If the previous gas like "Red Dead Redemption" were serious books,
Then "Super Mario Odyssey" is a fairy tale that both kids and adults love, like a big bell.
And the whole ga sounds very simple, just a 3D platforr.
But the ga involves so complex moves that Lucas ntioned, like triple jumps, wall jumps, ground pounds, backflips, etc.
Which makes the ga much more complex, because if these moves are in the ga, there will definitely be matching levels.
From a single move to the combination of all moves.
You could say just thinking about it is amazing.
This is relative.
Because how hard it is mainly depends on how evil the designer is.
Especially for platforming gas, just a little change can turn a relaxing hot spring into a hellish difficulty.
For example, add a ti limit, no save points in the middle, and more enemies on the way.
Of course, that's not possible in "Super Mario Odyssey."
Because for "Super Mario Odyssey," the story is just a little appetizer.
When you finish the whole story, you pretty much understand what the ga is about.
And when you look back at that ti, you realize that you only collected so few elents, and that's when the ga really starts.
Players need to search in each area for the Power Moons they haven't found yet.
So of them require players to solve puzzles with a lot of effort because they are hidden very deep.
And so require players to have certain skills because they are right there, but you can't get past them without any ability.
Easy, normal, hard.
The collectibles are divided into three levels, with about 60%, 30%, and 10% respectively.
"Regarding the developnt of 'Super Mario Odyssey,' everyone needs to rember one thing: the ga is fun, easy to pick up, can provide imdiate satisfaction, and can be played and put down at any ti." Lucas gave a simple introduction to everyone.
You could say this is the characteristic of all Nintendo gas: easy to pick up but hard to master.
For players with more free ti, the ga has enough depth for them to explore; and for players with fragnted ti, the ga's features of being easy to pick up, fun, and play-and-put-down are the sa way these players can pick up their Switch and play those gas from ti to ti.
And being easy to pick up also ans that so players, even after a long ti, can quickly understand how to play again, using their previous mories.
Obviously, other gas can't do this, because with complex settings and content, sotis you don't play for a long ti, and you even forget all the buttons.
This is why so big-budget gas, after a while, you don't want to play them again, and they end up just being added to your library, and you, as the player, can only laugh and say: I bought the ga, do I still have to play it?
Of course, it's not about which is better or worse, it's just different.
After giving a simple introduction to the core of the two gas to the team, Lucas first made the corresponding art and complete design concepts.
............
After returning to the office from the eting room, Lucas started writing the concept drafts.
"Animal Crossing" is actually relatively simple because its core is filling in so details, such as various animals and decorations.
As for the 'Happy Ho Paradise' DLC from the past life, Lucas doesn't plan to include it in the initial version.
Of course, it's not for making more money later, it's just that the content of the main ga is already enough for players to play for a long ti.
Adding too much content at once is not good.
The main focus is on decorating, designing, and arranging.
Besides that, there are so detailed settings.
On the other hand, "Super Mario Odyssey" is more difficult and complex.
The total number of moons reaches 880, and so moons cannot even be obtained in the first playthrough.
Plus the normal coins and the local currency in each area, you can say the content is very rich.
Also, as a sandbox ga, the ga's levels are the most important, and so parts are even more complex than the previous "Red Dead Redemption."
After all, in "Red Dead Redemption," Lucas only needs to give an outline of many of the content settings for the team to be responsible for, and he just needs to oversee the main content.
For example, Lucas would design Valentine, but he couldn't do all the outdoor scenes himself.
But "Super Mario Odyssey" is different. Every path and every level are very carefully designed, which is also a biggest feature of Nintendo gas: the attraction anchor.
The player is walking along, and suddenly thinks... I see sothing good!
I need to find a way to get to it.
Additionally, each thed area in the ga has a lot of secrets.
New Donk City, based on New York, has an English na called 'ne donk iyt'.
And this English na is made up of New York and a ga called Donkey Kong.
And it is also the origin of Mario, the main character in the Mario series.
At first, this red-hatted plumber wasn't called Mario, but Jumpman.
Besides that, there are many references to Mario and Donkey Kong in this area.
For example, posters of the first Mario ga on the streets.
There are also various small levels based on Nintendo's first Mario gas, which are full of nostalgia for loyal fans of the Mario series.
But players in the parallel world obviously can't understand these secrets, which is a pity.
And besides "Super Mario Odyssey" and "Animal Crossing,"
Lucas also has so plans.
But this part won't be done by Nebula Gas.
Instead, it will be outsourced to third-party ga companies to make them for Nebula Gas.
For example, adding so classic NES and arcade gas from the past.
Although it's hard to create an amazing effect in the parallel world, the level design and replayability won't change.
The first Mario, Contra, Tank Battle, and arcade gas like tal Gear, Ikaruga, Snow Bros, Knights of Valour, and Journey to the West: Super Story.
Lucas will gradually commission third-party ga companies and studios to make these classic gas from the past and put them on the Switch platform.
As for these gas, Lucas doesn't plan to sell them separately, because from a cost perspective, they aren't that expensive.
So Lucas plans to launch a Switch mbership service later, which will not only provide features such as cloud saves, but also include these gas in the mbership pool for players to play.
As for the price, it is temporarily set at 5.9 yuan per month, and the annual fee is discounted to 60 yuan.
At the sa ti, like in the past life, the family mbership setting is retained, with an annual fee of 220 yuan and the ability to invite up to five family mbers besides yourself.
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