/| Mario Kart PC |\

Quick Mode is boring.

smile

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Messages 166 - Bowser Bowser
vs54700 pts ★ Titan
battle4987 pts ★ Budding pilot
United States
I don't understand the popularity behind QM. It's easy to use, but you end up with boring, bland courses that have no soul or deliberate game design. And, at that point, why even bother? I think it can be done well sometimes, like with CFPQM All-Stars, but even some of those tracks are bland and unimaginative. These kind of tracks are just not very fun, at least not to somebody who can go faster than 80mph flat along the road. It's not fun to be bound to a generic loop, or even segments of a generic loop. If they remove the ability to create courses THIS easily, yeah, of course the production will slow down dramatically, but it will force these creators to... create. Not "put together". Let track artists breathe life into their own works, and let them learn what a good track is and isn't. QM just makes people pool a bunch of time into tracks that don't mean anything.

Play this: https://mkpc.malahieude.net/map.php?i=116112

Now play this: https://mkpc.malahieude.net/circuit.php?id=212324

One track obviously has more care an effort put into it, and another track has no unique textures, no intriguing lines, it's bare.

Okay, but then you might say: "But Map, they're just like smk's tracks, those are bare and unpolished." Are they though? Like, go play Bc2 and see the difference of the spacing, the road thicknesses taking shape, dramatically affecting the gameplay.

Play this rq: https://mkpc.malahieude.net/map.php?i=143562

Then this: https://mkpc.malahieude.net/circuit.php?id=211241

The same kind of visuals, same kind of vibe, but two very different overall executions. I actually really enjoy playing Jungle Ruins 1 personally. It's very fluent, and easy to understand, as well as having very clean and interesting, as well as satisfying lines. Unfortunately, and this isn't to throw shade, but I don't get anything out of Koopa Troopa Beach. It's very dynamic, at least I think, but none of that matters when I'm playing on such a grid. It doesn't matter how many paths there are, it just isn't fun to spike 120mph but not feel very fast while doing so. It's a slog. But all of QM is, so I won't hold it against either creator.

Really, I could go on and on, listing bad QM courses, and good CM courses. I'll spare anybody who's reading this the time, and leave you with my essential question:

Why keep QM if QM is a net bad for the creatives of MKPC?
Messages 431 - Metal Luigi Metal Luigi
vs13079 pts ★ Champion
battle8557 pts ★ Expert
Honduras
Mapno4 wrote:
my essential question:

Why keep QM if QM is a net bad for the creatives of MKPC?


You'll sometime run out of your 25 MB of CM...
up1
Messages 320 - Peach Peach
vs18974 pts ★ Master
battle5744 pts ★ Novice
United States
Mapno4 wrote:
I don't understand the popularity behind QM. It's easy to use, but you end up with boring, bland courses that have no soul or deliberate game design. And, at that point, why even bother? I think it can be done well sometimes, like with CFPQM All-Stars, but even some of those tracks are bland and unimaginative. These kind of tracks are just not very fun, at least not to somebody who can go faster than 80mph flat along the road. It's not fun to be bound to a generic loop, or even segments of a generic loop. If they remove the ability to create courses THIS easily, yeah, of course the production will slow down dramatically, but it will force these creators to... create. Not "put together". Let track artists breathe life into their own works, and let them learn what a good track is and isn't. QM just makes people pool a bunch of time into tracks that don't mean anything.

Play this: https://mkpc.malahieude.net/map.php?i=116112

Now play this: https://mkpc.malahieude.net/circuit.php?id=212324

One track obviously has more care an effort put into it, and another track has no unique textures, no intriguing lines, it's bare.

Okay, but then you might say: "But Map, they're just like smk's tracks, those are bare and unpolished." Are they though? Like, go play Bc2 and see the difference of the spacing, the road thicknesses taking shape, dramatically affecting the gameplay.

