Looking at the crowd, Chen Xu briefly explained the special features of these two games.
Among them, Animal Forest, in terms of gameplay, does not have any amazing gameplay that will make ghosts and gods cry.
To sum it up in three words, that is: play house.
Build your own island bit by bit and communicate with the little animals on the island.
This game itself is a very slow daily game.
Including changes to the island, they will not be effective in a short time.
Coupled with the fact that it is linked to real time, this is destined to not be a fast food game.
It takes four days to plant a tree, three days to refresh fruits, one day to renovate a house, and even one day to buy something in the game for express delivery.
But these are actually not the core of this game.
Build an island and get to know and become friends with the various residents on the island.
Loving the world and being loved by the world is the core of this game.
It can be said that the small animals in the game are the biggest core point of the game.
These little animals have various personalities, and even the dialogues are completely different. The performance makes players feel that behind each character there is a small animal resident played by a human customer service.
In Chen Xu's opinion, these small animal residents in the same game can be applied to the AI technology of Nebula Games.
In "Animal Forest", it can be said that this is the most suitable game to bring out AI performance technology.
Caught a butterfly in front of the island's critter residents, who stopped and applauded in encouragement.
They get sick, quarrel, and even act as peacemakers when others quarrel.
Little Crocodile Fennian loves sports and wants to show off his abdominal muscles all day long, but secretly tells the player that he often falls asleep halfway through doing push-ups.
Sister Ran, the little tiger, is a night owl. She often wanders around the island at night. If you are stung by a wasp, Sister Ran will give you medicine.
The clown-like Piero was an artist. Sometimes he would write poems to show off, but it would be discovered that there were many typos in them.
A design for Animal Crossing is not very difficult.
Because it is more about the content of numerical values.
For example, when a player is fishing, how many bass appointments should be made.
There are also buying and selling kohlrabi. Is it a matter of getting rich overnight or meeting each other on the rooftop
residents from each island.
There is an appropriate set of numerical logic behind these.
"Animal Forest" itself has no level design or plot.
It is a development game.
Players are required to invest their own time and experience.
Then get a moving game from it.
From a design perspective, the more important thing is the small details.
For example, every resident on the island must ensure that their dialogue can have a perfect interaction with the player.
It even makes players feel that they are flesh and blood.
Because in this way, players can become good friends with them as they get along day by day, instead of just treating them as NPCs.
This is quite important.
And it is completely different from ordinary social development games.
"Animal Forest" is another anti-social development game.
why would you say so
Because other social development games actually exploit players' negative emotions.
It induces players to compare in the game, uses subconsciousness to create distinctions between high and low, and stimulates players to amplify their desires, in order to achieve their so-called social interaction.
"Animal Forest" is completely different. On the one hand, it is linked to reality and hopes that players will not escape life. On the other hand, it encourages players to leave the game they put down.
How to play it depends on the player himself.
It can be said that this is not a game with free gameplay, but a game that allows players to be free mentally.
As for another game: "Super Mario: Odyssey."
In terms of design, it is much more complicated than "Animal Forest", because this is a game that takes the levels of the box garden game to the extreme.
Compared with the previous "Super Mario: Galaxy", the level in the box garden world in "Super Mario: Odyssey" is blurred, giving players a different kind of freedom.
This also makes many players feel that "Super Mario: Odyssey" is an open world game.
But in fact, it is essentially a complete box game.
The official gives each level a large and small target, but you can completely ignore them. As long as you collect enough power moons, you can just walk away.
This game is also a game that can fully utilize the performance of the switch.
Players can make some special gestures by waving the handle to make Mario perform some special actions.
For example, when climbing, if you wave the handle, you can make Mario climb faster.
Triple jump, long jump, roll, hit the ground, back flip, side flip and other more complex actions, each action has corresponding buttons and gestures.
Among them, the most significant feature in the gameplay is the 'hat' system, and compared with traditional jumping and fist attacks.
The hat function in the game can be said to be too powerful.
In addition, the greater function of the hat is to 'possess'. Players can possess some NPCs and enemies through hats, and use their characteristics or skills to pass different levels. This also gives players many new attempts.
The 17 scene changes and art styles in the game are even more amazing.
From a plot perspective, there is actually nothing special about Super Mario Odyssey.
It's the demon King Bowser who has been robbing the princess and proposing marriage for more than 30 years, and then was stopped by Uncle Mario, a plumber with a red hat.
In the end, the princess traveled around the world and left behind the story of Mario and Bowser becoming a couple.
The fairy tale-like story and art style allow people of all ages to enjoy the game.
No gore, no violence, just a very pure game.
Let the player's focus always be on the gameplay and level design.
It can be said that "Super Mario: Odyssey" has completely achieved the ultimate in gameplay.
Each scene has three different collectibles: gold coins, local currency, and moon.
The difficulty also varies. Ordinary gold coins are equivalent to the guidance of a route and the purchase of simple items.
Local currency is a bit of a challenge, and collecting local currency unlocks certain store collectibles.
As for the last moon, it is the most difficult point and also the ultimate challenge.
The level design from shallow to deep allows players to have a perfect difficulty experience.
At the same time, the design of the resurrection point also makes players lose a lot of frustration in the game.
The second most important core is the various collectibles in the game.
It can be said that the plot has never been the core of Mario.
When you have cleared the main storyline of the entire game, and you look back at the moon, you will find that it seems that you have gained a lot, but it does not even account for half of the total.
Continuous and unexpected surprises are Odyssey’s best reward for players’ hard exploration, and it is also the most essential level design of the game.
Moreover, the moon is just a completion meter or medal. What really attracts players is the challenges it represents.
There are a large number of challenges hidden in corners in the game. These challenges are also surprising in number, including note running, machine jumping, racing, gold coin grabbing and other events, as well as novel gameplay such as playing volleyball, jumping rope, remote control racing, puzzles, etc. It tests players' skills from all angles and breaks through the boundaries of imagination.
Listening to Chen Xu's introduction, everyone's eyes lit up.
Despite the detailed design concept draft, they did not see it.
But just by listening, they can also feel the fun of these two games, especially the game Odyssey.
It’s a game completely tailor-made for the new handheld console Switch!
And from the style and content of the game, everyone feels its characteristics.
That is, whether it is Odyssey or Animal Forest, the direction and design concept hidden under the game are completely different from mainstream games.