What If Nintendo Made Other ‘Maker’ Games?

Published by Jan Heaney on

What If Nintendo Made Other ‘Maker’ Games?

A few months back I made a twitter poll asking if Nintendo were to hypothetically make more
“build-your-own level” games in the same vein as Super Mario Maker, which franchises
you’d like to see represented. I suggested 3 titles in the poll but the replies
were filled with tons of other ideas, from Star Fox Maker to Kirby Maker, even Pikmin
Maker – and once you get comfortable with the concept, you realize the sky’s the limit. Mario Maker was the obvious first choice to
see how the market would react – he’s the biggest gaming mascot out there, platforming
stages aren’t too difficult to construct, and his mechanics are pretty easy to understand. But now it seems like the potential is just
barely being tapped when it comes to user-created content. So today let’s put on our imagination caps
and have some fun discussing the possibility of what future Maker games could look like,
and focus on the one that seems to be teased as the most likely to come next. It should be no surprise that the one to pique
my interest the most would be a Donkey Kong Country Maker! Building my own stages full of barrel cannons,
kremlings and animal buddies sounds like a dream come true – I would love to construct
jungles and caves, pirate ships and swamps, or factories and icy tundras in the different
DKC game styles. Even cooler, maybe you could use the various
team combinations to clear challenges in new ways, Donkey and Kiddy – THICK BOYS COMIN’
THROUGH! But if I’m being honest with myself, I doubt
we’d see another platformer in the Maker series this quickly. At its core, it’s still too similar to Mario,
and the visuals are a lot more artsy and realistic in appearance instead of following a basic
grid like we have now so it may not be as user-friendly. Plus in the Retro Studios games levels seem
to be focused on a specialized gimmick and campy spectacles rather than just placing
random hazards down, it would be hard to replicate that in a creator tool. So then I thought, what about a Metroid Maker? That would definitely be a change of pace,
and building an entire world full of powerups and branching paths would be a creativity
wonderland. Inventing puzzles built around the upgrades
and layering in hidden secrets for those willing to explore sounds quite riveting, until you
realize that the reason Metroidvanias are so compelling is because there’s a ton of
care and specific detail put into how the map interconnects and takes years of dedicated
development before it starts to look coherent. Giving the keys to your average 10 year old
sounds not only overwhelming as a creator, but not very enjoyable for the player either. There’s a level of game design knowledge
required before something on that scope becomes plausible. Not to mention that the satisfaction of this
genre comes from growing in power over time, so I can’t see how you could make the same
experience any shorter – and I’d be shocked if the majority of players would even have
the dedication to finish a project that large. So what about the idea that won my twitter
poll, the concept that actually came true as a small feature in the new Link’s Awakening
Remake – how could Nintendo pull off a Zelda Maker? Even though the rest of the game was phenomenal,
I was quickly drawn to what the dungeon creator was capable of, and if articles stating how
the developers feel about taking it even further are to be trusted, this could very well be
a beta of sorts for a fully fledged Maker game down the road. So let’s dive into what was released and
answer 3 questions: What does it have? What does it lack? And how could it improve? It doesn’t take long to realize that Dampe’s
chamber dungeons are certainly less appealing than a comprehensive creator mode, but what
is there is interesting as a base to build off of. The chambers you collect are all rooms that
you’ve seen throughout your journey in Link’s Awakening and they retain their specific attributes
from the real game – so if it rewarded you with a chest, or had a stairwell or locked
door originally, it always will here too. This goes for the exits as well, so each placeable
piece is organized based on how it lines up with other rooms – from 1 to 4 exits and by
location, top left, bottom right, etc. Every dungeon you create must have an entrance
and a boss at the end, and treasure chests will always behave the same way – small keys
will show up first as required, and the final chest you open will always be the boss key,
everything else in between is filled with rupees. Because of how the mode is implemented into
Link’s Awakening, any items you have already will be unlocked in your dungeons, so you
