Talk:Cheese (level design): Difference between revisions
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I'm not sure this article is allowed to exist, given it's a fan term that's never been officially used (or acknowledged) in any Mario games; instead, it seems much more commonly used by the ''community'' of Mario Maker players. Furthermore, it refers to something that seems highly subjective, so even if the article needs to change names, I'm still not sure if we should keep it. In fact, do we actually have a page on level difficulty to begin with? [[User:Arend|Arend]] ([[User talk:Arend|talk]]) 13:01, September 4, 2022 (EDT) | I'm not sure this article is allowed to exist, given it's a fan term that's never been officially used (or acknowledged) in any Mario games; instead, it seems much more commonly used by the ''community'' of Mario Maker players. Furthermore, it refers to something that seems highly subjective, so even if the article needs to change names, I'm still not sure if we should keep it. In fact, do we actually have a page on level difficulty to begin with? [[User:Arend|Arend]] ([[User talk:Arend|talk]]) 13:01, September 4, 2022 (EDT) | ||
:What's a cheese or not is ''very'' subjective, and by mentioning things like the 1-2 warp zone or the P-Wing I think the article is already veering way too hard into that territory. I don't think this is something we can really provide definitive examples of (unlike, say [[unwinnable state]]) and without examples, it's just a generic game design concept that isn't worth covering. Cut the cheese. --{{User:Waluigi Time/sig}} 13:06, September 4, 2022 (EDT) | |||
::The primary issue here is that what is "cheese" is highly subjective and up to interpretation. What could actually be considered "cheese"? How do we know what the developers even intend as the "right" way to play the game? In the instances of the P-Wing or the warp zone, those are mechanics designed either to make the game easier or to reward explorative players. Can we really quantify them as "intentional", or not? Whilst we do have articles on general game mechanics, such as [[Experience Point]], or specific aspects of a game, such the aforementioned unwinnable state page or the glitch pages, those are all quantifiable parts of a game in which we can provide clear, objective examples of and a set definition - unrevistiable areas are areas that cannot be revisited, for example. In comparison, "cheese" is a slang term with no set definition with loose and highly interpretive examples, that does not cover a clear or important aspect of game design, intentional or not. Therefore, I do not believe that this article has a place, and should be removed. {{User:Doomhiker/sig}} 13:27, September 4, 2022 (EDT) |
Latest revision as of 12:27, September 4, 2022
I'm not sure this article is allowed to exist, given it's a fan term that's never been officially used (or acknowledged) in any Mario games; instead, it seems much more commonly used by the community of Mario Maker players. Furthermore, it refers to something that seems highly subjective, so even if the article needs to change names, I'm still not sure if we should keep it. In fact, do we actually have a page on level difficulty to begin with? Arend (talk) 13:01, September 4, 2022 (EDT)
- What's a cheese or not is very subjective, and by mentioning things like the 1-2 warp zone or the P-Wing I think the article is already veering way too hard into that territory. I don't think this is something we can really provide definitive examples of (unlike, say unwinnable state) and without examples, it's just a generic game design concept that isn't worth covering. Cut the cheese. -- Too Bad! Waluigi Time! 13:06, September 4, 2022 (EDT)
- The primary issue here is that what is "cheese" is highly subjective and up to interpretation. What could actually be considered "cheese"? How do we know what the developers even intend as the "right" way to play the game? In the instances of the P-Wing or the warp zone, those are mechanics designed either to make the game easier or to reward explorative players. Can we really quantify them as "intentional", or not? Whilst we do have articles on general game mechanics, such as Experience Point, or specific aspects of a game, such the aforementioned unwinnable state page or the glitch pages, those are all quantifiable parts of a game in which we can provide clear, objective examples of and a set definition - unrevistiable areas are areas that cannot be revisited, for example. In comparison, "cheese" is a slang term with no set definition with loose and highly interpretive examples, that does not cover a clear or important aspect of game design, intentional or not. Therefore, I do not believe that this article has a place, and should be removed. Doomhiker (talk) 13:27, September 4, 2022 (EDT)