Why do people hate change????????

Yoshi K

Come with me if you want cookies
Super Mario Sunshine and Super Paper Mario are what I'm talking about. Both games have received unnecessary hate because they changed something.
 
Because it's not the gameplay they expected like in the older games.

Well, I'm not one of those change haters, I loved SMS and SPM.
 
Well change can be either a good thing or bad thing. It depends on WHAT they change.

I don't hate SPM, but I didn't like how they removed the turn-based battles as it really removed the strategy and made it too easy. =P
 
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In all seriousness, it depends on what you change. If you make the game too different from its predecessor, people aren't going to like it as much, even if it's still good.
 
SMS does not receive hate. However, I don't really like it because a lot of the things in that game didn't work at all.

As for SPM, it was quite simply not a Paper Mario game. It had other problems with it too, but I was looking forward to a new Paper Mario so much and they killed it.
 
Watermelon. Secret levels. Blue coins. Watermelon. That lilypad level. That damned stingray. The casino level. Watermelon. Corona Mountain. Etc.
 
The only thing I hated in SPM was the partners being replaced with Pixls.
 
Depends on the change. For example, people hated Mario Party 9 for the new mechanic. I personally dislike it myself.
 
Nabber said:
Watermelon. Secret levels. Blue coins. Watermelon. That lilypad level. That damned stingray. The casino level. Watermelon. Corona Mountain. Etc.

I loved the stringray boss battle. the watermelon shine sprite wasn't overkill jesus. corona mountain was only terrible because you couldn't control well that fucking boat. I agree on the lilypad level... AND I HATE BRINGING A YOSHI TO THAT STUPID ISLAND WITHOUT FALLING INTO THE WATER JUST TO UNBLOCK THAT FUCKING PIPE. the casino level isn't that bad. secret levels just require skill or patience and you simply don't have both.

also the only fucking things I hated in SPM were the annoying rpg/platformer change, they should kept it as RPG, the useless piccolo quest, both flipside and flopside trials, sammer kingdom sammer guy fights, replacing partners WITH FUCKING BUTTERFLIES FAIRIES, having to get tiptron first when continuing the game after the final boss and the final boss may be cool but seriously I was expecting something more difficult as shadow queen or paper mario final boss bowser, that boss can kiss my soft furry ass because I didn't even lose to it because it's way too easy, just stomp it to death with bowser.
 
People tend to overexaggerate how difficult the watermelon level is. Try to find a way to kill Cataquacks. Like, us the sprouts to launch them in the air. It's not hard at all after that, it's just that people seem to don't have the patience or don't know how to kill them off.
 
Baby Luigi said:
People tend to overexaggerate how difficult the watermelon level is. Try to find a way to kill Cataquacks. Like, us the sprouts to launch them in the air. It's not hard at all after that, it's just that people seem to don't have the patience or don't know how to kill them off.
I kill the Cataquacks by luring them into the water.

Anyway, I had no trouble with the Watermelons.
 
If it ain't broke, don't fix it.

That's how I feel about games, usually. I don't have a problem with positive improvements, but if it worked great before (Paper Mario: The Thousand-Year Door had almost nothing wrong with it other than backtracking), why change it? That doesn't make sense.

(also the best version of the above quote was IGN's "If it ain't Brokemon, don't fix it".)
 
Yoshi K said:
Super Mario Sunshine and Super Paper Mario are what I'm talking about. Both games have received unnecessary hate because they changed something.
Because change doesn't automatically=greatness
 
Loaded question. It's facile to dismiss criticisms of the mentioned games as "unnecessary hate" (in opposition to necessary hate, I presume?) spurred by a cartoonish revulsion of change itself, rather than trying to understand why the individual changes are criticised, either because the change is genuinely problematic, because the series the game in question is unique/part of a niche genre and the changes might drift from what the person liked in the earlier installments and words words words.

or; "[vaguely defined group] only hate something because of [vague, value-neutral concept]!" is a thought-terminating cliche. Thought-terminating cliches are bad. Don't use them.
 
Am I the only one that actually enjoyed the Flipside/Flopside Pit of 100 Trials? I don't know, but they were a hell of a lot more enjoyable and less monotonous than the TTYD Pit of 100 Trials.
 
Fassad said:
Am I the only one that actually enjoyed the Flipside/Flopside Pit of 100 Trials? I don't know, but they were a hell of a lot more enjoyable and less monotonous than the TTYD Pit of 100 Trials.
I found them great, too.

The battle system made them feel a lot less repetitive than TTYD, and it helped that you didn't have to take as many hits. Plus Emergency Rations were A+
 
I don't care changes of gameplay, but why don't the staff at least debug the story?

Bronto Burt said:
The only thing I hated in SPM was the partners being replaced with Pixls.
Depends on the change. Though I think partners are better, here I guess the staff want to stress on the main characters while making pixils as "tools".
And if the staff didn't think to make the old partners return, why do you ask for "partners"?
 
Bronto Burt said:
Because it's not the gameplay they expected like in the older games.

Well, I'm not one of those change haters, I loved SMS and SPM.
This. Change in Mario isn't bad. Party 9 was also cool but some people didn't see it because they straight away assumed it was bad.
 
Yoshidude99 said:
Bronto Burt said:
Because it's not the gameplay they expected like in the older games.

Well, I'm not one of those change haters, I loved SMS and SPM.
This. Change in Mario isn't bad. Party 9 was also cool but some people didn't see it because they straight away assumed it was bad.
Agreed.
 
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