Chapter 386: A Monthly Pass for Game Design Concepts That Are Completely Different from the Mainstream)
Looking at everyone, Chen Xu briefly explained the special features of these two games.
Among them, there is no stunning gameplay in terms of gameplay.
To summarize it in three words, that is: playing 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.
In addition to the changes to the islands, they will not be effective in a short time.
In addition, it is tied to real time, so this is not a fast food game.
It takes four days to plant a tree, three days to refresh the fruit, one day to renovate the house, and even one day to wait for a express delivery in the game.
But these are actually not the core of this game.
Build an island, and get to know and become friends with all kinds of 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 little animals in the game are the biggest core point in the game.
These small animals have various personalities, and even the dialogue is completely different. The performance makes the player feel that behind each character there is a small animal resident played by artificial customer service.
In Chen Xu's opinion, these small animal residents in the same game can be used in Nebula Game's AI technology.
In "Animal Forest", it can be said that this is the most suitable game to use AI performance technology.
A butterfly was caught in front of the island's small animal residents, and they stopped and applauded and encouraged.
They will get sick, quarrel, and even become peacemakers when others quarrel.
The little crocodile loves exercise in his prime and wants to show off his abdominal muscles all day long, but secretly tells the player behind his back that he often falls asleep halfway through push-ups.
Sister Tiger Ran is a night owl. She often wanders around the island at night and is stung by a hornet. Sister Ran will also apply medicine to you.
Piero, who is like a clown, is an artist. Sometimes he can write poems and pretend, but he will be found to have many typos.
Animal Forest design is not very difficult.
Because it is more about the content of these numerical parts.
For example, when a player fishes, how many times does a bass appointment have to be made?
There are also buying and selling kohlrabi, whether they get rich overnight or meeting on the rooftop.
Inhabitants from every island.
Behind these are a set of appropriate numerical logic.
"Animal Forest" itself does not have any level design, nor any plot or anything like that.
It's a cultivation game.
Players need to invest their own time and experience.
Then I gained a touching game from it.
From a design perspective, what is more important is the small details.
For example, every inhabitant on the island must ensure that their conversation can have a perfect interaction with the players.
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, rather than 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 do you say so?
Because other social development games actually take advantage of the negative emotions of the players.
Tempting players to compete in the game, using their subconscious mind to create distinctions between high and low, and stimulating players to amplify players' desires 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 can avoid escaping life, but on the other hand, it encourages players to leave the game in their hands.
How to play depends on the player himself.
It can be said that this is not a game that is free in gameplay, but a game that allows players to have free minds.
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 can be regarded as the ultimate level of the box-style game.
Compared with the previous "Super Mario: Galaxy", it blurs the levels in the Box World in "Super Mario: Odyssey", giving players an alternative 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-style game.
The official gives you the goal of the size of each level, but you can ignore it at all. As long as you collect enough Moon of Power, you can pat your butt and leave.
This game can also fully utilize the switch performance.
Players can make some special gestures by waving the handle, allowing Mario to make some special actions.
For example, when climbing, if you wave the handle, Mario can climb faster.
Triple jump, far jump, roll, ground bump, backflip, side flip and other complicated actions, each action has corresponding buttons and gestures.
The most prominent feature in gameplay is the "hat" system, and compared with traditional jumps, fist attacks.
The hat function in the game can be said to be too powerful.
In addition, the greater function of hats is to "be possessed". Players can possess some NPCs and enemies through hats, and exert their characteristics or skills through different levels. This also gives players many fresh attempts that they can make.
The game has as many as 17 scene changes and art styles that are even more amazing.
In terms of plot, there is actually nothing special about "Super Mario: Odyssey".
It was the great devil Kuba who snatched the princess and proposed to her for more than 30 years, and was stopped by Uncle Mario, a plumber in a red hat.
In the end, the princess travels around the world and leaves behind the story of Mario and Kuba 'coming together'.
The fairy tale-like stories and art styles allow people of all ages to enjoy the fun of the game.
No blood or violence, it is a very pure game.
Let players always focus on gameplay and level design.
It can be said that "Super Mario: Odyssey" has achieved the ultimate in its gameplay.
Each scene has three different collections: gold coins, local currency and moon.
The difficulty varies. Ordinary gold coins are equivalent to the guidance of a route and the purchase of simple items.
Local currency requires a little bit of a challenge, and collecting local currency can unlock some specific store collections.
As for the last moon, it is the most difficult point and the ultimate challenge.
The level design from shallow to deep allows players to have a perfect difficulty experience.
At the same time, there is also a resurrection point design, which also makes players lack a lot of frustration in the game.
The second most important core is the various collections in the game.
It can be said that the plot has never been the core of Mario.
When you pass the main line of the entire game, look back and look at the moon, you will find that you have already gained a lot, but you don’t even take up half of the total number.
Continuous and unexpected surprises are the best feedback Odyssey has for players to explore and the most essential level design of the game.
Moreover, the moon is just a completion measure or medal. What really attracts players is the challenges it represents.
There are a large number of challenges hidden in the corners in the game, and these challenges are also amazing in number, including not only running notes, jumping mechanisms, racing, grabbing gold coins, etc., as well as playing volleyball, jumping rope, remote control racing, puzzles and other novel gameplay, testing players' skills from all angles and breaking 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 listening, they can also feel the fun of these two games, especially the Odyssey game.
It is a game tailor-made for the new handheld console of switch!
Moreover, from the style and content of the game, everyone can feel its characteristics.
Chapter completed!