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Eight hundred and ninetieth chapters Ma Zao's success point

Regarding the performance of "Super Mario Manufacturing", many game manufacturers and producers in the industry are always paying attention.

Since the beginning, after the game "Super Mario Made" was revealed as a horizontal 2D jump platform, many game manufacturers actually felt confused.

Why did Nebula Games make such a big battle to promote such a type of game?

It’s not that I’m not optimistic about the game “Super Mario Made”, but rather that this kind of platform jumping game, or this simple platform jumping game, is actually quite limited.

Because of the elements of the game content.

No matter what element it is, it actually contains certain elements of the rpg upgrade system.

In traditional FPS games, economical games, killing opponents, winning single game victory, cumulative economy; or without an economic system, simply killing enemies and harvesting the number of people, these are obvious manifestations.

The production of rts barracks, gold mining economy of arms, the final attack in moba games, and even the setting of galgame's favorability strategy is actually an evolution of this model.

Of course, it is not said that all games must have elements in this aspect, but giving players the most direct and comfortable experience and obvious growth is a factor that any game must have.

It may be to experience it numerical on the surface, or to give players feedback on the game experience in an implicit way.

Platform jump games naturally have such a feature.

However, due to the limitations of the gameplay of the platform jump game itself, if actions or numerical introduction are not considered, platform jumping is best to give players feedback and experience.

That is the map design that continues to be difficult as the game progresses.

Just like the saying that most people have heard, "Why do you need to climb Mount Everest? Because the mountain is there."

Challenging difficulties and becoming stronger beyond oneself is an instinct for everyone.

It’s just that different people accept different pain limits.

For example, most players who have been persuaded to withdraw from "Dark Souls", "Secret of Silence" and "Bloodborne Curse". Don't they like this feeling of constantly becoming stronger?

Of course not, they enjoy the same, but a difficult game like "Dark Souls" exceeds the line they can bear.

So this is also an obvious numerical improvement element in "Dark Souls" and "Secretly Wolf: Shadow Falls Two".

Without these elements, can't we pass the level?

Of course it is impossible.

The top experts at home and abroad frequently refresh the level 1 level without attributes and pass the record challenge, and now they have compressed it to less than an hour. Even Yang Chen himself doesn't know how those people did it.

But if this value is gone, then for most players, the line of suffering will be higher.

Even if you cut twice to death, the blood strips that are as long as the little finger and the blood strips that are as long as the arm will bring completely different feedback to players.

But platform jump games are different. For example, the Invincible Stars, Yoshi, and Flame Flower in "Super Mario Made" are actually a kind of improvement feedback to players.

These elements are all very outstanding, but the key point lies in the weight of the game content.

For example, "Dark Souls" are all arpg-type games, plot stories, action systems, and exploration content. These elements are combined together to make the content of a game lasting twenty or thirty hours or even longer.

But for a platform jump game, it is obviously not suitable.

Even though "Super Mario: Odyssey" developed by Nebula Games was mainly based on jump mode, its core is not jumping, but box garden exploration.

Compared with traditional level 3a games, jumping games are a big problem in size.

At the same time, relying on continuously increasing the difficulty of the game and changing the map design, so that players can feel their own improvement and constant freshness.

The duration of the stage is also a very important issue.

Most jump games will make the game into a small level, or have a save point somewhere in the middle of the level.

The main consideration is the player's stage duration.

Of course, platform games like "Digging the Earth and Ascension" and "Jumping Kings" are exceptions, because these games are just trying to make players suffer.

Simply put, it is a game that creates a player's mentality.

"Super Mario Made" uses another mode to completely change the shortcomings of jumping platform games.

There is no way to make a large-scale game for jumping platforms?

That's right, but "Super Mario Made" has never thought about how to make a big scale.

Instead, a framework was designed for players, just like in the original Warcraft, with hero units, three-dimensional attributes, equipment matching, and then a corresponding map editor was launched, allowing players to use the basic content of Warcraft itself to create more and more interesting maps.

It can be defensive, confrontational, and also casual and fun, tower defense type.

The same is true for "Super Mario Made". The game itself does not give players a grand content, but only provides a complete set of gameplay basis.

For example, the jumping skills, as well as various mechanisms, monster characteristics, and buff characteristics in the game.

In addition, that is the multiplayer mode in the game.

The time for a confrontation map is fixed at a fast-paced experience of 3 minutes to 6 minutes, and you will soon be able to enter the next mode, which is also very consistent with the content of the game "Super Mario Made".

And these are complementary.

If there are no players making enough maps, then the players in the game will not be able to keep the newness all the time.

The most terrifying thing about jumping games is that they have no newness.

"League of Legends" and "PUBG" are a type of game, although each game only plays the same hero and jumps to the same place.

But the opponent and the luck of the current game can bring players a different sense of freshness.

Jumping games rarely do this, or the feedback power is not very high.

The creation model of "Super Mario Made" perfectly solves this problem.

Also because there are a large number of multiplayer mode players, players who play picture creation can receive feedback from gamers, which is also a sense of freshness.

It can be said that the combination of these two modes is like a perpetual motion machine, self-sufficient.

However, although many game manufacturers conducted in-depth analysis and concluded that the success of "Super Mario Manufacturing", it is difficult to copy.

Because of the success of "Super Mario Made" itself, I won't talk about how excellent the cornerstone of its jumping gameplay is. It is actually a big problem just to require a large number of player users.

Next, "Super Mario Made" has been launched. Unlike games like "League of Legends" and "PUBG", the limitations of this type of jumping game are a little bigger.
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