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Chapter 496 "Super Mario Odyssey" Design Concept Draft

Chen Mo discussed the specific design with Zhou Jiangping again.

The others are all easy to say, mainly some core components.

In Chen Mo's previous life, many components of Swith were made for integration and power consumption ratio, and they were simply not available on the market. These components must be redone for Chen Mo.

Moreover, in my previous life, many technologies needed patents, such as somatosensory technology. If you really rely on buying it, it would be a huge expense.

Chen Mo and Zhou Jiangping also discussed some general countermeasures for these. Since the world's technical level is higher and not exactly consistent with Chen Mo's previous life's technology, many designs actually have corresponding alternatives.

Including designs such as HD vibration and somatosensory components, Zhou Jiangping tried his best to ensure that there are corresponding alternatives and that it will not affect the feel of the sweeps.

Even with some black technology in parallel worlds, it will surpass it to some extent.

Moreover, the body of the Swith can also be made thinner and the bezels are smaller, which is also considered an improvement. With the technological level of parallel worlds, these improvements are not difficult.

Of course, the specific design needs to be continuously improved later. This is a relatively long-term work. Before the real prototype was made, Chen Mo was not sure what level this handheld machine could do.

...

After returning to the experience store, Chen Mo began to write the design concept draft of "Super Mario Odyssey".

For Chen Mo, the production difficulty of this game is much higher than that of all other previous games, and the biggest difficulty lies in the art quality, action and level design.

"Super Mario Odyssey" is a box-style game. The way to pass each level in the Odyssey is very simple. Just collect enough moons, activate the Odyssey, and go to the next map.

Therefore, passing levels is not the player's primary task. Finding clues and obtaining the moon is the most important thing.

In "Super Mario Odyssey", the moon's hidden way is extremely natural and has a very high density. A small map can even be embedded in nearly a hundred moons, which makes players' fun in finding hidden in the Odyssey far greater than other sandbox games, and even Zelda's Haha seeds are slightly inferior.

At the same time, these levels must also give players some difficulty challenges, allowing players to pass the level in multiple ways instead of just a linear route, allowing players to fully utilize their talents.

If we talk about the game with the highest level design level in the world, even if "Super Mario Odyssey" is not the first place, it is enough to rank in the top.

Many scenes in "Super Mario Odyssey" are created based on reality, for example, Newtown corresponds to New York, and the Desert Country is based on Mexico.

The game scene was not determined from the beginning. In Chen Mo's previous life, the developers of "Super Mario Odyssey" first designed a core gameplay for this level, and then considered how to put the scene in it.

For example, if designers want to design a scene that slows Mario movement, they naturally think of the desert. And they don’t want to adopt a scene like the Egyptian pyramids, which is already a bit of a street, the Mexican desert becomes a very natural choice.

Mario has very strong abilities, such as throwing hats, jumping, etc. Therefore, the methods of many players passing the level are not exactly the same as those designed at the beginning of the game. Many interesting gameplays are explored by players themselves.

At the same time, "Super Mario Odyssey" has brought the collection gameplay to the extreme.

In the Odyssey, there are three collection elements: gold coins, purple coins and moon. Each collection element has a different function and the difficulty of obtaining is also different.

Taking gold coins as an example, gold coins in the Odyssey have practical significance, such as buying items, purchasing clues, etc., so eating gold coins itself inspires players to take action.

Compared with the moon and special currencies, all the gold coin placement points in the challenge can basically allow players to eat without any pressure, just like a small dessert used after the challenge, allowing players to get the sweetness after the phased victory.

But this sweetness is not forced to the player, but requires players to get it.

There are also some challenges, even if you fail, there is no price. Gold coins become desserts in the challenge, which can not only motivate players, but also not make players feel that the challenge is too simple.

Moreover, in some "non-mainstream" gameplay and operations, players can only use basic running and jump to complete tasks, or use special techniques to achieve effects that cannot be achieved by basic operations. These operations will reduce the time spent through challenges, which is also a good incentive for players.

The resurrection point design of "Super Mario Odyssey" is also very exquisite, because in the game, once the challenge fails, you have to return to the origin, and the resurrection point is the origin of the journey. The longer the resurrection point is designed, the stronger the frustration the player feels when failing.

Through the design of these resurrection points, players' emotions can be well controlled and the difficulty of the game can be adjusted.

In the process of players obtaining the moon, there are many rewards from both the light and the dark side.

On the surface, players can get the moon when they reach the end point, but in fact, there is another moon hidden in many levels.

In most challenging levels in "Super Mario Odyssey", there is more than one moon hidden, and the placement of the second moon is also very attentive. After finding it, players do not shout at the trick, but are excited and happy like digging a treasure.

For "Super Mario Odyssey", only the full collection is considered a level-through. The main line of this game is designed to allow everyone to enjoy the game. In other words, its main line is only equivalent to a teaching script, and the real beginning of the game is completed after the main line is completed.

The main line of Odyssey is actually just a simple and ordinary difficulty challenge given by the game. The challenge that really makes players feel that all the game's mechanisms is a complete collection.

It can be said that if you only complete the main line, you can experience 20% of the game's content or even less than 20% of the content. The remaining content, regardless of quality or difficulty, will not be worse than this 20% of the content, and will even be better.

For example, the full collection elements of some games are actually just forcibly increasing the game time and allowing players to run more maps.

There are dense collection points on the map of these games. Run over and touch them, look at the pictures and end. If the quantity is appropriate, it will still be interesting, but once it exceeds a certain number, it will make people feel like they are doing a task, which is boring and meaningless.

For Odyssey, the collection is the real main course of this game, and it is very well done. The different moon difficulty gradients are very different. Some can be seen at a glance, some must be found to be obtained, and some must be obtained after very difficult challenges and continuous practice.

Low-difficulty collection can ensure that entry-level players can pass the levels very easily but challengingly, while high-difficulty collection is the real core content of this game.
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