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Creativity and NSMB - how would you design the next multi-platinum game? [roundtable]
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Let's talk creativity and the NSMB series - is it possible to be classic, 100% accessible and truly innovative at the same time? --- Back in 2004 Nintendo released the NES Classics series on the GameBoy Advance to surprising sales. The original Super Mario Bros. stood out as the highlight among these thirty games. It was released again the following year in a special edition and sold nearly another million copies. A 20 year old game, was still massively popular. Cue lightbulb. This moment of realisation came at a time when Nintendo was struggling for market share more than ever before, and was probably responsible for spawning two things; the virtual console on the Wii and the birth of New Super Mario Bros. That arrived first on the DS in 2006, then on the Wii in 2009, and we're seeing new entries on both the 3DS and the Wii U this year. Each of those games is, or will be, a multi-million seller. Watching this new 2D series develop has been an interesting lesson in creativity VS tradition. The NSMB series is advertised as "classic Mario" and when Nintendo says that they're not kidding around. Each game is visually crisp, the level design and controls are polished, they ape the original game like well-oiled machines, reprising a few elements from the later NES and SNES games and even adding a few new, unobtrusive ideas, but they stick doggedly to the simplest, most accessible form of Mario platforming. Despite the high quality these games are the definition of predictable. It's ironic that by setting out to satisfy the massive demand for "traditional" and "familiar" Mario gaming, Nintendo has ended up at odds with the spirit of the orginal 2D games, each of which had a magical X-factor that made them unique. The original Super Mario Bros. games each introduced bold new ideas : The NSMB series is much harder to distinguish between, and not just because they look similar: NSMB is derivative, not innovative, but is that an insult or a necessity? Is Nintendo choosing financial reward over creativity, or are they just creating classic Mario for the most amount of people? It's a balancing act, for sure. One game per system isn't really overkill, and so long as we're getting our Galaxies and 3D Lands we're not really in a position to complain. Nintendo Tokyo have taken the mantle of the series, the responsibility of saying that Mario games should be visually surprising and inventive. NSMB is less ambitious... Can you pitch a 'true' old fashionned Mario game that's also full of innovation? Something that will seem familiar to the people who stopped playing after the SNES and never scare them away? I think Nintendo will have to try harder to do that from now on, and I have some ideas of my own, but I'm curious what you guys would do with the next game. If anything is a roundtable, this is! -ZeroURL to share (right click and copy)
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09/04/12, 19:15 Edited: 09/04/12, 20:38
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@InfinitywavePaper Mario is a great example of bringing cool new elements to Mario's world. In the two RPGs, Mario fights a Ninja Turtles-esque group of Koopas, stops an "invincible" Spike who has an appetite for Boos and whose weakness is his disembodied Heart, and visits crazy locations like a toyland ruled by Shy Guys, a black-and-white forest full of tiny weird-looking armies, a coliseum with a blowhard champ and a whodunit mystery, an eerie twilit village where a villain steals Mario's personality and you basically play as Mario's shadow, a luxurious train ride to a posh neighborhood, complete with a mystery, and a trip to the moon. Granted, a lot of these scenarios require the extra narrative elements for the full punch, but why can't the sidescrolling Marios have this kind of creativity in their settings |
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TriforceBun said: One other note on bosses--why are the platformers restricted to just a handful of characters these days? What's so taboo about bringing back Wart (or anyone from SMB2 besides Bob-Ombs), Tatanga, using Wario and Waluigi, or even the RPG characters? Nintendo drives me crazy sometimes.
This. It would be cool to bring back some of the experimentation of the non-Miyamoto/Tezuka EAD quadrology games. Super Mario Land 2: 6 Golden Coins fits the Mario brand perfectly. It plays exactly how a Mario game should, and all the usual mechanics are there, but it has it's own unique identity. You're not just going over the usual grasslands/desert/ice/lava worlds to rescue Peach from Bowser, but you go into space, a giant robot Mario, a distinctly Japanese haunted house, you fight tons of unique enemies (and familiar ones) and bosses like the Three Little Pigs. This all leads to a final showdown with Wario, one of Nintendo's greatest characters. Or heck, bring back the sudden shmups of Mario Land 1, or the puzzle platformer elements of Donkey Kong '94. Something like that would go a long way in restoring the vitality of 2D Mario. |
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The qualifier "true old-fashioned" really, really hurts a creative attempt. You've instantly put the thing inside such a tight box that it's going to be really rough to stretch your imagination. Instead we can only change art, or maybe add a few power ups. Otherwise it's not going to feel old-fashioned. Now Mario Sunshine, that was a creative Mario attempt. People flipped out, but wow did it finally push things. I'm not sure if there's ever been as creative of a Mario game, minus maybe Mario 2 which wasn't even a Mario game outside the US! Still, given the lack of popularity of Sunshine, is it any wonder we get the cookie-cutter stuff? Let's have a real creative discussion where we DON'T force things into the traditional box! Then we're talking. Sure, it can still be a 2D side-scroller, but if we open up the lid of the box and explore outside a little more, that's where the coolest ideas will lie. Otherwise you're talking about another new paint-job and maybe an elephant-styled mushroom that gives Mario a trunk to whip enemies with. The early Paper Mario games, I think, had the best creativity going for them. They really tried some amazing new things, from story to style to abilities. Totally agree with @Wellsy529 to bring back Mr. L! |
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@J.K. Riki The GameCube itself wasn't very popular (sales-wise), so it's tough to say whether Mario Sunshine didn't sell GameCubes, or GameCubes didn't sell Mario Sunshine. Either way, the game is still one of the GCN's best-sellers (third I think), so it was certainly a successful game in its own right. The problems with Super Mario Sunshine aren't the ideas though, it's that the game lacked polish. The controls are wonky, the camera is wonky, and about half of the shines involve collecting coins, making a lack of variety. People can accept new and creative ideas, but it's gotta be something solid; Sunshine wasn't. That said, people can have a tendency to reject the new and pine for the familiar, people don't know what they want until they see it, and all those clichés. Nintendo employees have a very tough job, something I try to not forget. |
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