can’t hide any hookshots or boomerangs away in special locations, but you do have the
option to add little modifiers to your rooms that drop bombs, hearts, rupees or enemies
from the ceiling. There’s just enough here to get the mind
working, but obviously there’s room to grow. While you can unlock the ability to create
your own dungeons from scratch, the majority of the time here will be spent placing chambers
down to fit into certain challenges that Dampe throws at you, like making the shape of a
bottle or filling a treasure hoard in the middle, so often this means that only specific
rooms can be placed in particular slots because the exits need to line up accordingly. Essentially, while it is accomplishing when
you complete a task and fit everything together, it ends up feeling more limiting than inspiring,
but I think that’s due to the overall mechanics more than the challenges themselves. You see, the features that are missing are
way more glaring than the ones that are present, and this is what keeps the whole endeavor
from reaching its full potential. The most obvious shortcoming is that you can’t
modify the chambers in any way – you can’t place specific enemies, stairs, chests, or
exits so you’re stuck with the exact rooms you’ve already seen on your adventure, for better
or worse. Some of these are really annoying, and only
work well when they’re combined with the layout they originally came from, while others
become boring grunt work once you’ve already worked out the solution the first time. Often I would only place down the rooms that
I like because the others are slow or too much work to complete, so even though this
was self-imposed, it felt like I only had a small amount of viable parts to work with. Furthermore, the chambers you’re given are
only the single-screen sections from your quest, all the big hub rooms that made the
dungeons feel cohesive are missing here, so it feels more like a gauntlet of self-contained
puzzles rather than a cleverly designed lair. But I think the most bothersome part for me
was the fact that the contents of chests are pre-determined. Without being able to pick what shows up as
a reward in a specific room, a lot of agency is taken away in terms of the order you complete
the dungeon in. So while you could place a hard miniboss near
the end in hopes that it would award the boss key, there’s no guarantee the player will
visit that room last because of small keys showing up first automatically. And since a lot of Dampe’s challenges make
you fill entire shapes with tons of chambers, what this led to for me was simply placing
treasure rooms along the main pathway and just filling the other spaces with garbage
rooms that I had no intention of visiting. Obviously this was just to meet the requirement
of beating the challenge, if I wanted to make my own well-designed dungeon I would have
been more thoughtful with my placements, but because of the limited options, I felt like
I couldn’t accomplish what I really wanted to. On top of this, they streamlined a lot of
the programming to make dropping in pieces as easy as possible, but this resulted in
even more frustrating moments. For example, stairways will automatically
link to each other when you place 2 of them in your dungeon, but once you add more than
1 set, they connect to each other seemingly at random with no way to edit them, so it
can get discouraging really quickly when you’re required to lay a bunch down, and they just
won’t go to the right places no matter what you do. So let’s start fixing it – how could they
produce a fully realized and functional Zelda Maker? The biggest change I would like to see is
the ability to completely customize your chambers – we’re talking enemy placements, what happens
when you clear a room, which exits will go where, everything! At the very least, being able to decide where
I want certain items to spawn goes a long way in making me feel in control of my dungeon’s
layout. But let’s not stop there, I’d like to
see larger rooms than single screens – give us middle hub areas, maybe a 4 x 4 section
to add in more connectivity and memorable landmarks. In Link’s Awakening, most of the dungeons
had a central task or theme, like breaking pillars, red and blue switch blocks, or seas
of lava to cross – and while these would be cool additions too, if we’re talking about
a fresh Zelda game without other elements being unlocked over time, I think adding in
specific weapons and upgrades would be even better to give it that real dungeon feel. Heck, what if you could place a total of 2
or 3 key items in your dungeon so you could synergize their abilities together? To make sure it’s not overwhelming, they
