file Create a Useless Marble Blast Feature

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02 Feb 2025 18:04 #1
Yo, just wanna chuck this in here just as a funny brainstorm we can have.

Let's establish some ground rules before I get to the question:
  • When Im talking about useless feature, what Im looking for could be something that adds nothing to the game, or changes an existing feature into an inconvenience. This useless feature can be annoying and intrusive, or unassuming and insignificant. To simplify things, think like a techbro would trying to reinvent toasters.
  • Also, each user gets one useless feature to propose. You can introduce another feature if that's required to activate the useless feature. Im just establishing this rule because I don't wanna see someone just write down a list of sentences, I wanna see passion in your useless idea!
  • If you want, you can add onto someone else's useless feature, maybe you have a different prospective on their useless feature that could make it more useless. Discussion is encouraged even if you don't have your own useless feature to propose.

Here's the prompt:
Imagine you're creating a new Marble Blast mod. You're going through the life cycle of the average mod creator, but somehow you were able to brave the self-imposed axe and make something worthy of playtesting. Upon reflection, you feel like your mod is just a level pack rather than a full-fledged mod, there's nothing in your game that people haven't already seen in other mods, even if they're just derivatives. Regardless of how you feel about this, even if it was presentable as is, a nerve on the back of your brain urges you to throw some shit at the wall and see what sticks. This is where you decide to free-hand a feature that other mods were too afraid of implementing.

What feature do you end up writing into your mod? Is it implemented during gameplay or outside of it? Does it have to meet a requirement or is it activated the minute you open the game?

Here's my answer to this question:
Warning: Spoiler!


 

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02 Feb 2025 18:19 #2
My useless feature would be something where upon starting the game, you are prompted to "spin the wheel to choose your random marble!" This would be like one of those corny mobile game ads except you just get a random marble instead. Of course this is impossible to get out of, and you can't change the marble after spinning without restarting the game to spin again. Also, not every marble appears on the wheel every time. So if you want to play with a specific marble each time, that's just too bad.
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02 Feb 2025 18:41 #3
Let's go get done with one of the most terrible ideas just so it never sees the light of day.

Crypto backed gacha in Marble Blast, and all the marbles have their own stats that give speedrunning advantages.
Want time travels to last longer? Go pull for the limited edition only hourglass themed marble which gives you an additional 25% time travel boost.
Want your overall timer to be lower? Wait no more, just a $600 worth of Marblecoins (may vary depending on your luck) and the special edition swirl marble that cuts off 5% off the final time will be yours.
If you are not too keen on spending a lot, worry not we've got you covered. The traffic light marble available for median $100 worth of pulls lets your marble off the start pad while it's still in Set.
Truly, a revolutionary way to make speedrunning pay-to-win—because nothing says ‘skill’ like a maxed-out wallet.

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02 Feb 2025 18:45 #4
I have a great idea for a useless feature. You know those launchers on levels like Money Tree or Pinball Wizard, the ones that you just roll up to and let take you to some other part of the level? Let’s implement some new mechanic where you’re taken out of the game and have to do some stupid aiming mini game. For added complexity, let’s make this mechanic in a plethora of variants, so some let you control how far you launch, some you just aim, some you only decide when to launch, and some that just launch you instantly. After all, who doesn’t love having some irrelevant crap interrupting their otherwise-immersive Marble Blast experience?

Oil slicks doesn't belong to a runway
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02 Feb 2025 18:53 #5

I have a great idea for a useless feature. You know those launchers on levels like Money Tree or Pinball Wizard, the ones that you just roll up to and let take you to some other part of the level? Let’s implement some new mechanic where you’re taken out of the game and have to do some stupid aiming mini game. For added complexity, let’s make this mechanic in a plethora of variants, so some let you control how far you launch, some you just aim, some you only decide when to launch, and some that just launch you instantly. After all, who doesn’t love having some irrelevant crap interrupting their otherwise-immersive Marble Blast experience?
 
Interesting idea man. Did you come up with that thought by yourself or did you get that opinion from someone else?

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02 Feb 2025 19:13 #6
A hazard that takes away a random gem you've already collected and respawns it in its original position.

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02 Feb 2025 19:17 - 02 Feb 2025 19:17 #7

A hazard that takes away a random gem you've already collected and respawns it in its original position.
Like a new hazard?
Because when I read this, I imagined the marble following Sonic rules where touch hazards, such as bumpers or mines, will just drop your gems onto the floor. If the gems fall out of bound, they respawn in their original position. Atleast that's my take on that feature.

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Last edit: 02 Feb 2025 19:17 by DoxtonPink.

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02 Feb 2025 19:21 #8
That's too straightforward, where the gems are found again. This (new) hazard would take away one of the gems you've already collected and respawn it where it lies initially. It could either be the one you've collected most recently, or earliest in the level.

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02 Feb 2025 23:37 #9
I feel like the point of this thread is to see if someone accidentally comes up with a good idea. This kind of thing has been advised for creative writing.

A hazard that takes away a random gem you've already collected and respawns it in its original position.
 
I like this idea. It could be pretty good or bad depending on the level layout. I imagine the best levels for this are nonlinear and make the gems easy to spot. I also like Doxton's interpretation. That might be fun in multiplayer.

Randomity's idea, on the other hand, imposes suffering and rage by mere prospect.
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03 Feb 2025 01:34 #10

I feel like the point of this thread is to see if someone accidentally comes up with a good idea. This kind of thing has been advised for creative writing.
 
A little bit. Someone's idea of useless could turn out to be useful to someone else, your implementation of Chris' gem hazard is an example of that. It's all about subjectivity.

I made this thread with the title to be taken literally. The definition of "useless" in the context of this thread was established as a way to give writers more options, while still leading to a general end-point. It is a bit deceiving in my part to use a negative term and recontextualise it as a neutral.

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