Game Entertainment Empire

Chapter 1210: The design concept draft of Mario Kart

After chatting with Lin Jiayi, Yang Chen began to write a design concept draft of "Mario Kart".

For Yang Chen, this game is not too technically difficult.

Like "Super Mario: Manufacturing" and "Super Mario Odyssey", this is a Mario-themed game.

It is also a continuation of the consistent design concept of the Nintendo game manufacturer in the dream memory, that is, there is a design on the map in the gameplay.

Although "Mario Kart" is a racing game, it is very different from ordinary racing games.

Ordinary realistic racing games are basically all kinds of cool and well-known sports cars.

But in "Mario Kart", the track with different themes and the chaos of various characters are what makes this game interesting.

The unconstrained track design, different themes of painting styles, and all kinds of weird roadblocks, these elements mixed in "Mario Kart" make it exude a unique atmosphere.

And these racing tracks are not designed randomly.

The style of the entire track can see a theme of the track itself, as well as a fit with different characters in the game.

In addition, it is the most core point in the game, that is, as a racing game, after adding the prop system, this game has turned into an extremely excellent strategic combat system.

In the game, the player can pick up turtle shells, booing ghosts, golden mushrooms, missiles, banana peels, invincible stars, lightning, and a series of props, all of which give the entire game a very high strategy gameplay.

And a design of this prop mode was also imitated and learned by many subsequent games.

But there is no game like "Mario Kart".

Because in addition to a prop system in the game, "Mario Kart" also has a unique mechanism.

That is the negative feedback loop. For example, we often encounter this situation in games: the player is leading all the way, but is smashed by the blue tortoise shell, falling behind by seven or eight, and the player at the bottom suddenly turns into a cannonball. , Bounce off all obstacles on the road and rush to the forefront.

This negative feedback loop mechanism allows players to dynamically maintain a state of equal strength, appropriately suppress superior players, reduce their advantages, and provide very powerful props to disadvantaged players to help them move forward.

This is also the reason why the game is easy to use, especially the intelligent driving system was added to the later "Mario Kart".

After opening, new players will not easily rush out of the track when driving on a track that lacks fence protection, because the game will automatically help the player to correct the direction, and the automatic acceleration also liberates the players, so they don’t have to keep pressing the accelerator. .

But this does not mean that "Mario Kart" is really very ‘simple’.

Because some advanced operation skills in the game will be hindered by intelligent driving.

For old players, players who have invested enough time in the game have a fundamental difference in their ability to deal with different situations.

They will know when to release the green turtle shell in which direction to break the chasing turtle shell behind them, and will reserve a horn or invincible star to deal with players who try to overtake.

They are familiar with every shortcut on every track and will keep an acceleration mushroom to let them pass the shortcut.

Even they can successfully get rid of the tracking of the turtle shell by virtue of speed control.

These details are something that a master can understand.

Just like the games like "League of Legends" and "DOTA".

Both ordinary players and masters will release the hero's skills, and they all know the effects of the skills.

But when will it be released and what kind of connection can it achieve the greatest effect.

This is the gap between ordinary players and masters.

The same is true in Mario Kart.

So if you really want to defeat the real technically powerful players through luck, it may belong to the real European Emperor.

It can be said that "Mario Kart" is just like "All-Star Super Smash Bros." and "Super Mario: Manufacture". When I first entered, I felt that the treatment of novices was incredibly friendly.

But once you play in depth, you will find that if you want to master, the depth is simply terrifying.

The timing of the tail flick, the pinch point of the jet start, the trigger timing of aerial stunts, the use of props, the shortcuts of each map, how to cleverly rub the opponent's acceleration mushroom, the timing of the horn release, and the use of the game's negative feedback loop mechanism The skills to catch up in one fell swoop on the last lap, as well as how to choose vehicles, hang gliders, and tires.

This game hides a very exaggerated depth of research under its simple and easy-to-understand appearance.

It can be said that the place where "Mario Kart" shines, UU reading www.uukānshu.com is derived from a patchwork combination of various details.

If there is no sophisticated track design, then "Mario Kart" will be a less successful game, because the negative feedback loop system mechanism really pulls everyone on the same starting line and becomes a real watch A game of luck.

But if there is no negative feedback loop design, ordinary weak players will have more frustration.

Because sometimes they may not even be able to complete the course.

In "Mario Kart", there is a unique mechanism, basically players are able to complete the course, the difference of which will not exceed 10 seconds.

Of course, you are the tail of a crane, and you have bad luck. You are obviously twelve, but you can only eat mushrooms, and you can become the endorsement of the mushroom king. That is another matter.

It is precisely because of these elements that "Mario Kart" has become a unique existence.

Without any point, then "Mario Kart" will not be so charming.

For example, the "Running Kart" from "Mario Kart" is borrowed from the dream memory.

Although there is a so-called prop mode, it is quite different from the prop experience in the carriage.

So a design for running is aimed at racing.

On the back of the map, you can also accumulate energy to accelerate while drifting.

It can be regarded as letting it find one of its own characteristics.

But it is precisely because of these characteristics that this type of game is more inclined to the competitive mode, rather than being casual and having a strong confrontation experience like a carriage.

For Yang Chen, the most difficult point of this game is not the technology but the details.

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