@dark_and_grey:
The thing is, the new Mario does innovate a whole lot of things. The way it intentionally directs and encurages the players to try new things for instance.
For the most parts, SMO is seperated by any other Mario game in the sense that they completely designed it with speedrunning in mind. The came also does communicate this by intentionally signifying to the player to "break the game" in order to reach places you wouldn't think of it as possible all the time, while getting rewarded with coins or moons. This encuragement of discovery exists for one purpose, to let the players figure out movesets on places that they didn't believe were possible before.
Just look at some of these videos, This game intentional works as a tutorial for people to speedrun it. And as time goes by, people will more and more find ways to skip through stuff even in ways that were probably, for better or for worse, unintentionally put in by the devs.
In previous Marios, people just speedran through the games for the heck of it. Ways to warp through zones were nothing but secrets for instance, but in this game it seems more like that the game is pointing the player towards a different way of playing the game while adding a lot towards the sense of discovery. This requires a lot of design consideration in order to pull this off without the player to think of it conciously, its not so easy as you may think. That not everyone is realizing this shows how genius the design choices in this game are
As an example, its kinda like how you can finish BOTW in 40 minutes without much problems but then you're sealing yourself off from the rest of the game. So consider SMO the antithesis of what BOTW did, actually skipping stuff by using the things the game teached you beforehand opens up a whole new world for the player (in a figurative sense). You're cutting yourself off from the game by playing it "like its your normal cookie cutter Mario game".
Personally, I think the astonishingly high praise the SMO is getting is related to this way of telling the player to try out new things, so learning how to speedrun becomes a direct process of just playing through the game.
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