could block off certain enemies or obstacles from being available unless you have the gear
to be able to overcome it. This is the stuff that makes Zelda games so
enjoyable, and I think as much customization as possible is the key to success. One of the more irritating things in the current
system is that you have to end with one of the 9 boss fights – what if you weren’t
required to fight a boss at all? Maybe you could finish once you reach a certain
goal, complete an elaborate puzzle, or even let players create their own bosses by combining
other elements together. One of the neatest parts of Mario Maker was
seeing the creativity of what people would come up with to create new challenges and
“boss-like” encounters. The thing is, the further you get into the
weeds of what they could include, you start to reach the same issue with a Metroid Maker
– how do you make this type of experience user friendly for those that have no game
design knowledge? Dampe’s example dungeons were a really good
first step and I think they’re easy for newbies or kids to get a hang of eventually
– so how do you open the floodgates of creativity without raising the bar of entry? Well similar to Mario Maker 2, I think it
would require a lot more tutorials or guided challenges to steer players in the right direction. Dampe’s missions helped you to think on
a meta-scale of the overall layout, but more goal-oriented tasks focused on enemy placements,
or what items are good tools against certain obstacles would be very helpful. They touched on this a little bit with some
dungeons taking away your sword, making you think outside the box in order to kill enemies. We’d need more stuff like that! There’s no guarantee players would do these
on their own though, and you don’t want to require too many tutorials to hold back
advanced players, so maybe if they included an ‘easy mode’ as well that plays a lot
like Dampe’s chamber dungeons and does a lot of the dirty work for you, that could
ease the transition for those that need it. It would also be nice if there was more intelligent
instruction in terms of what you can place down without screwing things up. For example, in Link’s Awakening you could
make a dungeon with a locked door and no chest to get a key – the game would let you do that,
you just would have to exit the test run and fix it yourself. It typically catches your big mistakes, like
an exit not leading to another room or walled-off sections not connecting with your stairwells,
but including tips or suggestions on how to improve your current layouts or making sure
you have the required items to succeed would greatly help newer players bridge the gap
and learn how to design better themselves. Yet again though you reach a point where it
could just become unrealistic in terms of development. Creating an AI that’s able to understand
your intentions in a potentially limitless level creator is a TON of work at the least,
and downright impossible at most, so while it’s fun to speculate and fantasize about
how much fun it would be to create your own Nintendo games with all the assets they had
available to them, we have to be practical when it comes to what would be enjoyable for
the masses and what’s reasonable to expect from a team of hard-working developers. I think a Zelda Dungeon Creator would be a
drastically different experience than Mario Maker – no time limits, a slower pace, more
focus on puzzles and combat than platforming – so it really does seem like a prime candidate
for continuing this unique series of titles. At the same time, I understand the undertaking
would be massive and getting my hopes up for everything on my wishlist would be setting
me up for failure – i.e. lack of a map editor in Mario Maker. At the end of the day, the signs seem to be
pointing toward a future of more titles in the Maker series, but it may take awhile before
we really see all the kinks worked out. And that’s okay! The fact that we have any form of a Nintendo
sanctioned creation tool is incredible in its own right, and I can’t wait to see where
we go from here. If you could have any Maker game, which franchise
would you like to see? What elements would you include and what would
be your favorite aspect of creating? Let me know in the comments below and let’s
talk about it. While my personal hope for a DKC Maker is
probably a pipe dream, anything that helps create more interest in game design for the
community is outstanding in my book. Thanks for watching, I’ll see you guys next time,
stay frosty my friends. Huge shout out to all my patrons, thank you
so much! If you want to join this list of amazing people,
and help support the channel in the process, you can chip in at patreon.com/snomangaming.


