Game Making: Start By Healing the Player

Chapter 387: Switch planning (please subscribe monthly pass)

If the previous games such as "Red Dead Redemption: Redemption" are considered serious literature.

Then "Super Mario: Odyssey" is probably a fairy tale that children and adults love to read.

And the whole game sounds very simple, nothing more than a 3D platform.

But the game involves some complex actions that Chen Xu mentioned, such as triple jumps, wall jumps, hitting the ground, backflips, and so on.

But it increases the complexity of the game geometrically, because if these actions are made, it will inevitably increase the corresponding levels in the game.

From a single action, to the integration of the entire action.

It can be said that just thinking about it is surprising.

Is it difficult?

This is relative.

Because the difficulty mainly depends on the depth of the designer's malice.

Especially the game with the platform attribute, just need to change a little, it can change from hot spring to **** difficulty.

For example, adding a time limit, no save points in the middle, and more monsters on the road.

Of course that's not possible in Super Mario Odyssey.

Because for "Super Mario: Odyssey", the flow of the plot is just an appetizer.

When you play through the whole story, you almost know what the game is about.

At this time, you look back and find that only a few elements have been collected, and then the game officially begins.

Players need to collect in various scenes, those moons of power that they have not yet found.

There are some puzzles that require a lot of effort from the player, because it is hidden very deep.

And some require the player to have a certain operation, because it is placed there, but there is no ability to make it through.

Simple, normal, difficult.

The collection elements are divided into three levels, accounting for about 60%, 30% and 10%.

"About the development of "Super Mario: Odyssey", everyone needs to keep in mind that the game is fun, easy to learn, can be satisfied in time, and can be played anytime." Chen Xu looked at everyone and introduced briefly.

It can be said that this is also the characteristic of all Laoren games, and it is easy to get started and difficult to master.

For players with a lot of free time, the game has enough depth for them to dig; and for players with fragmented time, the game is also fast, fun, and play-as-you-go, which allows these players to take out the switch from time to time. Come and play those games.

And it's quick to get started, which also means that some players, even after a long time, can still quickly understand what happened when they open it again and cooperate with the previous memory.

Obviously, this is something that other games can't do, because of the complicated settings and content, sometimes you don't play for a long time, and you even forget some buttons.

This is why there are some 3A masterpieces, and they don't want to open them again after a while, and eventually become Xijiayi, and as a player, you can only smile and say: After I bought the game, do I still want to play it?

Of course it's not which is better or worse, it's just that the attributes are different.

With the team, I briefly introduced the core of the two games. Chen Xu first made the corresponding art and a complete design concept draft.

………………

Returning to the office from the conference room, Chen Xu wrote the concept draft.

"Animal Forest" is actually relatively simple, because its core point is to fill in some details, such as various small animals and decorative content.

As for the previous DLC "Happy Family Paradise", Chen Xu did not plan to include it in the content of the first edition.

Of course, it's not to sell for better money in the future, but the content of the body alone is enough for players to play for a long time.

Adding too much content at once is not good.

As for the content of this "Happy Homeland", it is actually similar to the DLC "Happy Home Designer" of Dongsen on 3DS.

The main focus is the decoration, design and layout of the game.

In addition to that, there are some details of the content settings.

The rest is that "Super Mario: Odyssey" is more difficult and complicated.

The total number of all moons reaches 880, and some moons are not even available in the first week.

In addition to ordinary gold coins, as well as the map currency of each scene, it can be said that the content is very rich.

In addition, as a small garden game, the level of the game is even more important, and even more complex in some content than the previous "Red Dead Redemption: Redemption".

After all, in "Red Dead Redemption: Redemption", there are a lot of content settings. In fact, Chen Xu only needs to outline and let the team be responsible and supervise the main content by himself.

For example, Valentine's design Chen Xu will do it, but he can't do all of the wild scenes by himself.

But "Super Mario: Odyssey" is different. Every section of the road and every level is very particular. This is also one of the biggest features of the old game: attracting anchors.

The player walks and walks, eh... I see a good thing!

I'm trying to find a way to get my hands on this good thing.

Unless there are a lot of easter eggs in the game map.

The city of Newtown, based on the prototype of New York, has an English name called 'nedonkiyt'.

And this English name is made up of New York and a game called Donkey Kong.

And also the protagonist in the Mario series, the place where Mario originated.

At the beginning, the uncle of the plumber in the red hat was not called Mario, but Jumpman.

In addition to this level map, there are many shadows of Mario and Mori Kigang.

For example, on the streets, posters about the original Mario.

There are also various mini-levels about Nintendo's original Mario games, for loyal fans of the Mario series. It is full of emotion.

But it is obviously impossible for players in the parallel world to understand these easter eggs, which is a pity.

And in addition to "Super Mario: Odyssey" and "Animal Forest".

Chen Xu also has some arrangements.

However, this is not what they did in Nebula Games.

Instead, they entrusted a third-party game manufacturer to help them manufacture Nebula games.

For example, adding some classic FC games and arcade games in the previous life.

Although it is difficult to produce amazing performance in a parallel world, the level design and playability will not change.

The first generation of Mario, Contra, Tank Battle, and Metal Gear on the arcade platform, Turtledove, Yeti Brothers, War of the Three Kingdoms and Journey to the West Shi Ezhuan.

These past lives are quite classic games, and Chen Xu will also entrust third-party game manufacturers and studios to produce them one after another and then put them on the switch platform.

As for these games, Chen Xu is not ready to sell them individually, because the cost is not too high.

Therefore, Chen Xu is planning to launch the membership service of switch in the future. In addition to providing corresponding functions such as cloud archives, these games will be added to the membership pool for players to play.

As for the price, it is tentatively set at 5.9 yuan a month, and the annual fee is reduced to 60.

At the same time, it retains the setting of family members as in the previous life. The annual fee of 220 yuan can invite up to five family members other than yourself.

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