edit: i accidentally presed the enter button
And we need to know this why?
if you correct me spelling mistakes, your argument is invalid.
*facepalms hard*
the game is against basic game design, you have to beat the main boss of a kingdom to get few moons, i say few moons, because you have to beat the damn game if you want all of the moons. this game discourages exploration.
In most 3D Mario games, you had to get the stars (or whatever flavor of the month Nintendo decided to call them) in order.
Platformers have traditionally been more or less linear, and Odyssey is a lot
less linear than anything that came before it, and largely lets you do things in whatever order you want. The bosses are among the few exceptions to that, and they aren't much of an obstacle.
This complaint would be much better directed at Super Mario Sunshine or Super Mario Galaxy.
Also, Super Mario Odyssey is not an open world game, which it sounds like is what you expect from it. Nobody ever claimed it was open world. If you go into a game with unrealistic expectations, you're bound to be disappointed. Have you considered that platformers might just not be for you? Doesn't mean the game is bad.
moons are basically thrown everywhere without second though, this is bad because moons dont feel earned
kingdoms are very small for exploration.
This I agree with 100%. One of my only big complaints about the game is there are just too many damn moons, and they're strewn around the place without any care and attention, in such a way that you're guaranteed to miss some. It just doesn't feel worth going through the extra effort to collect them all when many of them are so easy that they don't even feel rewarding, basically just a matter of combing the entire map, which is not fun.
In contrast to any other 3D Mario, which I've usually enjoyed 100%ing, because each star was a unique challenge and you had very few copy and paste repeats. The only bad cases of repeats that comes to mind in previous 3D Marios were the Shadow Mario shines and FLUDD-less shines in Sunshine, and I hated both of them.
the good movement mario odyssey has is not used a lot
The game is designed to be easy to pick up and play for an average gamer or someone new to the game, while also giving skilled players (including speedrunners) fun mechanics they can use for an added challenge.
In order for your game to have a wide appeal, it needs to have a gentle difficulty curve. Raise the difficulty too much too quickly, before people have had the time to get proficient enough with the controls, and they're not going to continue playing it.
Nintendo obviously wants their games to have as wide of an appeal as possible. In this way, they can appeal both to casual gamers and seasoned speedrunners alike.
That is the best move to make. If you're fine with the difficulty level, play the game the normal, "boring" way. If you want an added challenge, make heavy use of the Cappy moves and maybe eventually even try speedrunning.
Considering Super Mario Odyssey introduced many new mechanics to platformers as a whole, it would simply make the learning curve too steep for many people if advanced Cappy moves were required. All those years of muscle memory from playing past platformers don't help at all when it comes to brand new mechanics. Not to mention kids who may never have played a 3D platformer before, which remain a core part of Nintendo's target audience.
I personally found some of the Cappy mechanics to be quite unintuitive (despite being fun), making them difficult to get used to, which does not help the learning curve. I'm glad they were not heavily used but I could've appreciated them being used a little more as they essentially felt entirely optional. That would've probably made the game too difficult for the youngest of Nintendo's target audience, though.
I could see a potential DLC or sequel having a higher difficulty and requiring frequent use of Cappy moves. Given that people have had ample time to get used to the controls and mechanics from the existing game.
Much like New Super Luigi U had a higher difficulty than NSMBU, and required you to keep a much quicker pace given the short time limit for beating each level.
I think though that if a DLC or sequel were likely, we would've already heard of it. We'll see what happens with the Switch 2 or Switch Pro or whatever it ends up being. Super Mario Odyssey was quite successful, so a sequel, or a port to the new console with extra content is not out of the question.