Chen Mo and Zhou Jiangping discussed the design of the switch.
Everything else was fine, mainly the core components.
In Chen Mo's previous world, many of the components of the switch were made for the sake of integration and power consumption, and couldn't be found on the market. Chen Mo would have to redo these components.
Moreover, in his previous world, there were many technologies that required patents, such as the motion sensor technology. If he had to buy everything, it would be a huge expense.
Chen Mo and Zhou Jiangping discussed a few strategies for dealing with this. Since the technology in this world was more advanced, and it wasn't exactly the same as in Chen Mo's previous world, many of the designs had alternatives.
This included the HD vibrations and motion sensors, which had a huge impact on the game. Zhou Jiangping tried his best to make sure there were alternatives that wouldn't affect the feel of the switch.
Some of the advanced technology from the parallel world might even surpass the switch.
Moreover, the body of the switch could be made thinner, and the frame smaller. These were all improvements. With the technology of the parallel world, these improvements weren't too difficult.
Of course, the design still needed to be improved, which was a long term project. Chen Mo wasn't sure how good the handheld console could be before the actual prototype was made.
…
After returning to the experience store, Chen Mo started writing the design concept for Super Mario Odyssey.
For Chen Mo, this game was much harder to make than any other game he had made before. The most difficult part was the quality of the art, movement, and level design.
Super Mario Odyssey was a sandbox game. Every level in Odyssey was very easy to clear. All you had to do was collect enough moons, start the Odyssey, and head to the next map.
Therefore, clearing the levels wasn't the most important task for the players. Finding clues and collecting moons was the most important thing.
In Super Mario Odyssey, the way the moons were hidden was very natural, and they were very densely packed. A small map could have close to a hundred moons, making it much more fun for the players to find hidden moons in Odyssey than other sandbox games. Even Zelda's Yahaha seeds paled in comparison.
At the same time, the levels had to be challenging for the players, allowing the players to use different methods to clear the levels instead of a linear route, allowing the players to fully utilize their talents.
If Super Mario Odyssey was the game with the highest level design in the world, even if it wasn't number one, it would at least be in the top few.
Many of Super Mario Odyssey's settings were based on reality, such as New York City, and the desert country being based on Mexico.
The setting of the game wasn't decided from the start. In Chen Mo's previous life, the developers of Super Mario Odyssey would first design a core gameplay for the level, then think about how to incorporate the setting into it.
For example, if the designer wanted to design a scene that would make Mario move slower, he would naturally think of the desert. Moreover, they didn't want to use the Egyptian pyramids, which were already a little too common, so the Mexican desert was a very natural choice.
Mario himself had very strong abilities, such as throwing hats, jumping, and so on. Therefore, many of the methods that players used to clear the levels were not exactly the same as what was designed at the beginning of the game. Many interesting ways to play were explored by the players themselves.
In Odyssey, there were gold coins, purple coins, and the moon. Each element had different uses, and the difficulty of obtaining them was different.
Take gold coins as an example. Gold coins in Odyssey had practical uses, such as buying items and clues. Therefore, the act of eating gold coins encouraged the players to take action.
Compared to the moon and special coins, the gold coins in Odyssey could be eaten by the players without any pressure. It was like a small dessert after the challenge, giving the players the sweetness of victory.
Compared to the moon and special coins, the players could eat all the gold coins in the challenge without any pressure. It was like a small dessert after the challenge, giving the players the sweetness of victory.
However, this sweetness wasn't given to the players. The players had to take action to get it.
There were also some challenges where there was no price to pay even if you failed. Gold coins became the sweetness of the challenge. It not only encouraged the players, but also prevented the players from feeling that the challenge was too easy.
Moreover, in some "non-mainstream" gameplay and controls, the players could just run and jump to complete the mission, or they could use special techniques to achieve effects that couldn't be achieved with basic controls. These controls would reduce the time taken to complete the challenge. For the players, it was also a good incentive.
The resurrection point design of Super Mario Odyssey was also very elaborate. In the game, once the challenge failed, they would return to the starting point, and the resurrection point was the starting point of the journey. The longer the resurrection point was designed, the more frustration the players would feel when they failed.
Through the design of these resurrection points, the players' emotions could be well controlled and the difficulty of the game adjusted.
In the process of obtaining the moon, there were many bright and dark rewards.
On the bright side, the players could obtain the moon when they reached the end, but in fact, there were many hidden moons in many levels.
In the vast majority of the challenge levels in Super Mario Odyssey, there was more than one moon hidden, and the location of the second moon was very careful. After the players found it, they wouldn't complain about being cheated. Instead, they would be excited and happy as if they had dug up a treasure.
For Super Mario Odyssey, only by collecting all the moons could it be considered to have been cleared. The main storyline of this game was designed for everyone to enjoy the game. In other words, its main storyline was equivalent to a teaching script. After completing the main storyline, the game would truly begin.
Odyssey's main storyline was actually a simple, normal difficulty challenge given by the game. The challenge that truly allowed the players to experience all the game's mechanisms was to collect all the moons.
It could be said that completing only the main storyline would only allow the players to experience less than 20% of the game's content. The rest of the content, whether in terms of quality or difficulty, would not be worse than the 20% content. It might even be better.
Just like some games that collected all the elements, it was actually to forcibly increase the game time and let the players run around the map.
These games had densely packed collection points on the map. Just run over and touch them, look at the picture, and it would be over. If the number was right, it would be interesting, but once the number exceeded a certain amount, it would make people feel like they were doing a mission, boring and meaningless.
For Odyssey, collecting was the real main dish of this game, and it was done very well. The difficulty gradient of the different moons was very different. Some could be seen at a glance, some had to be found, and some had to be obtained after going through very difficult challenges and constant practice.
The low difficulty of collecting could ensure that beginner players could easily clear the game without losing the challenge. The high difficulty of collecting was the real core content of this game.
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