those elements to be unlocked over nine days as had been previously announced (and as we poor reviewers had to do).

          Members of the press who have received an early retail copy of the game today are reporting the existence of a downloadable Version 1.01 patch that changes the "condition(s) for increasing the amount of useable parts (in the level editor)." Set packages of level design elements now seem to be delivered automatically based directly on your play instead of on the previously set daily schedule controlled by the system's internal calendar (and short daily play requirements).

          The specific timing of the unlocks seems a bit variable; some are reporting new unlocks every fifteen minutes while others say it takes closer to two hours to trigger a new delivery. The pace might actually be controlled by the number and type of level elements you place rather than a strict adherence to the clock.

          Regardless of the specifics, the net result is that it now seems possible to easily unlock all of Super Mario Maker's tools with a few hours of tinkering rather than having to wait for the calendar to roll over (or forcing the issue with some OS clock manipulation). That's great for anyone who wants to make complicated levels from the outset, but it's also welcome news for players who just want to see a wider variety of levels shared online during the early post-launch experimental period.

          While we'd still prefer that everything be unlocked immediately, this seems like a good compromise. Level makers are now forced to practice briefly with a more limited palette before moving on to face an imposing wall of potential elements to learn.

          We didn't mention Super Mario Maker's slow unlocks in our rave review of the game last week because it seemed like a temporary annoyance for a game we can see ourselves coming back to for years (and one we had already addressed quite directly). Still, it's nice to see Nintendo taking steps to limit that annoyance based on early feedback.
          The Hackmaster

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          • #6
            I just got this for my kid and had a go with it and I'm impressed and had fun playing the user created levels.
            Spoiler Alert! Click to view...

            THE BAD GUY!!!!!!

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