Chen Mo discussed the specific design with Zhou Jiangping again.
Everything else is okay, mainly some core components.
In Chen Mo's previous life, many components of the switch were made for integration and power consumption ratio, and they were simply not available in the market. For Chen Mo, these parts had to be redone.
Moreover, in the previous life, many technologies required patents, such as somatosensory technology. If it was really all about buying, it would indeed be a huge expense.
For these, Chen Mo and Zhou Jiangping also discussed some general countermeasures. Since 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.
Zhou Jiangping tried his best to ensure that there are corresponding alternatives for designs that have a greater impact on the game, including hd vibration and motion sensor components, and will not affect the feel of the switch.
Even relying on some black technology in the parallel world, it will surpass it to some extent.
Moreover, the body of the switch can also be made thinner, and the frame is also smaller, which can be regarded as an improvement. Given the technological level of the parallel world, these improvements are not difficult.
Of course, the specific design needs to be continuously improved in the future. This is a relatively long-term work. Before the real prototype is produced, Chen Mo doesn't know how much this handheld can do.
…
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 games before. The biggest difficulty lies in the art quality, action and level design.
"Super Mario Odyssey" is a Hakoba game. The way to clear each level in Odyssey is very simple. Just collect enough moons, start the Odyssey, and go to the next map.
Therefore, passing the level is not the primary task of the player, and the most important thing is to find clues and obtain the moon.
In "Super Mario Odyssey", the moon is hidden in a very natural way, and the density is very high. A small map can even embed nearly a hundred moons, which makes players find hidden in Odyssey far more fun than Other sandbox games, even Zelda's Haha seeds are slightly inferior.
At the same time, these levels must also give players some challenges in terms of difficulty, allowing players to use multiple ways to pass the level, instead of just a linear route, so that players can give full play to their talents.
If we say that the game with the highest level design level in the world, "Super Mario Odyssey" is enough to be ranked in the forefront, even if it is not the first.
Many scenes in "Super Mario Odyssey" are created based on reality. For example, Newtown corresponds to New York, and the desert country is 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 incorporate the scene.
For example, if the designer wants to design a scene that makes Mario move slower, he naturally thinks of the desert. And they didn't want to use the Egyptian pyramids, which are already a bit of a bad street scene, so the Mexican desert became a very natural choice.
Mario himself has very strong abilities, such as throwing hats, jumping, etc., so the methods for many players to pass the level are not exactly the same as those designed at the beginning of the game. Many interesting gameplays are explored by the players themselves.
At the same time, "Super Mario Odyssey" has achieved the ultimate collection gameplay.
In Odyssey, there are three collection elements: gold coins, purple coins, and the moon. Each collection element has different functions and the difficulty of obtaining it is also different.
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 much pressure, just like a small dessert after the challenge, allowing the player to get the reward after the phased victory sweetness.
But this sweetness is not forced on the player, but requires the player to get it.
There are also some challenges, even if they fail, there is no price. Gold coins become the dessert in the challenge, which can not only motivate the players, but also not make the players feel that the challenges are 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 use special techniques to achieve effects that cannot be achieved by basic operations. These actions will reduce the time it takes to pass the challenge, which is also a good incentive for players.
The resurrection point design of "Super Mario Odyssey" is also very delicate, because in the game, once the challenge fails, it will return to the origin, and the resurrection point is the origin of the journey. The longer the resurrection point is designed, the player will feel when he fails. Feeling more frustrated.
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 players obtaining the moon, there are many bright and dark rewards.
On the bright side, players can get the moon when they reach the end point, 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 place where the second moon is placed is also very careful. To treasure-like excitement and happiness.
For "Super Mario Odyssey", only the full collection is considered a clearance. The main line of this game is designed for everyone to enjoy the game. In other words, its main line is only equivalent to a teaching script, and the real start of the game is after the main line is completed.
The main line of Odyssey is actually just a simple, normal difficulty challenge given by the game. The challenge that really makes players feel all the mechanisms of the game is to collect them all.
It can be said that if you only complete the main story line, you have only experienced 20% of the content of the game or even less, and the rest of the content, regardless of quality or difficulty, will not be worse than this 20% content, or even better.
For example, the full collection elements of some games are actually forcibly increasing the game time and allowing players to run more maps.
There are densely packed collection points on the maps of these games, run over and touch them, look at the picture and it’s over. If the number is appropriate, it will be interesting, but once it exceeds a certain number, it will make people feel like they are doing a task. , boring and meaningless.
For Odyssey, collection is the real main course of this game, and it is done very well. The difficulty gradient of different moons is very separated. Some can be seen at a glance, some must be searched to get, and some must be very difficult. , After the challenge of continuous practice, you can get it.
The low-difficulty collection can ensure that novice players can pass the level very easily but without losing the challenge, while the high-difficulty collection is the real core content of this game.
For Chen Mo, it was still difficult to perfectly reproduce all of this.