Game Making: Start By Healing the Player

Chapter 386: A completely different game design concept from the mainstream (please subscribe for a

Looking at the crowd, Chen Xu briefly explained the special features of these two games.

Among them, in the case of Animal Forest, there is no such amazing gameplay as it is in terms of gameplay.

It can be summed up in three words, that is: play home.

Build your own island little by little, and communicate with the small animals on the island.

This game itself is a very slow daily game.

Including the changes to the island, it will not be able to take effect in a short time.

Coupled with the fact that it is linked to the real time, it is destined that this is not a fast food game.

It takes four days to plant a tree, three days to refresh fruit, one day to renovate a house, and even a day to wait for a courier to buy something in the game.

But that's not really the core of the game.

Build the island, and get to know and become friends with the various inhabitants of the island.

Loving the world and being loved by the world is the core of this game.

It can be said that the small animals in the game are the biggest core point in the game.

These small animals have various personalities, and even the dialogues are completely different. The performance makes players feel that behind each character there is a small animal inhabitant played by an artificial customer service.

In Chen Xu's opinion, these small animal residents in the same game can be applied to the AI ​​technology of Nebula Games.

In "Animal Forest", it can be said that this is the most suitable game for the use of AI performance technology.

Caught a butterfly in front of the island's small animal residents, they stopped to applaud.

They get sick, fight, and even act as peacemakers when others fight.

The little crocodile harvest loves sports and wants to show off his abdominal muscles all day long, but secretly tells the player that he often falls asleep halfway through push-ups.

Little Tiger Sister Ran is a night owl. She often wanders around the island at night. If she is stung by a wasp, Sister Ran will give you medicine.

The clown-like Piero is an artist, and sometimes he writes poems to pretend, but it will be discovered that there are many typos in it.

A design for Animal Forest is not very difficult.

Because it is more about the contents of these pieces.

For example, when the player is fishing, there is an appointment for how many times to fish.

There is also buying and selling rutabaga, whether it is to get rich overnight or meet on the rooftop.

inhabitants of each island.

There is a set of appropriate numerical logic behind these.

"Animal Forest" itself has no level design, no plot or anything like that.

It's a nurturing game.

Players need to invest their time and experience.

Then get a moving game from it.

From a design point of view, it is the small details that are more important.

For example, every inhabitant on the island must ensure that one of their dialogues can have a perfect interaction with the player.

Even make players feel that they are flesh and blood.

Because of this, players can become good friends with them when they get along with them every day, instead of just treating them as NPCs.

This is quite important.

And it is completely different from the general social development game.

"Animal Forest" is another anti-social development game.

why would you say so?

Because other social development games actually take advantage of the player's negative emotions.

Luring players to compare in the game, using their subconscious to create high and low points, and stimulating players to amplify their desires, so as to achieve their so-called socialization.

And "Animal Forest" is completely different. On the one hand, it is linked to reality and hopes that players can not escape from life, but on the other hand, it encourages players to leave the game in their hands.

How to play in the end, this is also up to the player himself.

It can be said that this is not a game that is free to play, but a game that allows players to be free in their minds.

As for another game: Super Mario Odyssey.

From the design point of view, it is much more complicated than "Animal Forest", because this is a game that makes the levels of the box garden games to the extreme.

Compared with the previous "Super Mario: Galaxy", it blurs the levels in the Hakoniwa 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 garden game.

The official goal of each level is given, but you can completely ignore it. As long as you collect enough power months, you can pat your **** and leave.

The same game is also a game that can fully utilize the performance of the switch.

Players can make some special gestures by waving the handle, so that Mario can make some special actions.

For example, when climbing, if you wave the handle, you can make Mario climb faster.

Triple jump, long jump, tumbling, hitting the ground, backflip, side flip and other more complex actions, each action has corresponding buttons and gestures.

One of the most notable features in the gameplay is the 'hat' system, which is compared to traditional jumping and fist attacks.

The hat function in the game can be said to be too powerful.

In addition, the bigger role of the hat is "attachment". Players can attach themselves to some NPCs and enemies through the hat, and use their characteristics or skills to pass different levels, which also gives players many fresh attempts.

There are as many as 17 scene changes and art styles in the game, which are even more amazing.

From the plot point of view, there is nothing special about Super Mario Odyssey at all.

It was the Great Demon King Kuba who had been robbing the princess for more than 30 years and proposing marriage, and then was stopped by Uncle Mario, a plumber with a red hat.

In the end, the princess traveled around the world and left behind the story of Mario and Cuba's 'making a pair'.

The fairy tale-like story and art style allow people of all ages to enjoy the game.

No blood, no violence, just a very pure game.

Let the player's focus always focus on the gameplay and level design.

It can be said that "Super Mario: Odyssey" has achieved the ultimate in gameplay.

Each scene has three different collectibles: gold coins, local currency and the moon.

And the difficulty is also different, ordinary gold coins are equivalent to a route guide, as well as the purchase of simple items.

Local currency is a bit of a challenge, and collecting local currency can unlock certain store collectibles.

As for the last moon, that is the most difficult point, but also 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 the design of the resurrection point, which also makes players lack a lot of frustration in the game.

The second most important core is the various collectibles in the game.

It can be said that the plot has never been the core of Mario.

When you have cleared the main line of the entire game and look back at the moon, you will find that it seems that you have gained a lot, but you have not even accounted for half of the total.

Continuous and unexpected surprises, this is Odyssey's best feedback to players' efforts to explore, and it is also the most essential level design of the game.

And the moon is just a measure of completion or a 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 the number of these challenges is also amazing, including running notes, mechanical jumping, racing, grabbing gold coins and other items, as well as playing volleyball, skipping rope, remote control racing, puzzles and other novel ways of playing. Test the player's skills from all angles, breaking 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 by listening, they can also feel the fun of these two games, especially the game Odyssey.

It is a game tailored for the new handheld console of the switch!

And from the style and content of the game, everyone felt its characteristics.

That is, whether it is Odyssey or Animal Forest, the direction and design concept hidden under the game, this is a completely different direction from mainstream games.

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