Play this rq: https://mkpc.malahieude.net/map.php?i=143562

Then this: https://mkpc.malahieude.net/circuit.php?id=211241

The same kind of visuals, same kind of vibe, but two very different overall executions. I actually really enjoy playing Jungle Ruins 1 personally. It's very fluent, and easy to understand, as well as having very clean and interesting, as well as satisfying lines. Unfortunately, and this isn't to throw shade, but I don't get anything out of Koopa Troopa Beach. It's very dynamic, at least I think, but none of that matters when I'm playing on such a grid. It doesn't matter how many paths there are, it just isn't fun to spike 120mph but not feel very fast while doing so. It's a slog. But all of QM is, so I won't hold it against either creator.

Really, I could go on and on, listing bad QM courses, and good CM courses. I'll spare anybody who's reading this the time, and leave you with my essential question:

Why keep QM if QM is a net bad for the creatives of MKPC?

I don't 100% agree, I quite like QM, but yes, CM is certainly better, but in some cases, QM beats CM, for me at least. I believe QM has much more potential, I am trying to show said potential in QMDR. but I do get your point Mapno.
up1
Messages 208 - Toad Toad
vs5286 pts ★ Novice
battle5000 pts ★ Novice
Canada
Mapno4 wrote:
I don't understand the popularity behind QM. It's easy to use, but you end up with boring, bland courses that have no soul or deliberate game design. And, at that point, why even bother? I think it can be done well sometimes, like with CFPQM All-Stars, but even some of those tracks are bland and unimaginative. These kind of tracks are just not very fun, at least not to somebody who can go faster than 80mph flat along the road. It's not fun to be bound to a generic loop, or even segments of a generic loop. If they remove the ability to create courses THIS easily, yeah, of course the production will slow down dramatically, but it will force these creators to... create. Not "put together". Let track artists breathe life into their own works, and let them learn what a good track is and isn't. QM just makes people pool a bunch of time into tracks that don't mean anything.

Play this: https://mkpc.malahieude.net/map.php?i=116112

Now play this: https://mkpc.malahieude.net/circuit.php?id=212324

One track obviously has more care an effort put into it, and another track has no unique textures, no intriguing lines, it's bare.

Okay, but then you might say: "But Map, they're just like smk's tracks, those are bare and unpolished." Are they though? Like, go play Bc2 and see the difference of the spacing, the road thicknesses taking shape, dramatically affecting the gameplay.

Play this rq: https://mkpc.malahieude.net/map.php?i=143562

Then this: https://mkpc.malahieude.net/circuit.php?id=211241

The same kind of visuals, same kind of vibe, but two very different overall executions. I actually really enjoy playing Jungle Ruins 1 personally. It's very fluent, and easy to understand, as well as having very clean and interesting, as well as satisfying lines. Unfortunately, and this isn't to throw shade, but I don't get anything out of Koopa Troopa Beach. It's very dynamic, at least I think, but none of that matters when I'm playing on such a grid. It doesn't matter how many paths there are, it just isn't fun to spike 120mph but not feel very fast while doing so. It's a slog. But all of QM is, so I won't hold it against either creator.

Really, I could go on and on, listing bad QM courses, and good CM courses. I'll spare anybody who's reading this the time, and leave you with my essential question:

Why keep QM if QM is a net bad for the creatives of MKPC?

It's not a net bad. The creatives of MKPC all use complete mode and are unaffected by people who use quick mode. If you really don't want to play them, just use advanced search. So really, all QM does is provide a faster and easier way to make tracks, especially for new players, and to allow you to keep making tracks when you run out of CM space
up2
Messages 308 - Peach Peach
vs62630 pts ★ Titan
battle11239 pts ★ Champion
United Kingdom
Mapno4 wrote:
I don't understand the popularity behind QM. It's easy to use, but you end up with boring, bland courses that have no soul or deliberate game design. And, at that point, why even bother? I think it can be done well sometimes, like with CFPQM All-Stars, but even some of those tracks are bland and unimaginative. These kind of tracks are just not very fun, at least not to somebody who can go faster than 80mph flat along the road. It's not fun to be bound to a generic loop, or even segments of a generic loop. If they remove the ability to create courses THIS easily, yeah, of course the production will slow down dramatically, but it will force these creators to... create. Not "put together". Let track artists breathe life into their own works, and let them learn what a good track is and isn't. QM just makes people pool a bunch of time into tracks that don't mean anything.