Danx Tgcad · October 12, 2019 at 4:59 pm

What about Super Mario Maker 3D? Where you can make all 3D Mario games from Super Mario 64 to Super Mario Odyssey

era · October 12, 2019 at 5:00 pm

how about super mario maker maker

Camilo Whitfield · October 12, 2019 at 5:01 pm

Kirby or Dkc please thanks

e opils · October 12, 2019 at 5:03 pm

I won't Kirby

Placeholder · October 12, 2019 at 5:07 pm

Tbh I would like to see a game where you are an architect and you make gyms

SoraFan23 · October 12, 2019 at 5:08 pm

If they made a Donkey Kong Country Maker I would be very happy!

Placeholder · October 12, 2019 at 5:10 pm


TheePurpleToaster · October 12, 2019 at 5:15 pm

I though about it more since I answered on Twitter.
A Splatoon 2 (or 3) Stage Maker. In the making part it would be top-down to let you see the whole battlefield. You would build in chunks and could choose any element or object from any other stage, including special objects from the Shifty Station stages.
You could also choose the skybox / surroundings.
Testing/Playing would go as usual and I guess the stage would have to mirrored to make it fair.

Edit: I'm not sure what all you could do in it, so I think it would probably be better to be part of Splatoon 3 than its own game.

Temporal Wolf · October 12, 2019 at 5:16 pm

One thing I think would be interesting is how a Zelda maker would implement game styles. I can think of 3 that could work and it all boils down to the mechanics inherent in each.

LTTP- An emphasis on single tool challenges that often include moving parts (i.e. conveyor belts, etc.) and switch gimmicks like the Cane of Somaria
Link's Awakening- Emphasizing two tool challenges and how those tools work together – Roc's Feather + Pegasus Boots etc. – with some 2D platforming elements
BoTW- Rune-focused/combat challenges that focused more on stuff like the interaction of elements like electricity and metal, or bombs and fans, etc. with the vertical aspect boiled down to a couple elevations rather than being full 3D.

As for the design side, I feel like Mario Maker has enough amazing puzzle room levels that I doubt a Zelda Maker would be lacking for that sort of content. I just feel like the distribution of the overall levels would pool either at the high end of quality or the lower with the middle being rather vacant.

Hrodgarthorns · October 12, 2019 at 5:18 pm

Not too long ago there was an unofficial Mega Man Maker for PC that was pretty good, dunno if it's still around or if it was taken down somehow.

Kazual · October 12, 2019 at 5:21 pm

Nintendo would release a Color Splash Maker before Paper Mario 3….

TheSaxRunner05 · October 12, 2019 at 5:23 pm

I would love to see a metroid maker – I think it's doable but I'm sure the size of each file would be larger than a Mario maker level. I wonder if level size is a big issue for these other kind of games?

joão vitor · October 12, 2019 at 5:23 pm

A zelda maker would be too complex we would see a lot of bad dungeons compared too good ones

Alex · October 12, 2019 at 5:26 pm

The idea for the original Zelda was actually a dungeon maker, they ditched it due to memory limitations.

Nata 67753355 · October 12, 2019 at 5:26 pm

The 1 dislike is the person who hates mario maker invisible blocks

PlayPod · October 12, 2019 at 5:33 pm

not really gonna be able to make a good "maker" game in full 3d. trials and gta has it but its a pain to use. it can be done. but i personally would want to work with 2d since it is easier. even though i like more 3d games

ElF 76 · October 12, 2019 at 5:34 pm

I get that people with little to no knowledge about level design wont really know how to build enjoyable dungeons and whatnot, but you can make the same argument for super mario maker. That being said, it is harder to make a dungeon than to make a mario level, but my point still stands

adam ali · October 12, 2019 at 5:34 pm

I think a kirbymaker would be possible and extremely awesome

MoonSpirit · October 12, 2019 at 5:35 pm

Not Nintendo, but Sonic Maker would be something. Imagine making all the loops, slopes, and what not!?

Lugmillord · October 12, 2019 at 5:39 pm

I believe that anything other than 2D platformer and maybe 2D Zelda dungeons is too much to handle for the average consumer. Sure, advanced and motivated gamers can do awesome stuff, especially when it's more complex, but most people would just spam stuff and not do much more. They don't want to spend hours. Many would probably get exhausted after designing single dungeon room. I guess templates like in Link's Awakening in addition would make sense.

Inlelendri · October 12, 2019 at 5:39 pm

If we're allowed pipedreams (aha), then…point-n-click adventure game makers? I know that's not a franchise and not Nintendo, but…I guess it's the hope that with feedback there could be less…monkey-wrench-like scenarios and they do still crop up.

thekillingjoke · October 12, 2019 at 5:40 pm

I always thought a pokemone maker would be neat. But maybe thats just me.

Ravioliboi · October 12, 2019 at 5:44 pm

I still think Little Big Planet 1&2 did this the best.

weldrocks · October 12, 2019 at 5:47 pm

I would say WarioWare Maker, exept WarioWare D.I.Y. is already a thing. Maybe there could be a sequel to that game?

