Game Making: The Latest Chapter Begins With Healing the Player

Chapter 389: Switch planning

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If we talk about previous games such as "Red Dead Redemption", they belong to serious literature.

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

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

But the game involves some complex actions that Chen Xu mentioned, such as triple jumps, wall jumps, ground slamming, backflips, etc.

But it also makes the game more complex, because if these actions are done, corresponding levels will inevitably be added to the game.

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

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

As for whether it is difficult

This is relative.

Because whether it's difficult or not depends mainly on whether the designer's malice is deep or not.

Especially for games with platform jumping attributes, it only needs a slight change to change from hot spring to hell 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 plot process is just an appetizer.

After you play through the entire plot, you will almost understand the content of this game.

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

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

Some of them require players to work hard to solve puzzles because they are hidden very deep.

And some require players to have certain operations, because they are just there, but they can't get through without any skills.

Simple, average, difficult.

Collection elements are divided into three levels, accounting for approximately 60%, 30% and 10%.

"About the development of "Super Mario Odyssey," everyone needs to keep one thing in mind, that is, the game is fun, quick to learn, can be instantly satisfied, and can be played and played." Chen Xu looked at the crowd and gave a brief introduction.

It can be said that this is also a characteristic of all Laoren's games. It is easy to get started but difficult to master.

For players who have a lot of free time, the game has enough in-depth content for them to explore; and for players who have fragmented time, the same characteristics of the game that are quick to learn, interesting, and playable can also allow these players to take out the switch from time to time. Come play those games.

And it is quick to get started, which also means that some players, even after a long time, can still quickly understand how to open it again and cooperate with previous memories.

Obviously this is something that other games can't do. Because of the complicated settings and content, sometimes you haven't played it for a long time, and you even forget all the buttons.

This is also why some 3A masterpieces no longer want to be opened after a while, and eventually become Hi Plus One. As a player, you can only smile and say: Do I still want to play the game after buying it

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

With the team, he briefly introduced the core of the two games. Chen Xu first produced the corresponding art and complete design concept drafts.

… … … …

Returning to the office from the conference room, Chen Xu started writing a concept draft.

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

As for the DLC "Happy Home Paradise" in the previous life, Chen Xu does not intend to include the content in the first edition.

Of course, it’s not for the sake of selling more money in the future, but the pure content of the main body is enough for players to play for a long time.

It’s not good to add too much content at once.

As for the content of this 'Happy Home Paradise', it is actually similar to the dlc 'Happy Home Designer' of Animal Crossing on 3DS.

The main focus is on decoration, design and layout.

In addition, there are some detailed content settings.

What's left is that "Super Mario: Odyssey" is even more difficult and complicated.

The total number of all moons reaches 880, and some moons are not even available in one cycle.

Together with ordinary gold coins and map currency for each scene, it can be said that the content is very rich.

In addition, as a Hakotida game, the levels of the game are even more important, and some contents are even more complicated than the previous "Red Dead Redemption".

After all, there are a lot of content settings in "Red Dead Redemption". In fact, Chen Xu only needs to outline and let the team take responsibility, and he can do the main content supervision.

For example, Valentine's designer Chen Xu can do it, but he can't do all the outdoor scenes by himself.

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

The player was walking, eh... I saw a good thing!

I have to find a way to get this good thing.

In addition, there are a lot of easter eggs in the game map.

One of the English names for Newtown, which is based on New York, is 'ne donk iyt'.

The English name is composed of New York and a game called Donkey Kong.

It is also the protagonist in the Mario series and the place where Mario originated.

At the beginning, the plumber with the red hat was not called Mario, but Jumpman.

In addition, there are many shadows of Mario and Mori Yoshitake in this level map.

For example, there are posters about the first generation Mario on the streets and alleys.

There are also various small levels related to Nintendo's original Mario games, for loyal fans of the Mario series. It can be said to be full of emotions.

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.

But Nebula Games is not responsible for this.

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

For example, adding some classic FC games and arcade games from previous lives.

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

The first generation of Mario, Contra, Tank Battle, as well as Metal Gear Solid, Ikaruga, Snow Brothers and Three Kingdoms and Journey to the West on the arcade platform.

These are quite classic games in previous lives, and Chen Xu will continue to entrust third-party game manufacturers and studios to produce them and put them on the switch platform.

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

Therefore, Chen Xu is preparing to launch switch membership services in the future. In addition to providing corresponding functions such as cloud saving, 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 discounted to 60.

At the same time, the family membership setting is retained as in the previous life. The annual fee is 220 yuan, and you can invite up to five family members except yourself.