Chapter 1210 "Mario Kart" design concept draft
After chatting with Lin Jiayi, Yang Chen began to write a concept draft of the design of "Mario Kart".
For Yang Chen, this game is actually not very difficult in terms of technology.
Like the games "Super Mario: Made" and "Super Mario Odyssey", this game with Mario as the theme.
It also continues the consistent design concept of the Nintendo game manufacturer in Dream Memory, which is also a design on the map in terms of gameplay.
Although Mario Racing is a racing racing game, it is very different from ordinary racing games.
Ordinary realistic racing games are basically all kinds of cool and well-known sports cars.
But in Mario Kart, the interesting part of this game is the track with different themes and the tracks of various characters.
The imaginative track design, different themes in style, and all kinds of strange roadblocks. These elements are mixed in "Mario Kart" that exude a unique atmosphere.
And these racing lanes were not designed with a random slap in the forehead.
The style of the entire track can be seen, and it also has a matching relationship with the different characters in the game.
In addition, it is the most core point in the game, that is, as a racing game, after adding the prop system, the game has become an extremely excellent strategic combat system.
The turtle shells, squid ghosts, golden mushrooms, missiles, banana peels, invincible stars, lightning, and other props that players can pick in the game all give the entire game a very high strategy gameplay.
In addition, a design of this prop pattern was also imitated and learned by many later games.
But there is no game that can be like Mario Kart.
Because in addition to a prop system in the game, Mario Kart also has a unique mechanism.
That is the negative feedback loop. For example, in games, this situation is often encountered: the player leads all the way, but is hit by the blue turtle shell, and is suddenly behind seven or eight places. The player at the end suddenly turns into a shell and bounces through all obstacles on the road and rushes to the forefront.
This negative feedback loop mechanism allows players to maintain dynamically evenly, appropriately suppress players with advantages, reduce their advantages, and provide players with very powerful props to help them rush to the front row.
This is also the reason why the game is easy to get started, especially in the later Mario Kart, which also added an intelligent driving system.
After opening, new players will not easily drive out of the track when driving on a track without fence protection, because the game will automatically help players correct their direction, and automatic acceleration will also free players from pressing the accelerator.
But this does not mean that Mario Kart is really very ‘simple’.
Because some advanced operating skills in the game will be hindered by intelligent driving.
For old players, players who invest enough time in the game have essential differences in their ability to deal with different situations.
They will know when and in which direction to release the green turtle shell to smash the tracking turtle shell behind them, and will reserve a trumpet or invincible star to deal with players who are trying to surpass them.
They are familiar with each shortcut to each track and will retain an accelerated mushroom to allow them to pass the shortcut.
Even they can successfully get rid of the tracking of the turtle shell with speed control.
These details are things that only experts will understand.
Just like games like League of Legends and DOTA.
Ordinary players and experts will release heroes' skills and also know the effect of skills.
But when will it be released and what kind of connection can achieve the greatest effect.
This is the difference between ordinary players and masters.
And the same is true in Mario Kart.
So if you really want to defeat a truly powerful player through luck, it may be a treatment that only the real European emperor has.
It can be said that "Mario Kart" is like "All-Stars Battle" and "Super Mario: Made". When I first entered, I felt that I was extremely friendly to novices.
But once you play in depth, you will find that if you want to master it, the depth is terrifying.
The timing of tail-shaking, the pinch point of the jet start, the triggering time of the air stunt movement, the use of props, the shortcuts for each map, how to cleverly grab the opponent's acceleration mushroom, the timing of the speaker release, the skills of using the game's negative feedback loop mechanism to catch up in the last lap, and how to choose a vehicle, glider, and tires.
This game hides a very exaggerated depth of research under its simple and easy-to-understand appearance.
It can be said that the excellence of "Mario Kart" is derived from a piece of paper and combination of various details.
Without exquisite track design, Mario Kart would be a game that is not very successful, because the system mechanism of the negative feedback loop really pulls everyone on the same starting line and becomes a game that really depends on luck.
But without the design of a negative feedback loop, ordinary weak players will feel more frustrated.
Because sometimes they may not even be able to do the complete run.
In Mario Kart, a unique mechanism is that players can basically run the entire journey, and the difference will not exceed 10 seconds.
Of course, you are at the tail of the crane and you are very lucky. You are obviously twelve, but you can only eat props like mushrooms and become the endorsement of the mushroom king. That is another matter.
It is precisely because of these elements that make Mario Kart a unique existence.
Without any point, Mario Kart will not be so charming.
For example, dream memory draws on "Mario Kart" from "The Racing Kart".
Although there is a so-called prop mode, it is very different from the prop experience in the carriage.
So one of the designs of the Rapao itself is for racing.
The back panel of the map also plays the drift and accumulates energy to accelerate.
It can also be regarded as letting it find one of its own characteristics.
But it is precisely because of these characteristics that this type of game is more inclined to a competitive mode, rather than being able to relax like a carriage and have a strong confrontation experience.
For Yang Chen, the most difficult point of this game is not the technology but the details.
Chapter completed!