PlayPod · October 12, 2019 at 5:48 pm

and with your last point. just do what mario maker does. have you be required to beat the dungeon in order to upload it. if you can beat it you can't upload it

quisimon · October 12, 2019 at 5:51 pm

Thanks, now I REALLY want a Zelda maker. .-.

Juan Rodriguez · October 12, 2019 at 5:53 pm

There are some of my ideas for a Zelda dungeon maker:
1.- Choose how many hearts the player must have.
2.- Tell to the player which items are available in the dungeon, make a dungeon publishable JUST if all the chests are able to get.
3.- Chance of start with certain key items like the bow.
4.- Minish Cap as an obviously style option.

StrongestBoss · October 12, 2019 at 5:53 pm

“While it’d be fun to make your own Nintendo games…”

shows footage of Mega-Man

Kevin Wu · October 12, 2019 at 5:55 pm

Not exactly a Nintendo game, but how about Celeste Maker? It’s already kaizo-y and maybe there will be fun troll mechanics too.

Oakland Elliff · October 12, 2019 at 6:03 pm

Mario Party Maker.

quisimon · October 12, 2019 at 6:03 pm

Well, I always thought it would be dope to have a Pokemon RPG maker, where you could create your own areas, connect them to each other, add NPCs, maybe even some form of a progressing plot, determine what pokemon will spawn in that area etc… But sadly I don't think it would make a good game, as the editor would have to be really complex, and most people propably wouldn't make good use of it. Also it would take a really long time to create levels (or maybe even full games) and to play them. So while I really want something like this to happen one day, I think I'll just stick to ROM hacks for now.

multi · October 12, 2019 at 6:04 pm

Long anser: would be fricking awesome
Short answer: would be awesome
Shigeru said in an interview that he sure wants to make a "Zelda maker".

Matthew Marron · October 12, 2019 at 6:04 pm

I would love a Mario Kart maker, but rather just a new feature in the next big mario kart game… when it actually comes out

Brandon Moore · October 12, 2019 at 6:06 pm

I want the ability to make Mario party levels! Any won else?

Derek W · October 12, 2019 at 6:07 pm

Mario Maker 3D!
Better yet, Breath of the Wild Shrine Editor!

zumx · October 12, 2019 at 6:09 pm

Super Smash Maker 🏆

Ghost Ben Kenobi · October 12, 2019 at 6:13 pm

Desert bus maker would be hype as hell ngl

Vívio CA2 · October 12, 2019 at 6:15 pm

Now I'm thinking … how the f*** would a Starfox Maker work?

TurboJake · October 12, 2019 at 6:15 pm

This isn’t a Nintendo exclusive but I think a Celeste lever maker would be really cool

Riddell · October 12, 2019 at 6:17 pm

A Mario Party map maker is my dream maker

Philipp Müller · October 12, 2019 at 6:25 pm

If you want to see a Metroid Maker, you should probably take a look at one of the many Randomizers – in fact, they are a challenge for many, and if you can throw players into an "adapted" world, where you can, for example, encounter a red Kraid with a different attack pattern – why not, but overall it would definitely not be as short as a Super Mario Maker, since you would have to put more energy into playing, as just being able to kick it in for a few minutes.

If you want to see what a Zelda Maker could look like, you should take a look at the Zelda Classic project, a freeware that has been around for over 20 years.

Kawaii Dere · October 12, 2019 at 6:25 pm

I'd love a Mario Kart maker, I think It'd probably work like the F-Zero track system. Features I'd like are:
-Track Triggers
-tile based track editing
-Skybox swapping
-custom item box items
-music settings
-placing of items and ramps
-maybe multiple themes, but that would be difficult to implement smoothly
-lap settings
-level settings (such as speed, drifts, maybe a race line to aid npc ai)

(obviously hard to make, but could be neat)

Shingo Sawatari/HGX · October 12, 2019 at 6:26 pm

Huzzah! I have successfully infiltrated this video

dasco597 · October 12, 2019 at 6:27 pm


HotdogDivebomb · October 12, 2019 at 6:31 pm

Overall, an ok video, but there were 2 major issues:

1) No mention of Zelda Classic or Open Zelda. No discussion of a "Zelda Maker" is complete without looking at the fan ones that exist and considering what they bring to the table.
2) Zelda isn't just about Dungeons. The video completely focused on how to make the dungeon-building experience better w/o even touching on the need for creating an overworld or NPCs. Given that final quip at the end about Mario Maker not having a map editor, it seems like a feature you should have covered in this video.

