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Miyamoto Comments on Super Mario Galaxy 2's Difficulty

by Andy Goergen - November 16, 2009, 2:57 pm EST
Total comments: 44 Source: ONM UK

The Mario guru speaks on the level of challenge in the upcoming sequel, and its potential usage of the Super Guide.

In an interview with Official Nintendo Magazine UK, Shigeru Miyamoto has said, "Well, as far as the challenge of Super Mario Galaxy 2 is concerned, I think it's going to be a really challenging game."

In an effort to make their games accessible without sacrificing challenge, Nintendo has introduced a feature called the Super Guide. The Super Guide shows players how to complete a level in the event that they can't do it themselves. The first game to use this feature is the recently-released New Super Mario Bros. Wii.

When asked if this feature would find its way into Super Mario Galaxy 2, Miyamoto replied, "Whether or not we are going to incorporate the Super Guide, I just cannot tell. In general, wherever and whenever appropriate, I think we will want to incorporate that kind of thing, but I cannot commit to anything specific right now."

The interview with Miyamoto will be published in the Friday, November 20 issue of the Official Nintendo Magazine in the UK. Super Mario Galaxy 2 is set to release in 2010.

Talkback

kraken613November 16, 2009

It's looking like difficulty is a new trend Nintendo is retaking! I am happy about it!

Mop it upNovember 16, 2009

Even without the Super Guide feature, I think they could still make the game more difficult without much fear. A lot of the people who are going to buy this game are the same ones who have the first, so they are already familiar with how the game works. Besides, like the first one, you'll probably need only half of the stars to complete the game, so people can pick and choose whether or not they want to collect the difficult ones.

Yeah, I'm really glad they came up with the Super Guide so that gamers with a range of abilities can enjoy the games.

EasyCureNovember 16, 2009

Quote from: MegaByte

Yeah, I'm really glad they came up with the Super Guide so that gamers with a range of abilities can enjoy the games.

Does anyone else thinks its odd that its not listed as a feature on the back of the NSMBW box?

Assuming the "casual/non-gamers" whom the Super Guide was made for don't read manuals like most "core/hardcore-gamers"*, how would they know about the Super Guide? What if some really impatient people gave up after dying just one failure short of activating the super guide? They'd be discouraged from th game for no reason.

*if they don't read manuals then this just proves that they're more like "us" than we think...

D_AverageNovember 16, 2009

8 deaths dose seem like a high number to activate a feature teh casuals know nothing about.

Mop it upNovember 16, 2009

Quote from: EasyCure

Does anyone else thinks its odd that its not listed as a feature on the back of the NSMBW box?

I didn't check the back of the case other than to see if it had a Nunchuk icon, so I didn't know it wasn't mentioned. That does seem odd. If Nintendo wants this feature to be a new standard for their games then I would think it would be something they'd want to advertise. I could see it being a selling point for certain people.

EasyCureNovember 16, 2009

was i the only one to check the back of the box? I was so curious to see how they advertised it, but.. nothing!

also, i haven't even played the game yet :( I'm a horrible gamer.

Mop it upNovember 16, 2009

Well, have you been too busy? Because if you've never had more than 30 minutes free to play then I would say keep waiting until you can have a nice lengthy session.

EasyCureNovember 16, 2009

i meant to play it saturday night with my girlfriend after the nintendo event, but we got sidetracked watching movies.

sunday i was out with family all day, and although i did have some time to play it while i was home I promised my girl i'd wait for her since she really wants to play it. Besides, i definately wanna play with at least one other player on my first go, otherwise it'd be like playing another "boring ol' mario game" :P

SpinnzillaNovember 16, 2009

This reminds me I need to get Galaxy 1...

BeautifulShyNovember 16, 2009

Quote from: Spinnzilla

This reminds me I need to get Galaxy 1...

Speaking of which I received my prize for stumping Zach back at the Metroid Marathon. A Super Mario Galaxy players guide.

I felt that Galaxy's difficulty was balanced.Early on it was pretty easy but later on it was challenging without being frustrating.

King of TwitchNovember 17, 2009

I'm not so sure they'll add in the Self-Play feature. The 3d Marios have 4 times the number of missions (levels) as NSMBW, and that much more work might interfere with Miyamoto's afternoon nap. Imagine all the extra time spent in the office working past 3pm when he could be home gardening.

BlackNMild2k1November 17, 2009

Quote from: Zap

I'm not so sure they'll add in the Self-Play feature. The 3d Marios have 4 times the number of missions (levels) as NSMBW, and that much more work might interfere with Miyamoto's afternoon nap. Imagine all the extra time spent in the office working past 3pm when he could be home gardening.

He got a cat now too.

NinGurl69 *hugglesNovember 17, 2009

He could've planted the cat in ground.

All you see is the cat's smiling head with a flower sprouting out the top.

