Oh good. This thread continued. There were a few more points I wanted to respond to but I didn't want to double post and keep feeling like I'm taking over the conversation. Anyways, first to this point:
Well, during the 8-bit era, you'd have a point (except for the idea that Nintendo couldn't rely on their past ideas as much, though it didn't really stop them from porting in their arcade titles and rehashing them on the NES and the other way around). But the 16-Bit era? Come on! Super Mario Kart? Super Mario RPG? Mario Paint? Super Mario All-Stars? Yoshi, Yoshi's Island, Yoshi's Safari, Yoshi's Cookie? Super Metroid? Zelda 3? Donkey Kong Country trilogy? Kirby, Kirby, Kirby?
Anyone who thinks Nintendo didn't run their franchises into the ground during the SNES era either has their head in the ground or was too sidetracked playing all the great SNES games to notice.
Yes, they did release a lot of games under a character's name put most of those games were different from each other and stood on their own except for the Donkey Kong trilogy. All 4 Kirby games were different from each other. None is a sequel of the other. Yoshi wasn't released on the SNES. Just the NES and Gameboy. The other games were all unique and Yoshi's Safari was to help sell the SuperScope attachment and the general attitude is you have to have a Mario Game at launch to succeed. Moreover, gaming was still growing. I never owned an NES growing up. I had a couple friends who owned one and I experienced a few hours here and there playing it but I hardly logged on that much time. The first system my parents bought was the SNES so everything on it was new. So, if I found Super Mario World amazing and I saw another game with Mario called Super Mario Kart, I was going to rent it and try it. And if I was blown away by the graphics and gameplay of Super Mario Kart, I'm going to try this Super Mario All-Stars. What? Not only does it have Super Mario Bros., one of the few Mario games I played on the NES, it also has 3 others? This is incredible. They're making a Super Mario World 2? No way. I'm so getting that. And so on and so on. Having a character in multiple games isn't a bad thing since it helps people who are new to gaming maybe try something they might not have without that name/facial recognition. It's a necessary part of the business. But, at least it seemed more of an effort was made in each sequel to differentiate it.
I know everyone and their dog has gone on about the NSMB franchise being cookie cutter. But it's the fastest way to illustrate the point. At the end of a Super Mario Bros. level, you generally jump on a flagpole. At the end of a Super Mario Bros. 3 level, you enter black space and jump to hit a flashing card. At the end of a Super Mario World level, you try to hit a moving goalpost bar. At the end of a Super Mario World 2 level, you jump through a hoop of flowers.
At the end of a New Super Mario Bros. level, you jump onto a flagpole. Ha! That's great! I hadn't seen a Mario level end like that since the original. Well it is "NEW" Super Mario Bros. What a fun little throw back. At the end of a New Super Mario Bros Wii, New Super Mario Bros 2, New Super Mario Bros Wii U, and Super Mario Land 3D level, you end it by jumping on a flagpole. Seriously?! 4 more games later and you haven't thought of a single new idea to signify the end of a level? You couldn't even bother to reference another games ending even at this point? Is it always going to be flagpoles from now? There's not a single designer in the whole company that can think of a simple new little twist to end a level? That's the problem I have with the NSMB series. I don't mind a reference to a past game IF IT HASN'T BEEN DONE IN AWHILE. But when it just becomes the standard and there seems to be no interest in trying something new, then it just leaves a stale feeling and you begin to stop caring about the franchise. Sure, the ending of levels was just a simple way to signify the end and you could gain a few more points to your score with some timing or earn extra lives or earn the chance to play a game to get more lives. But at least in the NES and SNES era's, Nintendo took the time to make it a little different. There was no standard ending procedure. Suddenly, it is the only way a Mario level can end. Why? You can argue that it was the flagpole since it was used in the first game and The Lost Levels but those games were the first and if it was to be the standard, why change it on all later games and not bring it back until nearly 20 years later?
That is the clearest way I can illustrate the difference between Nintendo sequels now and from the past. Even if the New Super Mario Bros. series is throwing in new elements like multiplayer and rotating surfaces or gold rush challenges, by trying to keep the games so consistent to each other, it just gives the impression that the effort isn't there. Say what you will about the amount of Mario Games from 1985 - 1996, there's no denying each one looked different and it's very easy to look at a screenshot from one of those games and know which one it came from. The appearance/effort looks to be there in making something new based off the tried and true gameplay already experienced.