Chen Mo and Zhou Jiangping discussed the specific design.
Others are still good to say, mainly some core components.
In the past life of Chen Mo, swith has many components that are made for integration and power consumption, and can't be bought at all in the market. These parts must be redone for Chen Mo.
And in the past, there are many technologies that require patents, such as somatosensory technology. If you really want to buy it, it is really a big expense.
For these, Chen Mo and Zhou Jiangping also discussed some general countermeasures. Because the world's technical level is higher, and it is not exactly the same as Chen Mo's previous technology, many designs actually have corresponding alternatives.
Including the hd vibration and somatosensory components, which have a great influence on the game, Zhou Jiangping tried his best to ensure that there is a corresponding alternative, and it does not affect the feel of swith.
Even with some black technology in the parallel world, it will be somewhat exceeded.
Moreover, the swith's body can also be made thinner and the frame is smaller, which is also an improvement. 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 afterwards. This is a relatively long-term work. Before the real kind of mechanism is made, Chen Mo is not sure how much the 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 game is much more difficult to make than any other game before, the biggest difficulty is the quality of the art, the action and the level design.
"Super Mario Odyssey" is a box game. The customs clearance of each mark in the Odyssey is very simple. Just collect enough moons, start the Odyssey, and go to the next map.
Therefore, passing the level is not the player's top priority. Finding the clues and getting the moon is the most important thing.
In Super Mario Odyssey, the moon is hidden in a very natural way, and the density is very high. A small map can even embed nearly a hundred moons, which makes the player's hidden pleasure in the Odyssey far greater than Other sandbox games, even Zelda's ah haha seeds are slightly inferior.
At the same time, these levels must also give players some difficulty in the challenge, allowing players to use a variety of ways to clear customs, rather than only a linear route, allowing players to fully play their talents.
If you say that the world's highest level of game design, "Super Mario Odyssey" is not the first place, it is enough to rank in the forefront.
Many of the scenes in Super Mario Odyssey are based on reality. For example, Newtown City corresponds to New York, and the desert country is based on Mexico.
The scene of the game is not determined from the beginning. In the past life of Chen Mo, the developers of Super Mario Odyssey first designed a core game for this level, and then considered how to put the scene into it.
For example, if the designer wants to design a scene that makes Mario move slower, it naturally comes to mind the desert. And they don't want to use the Egyptian pyramids, which are already bad streets, so the Mexican desert has become a very natural choice.
Mario has a very strong ability, such as throwing hats, jumping, etc., so many players pass the game and the game is not exactly the same design at the beginning, a lot of interesting gameplay is the player to explore.
At the same time, "Super Mario Odyssey" has achieved the ultimate in collecting and playing.
There are three collection elements of gold coins, purple coins and moon in the Odyssey. Each collection element has different functions and the difficulty of acquisition varies.
In the case of gold coins, gold coins in the Odyssey have practical meanings, such as buying items, buying leads, etc., so the act of eating gold coins itself encourages players to take action.
Compared to the moon and special currency, all the gold coin placement points in the challenge can basically let the player eat without any pressure, just like the small dessert after the challenge, let the player get a staged victory. Sweet head.
But this sweetness is not hard to give the player, but the player needs to get it.
There are also some challenges. Even if it fails, there is no price. The gold coin becomes a challenged dessert, which can not only motivate the player, but also make the player feel that the challenge is too simple.
And in the process of some "non-mainstream" gameplay and operation, players can complete the task with only basic running and jumping, or use special techniques to achieve the effect that basic operations can't. These operations reduce the time it takes to pass the challenge and are a good incentive for the player.
The resurrection point design of Super Mario Odyssey is also very delicate, because in the game, once the challenge fails, it will return to the origin, and the resurrection point is the origin of the journey. The longer the resurrection point is designed, the player feels when they fail. The more frustration you get, the stronger.
Through the design of these resurrection points, it is possible to control the player's emotions well and adjust the difficulty of the game.
In the process of players getting the moon, there are a lot of rewards for both bright and dark faces.
On the bright side, the player can get the moon when he reaches 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 second moon is placed with great care. Players are not screaming after they find it, but like digging Exciting and happy to the treasure.
For Super Mario Odyssey, only full collection is considered a customs clearance. The main line of this game is designed to let everyone enjoy the game. In other words, its main line is only equivalent to the teaching script. After the main line is completed, it is the real start of the game.
The main line of the Odyssey is actually a simple, ordinary difficulty challenge given by the game. The challenge that really makes the player feel the mechanics of the game is the full collection.
It can be said that only after completing the main line, only 20% of the content of the game is not even available, and the remaining content, regardless of quality or difficulty, will not be worse than the 20% content, or even better.
Like the full collection of some games, it is actually forcing the game time to increase, allowing players to run more maps.
The maps of these games have dense collection points, run over and touch them, and the pictures are over. It will be interesting if the number is appropriate, but once it exceeds a certain amount, it will make people feel like they are doing tasks. It is boring and meaningless.
For Odyssey, collection is the real main course of the game, and it is very good. Different moon difficulty gradients are very open, some can be seen at a glance, some must be found to get, some must go through very difficult After the challenge of continuous practice, you can get it.
The low-level collection ensures that the entry-level player can also easily pass through the challenge without difficulty, and the difficult collection is the real core of the game.
For Chen Mo, it is still difficult to reproduce all of this perfectly.