King of TwitchNovember 17, 2009

Ninkittree

NWR_pap64Pedro Hernandez, Contributing WriterNovember 17, 2009

Quote from: Maxi

Quote from: Spinnzilla

This reminds me I need to get Galaxy 1...

Speaking of which I received my prize for stumping Zach back at the Metroid Marathon. A Super Mario Galaxy players guide.

I felt that Galaxy's difficulty was balanced.Early on it was pretty easy but later on it was challenging without being frustrating.

I agree. When I first played Galaxy I thought the game was easy, going as far as to give away lives as if they were running out of style. But as I progress the challenges became harder and more insane. I had to eat my own words, and its why Galaxy is so amazing.

Quote from: Mop_it_up

Even without the Super Guide feature, I think they could still make the game more difficult without much fear. A lot of the people who are going to buy this game are the same ones who have the first, so they are already familiar with how the game works. Besides, like the first one, you'll probably need only half of the stars to complete the game, so people can pick and choose whether or not they want to collect the difficult ones.

Exactly. Although, I thought the first Galaxy was already fairly challenging, striking a nice balance and smoothing over the frustrations of Sunshine. I hope any increase in difficulty is design-based, like having enemies that actually attack instead of just saunter around the level.

Ian SaneNovember 17, 2009

In Super Mario Galaxy the fear of failure exists and that, to me, is what is needed regarding videogame difficulty.  A game is too easy if I never fear that I can't succeed.  A game like Wind Waker for example is too easy because I beat it without dying even once.  After spending enough time with the game it became apparent that dying in the game was not likely to occur and thus there was no feeling of accomplishment.  But with Galaxy I died enough that the fear exists.  I didn't feel industructible and that's really all you need.  Really good games actually give you that feeling without being so hard that you do actually fail a lot.  They just make you think you'll lose but you don't very often.  It's all "I didn't think I was going to make it but I JUST barely squeaked by" so you feel like you could lose at any time but you're so awesome you don't.

So on that note I have some concern with upping the difficulty here because I don't think it's that necessary.  I don't want another Lost Levels.

The Super Guide is a great feature though because it keeps Nintendo from nerfing games for non-gamers.  It's the ultimate compromise.  Though I agree that Nintendo hasn't really marketed it at all.  Maybe they don't feel it's so important for the North American market.  How are they promoting it in Japan?  That's where core gaming is seriously threatened.

vuduNovember 17, 2009

Quote from: Ian

A game is too easy if I never fear that I can't succeed.  A game like Wind Waker for example is too easy because I beat it without dying even once.  After spending enough time with the game it became apparent that dying in the game was not likely to occur and thus there was no feeling of accomplishment.

You could always avoid picking up the heart containers that the bosses leave behind.    It would make the game much more challenging but you wouldn't miss out on anything (like you would if you avoided the heart container pieces scattered throughout the world).

BwrJim!November 17, 2009

but how long does it take for the super guide to win the game without player input?

Ian SaneNovember 17, 2009

Quote:

You could always avoid picking up the heart containers that the bosses leave behind.

If I have to intentionally avoid power-ups and TRY to make the game harder for me, then, sorry, the developers failed.  You should be free to just play the game in a normal fashion and not feel like there's no challenge.

vuduNovember 17, 2009

Games are meant for more people than just you.

Mop it upNovember 17, 2009

Quote from: Ian

Quote:

You could always avoid picking up the heart containers that the bosses leave behind.

If I have to intentionally avoid power-ups and TRY to make the game harder for me, then, sorry, the developers failed.  You should be free to just play the game in a normal fashion and not feel like there's no challenge.

I'm pretty sure the developers intended for people to skip heart containers if they felt the game was too easy. If they were mandatory then you might have a point, but the heart containers are like selecting your difficulty without making you feel like a wimp for choosing the "casual" setting.

Quote from: Mop_it_up

Even without the Super Guide feature, I think they could still make the game more difficult without much fear.

Either way, at least they don't have the expanding the blue ocean excuse any more.

Ian SaneNovember 17, 2009

Quote:

I'm pretty sure the developers intended for people to skip heart containers if they felt the game was too easy. If they were mandatory then you might have a point, but the heart containers are like selecting your difficulty without making you feel like a wimp for choosing the "casual" setting.

The reason Wind Waker has heart containers is entirely because the original Zelda had heart containers and it's become a series staple.  I suppose you could make that point about the original Zelda but that game is pretty damn challenging and appears to be designed under the assumption that the player picks up the hearts.

This is going totally off topic though.  I was just using Wind Waker as an example of Nintendo game with a weak difficulty and how Super Mario Galaxy didn't have that problem.

NinGurl69 *hugglesNovember 17, 2009

If you get hit, it's gotta HURT.

PeachylalaNovember 18, 2009

Quote from: Maxi

Quote from: Spinnzilla

This reminds me I need to get Galaxy 1...

Speaking of which I received my prize for stumping Zach back at the Metroid Marathon. A Super Mario Galaxy players guide.

