Game Making: The Latest Chapter Begins With Healing the Player

Chapter 560 Characteristics of platform jumping games

Not just Xiaojie, many players quickly discovered its features after playing for a while.

"Super Mario Maker" If you look at the game with your first impression.

Then the vast majority of players will have the same feeling.

That is, this is a very harmonious and friendly game for all ages. Of course, this is indeed the case, even though it has only just been launched.

But according to an internal statistic from Nebula Games.

The number of underage players in "Super Mario Maker" is second only to the game "Minecraft", which can be said to be an out-and-out "underage" game.

But because of the battle setting in the game, and the fact that only the first place can get points.

Many players didn't understand it at first, but as their understanding of the game deepened.

I found that there are many places in the game that can be planted.

In a previous life, there was a joke that described Ma Zao multiplayer players.

There is a saying that any player who still has some humanity will not be able to reach S+ and get a red name.

If players above S level were to be dragged out and shot, none of the S+ players would be innocent, while red players would need to fire four shots.

Because of the first three shots, the red player will lift the other three players to block the shots.

Although "Super Mario Creator" has not been online for a long time, let alone its famous name.

But it can be said that there are not many places for this gate.

Some levels require obtaining keys and killing the BOSS to successfully obtain the conditions for passing the level.

At this time, some thoughtful players want to start taking the path of becoming capitalists.

Standing specifically at the door to snatch the fruits of victory from other workers is simply saddening for those who hear it and sheds tears for those who see it, and this is just the lowest level gate.

After opening the door and entering some maps, if you have props such as springs, P or mines in your hand.

These players will block doors and pipes, unless these things are refreshed.

Other players have no way to enter the back and are directly deprived of their qualifications.

Various gate operations are displayed in front of players through videos and live broadcast platforms. Of course, players are also allowed to experience it from the perspective of the victim, which directly shocked all players.

On the Internet, more and more people are discussing the related content of "Super Mario Maker".

Although if you play the battle mode in depth, you can feel the unique side of many players.

However, the cooperative mode of the game itself and the map making mode also make many players find it very casual and enjoyable.

Both ordinary players and expert players can find fun in it.

A simple platform jumping game with a variety of rich gameplay options.

And thanks to "Super Mario Maker", the platform jumping game, which had been somewhat lonely, has rekindled some sparks.

Platform jumping games actually have great limitations.

Because of the platform jumping game, it is difficult to make a large-scale game.

This is a limitation of game content. No matter what game it is, it has a necessary element, which is a complete upgrade system.

This upgrade system does not refer to the numerical values ​​​​in the so-called RPG, but a feedback feeling from players.

In traditional FPS games, you kill your opponent in each round and win a single round. The accumulated economy is an upgrade feedback system.

Or there is no economic system to simply kill the enemy and gain the number of heads. This is also an upgrade system.

Settings for the favorability guide for production arms, peasant mining, and galgame in RTS.

These systems are actually an upgrade element.

This system is not necessarily explicitly experienced in numerical terms. Some games also use implicit methods to give players feedback on the game experience.

Including plot-oriented games without skills such as "Uncharted", which constantly promote the development of the plot, this is also an upgrading element.

Platform jumping games naturally have such a feature.

Limited by the gameplay of the platform jumping game itself, if you do not consider introducing actions or numerical values ​​into it, the best place for platform jumping to give players feedback experience is through the map design that becomes increasingly difficult as the game progresses.

As a saying that most people have heard: Why climb Mount Everest? Because the mountain is there.

It is an instinct for all people to challenge difficulties and surpass themselves to become stronger.

It's just that different people have different upper limits of pain.

For example, soul games are a typical example.

As for platform jumping games, the levels become more difficult little by little. This is a characteristic of platform jumping games.

But compared with traditional 3A-level games, jumping games are a big problem in terms of size.

That is, there is no way to rely on numerical values ​​for level design.

You can only change the map design, which is why some jumping games add save points midway.

Because without adding save points, the platform jumping game will directly become a sadistic game like swinging a sledgehammer.

Think about it if Super Mario didn't have a level-by-level setting, but if you died, you had to start over from 1-1.

Does that mean everyone is going to collapse?

"Super Mario Creator" uses another mode to completely change the shortcomings of jumping platform games.

Is it difficult to make a jumping game into a large game?

Then don’t make big games, but win with quantity.

Using various props to allow players to make their own maps and then adding a multiplayer mode, these maps can be played to form a perfect cycle.

It can be said that the fun of horse-making is complementary to each other. If no players make enough maps, then the players in the game will not be able to keep it fresh. The most terrifying thing about jumping games is that there is no freshness.

Games like "Rainbow Six: Siege" and "Call of Duty: Modern Warfare", although each game only plays the same guns and weapons.

But depending on the opponent and the luck of the current game, it can bring players a different sense of freshness.

But jumping games are all about one level. After all, although it is a multi-player battle, in fact, regardless of various gate operations, the game is still a jump.

If a map is memorized, even a person with poor skills can play it a hundred or a thousand times and still be able to dance with their eyes closed.

This mode made by Kema completely makes up for this shortcoming, ensuring that players can encounter a fresh and never-before-seen map in every round.

It can be said that the combination of these two modes is like a perpetual motion machine, self-produced and self-sufficient.

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