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Now reading: Chapter 386: Game Design Ideas Completely Different from the from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

Looking at everyone, Lucas simply explained the special features of these two gas.

Among them, in terms of gaplay, Animal Crossing doesn't have any earth-shattering or tear-jerking amazing gaplay.

To summarize in three words, it's: playing house.

Building your island bit by bit, communicating and connecting with the animals on the island.

This ga itself is a very slow-paced, everyday ga.

Even changes to the island won't take effect instantly.

Plus, it's tied to real-world ti, which ans it's not a quick-fix kind of ga.

Planting a tree takes four days, refreshing fruit takes three days, renovating a house takes a day, and even buying sothing in the ga requires waiting a day for delivery.

But these aren't really the core of the ga.

Building a small island and getting to know the various residents on the island and becoming friends.

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

It can be said that the animals in the ga are the biggest core point of the ga.

These animals have all kinds of personalities, and even their dialogues are completely different, giving players the feeling that there's a real person acting as each animal resident.

Likewise, in Lucas's view, these animal residents in the ga can be applied to Nebula Gas' AI technology.

It can be said that Animal Crossing is the most suitable ga to showcase AI performance technology.

Catch a butterfly in front of the animal residents on the island, and they will stop and clap to encourage you.

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

The baby crocodile, Fengnian, loves sports and wants to show off his abs all day long, but secretly tells the player that he often falls asleep halfway through doing push-ups.

Little tiger Ran Jie is a night owl who often wanders around the island late at night, and if she gets stung by a bee, she will give you dicine.

Piero, the clown, is an artist, and sotis he writes poetry to show off, but it is discovered that there are many typos in it.

The design of Animal Crossing is not very difficult.

Because it's mostly about numbers and values.

For example, when players go fishing, how many tis will they encounter sea bass.

And whether buying and selling turnips will lead to instant riches or a eting on the roof.

Each resident that cos to the island.

All of these have a suitable set of nurical logic behind them.

Animal Crossing itself doesn't have any level design or plot.

It's a nurturing ga.

It requires players to invest their ti and experiences.

And then reap from it.

From a design perspective, the more important thing is the small details.

For example, each resident on the island must have a dialogue that allows them to interact perfectly with the player.

Even making players feel that they are real people.

Because only in this way can players beco good friends with them day by day, instead of just treating them as NPCs.

This is very important.

Moreover, it is completely different from ordinary social nurturing gas.

Animal Crossing is also an anti-social nurturing ga.

Why do I say that?

Because other social nurturing gas actually use players' negative emotions.

They lure players into comparing themselves in the ga, using subconsciousness to create a sense of superiority and inferiority, and stimulating players to magnify their desires, in order to achieve their so-called socialization.

Animal Crossing is completely different. On the one hand, it is connected to reality, hoping that players will not escape life, and on the other hand, it encourages players to leave and put down the ga.

It can be said that this is not a ga that is free in terms of gaplay, but a ga that frees players ntally.

As for the other ga: Super Mario Odyssey.

In terms of design, it is much more complicated than Animal Crossing, because this is a ga that takes the level design of sandbox gas to the extre.

Compared to the previous Super Mario Galaxy, Super Mario Odyssey blurs the levels in the sandbox world, giving players an alternative freedom.

This also makes many players feel that Super Mario Odyssey is an open-world ga.

But in fact, it is essentially a complete sandbox ga.

The official gives each level a target size, but you can completely ignore it. As long as you collect enough Power Moons, you can just leave.

Likewise, this ga can also fully utilize the performance of the Switch.

Players can make special gestures by waving the controller to make Mario perform special actions.

For example, when climbing, waving the controller will make Mario climb faster.

Complex actions such as triple jump, long jump, roll, ground pound, backflip, and side flip each have corresponding buttons and gestures.

Among them, the most significant feature in terms of gaplay is the 'hat' system, and compared to traditional jumping and punching attacks.

The hat function in the ga can be said to be much more powerful.

In addition, the greater role of the hat is 'possession'. Players can possess so NPCs and enemies through the hat, and use their characteristics or skills to pass through different levels. This also gives players many new attempts to make.

Moreover, the ga's as many as 17 scene changes and art styles are extrely amazing.

In terms of plot, Super Mario Odyssey has absolutely nothing special.

It's just that Bowser continues to kidnap the princess and propose marriage for more than thirty years, and then is stopped by Mario, the red-hatted plumber.

In the end, the princess travels around the world, leaving Mario and Bowser to 'beco a couple'.

The fairytale-like story and art style allow people of all ages to enjoy the fun of the ga.

No blood, no violence, it's just a very pure ga.

Keeping players' attention focused on gaplay and level design.

It can be said that Super Mario Odyssey has completely achieved the ultimate in gaplay.

Each scene has three different collectibles: coins, local currency, and moons.

And the difficulty is also different. Ordinary coins are equivalent to a guide to the route and the purchase of simple items.

Local currency requires a little challenge, and collecting local currency can unlock so specific store collectibles.

As for the final moon, that is the most difficult point and the ultimate challenge.

The in-depth level design allows players to have a perfect difficulty experience.

At the sa ti, the respawn point design also reduces the sense of frustration in the ga.

Secondly, the most important core is the various collectibles in the ga.

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

When you complete the main storyline of the entire ga and look back at the moons, you will find that you seem to have gained a lot, but you have not even accounted for half of the total.

Continuous and unexpected surprises are Odyssey's best reward for players' efforts to explore, and it is also the most essence of the ga's level design.

Moreover, the moon is just a completion asurent or dal, and what really attracts players is the challenge it represents.

There are a large number of challenges hidden in the corners of the ga. These challenges are also strange and nurous, including running music notes, organ jumping, racing, grabbing coins, etc., as well as volleyball, jumping rope, remote control racing, puzzles, and other novel gaplay, testing players' skills from various angles and breaking the boundaries of imagination.

Listening to Lucas's introduction, everyone's eyes lit up.

Although they haven't seen the detailed design concept drawings.

But just by listening, they can feel the fun of these two gas, especially Odyssey.

Moreover, from the ga's style and content, everyone felt its characteristics even more.

That is, whether it is Odyssey or Animal Crossing, the direction and design ideas hidden under the ga are directions that are completely different from mainstream gas.

(End of this chapter)

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