I felt that Galaxy's difficulty was balanced.Early on it was pretty easy but later on it was challenging without being frustrating.

Some of the earlier levels were challenging. The Cookie Platform Hell made me feel weak a couple of times.

Pathetic.

I don't make up artificial challenges in a game.  I pay money to have game designers make up challenges for me, I shouldn't have to do it myself.

Quote from: NWR_Lindy

I don't make up artificial challenges in a game.  I pay money to have game designers make up challenges for me, I shouldn't have to do it myself.

Word, dawg.

Mop it upNovember 18, 2009

You don't like it when game designers give you options? No wonder Nintendo games are typically lacking in them...

BeautifulShyNovember 18, 2009

Mop_it_up does have a point. Way back on the NES in Zelda 1 there were lots of ways to change the game and make it more challenging than it was. A more recent example is RE4 there are different ways to play the game. A Grenade launcher run, Knife Run, Handgun run. Of course you can play it normally and it is challenging the first time through.Or on any new game starts.

I was going to make a joke about how back in my day, we had to make our own challenges, AND WE LIKED IT.  But it was Lindy who posted, so that kills the joke.

BlackNMild2k1November 18, 2009

Quote from: MegaByte

I was going to make a joke about how back in my day, we had to make our own challenges, AND WE LIKED IT.  But it was Lindy who posted, so that kills the joke.

no it doesn't.


Back in my day, we had to make our own challenges, AND WE LIKED IT. One time we created a GIANT NES CONTROLLER so that we could finally play Super Mario Bros. at the same time. I control the D-pad and my cousin controlled run and jump. Now that's how you did co-op back in my day.

Quote from: NWR_Lindy

I don't make up artificial challenges in a game.  I pay money to have game designers make up challenges for me, I shouldn't have to do it myself.

What's the real difference between making up artificial challenges for yourself or having someone else make up artificial challenges for you like Trophies or Achievements apart from the shiny picture or meaningless number that other people online can see? (This isn't bashing trophies or achievements; I think that they're good things when used well. I just don't see a real difference between doing them or doing challenges you made up yourself.)

that Baby guyNovember 18, 2009

The game can be designed for the ones the developers create, while the ones gamers come up with aren't always exactly meant to be done via legitimate ways.

That said, some games, especially earlier ones, were designed for gamers to create challenges.  Some RPGs, like the ones where forced fights give no experience, for example.  I think that developers are realizing they can point out certain challenges is a big plus, but sometimes designed challenges don't get mentioned for being too challenging, or for some other reason that eludes me at the moment.

King of TwitchNovember 18, 2009

I shot mario from the cannon onto the top of the igloo nearby for a star this morning. It was awesome. Beating Zelda with only 3 hearts is awesome.

It's about the journey, not the end credits.

Mop it upNovember 19, 2009

Think of the heart containers like a difficulty setting. If you want to play on easy, you collect them all. If you want to play on medium, you collect every other one. If you want to play on hard, you collect very few or none of them.

The heart containers are like a cleverly disguised Super Guide feature...

NinGurl69 *hugglesNovember 19, 2009

bah. make the enemies harder and the heart pieces HARDER to get.

get hard.

BwrJim!November 19, 2009

see, i always looked at the heart containers as a challenge to collect, along with the milk bottles and skultulas.  I always thought rupees were useless in the world of zelda and to this day they still are.

King of TwitchNovember 19, 2009

Well yea, what with the bad economy and exchange rates and all

PlugabugzNovember 19, 2009

Quote from: BwrJim!

but how long does it take for the super guide to win the game without player input?

SOMEONE ASKED THE HOLY GRAIL. VICTORY!

I want someone to attempt this. Die 8 times and then put the controller down.

BeautifulShyNovember 19, 2009

Quote from: Plugabugz

Quote from: BwrJim!

but how long does it take for the super guide to win the game without player input?

SOMEONE ASKED THE HOLY GRAIL. VICTORY!

I want someone to attempt this. Die 8 times and then put the controller down.

I guess I could do that on another file.

BeautifulShyNovember 19, 2009

Quote from: Maxi

Quote from: Plugabugz

Quote from: BwrJim!

but how long does it take for the super guide to win the game without player input?

SOMEONE ASKED THE HOLY GRAIL. VICTORY!

I want someone to attempt this. Die 8 times and then put the controller down.

I guess I could do that on another file.

Well it seems that you can't do that. Once you use the Super Guide on one level you have to get more 8 more lives to lose to use on the next level. There isn't a "Die eight times and you can use the Super Guide for the rest of the game without doing anything."

Basically it would take longer to beat the game than just playing it yourself.

Basically if someone wanted to do this they would have to get 99 lives then start at 1-1 again and replay all of the levels till they had 1 life then get 99 lives again then continue where they left off. Not really worth the time and in a sense might steer people from using the Super Guide as a way to beat games thus making them want to do it themselves.

PlugabugzNovember 19, 2009

I see. It's a little counterproductive then :(

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