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Thoughts on Super Mario Odyssey (No Spoilers)

🕑 Added 2017-10-30 08:36:05 +0000 UTC
Thoughts on Super Mario Odyssey (No Spoilers)

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Hi Mark, new patron here but I've been following your videos for a while. Great post, I've only just bought the game but I can't wait to get stuck in to exploring all the new worlds and challenges and other goodies. I would love you to make a video on this game, it would be a shame if you didn't as you're the defacto Mario youtube guru and Odyssey is probably the biggest Mario game in a decade. My suggestion for a topic would be a follow up to your 2015 video on "game feel", focussing on the design elements that make Odyssey so much fun to explore and how that is so vital in a sandbox-style game.

Hi Mark, late comment , but I think it might be a fun idea to do a video about differences in kind in games. You know, how do developers keep their games fresh and exciting? You could use Mario Odyssey as an example of that; There are so many different ways to collect power moons in the game that the fun of collecting them doesn't wear out (as quickly). You could use a variety of different games for a video like that, and also use examples of games that do this poorly with samey missions.

I'm rather anxious to get my hands on a Switch, but that's for later... *_* So, a video... something about games with wildly varying movesets/control modes? From description alone, the capture mechanic of Mari Odyssey reminds me of a GB game I got for the 3DS long ago called Avenging Spirit, in which you had to possess enemies to progress(as a ghost, you'd fade quickly from existence). Then you have the possession mechanic in Oddworld and some other minor examples(StarFox Zero's many modes? The Lost Vikings? Yoshi's Island's transformations) It's an idea.

Kyle Hinze

I'm absolutely loving it so far. I've been to most of the worlds at this point. My only slight negative critique so far is definitely the placement of some of the moons. I know you mention it a little in the post but I'd even rather have the number smaller and their locations more thought out than some of the randomly placed ones without additional content or anything. I found myself rolling my eyes at times when one was just placed under a bag of trash or something similar.

Didn't finish the game yet, but I love all the details in the game. Like, how the globe on the Odyssey make music when you continuously jump on it. Like, that's useless but so cool. And Mario animation are so expressive, it make the photo mode so coool.

Rich Stoehr

Great article, Mark... As I was reading, I couldn't help but think of No Man's Sky. Your description of Mario Odyssey reminded me a bit of that, but with a stronger design influence and better gameplay. Also, perhaps you need one of those mashup names: Markio, perhaps?

Danny Michaelis

Nintendo, the bastion of `The Helping Hand` is being a little cheeky with Mario. There's a post on Polygon showing a couple of hidden rewards for explorative gamers. <a href="https://www.polygon.com/2017/10/30/16570494/super-mario-odyssey-secrets-coins-exploits" rel="nofollow noopener" target="_blank">https://www.polygon.com/2017/10/30/16570494/super-mario-odyssey-secrets-coins-exploits</a> Nintendo has hidden literal stacks of coins throughout the worlds, way off the beaten path. These caches do not seem to be highlighted in any way. Meaning the only ways you could find them is through self-directed exploration or by seeing it on the internet. In the Breath of the Wild's "Breaking Convention" GDC talk, one of the key conventions the team wanted to target was "Answers on the Internet." "All the solutions to all the puzzles that you've painstakingly prepared for a dungeon are all made available on the internet"<a href="https://www.youtube.com/watch?v=QyMsF31NdNc" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=QyMsF31NdNc</a>#t=12m00s A lot of the puzzles they are referring to are not skill based like Mario's platforming challenges but looking at the post; I can't help but feel the Mario designers are coming from the same place of embracing the (positive) gaming culture on the internet. The first people to find the hidden treasure are probably speed runners looking for a shortcut or explorative platformers like Mark, looking for a challenge. The curious and talented are rewarded with the prize and then presumably share it on the internet, and like a game of HORSE the challenge is set, `Can you do what I did?` These may not be the most challenging maneuvers Mario has had to pull off but perhaps finding them will be a satisfactory reward. That, and the coins perhaps. The title of the post implies you are breaking the game, and while that isn't strictly true, To find these coins you have to engage with it as a game and no longer as a world. So the pile of coins doesn't feel like a reward for Mario's wardrobe, but instead, it feels more like direct congratulations from the Mario team. You have found them in this secret place, and the coins are their applause for you, not Mario.

