wasn't much of an issue for but ok, sure. thats just one facet of mario's moves though. all other basic things are pretty easy to execute
It's controls and level design have yet to be surpassed
i-i-cant, i guess you're the winner.
/thread
we could have had a forest stage but nooo they had to have 2 stupid waterworlds that look exactly the same with an overrated song.
Yeah, that's true, but there are little kinks here and there that periodically break immersion. Not being able to turn while walking slowly is one of them, another one is getting stuck on the edges of surfaces and vibrating for awhile, the camera's a little off-kilter too.
It's true though, calling the chess pieces by the names of royal offices portrays a story. Chess does in fact have a plot. It's a very basic plot. The story of chess is about two warring nations and that's it, that's the whole damn plot. But it's still a plot. We still identify with the pieces on some level when we move them, or when they're captured by the opponent. There is some level at which we mentally experience them as tiny men. That's immersion.
Well damn, I read a few academic papers on this for my game design classes, if only I still had the links to them. Pretty much to have immersion you have to have something you control in some way, the control latency has to compete with the latency of the setting updating state, and the way you control the thing you control has to make sense to our cerebral body maps and feel seamless. If all these requirements are met the player can bond with the player character in such a way as to experience "being" the player character, and talking about things that happen to the player character in terms of "I" or "me" or "my guy." At that point, the game has achieved immersion to some extent.
>turning around on a dime while walking slowly is an essential feature
Sunshine did this. 64's Mario is designed around being weighty and powerful, so he doesn't do snap 180 degree turn around on the ground like you're playing some PC FPS. The slight bit of delay of the camera reorienting itself behind Mario again is crucial and pleasurable when, for instance, doing 180 degree side somersaults. Mario games are designed around facing and running forward.
>Walking slowly and turning around is the immersion Mario experience
Nope. The immersion Mario experience is moving around quickly and doing drastic 180 degree turns for aerial ascendancy (wall jumps). Turning around abruptly while walking slowly is actually anti-immersive if you think about how unnatural that is in real life. This isn't a horror game where some noise plays behind Mario and you have to see what's behind him. You're supposed to be seeing what's in front of Mario. YOU'RE GOING THE WRONG WAY, user.
Non-issue.
>Turning around abruptly while walking slowly is actually anti-immersive if you think about how unnatural that is in real life.
Anti-realistic, maybe. Anti-immersive, no, I don't think so. Basic principle of immersion, movement needs to be responsive. As long as we're talking about basic techniques that intuitively shouldn't be difficult, you need to be able to effortlessly make your character do what you intend for them to do. Otherwise you can't adapt your spatial reasoning skills to their virtual world, or your ability to adapt it experiences brief outages. If you can't suspend disbelief and imagine yourself in their nonexistent body, there's no immersion, realism be damned.
>level design have yet to be surpassed.
agreed but I still wouldn't call it's movement bad
It's hard to say whether Sunshine surpassed the controls in 64 when both controls are perfect movement design and differ from one another. I'd argue 64's controls are perfectly built around its worlds, and like-wise for Sunshine.
Well we have a difference of opinion here on what achieving and keeping high immersion is in a Mario game. If you want to purposely jank the movement of the camera and/or Mario to produce ugly / anti-immersion that's on you. I don't play Mario games poorly. My opinion is that Mario is based on immersion of speed, not immersion of walking (or in this case walking turnarounds). To build momentum reversing your direction makes sense to be discouraged. That's one of the key designs in these games in how it locks Mario's airspace in dives or triple jumping.
Turning around immediately and jumping on a dime fundamentally changes the game; it turns it into Super Mario Sunshine. Doing what you want means the player can effortlessly side somersault with the catch that you have to delay your jump if you want to regularly jump. I don't consider Sunshine more immersive than 64 for back-turning. Back-turning implies mistakes just like in racing games.