Chapter 893: The Success Point of the Horse Making

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

From the very beginning, it was revealed that the game "Made in Super Mario" was a side-scrolling 2D jumping platformer, and in fact, many game manufacturers were confused.

Why would Nebula Games send such a big battle to push such a type of game.

It's not that I'm not optimistic about the game "Made in Super Mario", but this kind of platforming game, or this kind of simple platforming game, is actually quite limited.

Because of the elements of the game content.

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

In traditional FPS games, economy games, kill opponents, win a single game, and accumulate economy; Or there is no economic system, simply killing the enemy, harvesting the number of heads, these are obvious manifestations.

RTS production barracks, the gold mine economy of the class, the mending knife in the MOBA game, and even the setting of the goodwill strategy of galgame are actually an evolution of this model.

Of course, not all games must have this element, but giving players the most direct comfort experience, obvious growth, is a factor that any game must have.

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

Platform-jumping games naturally have such a feature.

However, due to the gameplay of the platforming game itself, if you don't consider the introduction of action or numerical behavior, platforming is best to give players feedback on the experience.

That's the map design, which is constantly difficult as the game progresses.

It's like a saying that most people have heard: 'Why climb Mount Everest?' Because the mountains are there. ’

It is an instinct of all people to challenge difficulties and surpass themselves to become stronger.

It's just that different people accept different upper limits of suffering.

For example, most players who have been dissuaded by Dark Souls, Wolf: Shadow Twice, and Bloodborne Curse don't like the feeling of being stronger?

Of course not, they enjoyed it just as much, but the difficulty of a game like Dark Souls exceeded the thread they could handle.

So this is also in "Dark Souls" and "Wolf: Shadow Death II", which also has obvious numerical improvement elements.

Without these elements, wouldn't there be no way to get through?

Of course not.

The top masters at home and abroad have frequently refreshed the record challenge of level 1 non-attribute clearance, and now they have all compressed it to less than an hour, and even Yang Chen himself doesn't know how those people did it.

But again, if this value is gone, then for most players, the suffering line is even higher.

Even if it is the same two slashes, but the blood bar as long as the little thumb is as long as the arm, the feedback it brings to the player is completely different.

But platforming games are different, such as the invincible star, Yoshi, and Flame Flower in "Made in Super Mario", which are actually a kind of improvement feedback for players.

These elements are excellent, but the key point is the weight of the game's content.

For example, "Dark Souls" is an ARPG game, with a story, action system, and exploration content, and these elements are combined to make the content of a game last for twenty or thirty hours, or even longer.

But for a platforming game, it's clearly not suitable.

Even though Super Mario: Odyssey, originally developed by Nebula Games, is based on a jumping mode, its core is not jumping, but Hakoniwa exploration.

Compared with traditional triple-A games, jumping games are a big problem in terms of size.

At the same time, it relies on constantly increasing the difficulty of the game and changing the map design, so that players can feel their own improvement and continuous freshness.

The length of the phase is also an important issue.

Most jumping games have the game as a small level, or somewhere in the middle of the level, with a save point.

The main consideration is the length of the player's phase.

Of course, platforming games like Digging and Jumping King are an exception, as these games are simply trying to make players suffer.

To put it simply, it is a game with a player's mentality.

"Made in Super Mario" uses a different mode to completely change the shortcomings of jumping platformers.

Jumping platforms can't be made into large-scale games?

That's right, but Super Mario Made didn't think about making anything big.

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

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

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

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

On top of that, there's the multiplayer mode in the game.

A confrontation map is fixed at a fast-paced experience of 3 to 6 minutes, and you can quickly move on to the next game, which is also very suitable for the content of Super Mario Made.

And these are mutually reinforcing.

If you don't have enough maps made by players, you won't be able to keep the players in the game fresh all the time.

The scariest thing about jumping games is that there is no novelty.

"League of Legends" and "PlayerUnknown's Battlegrounds", this type of game, although each one only plays the same hero and jumps the same location.

However, the luck of the opponent and the current game can bring a different kind of freshness to the player.

Jumping games rarely do this, or the feedback isn't very high.

And the creative mode of "Made in Super Mario" perfectly solves this problem.

Also because of the large number of multiplayer players, players who play Graph Creation can receive feedback from players, which is also a novelty.

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

However, despite the in-depth analysis and success of Super Mario Made, many game manufacturers have found it difficult to replicate.

Because of the success of "Made in Super Mario", not to mention how good the cornerstone of its own jumping gameplay is, the fact that it requires a large number of players and users is actually a big problem.

Then there's Super Mario Made, which is a bit more limited than games like League of Legends and PUBG.