Almighty Game Designer

Chapter 498: Super Mario Odyssey Design Concept (more)

Chen Jiaoping and Zhou Jiangping discussed the specific design.

Others are good to say, mainly some core components.

In Chen's past life, Switch has many parts that are made for integration and power consumption ratio and are simply not available on the market. These parts must be redone for the stranger.

And in previous generations, there were a lot of technologies that needed to be patented, like somatosensory technology, which was a huge expense if you really bought it all.

Chen Yu and Zhou Jiangping also discussed some general countermeasures for these. Many designs actually have corresponding alternatives because of the higher level of technology in the world and the fact that it is not entirely consistent with the technology of Chen's past life.

Including HD vibration and somatosensory elements, which have a significant impact on the design of the game, Zhou Jiangping makes every effort to ensure that there are appropriate alternatives and do not affect the feel of the Switch.

Even with some black technology in parallel worlds, there will be more to some extent.

And the SWITCH's body can also be thinner and have smaller borders, which is sort of an improvement. These improvements are not difficult at the level of science and technology in parallel worlds.

Of course, the specific design needs to be continuously improved in the future, which is a relatively long-term task. Until the real prototype mechanism is developed, it is unclear to what extent Chen Qiao can actually do this.

……

Upon returning to the experience store, Chan started writing a design concept for Super Mario Odyssey.

For Chen Jiao, this game is much more difficult to make than all other previous games, the biggest difficulty lies in the quality of art, action, and level design.

Super Mario Odyssey is a box court game, and the clearance of every gate in Odyssey is simple, just gather enough moons, activate the Odyssey, and go to the next map.

So it's not the player's priority to go through the level, finding the tracks and getting the moon is the most important thing.

And in Super Mario Odyssey, the way the moon is hidden is so natural and dense that a small map can even be embedded in nearly a hundred moons, which makes the player's search for hidden fun in Odyssey far worse than other sandbox games, even Zelda's haha seeds.

At the same time, these levels must give players some difficulty in allowing them to clear in multiple ways, rather than just one linear route, allowing players to make the most of their talents.

Super Mario Odyssey, if not the number one game in the world with the highest level of level design, is enough to be in the forefront.

Many of the Super Mario Odyssey scenarios are created on the basis of reality, for example, the City of Newton corresponds to New York, and the Desert Country is based on Mexico.

The scene of the game was not determined from the beginning, and in Chen's previous life, the developers of Super Mario Odyssey first designed a core play for the level before thinking about how to fit the scene in.

For example, designers who want to design a scene that slows down Mario's movement naturally think of the desert. And they don't want to use the Egyptian pyramid, which is already a bit of a shitty street, so the Mexican desert becomes a very natural choice.

Mario himself has very powerful abilities, such as throwing hats, jumping, etc., so many players are not designed exactly the same way as the game was initially designed, and many interesting ways are explored by the players themselves.

Meanwhile, Super Mario Odyssey has maximized its collection.

There are three collecting elements in Odyssey: gold coins, purple coins, and the moon. Each collecting element works differently and is difficult to obtain.

In the case of gold coins, for example, gold coins in Odyssey have practical significance, such as purchasing items, buying clues, etc., so eating gold coins itself motivates players to act.

Compared to the moon and special currencies, all the gold coin placement points in a challenge basically allow the player to eat without much pressure, just like for a small dessert after a challenge, giving the player a dessert after a phased victory.

But this sweetheart isn't stuffed to the player, it takes the player to get it.

There are also challenges, even failures come at no cost, and gold coins become a dessert in the challenge, serving neither to motivate the player nor to make the challenge seem too simple.

And in some “non-mainstream” plays and operations, players can complete tasks with only basic runs and jumps, or special techniques can be used to achieve effects that basic operations cannot. These actions reduce the time spent in challenging and are a good incentive for players.

Super Mario Odyssey's resurrection point design is also very sophisticated, because in the game, once a challenge fails, it returns to its origin, and the longer the resurrection point is designed, the stronger the frustration the player feels when he fails.

These resurrection points are designed to help control player emotions and adjust the difficulty of the game.

There are lots of bright and dark rewards as players acquire the moon.

On the bright side, players get the moon when they reach the finish line, but in fact, many levels hide another moon.

In the vast majority of the challenge levels in Super Mario Odyssey, there is more than one moon hidden, and the second moon is placed with great care, and the player is not the Daddy of the Hole when he finds it, but the excitement and happiness of digging into the treasure.

For Super Mario Odyssey, only full collection is clearance. The main line of this game is designed for everyone to enjoy the game, in other words, the main line is only equivalent to a teaching script, and it is only after the main line is completed that the game really begins.

The main line of Odyssey is actually just a simple, ordinary challenge for the game, and the challenge for the player to really feel all the mechanisms of the game is to collect them all.

It can be said that 20 percent of the content of the game is not even enough if you complete the main line, and the rest of the content, whether of quality or difficulty, will not be worse or even better than this 20 percent.

Like the full-collection elements of some games, it's actually just forcing players to run more maps by increasing game time.

There are dense numbness collection points on the maps of these games, run over and touch them, look at the pictures and you'll find it interesting if you have the right amount, but if you exceed a certain number, it makes you feel like you're on a mission, bored and meaningless.

And for Odyssey, collecting is the real staple of the game, and it's done very well, with different Moon Difficulty gradients splitting open, some at a glance, some having to be found to get it, some having to go through very difficult, constantly practicing challenges to get it.

Low difficulty collection ensures very easy but challenging clearance for entry-level players, and high difficulty collection is what is really at the core of the game.

For Chen Jiao, it's still a bit difficult to get it all back together perfectly.