Game Entertainment Empire
Chapter 893
Regarding the performance of "Super Mario Maker", many game manufacturers and producers in the industry are always paying attention.
After it was revealed that the game "Super Mario Maker" was a horizontal 2D jumping platform game, many game makers were actually confused.
Why does Xingyun Games make such a big fight to promote this type of game.
It's not that I don't like the game "Super Mario Maker", but this kind of platform jumping game, or this kind of simple platform jumping 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, the game with the economic system, killing opponents, winning a single game, and accumulating economy; or without the economic system, simply killing the enemy and harvesting the number of kills, these are obvious performances.
RTS production of barracks, gold mine economy of arms, replenishment in MOBA games, and even the setting of favorability strategy in galgame are actually an evolution of this model.
Of course, not all games must have this element, but giving players the most direct comfortable experience and obvious growth is a factor that any game must have.
It may be to experience numerically on the surface, or to give players feedback on the game experience in an implicit way.
Platform jumping games naturally also have such a feature.
However, limited by the gameplay of platform jumping games, if you don’t consider introducing actions or digitization into it, platform jumping is the best place to give players feedback on the experience.
That is the map design that becomes increasingly difficult as the game progresses.
It's like a saying that most people have heard, 'Why climb Mount Everest? Because the mountain is there. '
It is an instinct of all people to challenge difficulties and surpass themselves to become stronger.
It's just that the upper limit of pain accepted by different people is different.
For example, most players who were persuaded to leave by "Dark Soul", "Sekiro: Shadows Die Twice" and "Bloodborne Curse", don't they like the feeling of becoming stronger?
Of course not, they enjoy the same, but the difficult game of "Dark Soul" is beyond the line they can bear.
So this is also in "Dark Soul" and "Sekiro: Shadows Die Twice", which also has elements of obvious numerical improvement.
Without these elements, is there no way to pass the level?
Of course not.
The top experts at home and abroad frequently refresh the record challenge of level 1 non-attribute clearance, and now they have compressed it to less than an hour. Even Yang Chen himself doesn't know how those people did it.
But also if this kind of value is gone, then for most players, the suffering line will be higher.
Even if it is the same two cuts to death, but the blood bar as long as the little finger, and the blood bar as long as the arm, the feedback brought to the player is completely different.
But platform jumping games are different. For example, Invincible Star, Yoshi, and Fire Flower in "Super Mario Maker" are actually a kind of improvement feedback for players.
These elements are all very good, but the key point is the weight of the game content.
For example, "Dark Soul" is an ARPG game, with plot stories, action systems, and exploration content. The combination of these elements can make the content of a game last for 20 to 30 hours, or even longer. .
But for a platform jumping game,
Obviously not suitable.
Even though "Super Mario: Odyssey" developed by Nebula Games was mainly based on jumping mode, its core is not jumping, but exploration of Hakoba.
Compared with traditional 3A-level games, jumping games are a big problem in terms of volume.
At the same time, it relies on continuously increasing the difficulty of the game and changing the map design, so that players can feel their own improvement and constant freshness.
Phase duration is also an important issue.
Most jumping games will make the game a small level, or somewhere in the middle of the level, there will be a save point.
The main consideration is the player's stage duration.
Of course, platform games like Digging for Ascension and Jump King are exceptions, because these games simply want the player to suffer.
To put it simply, it is a game that engages in the player's mentality.
"Super Mario Maker" uses another model to completely change the shortcomings of jumping platform games.
There is no way to make a large-scale game on a jumping platform?
True, but "Super Mario Maker" didn't think about making any big volume at all.
Instead, it designed a framework for players, just like the original "Warcraft", hero units, three-dimensional attributes, equipment collocation, and then launched a corresponding map editor, allowing players to use the basic content of "Warcraft" itself, Make more and more interesting maps.
It can be defensive, it can be confrontational, it can also be casual fun, tower defense, etc.
The same is true for "Super Mario Maker". The game itself does not give players a grand content, but only gives a complete set of gameplay foundations.
For example, jumping skills, as well as various mechanisms in the game, monster characteristics, BUFF characteristics and so on.
In addition, that is the multiplayer mode in the game.
A fast-paced experience where the duration of a confrontation map is fixed at 3 minutes to 6 minutes can quickly enter the next mode, which is also very suitable for the content of the game "Super Mario Maker".
And these all go hand in hand.
If there are no players to make enough maps, then the players in the game will have no way to keep it fresh.
The scariest thing about jumping games is that there is no freshness.
"League of Legends" and "PlayerUnknown's Battlegrounds", this type of game, although each game only plays the same hero and jumps to the same location.
But the luck of the opponent and the current game can bring players a different sense of freshness.
Jumping games rarely do this, or the feedback is not very high.
The creative mode of "Super Mario Maker" perfectly solves this problem.
Also because there are a large number of multiplayer mode players, players who play drawing and creation can receive feedback from game players, which is also a novelty.
It can be said that the combination of these two modes is like a perpetual motion machine, self-sufficient.
However, although many game manufacturers have conducted in-depth analysis and concluded that the success of "Super Mario Maker", it is difficult to replicate.
Because of the success of "Super Mario Maker", let's not talk about 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.
Furthermore, "Super Mario Maker" is already online. Unlike games like "League of Legends" and "PUBG Mobile", the limitations of this jumping game are a bit big.
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