The Other Worlds Shrine

Your place for discussion about RPGs, gaming, music, movies, anime, computers, sports, and any other stuff we care to talk about... 

  • If Super Mario Brothers was made in 2010

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #146215  by Kupek
 Thu May 06, 2010 10:14 am
The analysis for why such exposition wasn't necessary in SMB: http://www.auntiepixelante.com/?p=465

I think part of the problem with modern games might be the increased freedom. SMB had much less freedom than a modern 3D game. When the player has less freedom, it's easier to construct levels that push the player into a certain direction. Certainly, a first-time SMB player can avoid what Miyamoto set up, but it's not likely. The more freedom a player has, the more variables there are to contend with in level design, and the harder it is to nudge a player towards certain discoveries.
 #146216  by Lox
 Thu May 06, 2010 11:27 am
I think part of it is also that there is an expectation that no one will read the manual. In 1986 they expected people to do that. I've seen even simple downloadable games with in-game instructions.

I do agree with Kupek's point though. Games have gotten quite complex and open and players need initial direction.
 #146218  by Julius Seeker
 Thu May 06, 2010 11:58 am
The thing is, nowadays even games simpler than Mario require that sort of tutorial and help stuff in order to be certified on most platforms currently. Wii and DS standards aren't that rigid as they just require that the player is informed in some user friendly fashion (could be in instruction text, tutorial mission, or just available through some accessible hints option), and have some flexibility for "hidden features" which othe platforms do not. Many publishers require tutorials for everything.