Chapter 496 "Super Mario Odyssey" Design Concept Draft (1st Update)
Chen Mo discussed the specific design with Zhou Jiangping again.
The rest is okay, mainly some core components.
In Chen Mo's previous life, there were many parts of Sitch that were made for integration and power consumption ratio, and they were simply not available on the market. For Chen Mo, these parts had to be redone.
And in the previous life, there were many technologies that needed to be patented, such as somatosensory technology, if it really depends on buying, it is indeed a big expense.
For these, Chen Mo and Zhou Jiangping also discussed some general countermeasures. Because 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 motion sensory elements, which have a big impact on the game, Zhou Jiangping has tried his best to ensure that there are corresponding alternatives, and it will not affect the feel of Sitch.
Even with some black technology in the parallel world, it will surpass it to some extent.
Moreover, the body of the Sitch can also be made thinner, and the bezels are smaller, which can also be regarded as an improvement. With the level of technology in parallel worlds, none of these improvements are difficult.
Of course, the specific design still needs to be continuously improved in the future, this is a relatively long-term work, and before the real mechanism is made, Chen Mo does not know how far this handheld can be done.
……
After returning to the experience store, Chen Mo began to write the design concept draft of "Super Mario Odyssey".
For Chen Mo, the production difficulty of this game is much higher than that of all other previous games, and the biggest difficulty lies in the art quality, action and level design.
Super Mario Odyssey is a box garden game, and the way to clear each level in Odyssey is very simple, as long as you collect enough moons, activate the Odyssey, and go to the next map.
Therefore, beating the level is not the player's first priority, but finding clues and obtaining the moon is the most important thing.
In Super Mario Odyssey, the moon is hidden in such a natural way that it is so dense that a small map can even embed nearly a hundred moons, which makes it far more fun for players to find hidden in Odyssey than in other sandbox games, and even Zelda's hahaha seed is slightly inferior.
At the same time, these levels must also give players some difficulty challenges, allowing players to use multiple ways to complete the levels, rather than just one linear route, so that players can make the most of their talents.
If there is a game with the highest level of level design in the world, Super Mario Odyssey is enough to be at the top, if not number one.
Many of Super Mario Odyssey's scenes are based on reality, such as the city of Newtown corresponding to New York, and the desert country based on Mexico.
The scene of the game was 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 put the scene in.
For example, when the designer wanted to design a scene that slowed down Mario's movement, the desert naturally came to mind. And they didn't want to use the already rotten scene of 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 do not have the same way as the game was designed at the beginning, and many interesting ways to play are found by players themselves.
At the same time, Super Mario Odyssey takes the collection gameplay to the extreme.
In Odyssey, there are three types of collectibles: gold, purple coins, and a moon, each with a different purpose and varying difficulty in obtaining them.
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 itself motivates players to take action.
Compared with the moon and special currency, 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, so that the player can get the sweetness after the stage victory.
But this sweetness is not forced to the player, but needs the player to take it.
There are also challenges that cost nothing even if you fail, and gold becomes a sweet spot in the challenge, which can both motivate the player and not make the player 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 can't. These actions reduce the amount of time it takes to pass the challenge and are a great incentive for players.
Super Mario Odyssey's respawn point design is also very clever, because in the game, once you fail the challenge, you have to return to the original point, and the respawn point is the origin of the journey, and the longer the respawn point is designed, the stronger the frustration the player will feel when he fails.
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 obtaining the moon, players are filled with many rewards for both the bright and dark sides.
On the bright side, the player 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 second moon is also placed very carefully, and the player will not shout after finding it, but the excitement and happiness of digging up treasure.
For Super Mario Odyssey, only the full collection is considered a 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 a teaching script, and the real beginning of the game is after completing the main line.
The main story of Odyssey is actually just a simple, normal difficulty challenge given by the game, and 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 story, you will experience 20% of the content of the game and even less, and the rest of the content, regardless of quality or difficulty, will not be worse than these 20% of the content, or even better.
Like the all-collect element of some games, it is actually forcibly increasing the game time and allowing the player to run more around the map.
These games have dense collection points on the map, run over and touch them, look at the pictures and it's over, and if the number is right, it's fun, but once you exceed a certain number, it feels like you're doing a task, boring and pointless.
For Odyssey, collecting is the real main course of the game, and it's done very well, with different moon difficulty gradients very different, some visible at a glance, some having to be found to get them, and some having to go through very difficult, constant practice challenges to get them.
The low-difficulty collection can ensure that beginners can also complete the level very easily but challengingly, and the high-difficulty collection is the real core of this game.
For Chen Mo, it is still difficult to reproduce all this perfectly.