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Old 03-09-2014, 07:46 PM   #1
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White Tanooki Suit

I just finished Super Mario 3D Land (well, the first half of it, on Special World 2 now). I thoroughly enjoyed it, it's actually up there with my favorite Super Mario titles.

I've been out of touch with the Super series since Galaxy 1 truth be told. What's up with these noob friendly mechanics? Same with Super Kong in the new Donkey Kong Country games.

Granted, you have the option not to use it. But most little kids have little to no will power if a game offers them an easy way out. No wonder the iGeneration of gamers feels so entitled to win these days.
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Old 03-09-2014, 08:09 PM   #2
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Old 03-09-2014, 08:17 PM   #3
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I know right?
Plus these new games shower you with so many coins and free men it's impossible to lose, really. I didn't once get a game over.
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Old 03-09-2014, 08:30 PM   #4
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Old 03-09-2014, 08:49 PM   #5
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I don't think the point of these games are to be hard in the first place, but they could raise the amount of deaths required for white tanooki to appear though.
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Old 03-09-2014, 10:34 PM   #6
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Quote:
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I don't think the point of these games are to be hard in the first place, but they could raise the amount of deaths required for white tanooki to appear though.
Donkey Kong country was always sort of hard.

Anyway, my real problem with them is that kids are going to get frustrated and utilize them and they'll grow up sore losers forever and never get any better.
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Old 03-09-2014, 11:19 PM   #7
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This isn't a new mechanic.

Super Mario Bros. 3 had Lakitu's Cloud that could bypass entire levels. It also had the Music Box so you wouldn't have to fight any of the Hammer/Sumo/Fire/Boomerang Bros. on the map. And let's not forget the P-Wing that provided an endless supply of power to fly, provided you didn't get hit by an enemy while using it.

Super Mario World had Yoshi Wings, and while its level-skipping properties were disguised with a bonus level to collect coins/Dragon Coins, it was still present.

What's the difference, honestly? Yes, the White Tanooki Suit is presented to you after losing a set amount of lives in a level, but the game doesn't say WELP YOU SUCK MAJOR DICK AT THIS GAME SO TELL YOU WHAT WE'RE GONNA ASSUME YOU'RE 4 YEARS OLD AND FORCE YOU TO USE THIS.

Just like with all the other items, what it boils down to is choice. Players have a choice to use the White Tanooki Suit, or the Lakitu's Cloud, or the Yoshi Wings. And if they do, fine on them; there's a reason they put it in there. What everyone conveniently forgets is that some players don't like dying repeatedly until they finally reach the end of the level, and if they have no way out, why keep playing? You just lost a player and a future customer. These insta-wins are, in my opinion, the developer's way of saying "look, you may want this, you may not. I'm not gonna tell you what to do, but you died a lot and to keep you from getting more frustrated, we want to give you this to go forward and enjoy the rest of the game."

Nothing about any of this puts a gun against the player's head and forces them to use it, but nothing about insta-wins tells the player not to try the level again when they've progressed farther in the game and have gained more skill.

The developers shouldn't be held liable for putting insta-wins in the game, since pretty much every single one I've ever seen is purely optional. And saying that it breeds poor skills sells so many players short. You can't say for sure that that's what insta-wins do to players.
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Old 03-09-2014, 11:45 PM   #8
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Quote:
Originally Posted by Nintenduendo View Post
This isn't a new mechanic.

Super Mario Bros. 3 had Lakitu's Cloud that could bypass entire levels. It also had the Music Box so you wouldn't have to fight any of the Hammer/Sumo/Fire/Boomerang Bros. on the map. And let's not forget the P-Wing that provided an endless supply of power to fly, provided you didn't get hit by an enemy while using it.

Super Mario World had Yoshi Wings, and while its level-skipping properties were disguised with a bonus level to collect coins/Dragon Coins, it was still present.

What's the difference, honestly? Yes, the White Tanooki Suit is presented to you after losing a set amount of lives in a level, but the game doesn't say WELP YOU SUCK MAJOR DICK AT THIS GAME SO TELL YOU WHAT WE'RE GONNA ASSUME YOU'RE 4 YEARS OLD AND FORCE YOU TO USE THIS.

Just like with all the other items, what it boils down to is choice. Players have a choice to use the White Tanooki Suit, or the Lakitu's Cloud, or the Yoshi Wings. And if they do, fine on them; there's a reason they put it in there. What everyone conveniently forgets is that some players don't like dying repeatedly until they finally reach the end of the level, and if they have no way out, why keep playing? You just lost a player and a future customer. These insta-wins are, in my opinion, the developer's way of saying "look, you may want this, you may not. I'm not gonna tell you what to do, but you died a lot and to keep you from getting more frustrated, we want to give you this to go forward and enjoy the rest of the game."

Nothing about any of this puts a gun against the player's head and forces them to use it, but nothing about insta-wins tells the player not to try the level again when they've progressed farther in the game and have gained more skill.

The developers shouldn't be held liable for putting insta-wins in the game, since pretty much every single one I've ever seen is purely optional. And saying that it breeds poor skills sells so many players short. You can't say for sure that that's what insta-wins do to players.
You made some good points, but I can't say I fully agree with those last couple sentences. True, gamers like you and I, and most people on this site were offered such mechanics, but not on a silver platter. And we didn't quit gaming over it.

My grievance isn't so much jealous that these new gamers have it easy as it is the effects it has on them and their sense of entitlememt to victory. Too many gamers online don't know how to take a kill/loss like a man. That's why rage quitting is such an epidemic.

From a business standpoint it makes logical sense that long as they keep winning they will keep coming back, but it isn't as rewarding-feeling in the long run. It's just satisfying the need for insant gratification.
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Old 03-09-2014, 11:54 PM   #9
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Quote:
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You made some good points, but I can't say I fully agree with those last couple sentences. True, gamers like you and I, and most people on this site were offered such mechanics, but not on a silver platter. And we didn't quit gaming over it.

My grievance isn't so much jealous that these new gamers have it easy as it is the effects it has on them and their sense of entitlememt to victory. Too many gamers online don't know how to take a kill/loss like a man. That's why rage quitting is such an epidemic.

From a business standpoint it makes logical sense that long as they keep winning they will keep coming back, but it isn't as rewarding-feeling in the long run. It's just satisfying the need for insant gratification.
I think there's something more underlying about rage-quitting than not being able to take the loss like a man. If I'm getting frustrated, I'm gonna turn my game off. Better to shut off the source of my immediate stress than forge on, even if the cost for doing so is loss of reputation among fellow online players and any online EXP points I rack up during online play.

Instant gratification is all fine and well, but like I said it's up to the player how the handle themselves after using the insta-win. Do they eventually go back and overcome the obstacle on their own, or do they play on? I don't find fault with either decision they choose.
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Old 03-10-2014, 03:07 PM   #10
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