Chapter 496 "Super Mario Odyssey" Design Concept Draft
Chen Mo and Zhou Jiangping discussed the specific design again.
Others are okay to say, mainly some core components.
In Chen Mo's previous life, many parts of Sitch were made for integration and power consumption ratio, and they were simply not available on the market. For Chen Mo, these parts must be redone.
Moreover, in the previous life, there were many technologies that required patents, such as somatosensory technology. If it really depends on buying it, it would indeed be a huge expense.
For these, Chen Mo and Zhou Jiangping also discussed some general countermeasures. Since the technology level of this world is higher, and it is not completely consistent with the technology of Chen Mo's previous life, many designs actually have corresponding alternatives.
Including HD vibration and somatosensory components, which have a greater impact on the game, Zhou Jiangping tried his best to ensure that there are corresponding alternatives without affecting the feel of Sitch.
Even with some black technology in the parallel world, it will be surpassed to some extent.
Moreover, the body of the Sitch can also be made thinner and the bezels are smaller, which is also an improvement. These improvements are not difficult at the level of technology in parallel worlds.
Of course, the specific design needs to be continuously improved in the future. This is a relatively long-term work. Before the real prototype is made, Chen Mo does not know how much this handheld can do.
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After returning to the experience store, Chen Mo began to write the design concept draft of "Super Mario Odyssey".
For Chen Mo, the difficulty of making this game is much higher than all other games before, the biggest difficulty lies in the art quality, action and level design.
"Super Mario Odyssey" is a small garden game. The way to clear each level in Odyssey is very simple. As long as you collect enough moons, start the Odyssey and go to the next map.
Therefore, passing the level is not the player's primary task. Finding clues and obtaining the moon is the most critical thing.
In "Super Mario Odyssey", the way of hiding the moon is very natural, and the density is very high. A small map can even embed nearly a hundred moons, which makes the player find the hidden fun in Odyssey far more than Other sandbox games, even Zelda's Haha Seed are slightly inferior.
At the same time, these levels must also give players some difficulty challenges.
Allowing players to use a variety of ways to pass the level, instead of only a linear route, allowing players to fully utilize their ingenuity.
If we say that the game with the highest level design in the world, "Super Mario Odyssey" is enough to rank in the forefront, if not the first.
Many scenes in Super Mario Odyssey are based on reality, for example, Newtown corresponds to New York, and Desert Country is based on Mexico.
The scene of the game is 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 fit the scene into it.
For example, the designer wants to design a scene that makes Mario move slower, and naturally think of the desert. And they didn't want to use the already bad street scene like the Egyptian pyramids, so the Mexican desert became a very natural choice.
Mario himself has very strong abilities, such as throwing hats, jumping, etc., so many players' ways of passing the level are not exactly the same as those designed at the beginning of the game, and many interesting gameplays are explored by players themselves.
At the same time, "Super Mario Odyssey" takes the collection gameplay to the extreme.
In Odyssey, there are three collection elements: gold coins, purple coins and moons. Each collection element has different functions and is difficult to obtain.
Taking gold coins as an example, gold coins in Odyssey have practical meanings, such as buying items, buying clues, etc., so the act of eating gold coins motivates players to act.
Compared with the moon and special currency, all the gold coins placed in the challenge can basically be eaten by players without any pressure, just like a dessert after the challenge, allowing players to get the gold coins after a staged victory. sweetness.
But this sweetness is not forced to the player, but requires the player to get it.
There are also some challenges. Even if you fail, there is no cost. Gold coins become the dessert in the challenge, which can not only motivate players, but also will not make players feel that the challenge is too simple.
Moreover, in the process of some "non-mainstream" gameplay and operations, players can only use basic running and jumping to complete tasks, or they can use special techniques to achieve effects that basic operations cannot. These actions reduce the time it takes to pass the challenge and are a great incentive for players.
The design of the resurrection point in "Super Mario Odyssey" is also very delicate, because in the game, once the challenge fails, it will return to the original point, and the resurrection point is the origin of the journey. The longer the resurrection point is designed, the player will feel when he fails. The more frustration you get.
Through the design of these resurrection points, the player's emotions can be well controlled and the difficulty of the game can be adjusted.
In the process of players acquiring the moon, there are many bright and dark rewards.
On the bright side, players can get the moon when they reach the end, but in fact, there is another moon hidden in many levels.
In most of the challenge levels in "Super Mario Odyssey", there is more than one moon hidden, and the placement of the second moon is also very careful. After finding it, the player is not shouting, but like digging To the treasure-like excitement and joy.
For Super Mario Odyssey, only the full collection counts as a clearance. The main line of this game is designed for everyone to enjoy the game. In other words, its main line is only equivalent to a teaching script. After the main line is completed, the game really begins.
The main line of Odyssey is actually just a simple, normal difficulty challenge given by the game. The challenge that really makes players feel all the mechanics of the game is to collect all.
It can be said that if you only complete the main line, you will experience less than 20% of the content of the game, and the rest of the content, regardless of quality or difficulty, will not be worse than this 20% content, or even better.
Like the full collection elements of some games, it is actually forcibly increasing the game time and allowing players to run the map more.
There are dense collection points on the map of these games, run over and touch it, look at the picture and it is over. If the number is appropriate, it will be interesting, but once it exceeds a certain number, it will make people feel like doing a task. , boring and meaningless.
For Odyssey, collecting is the real main course of the game, and it's done very well. The different moon difficulty gradients are very separated, some can be seen at a glance, some must be found, and some must be very difficult. , can only be obtained after the challenge of continuous practice.
The low-difficulty collection can ensure that entry-level players can also pass the level very easily but challengingly, while the high-difficulty collection is the real core of this game.
For Chen Mo, it is still difficult to reproduce all of this perfectly.
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