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Chapter 387: Switch Planning Monthly Pass)

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

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

And the whole game sounds very simple, it's nothing more than a 3D jump.

However, the game involves some complex actions mentioned by Chen Xu, such as triple jump, anti-wall jump, ground hit, backflip, etc.

But it also increases the complexity of the game geometrically, because if these actions are done, they will inevitably add corresponding levels to the game.

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

It can be said that just thinking about it makes people surprised.

As for whether it is difficult?

This is relative.

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

Especially for games with platform jump attributes, you only need to change it slightly, and then you can change it from a hot spring to hell difficulty.

For example, add a time limit, there is no save point in the middle, and there are more monsters on the road.

Of course, this is impossible in "Super Mario: Odyssey".

Because for "Super Mario: Odyssey", the plot process is just an appetizing dessert.

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

At this time, you look at it in reverse and find that you have only collected such elements, and then the game officially begins.

Players need to collect the Moon of Power that they have not yet found in each scene.

Some of them require players to solve puzzles because they are hidden very deeply.

Some require players to have certain operations because they are placed there, but they cannot get over without any ability.

Simple, average, 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 remember one thing, that is, the game is fun, quick to get started, you can get timely satisfaction, and play as you play." Chen Xu looked at everyone and introduced it briefly.

It can be said that this is also the characteristic of Lao Ren’s game, it is easy to get started and difficult to master.

For players with more spare time, the game has enough content for them to explore; for players with time fragmentation, the game is also fast and interesting, and can play as you like, so that these players can use switches to play those games from time to time.

And it is easy to get started, which also means that some players can quickly understand what they can open again and cooperate with their previous memories after a long time.

Obviously this is something other games cannot do, because of the complex settings and content. Sometimes you don’t play it for a long time, and you even forget all the buttons and other things.

This is why some 3a masterpieces never want to open again after a while, and eventually became a Hi-Gen One. As a player, you can only smile and say: Do I still want to play the game after buying it?

Of course it is not the better or the worse, it is just the difference in attributes.

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

………………………………………

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

"Animal Forest" is actually relatively simple, because its core point is the filling of some details, such as various small animals and decoration content.

As for the DLC'Happy Homeland' in my previous life, Chen Xu did not intend to include it in the first edition.

Of course, it is not for the sake of better selling money in the future. It is just that the content of the original body is enough for players to play for a long time.

It is not good to add too much content at once.

As for the content of this "Happy Homeland", it is actually similar to the dlc "Happy Homeland Designer" on 3ds.

The main feature is decoration, design and layout.

In addition, there are some details to set up.

The rest is actually more difficult and complicated.

The total number of all moons reached 880, and some moons were not even available in the weekly event.

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

In addition, as a box game, the game's levels are more important, and in some content, it is even more complicated than the previous "Red Dead Redemption: Redemption".

After all, in "Red Dead Redemption: Redemption", there are many content settings. In fact, Chen Xu only needs to outline the team and take charge of the main content production by himself.

For example, Chen Xu would do Valentine's design, but he couldn't do all of these things in the wild scenes by himself.

But "Super Mario: Odyssey" is different. Every road and every level are very particular. This is also one of the biggest features of Lao Ren's game: Attracting anchors.

As the player walked, hey... I saw a good thing!

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

Unless there are also many easter eggs in the game map.

Newtown City, based on the prototype of New York, has an English name called ‘ne    donk     iyt’.

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

And he is also the protagonist of Mario's series, the place of origin of Mario.

At the beginning, this red-hat plumber was not called Mario, but jumpman.

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

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

There are also various small levels about Nintendo's first Mario game, which is full of emotions for loyal fans of the Mario series.

But it is obviously impossible for players in parallel worlds 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 this is not what they did in Nebula Games.

Instead, we entrust a third-party game manufacturer to help them manufacture Nebula Games.

For example, add some classic FC games and arcade games in previous lives.

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

The first generation of Mario, Contra, Tank War, and the metal equipment on the arcade platform, the Turtle Dove, the Snowman Brothers, the Three Kingdoms War Chronicles and Journey to the West.

These classic games in previous lives will be entrusted to 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 alone, because in terms of cost, it is not very high.

Therefore, Chen Xu is planning to launch switch membership services 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 to 5.9 yuan per month, and the annual fee will be discounted to 60 yuan.
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