Chen Mo and Zhou Jiangping discussed the specific design.

The rest is good to say, mainly some core components.

In Chen Mo's previous life, many parts of switch were made for integration and power consumption ratio, which could not be bought on the market at all. These parts must be redone for Chen mo.

And in the past, there were many technologies that needed patents, such as somatosensory technology. If it really all depended on buying, it would really be a big expense.

For these, Chen Mo and Zhou Jiangping also discussed some general countermeasures. Because the world's technology level is higher, and is not completely consistent with the technology of Chen Mo's previous life, many designs actually have corresponding alternatives.

Including HD vibration and somatosensory elements, which have a great impact on the game design, Zhou Jiangping has made every effort to ensure that there are corresponding alternatives and will not affect the touch of switch.

Even with some of the black technology in the parallel world, it will surpass to some extent.

In addition, the switch body can also be made thinner, and the frame is smaller, which is also an improvement. In terms of the level of science and technology in the parallel world, these improvements are not difficult.

Of course, the specific design still needs to be improved continuously later. This is a relatively long-term work. Before the real prototype is made, Chen Mo is not sure how much the hand-held machine can achieve.

……

After returning to the experience shop, Chen Mo began to write the design concept draft of Super Mario Odyssey.

For Chen Mo, the difficulty of making this game is far higher than that of all other games before. The biggest difficulty lies in the artistic quality, action and level design.

Super Mario Odyssey is a box court game. In Odyssey, the way of customs clearance is very simple. As long as you collect enough moon, start Odyssey and go to the next map.

Therefore, it is not the primary task for players to pass the level. The most important thing is to find clues and get the moon.

In Super Mario Odyssey, the hidden way of the moon is very natural, and the density is very high. A small map can even embed nearly a hundred moons, which makes players find hidden fun in Odyssey far more than other sandbox games, even the seeds of Zelda's Yaha are a bit inferior.

At the same time, these levels must also give players some challenges in difficulty, allowing players to use a variety of ways to pass, rather than just a linear route, so that players can give full play to their intelligence.

If we say that the game with the highest level of level design in the world, Super Mario Odyssey, if not the first place, is enough to be in the front row.

Many of the scenes in Super Mario Odyssey are based on reality. For example, New York City corresponds to New York City, and the desert country is based on Mexico.

The scene of the game is not determined from the beginning. In Chen Mo's previous life, the developers of Super Mario Odyssey first designed a core play method for this level, and then considered how to put the scene in.

For example, if the designer wants to design a scene that makes Mario move slower, he naturally thinks of the desert. And they don't want to use the Egyptian pyramid, which has some rotten streets, so the Mexican desert has become a very natural choice.

Mario has a very strong ability, such as throwing hats, jumping, etc., so many players pass the game is not exactly the same way that the game was designed at the beginning, many interesting play methods are explored by the players themselves.

At the same time, "Super Mario Odyssey" makes the collection play to the extreme.

In Odyssey, there are three collecting elements: gold coin, purple coin and moon. Each collecting element has different functions and the difficulty of obtaining is different.

Taking gold coins as an example, gold coins in Odyssey have practical significance, such as buying items, buying clues, etc., so the behavior of eating gold coins itself encourages players to take action.

Compared with the moon and special currency, all the gold coin placement points in the challenge can basically let the players eat without any pressure, just like the dessert used after the challenge, so that the players can get the sweetness after the periodic victory.

But the sweetness is not hard to plug to the players, but needs the players to take it.

There are also some challenges. Even if they fail, there is no cost. Gold coins become the dessert of challenges, which can not only motivate players, but also make them feel too simple.

And in the process of some "non mainstream" playing methods and operations, players can only use basic running and jumping to complete tasks, or use special technology to achieve the effect that basic operations can not. These actions will reduce the time spent on passing the challenge, which is also a good incentive for players.

Super Mario Odyssey's resurrection point design is also very delicate, because in the game, once the challenge fails, it will return to the origin, and the resurrection point is the origin of the journey. The longer the resurrection point is designed, the stronger the frustration the players feel when they fail.

Through the design of these revival points, we can control the player's mood and adjust the difficulty of the game.In the process of players getting the moon, there are many rewards for bright and dark sides.

On the bright side, players can get the moon when they reach the destination, but in fact, there is another moon hidden in many levels.

In most of the challenge levels in Super Mario Odyssey, there is more than one moon hidden, and the location of the second moon is also very attentive. After the player finds it, he is not shouting for his father, but as excited and happy as digging for the treasure.

For Super Mario Odyssey, only full collection can be regarded as clearance. The main line of this game is designed to let everyone enjoy the game. In other words, its main line is only the same as the teaching script, and the real start of the game is after the completion of the main line.

Odyssey's main line is actually a simple and common challenge given by the game. The challenge that really makes players feel all the mechanisms of the game is to collect all the challenges.

It can be said that only when the main line is completed, 20% of the content of the game will be experienced, or even less, while the rest of the content, no matter the quality or the difficulty, will not be worse or even better than the 20% of the content.

Like some of the game's full collection of elements, in fact, it is forced to increase the game time, so that players run more maps.

There are dense collection points on the maps of these games. Run over and touch them. Look at the pictures and it will be over. If the number is appropriate, it will be interesting. But if it exceeds a certain number, it will make people feel like they are doing tasks, which is boring and meaningless.

For Odyssey, collection is the real main course of the game, and it's done very well. Different difficulty gradients of the moon are very open, some can be seen at a glance, some can only be obtained after finding, some can only be obtained after the challenge of very difficult and continuous practice.

The collection of low difficulty can ensure that the entry-level players can also be very easy but not lose the battle to pass, and the collection of high difficulty is the real core content of the game.

For Chen Mo, it is still difficult to reproduce all these things perfectly.