Post by Banzai Bill on Aug 26, 2012 21:55:33 GMT -5
When Mario platformers jumped to the third dimension, there were many who yearned for a classical throwback to the 2D Mario sidescroller. After that wish was granted in 2006's New Super Mario Bros., Nintendo executives must have been surprised by the financial success that was. Not only is 2D Mario consistently alive today, but even the 3D adventures have been designed more like the 2D ones. Super Mario Galaxy and Super Mario 3D Land are more like 2D platformers with a z-axis than the open-world exploration of Super Mario 64 and Super Mario Sunshine. Now, it seems like the opposite has happened; Mario fans are hungry for a 3D platformer that allows players to explore a sandbox world without a confined path. Can Nintendo go back to exploration-based 3D platforming like they went back to classic 2D platforming?
Let's be realistic: look at the financial success of Super Mario 3D Land. Nintendo is a business looking to make a profit. It wouldn't make sense for them to make a mass-appealing Mario game for a niche audience. So let's just say that the next 3D Mario platformer will follow 3D Land's "2D platformer with a z-axis" mentality. With this in mind, I think the developers can still incorporate exploration elements into the game design. Just imagine a 3D Land sequel where, after you finish a "2D platformer with a z-axis" action level, you go to a 3D overworld rather than a map screen. Let's use Bob-omb's Battlefield. Instead of running around looking for Power Stars, you'd be exploring the battlefield, looking for Warp Pipes that would lead you to the next "2D-like" action level. And if you beat Koopa the Quick in a race, he'd give you a portion of a Warp Pipe--find them all to create a new pipe to a new level.
Now, I know some of you are already objecting to the probability of this. Look at Super Mario Galaxy 2; the game designers moved away from a hub to a map screen. Why would they suddenly turn back now and alienate casual players who might get hopelessly lost in huge 3D overworlds? Well, Nintendo consoles and handhelds have something now that they didn't always have before: a touch screen. Imagine if the touch screen served as a map. After finishing a level, you can just tap the icon and instantly warp to the next level. Exploring the 3D hub or overworld would be optional: you could get through the "main game" without doing any exploration. But those who choose to step out and explore would be rewarded with secret, harder levels and 100% completion. Nintendo could even play with players' psychology to encourage the casuals to explore. Imagine a forest world with a giant temple in the middle. All the levels on the map would be forest levels surrounding the temple. But what is in the temple? What secrets or danger may lie inside? It wouldn't be on the map; curious players would have to step out of their comfort zone to enter the temple and find out for themselves. But hey, if they ever get lost or too confused, they could always tap the map screen and get warped back to familiar territory.
These are just a few thoughts in my heads on how Nintendo could merge nonlinear 3D exploration with more 2D-minded action levels. Do you have other ideas? How else could Nintendo re-explore 3D Mario?
Let's be realistic: look at the financial success of Super Mario 3D Land. Nintendo is a business looking to make a profit. It wouldn't make sense for them to make a mass-appealing Mario game for a niche audience. So let's just say that the next 3D Mario platformer will follow 3D Land's "2D platformer with a z-axis" mentality. With this in mind, I think the developers can still incorporate exploration elements into the game design. Just imagine a 3D Land sequel where, after you finish a "2D platformer with a z-axis" action level, you go to a 3D overworld rather than a map screen. Let's use Bob-omb's Battlefield. Instead of running around looking for Power Stars, you'd be exploring the battlefield, looking for Warp Pipes that would lead you to the next "2D-like" action level. And if you beat Koopa the Quick in a race, he'd give you a portion of a Warp Pipe--find them all to create a new pipe to a new level.
Now, I know some of you are already objecting to the probability of this. Look at Super Mario Galaxy 2; the game designers moved away from a hub to a map screen. Why would they suddenly turn back now and alienate casual players who might get hopelessly lost in huge 3D overworlds? Well, Nintendo consoles and handhelds have something now that they didn't always have before: a touch screen. Imagine if the touch screen served as a map. After finishing a level, you can just tap the icon and instantly warp to the next level. Exploring the 3D hub or overworld would be optional: you could get through the "main game" without doing any exploration. But those who choose to step out and explore would be rewarded with secret, harder levels and 100% completion. Nintendo could even play with players' psychology to encourage the casuals to explore. Imagine a forest world with a giant temple in the middle. All the levels on the map would be forest levels surrounding the temple. But what is in the temple? What secrets or danger may lie inside? It wouldn't be on the map; curious players would have to step out of their comfort zone to enter the temple and find out for themselves. But hey, if they ever get lost or too confused, they could always tap the map screen and get warped back to familiar territory.
These are just a few thoughts in my heads on how Nintendo could merge nonlinear 3D exploration with more 2D-minded action levels. Do you have other ideas? How else could Nintendo re-explore 3D Mario?