Regarding the performance of "Made in Super Mario", many game manufacturers and producers in the industry are always paying attention.
From the beginning, the game "Made in Super Mario" was released as a horizontal 2D jumping platform game. In fact, many game manufacturers felt confused.
Why does Nebula game send such a big battle to push this type of game.
is not not optimistic about the "Super Mario Manufacture" game, but this kind of platform jumping game, or this kind of pure platform jumping game, is actually quite limited.
Because of the elements of the game content.
No matter what the elements are, they actually contain certain RPG upgrade system elements.
In traditional FPS games, economic games, killing opponents, winning single games, and accumulated economy; or without economic systems, simply killing enemies and harvesting the number of heads, these are obvious manifestations.
The RTS production barracks, the gold mining economy of the arms, the make-up in the MOBA game, and even the setting of the galgame's favorability strategy are actually an evolution of this model.
Of course, not all games must have this element, but to give players the most direct and comfortable experience, obvious growth, this is a factor that any game must have.
may be placed on the bright surface to experience numerically, or in an implicit way to give players feedback on the game experience.
Platform jumping games naturally have such a feature.
However, it is limited to the gameplay of platform jumping games. If you don't consider introducing actions or numericalization into it, platform jumping is best to give players feedback.
That's the difficult map design as the game progresses.
is the same sentence that most people have heard, ‘Why climb Mount Everest? Because the mountain is there. ’
Challenging difficulties, and surpassing oneself to become stronger and stronger, this is an instinct for everyone.
It's just that the upper limit of pain accepted by different people is different.
For example, most players who were persuaded by "Dark Soul", "Wolf: Shadows Die Twice", and "Blood Source Curse" don't they like this feeling of becoming stronger?
Of course not, they enjoy the same, but the difficult game like "Dark Soul" exceeds the line they can bear.
So this is also in "Soul of Darkness" and "Wolf: Shadows Die Twice", which also has obvious elements of numerical improvement.
Without these elements, is there no way to get through?
Of course impossible.
The top domestic and foreign masters frequently refreshed the record challenge of level 1 non-attribute clearance, and now they have compressed it to within an hour, and even Yang Chen himself does not know how those people did it.
But if this value is gone, for most players, the suffering line will be higher.
Even if you cut two knives to death, but the blood bar as long as the little finger is as long as the blood bar as long as the arm, which gives the player a completely different sense of feedback.
The platform jumping game is different. For example, Invincible Star, Yoshi, and Flame Flower in "Made in Super Mario" are actually a kind of feedback for players.
These elements are very good, but the key point is the weight of the game content.
Such as "Dark Soul" are all ARPG games, plot story, action system, and exploration content, these elements are combined together, can make a game's content up to twenty or thirty hours, or even longer .
But for a platform jumping game, it is obviously not suitable.
Even though Super Mario: Odyssey, which was originally developed by Nebula Games, is based on the jumping mode, its core is not jumping, but exploring in the court.
Compared to the traditional 3A level game, the jumping game is a big problem in terms of volume.
also relies on constantly increasing the difficulty of the game, and changing the map design, so that players can feel their improvement and continuous freshness.
The length of the stage is also a very important issue.
Most jumping games will make the game a small level, or have a save point somewhere in the middle of the level.
The main consideration is the player's stage duration.
Of course, platform games such as "Digging for Prosperity" and "Jumping King" are an exception, because these games simply want to make the players suffer.
Simply put, it is to engage in a game with player mentality.
And "Super Mario Maker" uses another mode to completely change the shortcomings of the jumping platform game.
Jumping platform can not make a large-scale game?
That's right, but "Made in Super Mario" didn't think about what size to make.
Instead, a frame was designed for players, just like the original "Warcraft", hero units, three-dimensional attributes, equipment matching, and then launched a corresponding map editor, allowing players to use the basic content of "Warcraft", Make more and more interesting maps.
can be defensive, confrontational, casual fun, and tower defense.
The same is true for "Made in Super Mario", the game itself does not give the player a grand content, but only gives a complete set of gameplay foundation.
For example, jumping skills, various organs in the game, monster characteristics, BUFF characteristics, etc.
In addition, that is the multiplayer mode in the game.
A fast-paced experience with a fixed time of 3 minutes to 6 minutes against the map ~ www.novelhall.com ~ will soon be able to enter this next mode, which is also very suitable for "Made in Super Mario" The content of the game.
And these are complementary.
If no player makes enough maps, there is no way for the players in the game to stay fresh all the time.
Jumping games, the most terrible thing is that there is no freshness.
"League of Legends" and "Jedi Survival", this type of game, although each one only plays the same hero and jumps to the same location.
But the opponent and the luck of the current game can give players a different sense of freshness.
Jump games are rarely able to do this, or the feedback force is not very high.
The creation mode of "Made in Super Mario" is a perfect solution to this problem.
is also because there are a large number of multiplayer players. Players who play graphic creation can receive feedback from game players, which is also a new feeling.
It can be said that the combination of these two models is just like a perpetual motion, self-sufficient.
However, despite the in-depth analysis of many game manufacturers and the success of "Made in Super Mario", it is difficult to replicate.
Because of the success of "Made in Super Mario", it is not necessary to talk about how good the cornerstone of the jumping game itself is. The fact that it requires a large number of players and users is actually a big problem.
Then it is that "Super Mario Maker" has been launched, and unlike "League of Legends" and "Jedi Survival" games, this kind of jumping game has a little limitation.