Incredible Is The Internet Bad At Super Mario Maker? | Game/Show | PBS Digital Studios

Is The Internet Bad At Super Mario Maker? | Game/Show | PBS Digital Studios

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On Today’s Vlog, Jamin shares his thoughts on recent criticisms of Super Mario Maker. Are bad levels ruining Super Mario Maker? Or is this just a part of the learning process in making a meaningful game? Check it out!

Michael Thomsen, Washington Post:

Brendan Keogh:

Patricia Hernandez, Kotaku:

Your Level Has No Chill:



Hard Levels:

Goldberg level:

Crazy Level:


Hosted by Jamin Warren (@jaminwar)

See more on games and culture on his site:
Is The Internet Bad At Super Mario Maker? | Game/Show | PBS Digital Studios

31 Replies to “Incredible Is The Internet Bad At Super Mario Maker? | Game/Show | PBS Digital Studios”

  1. To me is not just the ability to design the levels, there is also the ability to play the game. What may seem easy and straightforward for Mario veterans might be impossible and frustrating for the rest. So even if your level feels like an actual Mario level that could have been in any official game, if is played by unskilled gamers then it will be skipped and forgotten in favor of popular levels that anyone can beat like automated/music/easy to reach the end levels.

  2. The Wii mod "newER super mario bros wii" is 10000 times better than the original one on the Wii, so… at least some people are better at making Mario levels than Nintendo themselves.

  3. if guys thing this stuff is something new and innovative you certainly wasnt around to play "Tim the incredible machine"

  4. Level design is an art in itself. To expect regular people to create excellent Mario levels with no experience is asking for a little much.

  5. While they give you plenty of ways to make a Mario level, it's definitely hard to get away from the "start on the left and move to the goal post on the right" formula, because every level has to have that as it's basis. I've enjoyed the creativity that people have found within those systems, but it is not the type of open sandbox of Little Big Planet. It just allows people to create levels similar to other SMB, SMB3, SMW, and NSMB levels, and usually crazier. Little Big Planet had a core game, but came with the creation tools, so didn't focus as much on making LBP levels, but on making many different types of games. However, I feel that the Super Mario Maker restrictions can lead to some fun and interesting level designs, where LBP seems almost too open, and harder to make something playable because of all the freedom.

  6. I have to say unexpected doesn't equal against the creators vision. Unfortunatly I haven't got a WiiU to play around with this but I have made simple plat form games in Fusion 2.5

  7. There are some unique levels that bend the physics of mario objects to fun and interesting puzzles that definitely fall outside of the traditional Mario formula.

  8. We had this argument regarding STEAM awhile ago, that with the flood of games it was difficult to find the games YOU wanted to play. STEAM has made great leaps in its' curation tools to address the issue, and Nintendo will need to do similarly to keep people interested.

  9. Super Mario Maker is an interesting idea, but I'll probably be more interested after people have been playing around with it for a while and it's maybe gone through any updates it needs or when/if Super Mario Maker 2 comes out.

  10. I don't expect most of the levels in Mario Maker to be worth playing the same way I don't expect most of the paintings in Colors 3D to be worth looking at. Making a level is easy. Level design is hard. Some skilled creators are going to make great levels that are fun to play. The rest are just going to screw around with tools, have fun, and, ideally, learn enough to become more of the skilled creators making great levels someday. And if they don't, oh well. The tools are the game.

  11. I made a level I figured would be simple and fun. It starts with a couple boxes (one with a Super Leaf), and you need to jump to some pipes with Piranha Plants spitting fire at you. There's a third pipe that's upside-down with the same thing, but a little low to make it so you need the leaf to get to the fourth pipe. There's a pit of pipes that you can just jump over, leading to a fairly safe spot with Winged Monty Moles coming out of pipes and in a big pit with a hole in it above you. You can actually just run through this part. There's a final part where there are some more Winged Monty Moles, but a four-high tower of springs (It was fun standing on them and watching the moles get pushed back as they try to get you. Then it's just a quick jump over a pit and you're at the goal.

    My friends couldn't beat it. They'd mess up the jump over the pipes, they'd wait until the Plants were down before jumping (when they'll just pop back up by the time they're there), they'd stick around to kill the Moles even after I said the pipe makes infinite ones, and this went on for almost an hour. "That's not fair! You can't make unlimited moles!" I set up the pipe to prevent people from just standing around. The goal in Mario is to get to the goal, not kill everything!

    They give me the controller and I breeze through the whole thing without getting hit. Then I'm called a cheater when I hover with the Super Leaf, which they did too. I made the level to be EASY! Obviously if I put in a power-up I expect the player to take advantage of it. What, was I supposed to design a level you can breeze through without the Super Leaf and just give it to you at the beginning for no reason?

    I want to make fun levels, but that's way harder when the people who would otherwise be testing those levels are so bad. I got the game with the intent of making fun levels to play with my friends, but if they suck too bad at the game mechanics to begin with, then I can't make fun levels for them!

  12. As many have said, level design is really difficult, and sometimes it can get to the point where the designer actually just becomes detached from understanding how hard the level truly is. It's why game testing is so important. I'll give a few examples.

    The first mario level is one you have discussed before, which was specifically designed to teach the player as easily as possible about a multitude of mechanics. It puts you against certain enemies, it teaches you through your own actions, showing how break blocks and how to kill characters and how they can kill you. It was very thoughtful design.

    Meanwhile, the Journey post mortem at GDC explains That Game Company had to extend production by about a year to help finalize the ending of their game, trying to figure out how long they should take before the player finally collapses to make sure the character isn't frustrated from a sudden drop or bored from how long it takes.

    Lastly, one that's a bit more personal. A guy at my university ran a study on different ways of perceiving depth in games, varying from stereoscopic 3D to drop shadows in hopes of determining what was most effective. He had designed a game in unity so that he could easily alternate the settings, which was fine and dandy. However, he had chosen some of his hardest levels, which he had played to death. It took me almost two hours because he went from a tutorial to extremely difficult levels that to him were totally fine, but to others, took an extensive period of time to get just right. Aside from me, there were no other women he knew that could run the study and complete the levels so my data was scrapped to avoid a lopsided amount of men and women playing. The levels were okay, but again, they didn't really allow for much learning. There is definitely a balance that is needed to help ensure that levels are the correct amount of difficulty.

  13. There are 1 mil copies of super Mario maker sold and about 2.1 mil published levels. Thereby most of those levels are probably made by new players. This could be a reason for the bad levels.

  14. on the bright side, it would be an encouragement to game design through a simples tool. It's like sparking a flame to starters and maybe, create some real game designers in the future. Sturgeon's Law will apply, but the 10% may be worthy.

  15. I spend a lot of time and brain power on my levels to make them memorable and difficult, but not impossible. I want people to play and enjoy my levels, and I want them to see that not all the levels you end up with in the Mario challenges are garbage. Auto Mario levels were fun at first, but now they just make me yawn as I wait for them to finish so I can move on.

  16. Over complicating it, it is simply inexperience with level design for platformers. They will improve as those users get more experienced with it.

  17. Design is a learned skill. Anyone can use crayons, but it takes time, effort, and discipline to move beyond stick figures standing under a smiley-face sun. With a subject as popular as Mario offering a way to be creative, most of what you get from people is just raw enthusiasm to create something with no concept of how to go about it effectively.

  18. how are you finding it in comparison to other games with a big map making focus/element (LBP, forge in halo, etc.)?

  19. SethBling's (usually minecraft) has been making some rather interesting levels. With focus on design and having a reasonable difficulty curve.

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