Apple Berry · October 12, 2019 at 6:31 pm

Celeste Maker.

piscesdreams1023 · October 12, 2019 at 6:35 pm

Castlevania maker would be my preference. Just take Mario Maker and make it Castlevania assets and the ability to change between different game styles. Easy linear levels like Mario make this a pretty solid candidate for practicality.

CAPAE · October 12, 2019 at 6:37 pm

1) Mario Party
2) Fire Emblem
3) Pokemon

We have dedicated modders make stories for 2 and 3 already.

Sammy Morley · October 12, 2019 at 6:39 pm

Pikmin maker

Sammy Morley · October 12, 2019 at 6:40 pm

And Kirby maker

Stewart Evans · October 12, 2019 at 6:41 pm

The stairs linking to each other aren’t quite random, they will always link the two together that are closest, then repeat.

Shaelyn Green · October 12, 2019 at 6:44 pm

I think that a pokemon maker game would be really interesting. It would be like a more user-friendly version of RPG Maker.

Eichro · October 12, 2019 at 6:45 pm

captain rainbow maker

mrHowlll · October 12, 2019 at 6:48 pm

I'd be into Donkey Kong maker if Tiny Kong were playable
otherwise Zelda, Metroid, Kirby, or Starfox makers would be cool
Zelda maker would be great as 2D but what about dreaming big with 3D Zelda maker
Kirby just imagine letting the player choose their favorite abilities, allies, and enemies
Starfox maker could allow the player to choose the pilots from across the series

HoodieSticks · October 12, 2019 at 6:50 pm

It's not Nintendo, but hear me out: Hearthstone Maker.

You could create custom cards by picking from a list of predetermined effects (e.g. Deal 2 damage, draw a card, give adjacent minions taunt) and assigning them to be battlecries, deathrattles, etc. You could use a deck of custom cards to create puzzles, boss encounters against AI players, or online lobbies where each player has the same custom deck (similar to Overwatch's workshop).

skaznguy Na · October 12, 2019 at 6:50 pm

A sonic maker would be most plausible, maybe a megaman maker. but id like to see a f-zero maker, or double dragon, ninja turle maker. Possible a mario kart track maker.

Wiki wiki This is Sparta !!! AR · October 12, 2019 at 6:52 pm

Coqui The Game on the Nintendo eShop !!!!


favingthatshit · October 12, 2019 at 6:57 pm

you heard him, nintendo

darkIkarus · October 12, 2019 at 7:06 pm

Zelda Maker is something I wish for since the first announcement of Mario Maker 1 and with the given limits (square spaces for each dungeon and each room) and a good variety of preset enemies to place it'd be surely a great experience. More so when you're able to create puzzle by setting goals for each room like "killing all enemies", "push a switch", "kill a special enemy", "move a block", etc. It should be like do x to effect y. And of course you should be able to connect staircases! And if you think it's hard to realize, just take a look what other developers did in games like "Human Resource Machine". This is truly demanding but the player learns to handle it through a good tutorial. And even if you think about Nintendo Mario Maker wasn't even their first Maker game since they already did the far more demanding "Wario Ware D.I.Y." back then on DS and Wii!

Other than that I'd be happy to see a Mega Man Maker. Or a Pikmin Maker in a 3D environment. Those would be all easily accessible with preset tiles.

M King · October 12, 2019 at 7:07 pm

Donkey and Kiddy sounds like Jon Cartwright nightmare coming true

Matthew Mazzetti · October 12, 2019 at 7:07 pm

I vote kirby

Neoxus, WhoYouCanTrustToGiveQualityJojoreferences · October 12, 2019 at 7:09 pm

I'd buy a Kirby Maker in a heartbeat)

Vhalenn · October 12, 2019 at 7:10 pm

Thank you for your video ! I'm making sort of a zelda adventure game maker for few months and it's a real challenge to know what features will be fun and will it be enough to create a complete adventure, narration and fun !

