That's one of the most challenging questions of our time in concerns to the Mario games (all the other games have movement capabilities/speeds poorly adjusted for open areas/worlds). Another genre this question occurs in is the stealth genre ala
Tenchu: Stealth Assassin's linear training level versus its open area levels. Performance <-> Comfy.
Open area levels are to allow branching paths. I think
Sonic Adventure 1 and
2 would have done far better only having the classic linear-based levels back-to-back. Same situation with the
Mirror's Edge sequel.
Wario World was worse for the HUB-like levels.
Maximo's HUB isn't particularly necessary. The Mario games are not as clear-cut.
In
Super Mario 64, I'd give Tiny, Huge Island and Bowser in the Fire Sea the win for respective open area world and linear level.
In
Sonic Adventure, I'd give Emerald Coast and Mystic Ruins the win in their respective areas.
It's clear to me that the character's speed must be able to contain the level space to stay true to platforming goodness.
Peach's Castle is so much more than a means of padding out the game's length, IMO. It's half the fun of playing through M64.
For me, I think I lean toward preferring hub worlds. I've always liked how the best 3D platformers and their level design remind me of exploring a theme park, and hub worlds evoke that classic hub-and-spoke design that strengthens that association with something like The Magic Kingdom for me. Peach's Castle has taken on a much more iconic presence since being utilized as the central hub world for Mario 64, and to me that's the single best hub world to date in a platformer.
Yeah, I agree. Peach's Castle is the magical HUB world to beat. It's small in size, each floor is easily accessible, and it has the best discovery (the 100% reward). Super Mario Sunshine's Isle Delfino is mechanically better suited for performance and is perfectly-sized to allow for spreadout expansion to faraway areas/levels though.
The switch to a simple level-select map in Galaxy 2 was Miyamoto's decision, and not one that I agreed with.
This is a tough decision as there are a lot of factors involved, but, imo, the overworld map in Mario games seen in
Super Mario World,
Super Mario Galaxy 2, and
Super Mario 3D World are annoyingly slow: (1) transitioning from level to level is slow unlike
Super Mario Bros. 3's snappy path movement; the paths slowly form before you're allowed to move to the next level wasting precious seconds, which feels like a load time; (2) Mario's movement speed in
Super Mario Galaxy is too slow to move around quickly to any level he wants in the Comet Observatory, which turns the world selection process into going on a hike rather than a sprint. I do think there is a psychological reason in keeping the overworld map as a way to have a normal-looking level select option. Additionally, it may be seen as a comforting to players to not see beaten levels x'd out and unavailable (i.e.
SMB3) to have the world always looking accessible.
I think the major criticism, besides the level-select map going back to being snappy and purposeful as it was in
SMB3, is that the unfolding process and stepping onto new level spaces is lackluster compared to the super pleasant artistic portrayals showing what's to come like in
Super Mario World 2: Yoshi's Island.