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DickieGreenleaf84 t1_j1ggmxv wrote

Reply to comment by stoneman217 in Future of Games by stoneman217

Well, it was an extremely popular IP, was simple to play on almost all smart-phones, and you could pick up and put down any time (an underrated aspect of games). Your casual, "non-gamer" user and hard-core gamer could enjoy it with different levels of effort.

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stoneman217 OP t1_j1ggyge wrote

Solid point. A big limitation of some games (imho) is indeed that barrier to entry that you described. Tbh I bought a Quest two years ago and barely use it because whenever I think to use it, it’s not charged

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baumpop t1_j1gj240 wrote

this is often thought of as why super mario 4 was the most innovative game at the time of release. up to that point mario while super addicting and approachable was often difficult for non gamers and new players. creating a rift between gamers and non gamers until mario world came out.

instead of starting levels over from the beginning you could instead save checkpoints and save power ups to use later in levels. checkpoints would also fully heal you to a big mario. this along with a link to the past making zelda more approachable for a bigger audience grabbed the entire world by storm in the 90s.

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just some shinfo.

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