Game Entertainment Empire

Chapter 1210 Design concept draft of

After chatting with Lin Jiayi for a while, Yang Chen began to write a design concept draft for "Mario Kart".

For Yang Chen, this game is not technically difficult at all.

Like "Super Mario Maker" and "Super Mario Odyssey", this is a Mario-themed game.

It also continues the consistent design concept of the Nintendo game manufacturer in Dream Memory, that is, there is a design on the map as well as the gameplay.

Although "Mario Kart" is a racing game, it is very different from ordinary racing games.

Ordinary realistic racing games are basically all kinds of cool and well-known sports cars.

But in "Mario Kart", the interesting parts of this game are the tracks with different themes and the random entry of various characters.

The imaginative track design, different themes, and all kinds of strange roadblocks, these elements are mixed in "Mario Kart" to give it a unique atmosphere.

And these racing tracks are not designed randomly.

The style of the entire track can be seen as a theme of the track itself, and it also fits with the different characters in the game.

In addition, the most core point in the game is that as a racing game, after adding the prop system, this game has become an extremely excellent strategic combat system.

In the game, players can pick up a series of props such as turtle shells, hush ghosts, golden mushrooms, missiles, banana peels, invincible stars, lightning, etc., which make the entire game highly strategic.

And the design of this prop mode was also imitated and learned by many subsequent games.

But there is no game like "Mario Kart".

Because in addition to a prop system in the game, "Mario Kart" also has a unique mechanism.

That is a negative feedback loop. For example, we often encounter this situation in games: the player is leading all the way, but is hit by a blue turtle shell, and is suddenly seven or eight places behind, while the player at the bottom suddenly turns into a cannonball , bouncing off all obstacles on the road and rushing to the front.

This negative feedback loop mechanism allows players to dynamically maintain an evenly matched state, appropriately suppress superior players, reduce their advantages, and provide very powerful props to disadvantaged players to help them rush to the front row.

This is also the reason why the game is easy to use, especially in the later "Mario Kart", an intelligent driving system was added.

After turning it on, new players will not easily run off the track when driving on a track that lacks fence protection, because the game will automatically help players correct their direction, and automatic acceleration also frees players from having to hold down the accelerator. .

But this doesn’t mean that Mario Kart is really ‘simple’.

Because some advanced operating skills in the game will be hindered by intelligent driving.

For veteran players, there is a fundamental difference in the ability of players who have invested enough time in the game to deal with different situations.

They will know when to release the green turtle shell in which direction to shatter the tracking turtle shell behind them, and will reserve a horn or invincible star to deal with players who try to surpass them.

They know every shortcut on every track and will keep a Speed ​​Mushroom to let them pass the shortcut.

They can even successfully escape from the turtle shell with their speed control.

These details are things that only experts will understand.

Just like games such as "League of Legends" and "DOTA".

Ordinary players and experts will release the hero's skills, and they all know the effects of the skills.

But when to release and what kind of connection can achieve the greatest effect.

This is the gap between ordinary players and experts.

It's the same thing in Mario Kart.

So if you really want to defeat truly skilled players through luck, then that may be the kind of treatment only a true European Emperor can have.

It can be said that "Mario Kart" is just like games such as "All-Star Smash Bros." and "Super Mario Maker". When you first enter the game, you feel that it is extremely friendly to novices.

But once you play it deeply, you will find that if you want to master it, the depth is simply terrifying.

The timing of the tail flick, the pinch point to start the jet, the triggering timing of aerial stunts, the use of props, the shortcuts on each map, how to cleverly hit the opponent's acceleration mushroom, the timing of the horn release, and the use of the game's negative feedback loop mechanism Tips for catching up on the last lap, and how to choose your vehicle, glider, and tires.

This game hides an exaggerated depth of research under its simple and easy-to-understand appearance.

It can be said that the brilliance of "Mario Kart" comes from the patchwork combination of various details.

Without the exquisite track design, "Mario Kart" would be a less successful game, because the system mechanism of the negative feedback loop really puts everyone on the same starting line and turns it into a truly enjoyable game. A game of luck.

But if there is no negative feedback loop design, ordinary weak players will have more frustration.

Because sometimes they may not even be able to finish the entire race.

In "Mario Kart", a unique mechanism allows players to basically complete the entire race, and the time difference will not exceed 10 seconds.

Of course, you are at the bottom of the pile, and you are very unlucky. Although you are ranked 12th, but you can only eat mushrooms and become the spokesperson of the Mushroom King, that is another story.

It's these elements that make Mario Kart unique.

If any of these were missing, Mario Kart wouldn't be that interesting.

For example, the dream memory borrows from "Mario Kart" "Kart Racing".

Although there is a so-called prop mode, the experience of props in the carriage is completely different.

Therefore, one of the designs of Paopao itself is for racing.

On the back of the map, you can also play to drift and accumulate energy to speed up.

It can be regarded as allowing it to find one of its own characteristics.

But it is precisely because of these features that this type of game is more inclined to a competitive mode, rather than a horse-drawn carriage that can be both casual and a strong confrontation experience.

For Yang Chen, the most difficult part of this game is not the technology but the details.

()

Please remember the first domain name of this book: . Mobile version reading URL:

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like