[ad_1]
I played Super Mario Maker 2 almost every night since the game was released last week and I've had some really fun and well done levels. But I have also noticed an annoying trend in many courses designed by the players. It seems that many level creators download levels without any control points.
Maybe some creators forget to put a checkpoint in their levels? Or they do not know how? Or they do not think their level needs it. Whatever the reason, I find several levels in Mario Maker 2 more boring and tedious because of the lack of checkpoint flags. Which is a shame because some of these levels without a checkpoint are filled with great platforms, action and puzzles. But I can not always see the end of these levels because finally my patience is exhausted. After having died several times and having resumed a long or difficult journey, I will move to another level.
I understand that I do not put checkpoints in troll levels or in the crazy and evil levels of some. It is by design that these levels are extremely hard and boring. These courses are handcrafted to scream and rage players. Personally, I do not like playing these courses, but I understand their attractiveness and popularity. I do not want people to think that I'm removing this part of the Mario Maker community. Keep doing your nightmare levels infernal, people. I will not play them, but I will look at others with joy!
However, I think most custom courses Mario Maker 2 do not try to be naughty. Most of the levels I have played seem to be designed to be fun, challenging and exciting. Mario levels. These levels are my favorite when someone has a great idea of a mechanism or theme. Unfortunately, many of these levels are downloaded without any checkpoints, which can complicate their completion.
Part of the problem is that many creators download levels with peaks of difficulty that can cause repeated deaths. With a checkpoint, these stumbling blocks, such as a hard jump or a pack of deadly enemies, can be less frustrating to play. Without checkpoint indicators, however, any part of your level a little more complex than the rest of the level can cause players to die and force them to restart from the beginning of the course.
And watch others play Mario Maker 2it becomes clear that most players do not do it. After three or four deaths, they leave or skip the level and move on. I know that I will usually give a level three deaths and then, unless it is really cool or fun, I'm going to move on. There is an infinite and ever-increasing number of levels to play in Mario Maker 2I do not want to waste too much time on something that bothers me.
I'll be the first to admit that I'm not the best Mario player in the world. Sometimes I get stuck on pieces that other more talented players might never think of. For these Mario-masters, checkpoints are worthless because they rarely die and are quickly finished with most levels.
But players also need to remember that many players are more like me or even less adept at playing. Mario Games. The switch is an extremely popular console, Mario the games are selling well and the kids love to do things. All of this means that the audience is playing Mario Maker 2 is not as qualified as you think. The addition of checkpoints can therefore be a great way to help them take your course.
Think of it like this: you have spent hours or even days perfecting and refining your level. You've added tons of detail, hidden areas, secrets, massive jumps and a big boss fight at the end. Finally, you download it, but since you did not include checkpoints, all the work you put into your level may not be seen by much of the community, because it must do everything in one place. one time. And for many, it's too much to ask and they will move on.
Now, if you built this level to be boring and difficult, it works as expected. But if you wanted a lot of people to finish and like your level, the lack of control points will be a huge problem for most players.
In addition to being a way to help low-skilled players manage difficult courses, checkpoints are also a great tool for reward and stimulation. As you increase the difficulty of a course by adding more difficult jumps or more enemies, players will be more and more stressed and nervous. A checkpoint after a particularly difficult challenge is a great way to push them to exhale, to smile and to feel that they have progressed. For long levels, a few control points can be spread across the course, allowing the level designer to control the pace and intensity of the level.
All levels do not need control points. As mentioned earlier, some levels are designed to be extremely difficult. Other times, you may be doing a level where players hear a song you've composed or some other kind of gadget. And very short levels can usually avoid using checkpoints.
But most standards Mario levels could certainly benefit by adding a single checkpoint. They help make the course more accessible to more players, they add a pleasant feeling of stimulation and tension relief and ensure that players really see the whole journey you have spent long hours building .
[ad_2]
Source link