Crazyhart · October 12, 2019 at 7:17 pm

Imagine making RPG maker and easier to work with game that doesnt take months to create a single level

Crazyhart · October 12, 2019 at 7:26 pm

Let us make custom Mario kart tracks

DoomTobi · October 12, 2019 at 7:30 pm

This video just made me realize, how much I miss the good old Trackmania games.

Danusio · October 12, 2019 at 7:32 pm

We all need Exctitebike Maker in our lives.

Blastnblocks 1234 · October 12, 2019 at 7:33 pm

There is already a Megaman maker fan-game.

Tijn73 · October 12, 2019 at 7:34 pm

Box boy builder?

Kenta Kazami · October 12, 2019 at 7:40 pm

As someone who used to be a reasonable active member of the Super Metroid hacking community, there are many many romhacks made using only the basic assets of Super Metroid that are still absolutely stellar experiences that I think stand up well alongside the original game. So I definitely think a Metroid Maker could do some really creative things, especially if they introduced new powers and the like to experiment with.

NickRaptor · October 12, 2019 at 7:46 pm

I just want a Donkey Kong Country Maker! Nintendo just doesn’t want money

Burning WaterPark · October 12, 2019 at 7:48 pm

Meaning no offense you ramble on the same topic

Snaps · October 12, 2019 at 7:51 pm

I always thought that Mario Maker needs something like an easy and an expert mode. Because its limited it many ways to be appealing to kids. But if you could choose how limited it is that would be solved

MrButternuss · October 12, 2019 at 7:53 pm

Im down for a Zelda maker, IF we can create whole games, and not just a single dungeon.
Also, i would be sooo hyped for the Minish Cap tileset adn bosses.

Gâbrïel · October 12, 2019 at 7:53 pm

Mirrors edge maker

Hyper7 · October 12, 2019 at 7:57 pm

you should check out Adventure Maker

e x p a n s i o n p a k · October 12, 2019 at 7:58 pm

The thing about a zelda maker is that zelda dungeons rely on having new mechanics that the player must master to get through. With a maker game, you have to stick to a finite number of assets that players have already seen, making it less interesting. A zelda maker would just be inferior to romhacking. The thing about mario maker is that it does have an appeal as opposed to romhacking, since there are so many different ways objects can interact with each other, which is simply not possible in the original games.

Bushflare · October 12, 2019 at 7:59 pm

Hit me up with a Pokemon maker where you can customise the overworld, encounters, mechanics, gyms, and available roster.

clydefrosch · October 12, 2019 at 8:02 pm

There won't be a zelda maker

clydefrosch · October 12, 2019 at 8:03 pm

Platformer makers are basically the only ones reasonable.

SilverTom93 · October 12, 2019 at 8:08 pm

Alright, so…. Mario Kart Maker.

So it would start out with you in a big empty square plane, and you would carve a track by "driving" around in the air and having the track be rolled out behind you. (The Nintendo Labo bike kit did basically this!). It would be possible to add side paths, twists, loops etc.
Then afterwards, you can populate the track with trees, props, dash panels, item box rows, hills and scenery, etc.

LittleBigPlanet Karting did this track-Maker genre incredibly well, and even let you create your own sculpting and visual-code logic to levels (which may be a tad difficult to appeal to newcomers who just want to build a race track.)

But what do you all think of this "Mario Kart Maker" concept?

Nathaniel Baker · October 12, 2019 at 8:12 pm

I love the idea of more Nintendo Makers, but I'd be afraid that a lot of casual players would not want to test a full dungeon over and over as TLoZ and other Nintendo IPs would really require a longer time to complete the created level. Something like Mario Kart or DKC would fit, though.

noah Abry · October 12, 2019 at 8:12 pm

I now it would be hard to use properly but I really love the idea of a metroid maker, but they would really need to inprouve in the game designe lesson system. The pigeon in Mario Maker 2 was ok I guess… But it would not be enought for a super metroid maker…

But I really think it would be cool thougt !

