Almighty Game Designer Chapter 496: “Super Mario Odyssey” design concept draft


Chen Mo and Zhou Jiangping discussed the specific design.

Everything else is fine, mainly some core components.

In Chen Mo's previous life, Sitch had many components made for integration and power consumption, which were simply not available on the market. For Chen Mo, these parts must be redone.

Moreover, in the past life, there were many technologies that required patents, such as somatosensory technology. If it really depends on buying, it is indeed a huge expense.

For these, Chen Mo and Zhou Jiangping also discussed some general countermeasures. Due to the higher level of technology in this world and the fact that it is not completely consistent with 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 has tried his best to ensure that there are corresponding alternatives, and will not affect the feel of Sitch.

Even relying on some black technology in the parallel world, it will surpass to some extent.

Furthermore, Sitch's body can be made thinner, with a smaller frame. These are all improvements. In terms of the technological level of the parallel world, these improvements are not difficult.

Of course, the specific design needs to be continuously improved in the future. This is a relatively long-term work. Before the actual prototype mechanism is made, Chen Mo is not clear to what extent this handheld can achieve.

……

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 that of all other previous games. The biggest difficulty lies in the art quality, action and level design.

Super Mario Odyssey is a box garden game. The way to clear each level in the Odyssey is very simple. Just collect enough moons, start the Odyssey, and go to the next map.

So passing the level is not the player's first task, looking for clues and obtaining the moon are the most critical things.

In "Super Mario Odyssey", the way the moon is hidden is very natural and the density is very high. A small map can even embed nearly a hundred moons, which allows players to find hidden fun in the Odyssey Far larger than other sandbox games, even Zelda's ahhaha seeds are slightly inferior.

At the same time, these levels must also give players some difficult challenges, allowing players to use a variety of ways to pass the level, instead of just a linear route, so that players can give full play to their talents.

If it is said that the level of level design game in the world, "Super Mario Odyssey" is not the first, it is enough to be in the forefront.

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 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 incorporate the scene.

For example, when the designer wanted to design a scene that slowed Mario's movement, he naturally thought of the desert. And they don't want to use the scene of the Egyptian pyramids, which is already a bit rotten street, then the Mexican desert has become a very natural choice.

Mario itself has very strong abilities, such as throwing hats, jumping, etc., so many players have different ways to pass levels than the ones designed at the beginning of the game. Many interesting gameplays are explored by players themselves.

At the same time, "Super Mario Odyssey" has achieved the ultimate collection gameplay.

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

Take gold coins as an example. In the Odyssey, gold coins have practical meanings, such as buying items and buying clues, so the behavior of eating gold coins itself motivates players to take action.

Compared to the moon and special currencies, all the gold coin placement points in the challenge can basically be eaten by the player without any pressure, just like a small dessert after the challenge, allowing the player to get the stage The sweetness after victory.

But this sweetness is not for the player to force, but the player needs to get it.

There are also some challenges. Even if you fail, there is no cost. Gold coins become the dessert of the challenge, which can motivate the player without making the challenge too simple.

Furthermore, in 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 operations will reduce the time it takes to pass the challenge and are also a good incentive for players.

The design of the resurrection point of "Super Mario Odyssey" is also very delicate, because in the game, once the challenge fails, the resurrection point is the origin of the journey. The longer the journey of the resurrection point, the player The more frustrated you feel when you fail.

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 acquiring the moon, the player is full of rewards for bright and dark sides.

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 the player finds it, it’s not screaming, but It is the excitement and joy like digging into a treasure.

For "Super Mario Odyssey", only the full collection is considered to be a pass. 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 real start of the game.

The main line of the Odyssey is actually just a simple and ordinary difficulty challenge given by the game. The challenge that really makes the player feel that all the mechanisms of the game are all collected.

It can be said that if you only complete the main line, you can experience 20% of the game content or even less, and the remaining content, regardless of quality or difficulty, will not be worse than the 20% content, or even more it is good.

Like the full collection element of some games, it is actually forcibly increasing the game time, allowing players to run more maps.

There are dense collections on the map of these games. Run over to touch it and look at the picture and it’s over~IndoMTL.com~ It will be interesting if the number is appropriate, but once it exceeds a certain number, it will make people feel It's like doing a task, dull and meaningless.

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

The low-difficulty collection can ensure that beginner players can also pass the level very easily but without losing challenges, and the high-difficulty collection is the real core content of this game.

For Chen Mo, it is still difficult to reproduce all of this perfectly.

▲Mobile download~IndoMTL.com~God, Baidu search key words: Book shopkeeper app directly visit the official website;


Leave a Reply