Matthew Young

The moons in this are something between the blue coins of sunshine and the stars of 64 in amount/depth imo. Weirdest part is the 30+ you just buy from the stores for coins with a literal 20 you buy from just one store alone(normally 1), would be better to give one to cap off collecting all the purple coins for a level and buying everything at the purple coin shop. Personally I wish they would go full goofy open world and make a game based on the super mario bros 3 cartoon. I remember a power item collecting montage in one episode as a kid that still is my version of the mario world in my head.

ThunderRazor

I've been loving Odyssey but I feel it lacks the tight design from Galaxy and 3D World. It is the Kishotenketsu design I came to love. But I'm sure Nintendo isn't done with that.

Groovy Lemon

Great post! I've just reached the 4th world and enjoyed the ride thus far. I just love how having played all the previous Mario games makes you capable of anticipating many things in this one. But not in a "that was too predictable" way, but rather in a "I was so sure this would work, that's awesome" way. Like, you see the T-Rex, you KNOW straight away you'll be able to control it with your hat because you know Nintendo would not make you dream about the possibility without giving you the chance to actually do it. The game appeals to your imagination, makes you wish you could do this or that and then actually lets you do everything. That's amazing. I'd be curious to hear your thoughts on the 2P mode though. While the second player had almost nothing relevant to do in SMG, I appreciate the effort they made this time. Player 2 is truly able to do cool stuff with the hat and has just enough freedom to enjoy the experience. A friend of mine is playing it with his girlfriend and they are having tons of fun. So the effort deserves a little shout-out imo, but I'm curious to know what other people think.

One more thing I do wish the game had one more type of collectable, because I think it's dumb to get a moon for doing something awesome and just a random butt stomp in places in the world.

Game Maker's Toolkit

The game does have a certain throughline in most of the levels (some more than others - a later level is very linear, New Donk is very open). So, there's a progression of areas you'll pass through on the way to the boss - and there's some of this layering / evolution of mechanics in there. Especially with the creatures you can possess. So yeah, it's definitely different because of the sandbox nature, but I think you can still see elements of it in there. Enough to make sure each mechanic is taught to you, and explored in lots of different ways

Welp this just pinged my phone as I had finished the terrifying DLC for Alien: Isolation and was debating a bit of palate cleanser of some Mario before bed here in LA. A great post! I've played a solid bit of the game this weekend and I found myself thinking much the same things... There are SO MANY moons, and hell I've just been in Toastarena for the majority of my playing thusfar (became very into finding the purple coins), and I gotta say.. it looks and plays great, and I'm certain I had a smile plastered across my dumb face the whole while, but I definitely felt the...limits of it? It feels like the game throws moons EVERYWHERE, and after finding 60-some across the first few stage it sorta diminishes the "wow" factor of it all. Geez after landing in the Lake I practically tripped over the 8 moons I needed to advance. The game seems to me a weird middle ground between the huge expanse of BotW, where still, on my second playthrough and 90someodd hour with it, I'm finding new amazing things about the game. After spending about 5 or so hours running around the desert in boxer shorts, I can't help but feel a little... underwhelmed? But I suppose I'm comparing apples to oranges. "Sanndbox" is relative! Then again..jeez I've only seen 4 levels and here I am complaining about a beautiful, bright game with a totally amazing photo mode. Anyway Mark great post and exceedingly escatsic that I get to support your work. Cheers!

I was thinking about your 4 part level design video and am wondering if this game loses that design idea in favor of exploration.

Game Maker's Toolkit

also, like military titles, the plural of bullet bill is "bullets bill"

Dan Root

I never knew the plural of goombas was "goomba". Interesting. Also, what wth Breath of the Wild, is Nintendo's new thing just to put LOADS of stuff everywhere?


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