Cesar Abraham Dominguez Garza · October 12, 2019 at 8:12 pm

Stairs aren't random, it starts with shortest distance, taking into account on which walls they are. As a maker Zelda is super complicated, its hard to make a "new" dungeon, I think it could be interesting to upload rooms instead of whole dungeons and have something randomize them, that is because it is super hard to make dungeons and hope someone commits to it and say "huh yeah this one was unique"

NicePasta · October 12, 2019 at 8:14 pm

Hey Snoman. I'm making a Zelda – esque dungeon maker called Adventure Maker. It's a bit rough now, but it's getting a big upgrade soon!

Jonte Deakin · October 12, 2019 at 8:18 pm

Only mario has a thriving modding community

Kieron George · October 12, 2019 at 8:33 pm

Pokemon Snap maker

Take the pokemon you've caught throughout the Pokemon series. Place them along a track that you could design as you do in rollercoaster tycoon, then let people on the internet take pictures of your pokemon.

I don't think there could be any greater reward than receiving cute pictures of the pokemon you've had since you were a kid.

L Aaronson · October 12, 2019 at 8:41 pm

how about combineing baba is you and zelda maker

DEL J · October 12, 2019 at 8:50 pm

Arma is essentially a maker game. To the point where most players I've asked seem to agree that the developers pretty much just wasted their time and resources building campaigns and stories.

Jack Price · October 12, 2019 at 9:02 pm

They should call it Legend of Zelda: Dungeon Designer

Qaztim Eleven · October 12, 2019 at 9:05 pm

I could see them doing more Maker style games for the 8 bit -32 bit era, but I could see the more high end 3D era games being fairly difficult to implement, not impossible, but a lot of work to get the UI and game systems simplified enough so that the general audience could make coherent 3D Zelda/Pikmin style levels

Aaronllprice · October 12, 2019 at 9:09 pm

Mario kart maker
How cool would it be to make your own tracks 😍

mat0vm · October 12, 2019 at 9:11 pm

I'd love a Mario Party Maker that'd be amix of wario ware DIY and a simplified board game designer. I don't think it's be hard to make it (or at least the bases of it) yet I feel like the potential would be enormous.

Servant Rider · October 12, 2019 at 9:13 pm

I think a way to create boards in Mario Party would be pretty neat

Wallonican Mapper · October 12, 2019 at 9:13 pm

Link with builder mario hat

EnderLord · October 12, 2019 at 9:15 pm

Mega Man Maker
there is one, and it's awesome, I really think that Capcom should do it, or at least support the fangame and make it official

Dylan Turner · October 12, 2019 at 9:25 pm

Well, I've decided to take a crack at it. Probably won't be as polished, but we'll see how good it could get.

If it interests anyone, you can see how far I go here: https://github.com/blueOkiris/Ultra-Dungeon-Designer

I have an idea to solve the whole items thing though. In the old game Adventure on the Atari 2600, you could only have one item at a time. You'd find the item and take it with you. Then when you found another, you'd take that. So my idea is you'd start with sword and shield, and you could add up to one other item at a time. These could be placed in chests around various rooms and stuff.

SteppenwolfBlues · October 12, 2019 at 9:32 pm

Nintendo could take the 2D prototype of Breath of the Wild as a foundation for a Zelda Maker. The key of a good user-created levels game is the interactivity between objects. Mario Maker does this very well: you can place many objects in the question blocks, ignite bob-bombs with any source of fire… That features makes possible to create a wide variety of levels following some rules. The 2D prototype of BOTW does the same: you can burn bushes, cut logs and put them to cross a river… Imagine a Zelda maker when you put objects and enemies in the dungeons and make some clever puzzles, challenging gaunlets or even speedrun levels following those rules. It would be amazing.

Justin Yeung · October 12, 2019 at 9:35 pm

Mario Party Maker anybody? XD
(besides Party Planner 64, of course)

Cammin · October 12, 2019 at 9:59 pm

A sequel of Wario Ware DIY would be great. Add more programming features, and better online features. It really is a great beginners game maker.

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