Chapter 1206: Mario Kart

In the dream memory, put aside a series of realistic racing games such as Need for Speed, Horizon, Dust, etc.

Similarly, non-realistic racing games can hardly escape the influence of a game.

That's Mario Kart.

What words to use to describe this game, it can only be described as great.

In terms of commercial results, the entire series sold nearly 200 million copies.

In terms of impact.

Things like crash tandicoot racing, go-kart racing, etc., are basically borrowed from a mechanic of Mario Kart.

It can even be said that a special type of racing game has been derived, and that is prop racing.

Of course, a game like Rocket League that controls a car still can't be considered a racing game.

In addition, Mario Kart itself is quite unique compared to other mainstream realism-based racing games.

And when it comes to Mario Kart, we have to mention another racing game called F-zero.

These two games can be said to be two extremes.

F-zero is all about showcasing the most cutting-edge gaming technology, i.e. graphics, sound, physics, and more.

And "Mario Kart" is based on go-kart racing, with lively props and some simple tricks, presenting a sense of party that looks very unserious and very relaxed.

As for the results, they speak for themselves.

On the one hand, every track in the Mario Kart series has some shortcuts, and not every one of them requires a lot of skill to taste the sweetness.

A single Turbo Mushroom can make the player leap across the grass and jump off the jumping platform, and they are just "secrets" that the designer has left behind specifically to be discovered.

The battle between the masters takes place in every corner, every inch of grass.

Finding the most suitable timing of cornering, drifting, finding every possible shortcut, and finding the most suitable vehicle combination scheme are enough to make players invest hundreds of hours in the game.

But at the same time, the carriage is not just a racing simulator for experts, it is also a party game. It's not just about racing, it's about hilariousness, excitement, and drama.

Therefore, in the game, props have become a major core point.

The prop mechanism in the game can be said to be a feature that really lays the foundation for the entertainment gameplay of the carriage.

The top players can only get defensive items such as gold coins and banana peels, and the players at the bottom of the ranking can threaten the top players through items such as blue turtle shells, missiles, and invincible stars, thus increasing the dramatic effect of the game.

This makes luck and strategy all important!

Just like the games of "Smash Bros." and Super Mario Fabrication, the barrier to entry is low enough for players of all stages to have fun, but at the same time, it is very deep and professional - it is standard "easy to learn, hard to master." ”

Listening to Yang Chen talk about some of the details, Lin Jiayi kept nodding.

However, when he heard Yang Chen talking about the platform later, Lin Jiayi showed some surprised expressions.

"Modes of operation that don't support brain-computer interfaces?" Lin Jiayi looked a little surprised.

After all, for now, major manufacturers are developing games for brain-computer interfaces.

Including Yang Chen's "Extreme Racing" on the Apex game before, Lin Jiayi thought that Yang Chen was going to teach on the spot.

Tell Apex Games how to use the brain-computer interface to make racing games.

Now, not ready to play on this platform?

This answer was a little surprising to Lin Jiayi.

"You've probably experienced the operation mode of Xtreme Racing, and you think it's more comfortable with the VR platform and the PC platform, using the steering wheel, or the controller, or even the keyboard?" Yang Chen said to Lin Jiayi.

Hearing Yang Chen's words, Lin Jiayi frowned, he didn't speak, but he already had an answer in his heart.

"It's like RTS games, with the current mode of operation, there is no way to transfer from the PC platform to the VR platform, because there are a lot of precise operations, and this part can get a better experience with a mouse and keyboard, and the same is true for racing games."

Lin Jia didn't speak immediately, but Yang Chen said a thought in his heart.

In fact, this is not a big secret, including the fact that there are already many players on the Internet who have criticized the "Extreme Racing" on the Apex game side.

Apex also released the latest announcement, saying that the operation mode of other devices will be added in the subsequent update.

Including when developing "Dead by Daylight", Yang Chen also noticed one of its characteristics.

That is, on the action element, the mode of the brain-computer interface, the feedback on an action in the game, is not as good as imagined.

It's just that because "Dead by Daylight" is not a specialized action game, its characteristics are more focused on the kind of gameplay that catches people, and it also brings players a sense of horror and tension.

If it is an action game such as "God of War" and "Devil May Cry", it is shown in the mode of brain-computer interface.

It doesn't take long for players to feel the difference.

That is, there is a lack of a sense of impact.

What is a sense of percussion?

This is something that many players will say.

Some players will even watch a video to indicate that the game has no sense of impact.

In fact, there is nothing wrong with making a judgment in this way.

Because it's a visual hit.

Visual, auditory, and physical expectations are used to trick the player's brain into thinking that the tactile event has occurred.

But there's another point, which is the actual feedback, as if you are driving, like turning left, and the car immediately turns left.

The direction is as much as the angle is turned, and the operation can only be normal if it is accurate and in line with expectations.

In action games, a basic and necessary hit combo is essentially a manifestation of this feedback.

But if you use a brain-computer interface as the operation mode, this part is a big problem.

To put it more simply and clearly, that is to use a glass screen to replace the touch of the handle buttons.

When using brain-computer interfaces for action games, players will feel like this during the combat session.

This is also reflected in racing games.

A pure action experience game may not be suitable, but if it is a game with a focus on story immersion, it is quite suitable.

This is one of Yang Chen's views at present.