Play this: https://mkpc.malahieude.net/map.php?i=116112

Now play this: https://mkpc.malahieude.net/circuit.php?id=212324

One track obviously has more care an effort put into it, and another track has no unique textures, no intriguing lines, it's bare.

Okay, but then you might say: "But Map, they're just like smk's tracks, those are bare and unpolished." Are they though? Like, go play Bc2 and see the difference of the spacing, the road thicknesses taking shape, dramatically affecting the gameplay.

Play this rq: https://mkpc.malahieude.net/map.php?i=143562

Then this: https://mkpc.malahieude.net/circuit.php?id=211241

The same kind of visuals, same kind of vibe, but two very different overall executions. I actually really enjoy playing Jungle Ruins 1 personally. It's very fluent, and easy to understand, as well as having very clean and interesting, as well as satisfying lines. Unfortunately, and this isn't to throw shade, but I don't get anything out of Koopa Troopa Beach. It's very dynamic, at least I think, but none of that matters when I'm playing on such a grid. It doesn't matter how many paths there are, it just isn't fun to spike 120mph but not feel very fast while doing so. It's a slog. But all of QM is, so I won't hold it against either creator.

Really, I could go on and on, listing bad QM courses, and good CM courses. I'll spare anybody who's reading this the time, and leave you with my essential question:

Why keep QM if QM is a net bad for the creatives of MKPC?

I personally agree, and yea even tho you're using my tracks as an example, I think Quick Mode could be much better if you could
1. Choose where the checkpoints are
and I'd think it'd be cool if you could
2. Link paths together
So then you can traverse the track normally without not hitting the 120mph speed limit (as in the case of Koopa Troopa Beach and some of my other tracks, bc yea they could be much better with that feature.)

mario_shrug1
Messages 774 - Mario Mario
vs144161 pts ★ Superstar
battle14208 pts ★ Champion
France
Mapno4 wrote:
Why keep QM if QM is a net bad for the creatives of MKPC?
Quick Mode is meant to be a quick way to make tracks for people who think Complete Mode is too complex or people who are just bad at drawing tracks.


Quick Mode offers a very limited menu: only being able to place single item boxes, 3 types of jumps and one 8x8 px boost panel. The decors are only the ones present in the original track. I think that if QM were to have "Custom CP placement" (requested by @CanadaFromPWA) it'll just start to become more complex, just like CM, and it isn't what QM was made for.
Although the tracks may be repetitive, I prefer seeing bad QM tracks than blurry, confusing and badly drawn CM tracks, and if QM were to be removed, 90% of the current QM tracks that we have would transform into 90% bad CM tracks that are even worse to play than QM. Players don't often take the effort to make great tracks because of laziness, demotivation or lack of time.

QM tracks can also be used for Challenge purposes! I, for example, have made 2 entire QM Multicups (each having 16 tracks) with each track having 2 very difficult challenges to beat! I don't think these tracks are that bad though, they're great layouts for challenges at least. :p

Instead of wanting remove an entire feature, why not encouraging people to use that feature less often? Maybe by hosting TBCs (Track Building Competitions)!
With the addition of rails in Mario Kart PC, @TheNudgyHampter is currently hosting a TBC involving rails, and anyone can participate! If your track is GREAT enough you can even submit it to CTGP PC BG (Custom Track Grand Prix Personal Computer But Good)! ;)
Go check it out here!


Now some of you may not agree with what I've said above, and it's completely normal! Everyone should be able to express their opinion about Quick Mode. But I still believe that by having Complete Mode track creators create more insane tracks and post them on the forum or in the Discord server, it can motivate Quick Mode track creators to at least try Complete Mode! :)
Messages 166 - Bowser Bowser
vs54700 pts ★ Titan
battle4987 pts ★ Budding pilot
United States
I love everyone's opinions. These new views on QM, while they haven't outright changed my mind, have given me new answers to my question. Thank you all for your input!
Messages 92 - Boo Boo
vs5402 pts ★ Novice
battle5000 pts ★ Novice
Sweden
I agree QM is too quick. I made one in a minute (why did that track get a 5/5 and my CM I worked over one hour over 3/5)

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