Chapter 1206 Mario Kart
In dream memory, let go of a series of realistic racing games such as Need for Speed, Horizon, and Dust.
The same non-realistic racing racing games can be said to be almost impossible to escape the influence of a game.
That's Mario Kart.
What kind of words can be used to describe this game? It can only be described as great.
In terms of business achievements, the entire series sold nearly 200 million copies.
In terms of influence.
Such as Crash Wolf Racing, Karting, etc., are basically a mechanism that draws on "Mario Racing".
It can even be said that a special racing game type has been derived, that is, prop racing.
Of course, games like Rocket League that control vehicles cannot be considered racing racing games.
In addition, compared with other mainstream realistic racing games, Mario Racing provides a very unique experience.
And when it comes to "Mario Racing", we have to mention another racing game called "F-zero".
These two games can be said to be two extremes.
"F-zero" is to show the most cutting-edge gaming technology, namely graphics, sound effects, physics, etc.
Mario Kart is based on kart racing, accompanied by lively props and confrontation, and some simple tips, presenting a sense of party that looks very unserious and very relaxed.
As for the results, it goes without saying.
On the one hand, every track in the Mario Kart series has some shortcuts, and not every track requires superb skills to taste the sweetness.
A speed-up mushroom allows players to rush across the grass and jump from the jump platform. They are just "secrets" deliberately left by the designer and specially used to be discovered.
The contest between experts takes place on every curve and every inch of grass.
Find the most suitable time to enter the bend, drift, find every possible shortcut, and find the most suitable vehicle matching plan, which is enough to allow players to invest hundreds of hours in the game.
But at the same time, the carriage is not just a racing simulator for experts, it is also a party game. Its genes not only include racing, but more important elements are lively, exciting, and drama.
So props have become the main core point in the game.
The prop mechanism in the game can be said to be a feature that truly laid the foundation for the carriage entertainment gameplay.
The top players can only obtain defensive props such as gold coins and banana peels. The bottom players can use blue turtle shells, missiles, invincible stars and other props to pose a threat to the top players, thereby increasing the dramatic effect of the game.
This makes luck and strategy important!
Just like the games of "All-Stars Battle" and "Super Mario: Made", the extremely low threshold can allow players at all stages to have enough fun, but at the same time it is extremely profound and professional - it is the standard "easy to get started, difficult to master."
Listening to Yang Chen talking about some details, Lin Jiayi kept nodding.
However, when he heard Yang Chen talking about the platform later, Lin Jiayi showed some surprised expressions.
"Doesn't support the operating mode of brain-computer interface?" Lin Jiayi seemed a little surprised.
After all, for now, major manufacturers are developing games for brain-computer interfaces.
Including Yang Chen's previous talk about "Extreme Racing" on the Apike Game, Lin Jiayi thought Yang Chen was going to have a live teaching.
Tell Aipek how to use the brain-computer interface to make racing games.
Now, aren't you going to play on this operating platform?
This answer surprised Lin Jiayi a little bit.
"You should have experienced the operation mode of "Extreme Racing". Do you think that using the steering wheel, handle, or even keyboard on the VR platform and PC platform makes you feel more comfortable?" Yang Chen said to Lin Jiayi.
Hearing Yang Chen's words, Lin Jia frowned, but didn't say anything, but there was an answer in her heart.
"Just like an RTS game, in the current operation mode, there is no way to transfer from a PC platform to a VR platform, because there are a lot of accurate operations, and this part can get a better experience with a mouse and keyboard, the same is true for racing games."
Lin Jiayi didn't speak immediately, but Yang Chen expressed a thought in his mind.
In fact, this is not a big secret, including that there are already many players online who have criticized "Extreme Racing" on the Apike Games.
Apike also released the latest announcement, stating that the operating modes of other devices will be added to subsequent updates.
Including when developing "Dawn Killing Intention", Yang Chen also noticed one of the characteristics.
That is the brain-computer interface mode on the action element, which is not as good as expected for feedback on an action in the game.
It’s just that "Dawn Killing" is not a special action game, its characteristics focus more on the gameplay of ghosts catching people, and it also brings players a sense of thrilling and nervousness.
If it is an action game like "God of War" and "Devil May Cry" that is displayed in a brain-computer interface mode.
Then soon players will feel one of the differences.
That is the lack of a sense of blow.
What is a sense of blow?
Many players will say this.
Some players even watch a video to indicate that the game has no sense of impact.
It is actually nothing wrong to make a judgment like this.
Because this is a visual impact.
Use vision and hearing to show an image that meets physical expectations to deceive the player's brain and make him think that this tactile event has occurred.
But there is another point, that is, the actual feedback, just like when you drive, you turn left immediately.
The direction can be turned at the angle as much as possible. Only when the direction is accurate and in line with expectations can the operation be carried out normally.
In action games, a basically necessary hit combo is essentially a concrete representation of this feedback.
However, if you use the brain-computer interface as the operating mode, this is a big problem.
To put it simply and clearly, it is the touch feeling of using a glass screen instead of the handle buttons.
When using brain-computer interfaces to perform action games, players will feel this way during the battle.
This is also feedback in racing games.
Pure action experience games may not be suitable, but if it is a game that focuses on plot immersion, it is quite suitable.
This is what Yang Chen thinks at present.
Chapter completed!