來自《超級馬里奧跑酷》的5個初印象

作者:Bryant Francis

《超級馬里奧跑酷》已經來了!這是任天堂對於該公司將如何進入這一未知領域的各種疑問的強有力的回答,而既然《復仇者學院》重拾了我對於手機遊戲的信心,我便決定去下載《超級馬里奧跑酷》並投入10美元去看看任天堂到底出了何高招。

玩了2個小時遊戲後它給我留下了一些初印象。從某種程度看來我並不是資深馬里奧玩家,但是我認爲遊戲開發者還是可以從這款遊戲中獲取一些有用的經驗教訓。

Super Mario Run(from mit)

Super Mario Run(from mit)

1.這並不是一款無盡跑酷遊戲,它創造了些有趣的邂逅

從根本上來看無盡跑酷遊戲佔領了整個手機平臺遊戲類型,但任天堂卻還是堅守在基於固定開始並在單一空間中展開一系列特殊挑戰(就像傳統的宮本茂遊戲那樣)的關卡中。通常情況下這些挑戰(遊戲邦注:如推動牆壁跳躍或設置一羣敵人)將被整合到有趣的遊戲互動中併爲玩家體驗添加一些驚喜。

我認爲設計師總是希望能夠創造出與任天堂一樣的這種平臺遊戲,因爲這能夠爲那些對在手機上創造平臺遊戲感興趣的開發者開放一個全新空間。

2.聲音設計的調整

伴隨着跳躍,收集貨幣與打敗敵人的聲音都是我們在《超級馬里奧》遊戲中非常熟悉的內容,但如果你認真去聽,你便會發現他們做出了一些更有效的調整能夠帶給玩家更快且更大的滿足。90秒的關卡可以說是短暫遊戲過程的一個有效支撐點,即能夠幫助遊戲更好地吸引那些無法對抗巨大挑戰的休的、閒玩家。

3.在馬里奧公式中做出一些有趣的細小調整

當馬里奧與敵人發生衝突或跌落礦層中,他便能夠獲得另一個應對障礙的機會,而不是回到檢查點。有趣的是,遊戲中的重置機制(遊戲邦注:即氣球將把馬里奧重新帶上來並引導玩家回到關卡中)能讓玩家選擇在哪裏重新開始挑戰並提供給玩家我在其它遊戲中不曾看過的“返工”代理。這是來自任天堂的創新,所以其它遊戲可以以此作爲參考。

除此之外,遊戲的整個關卡是基於《超級瑪麗兄弟》的導航邏輯進行創造,即玩家可以朝右離開屏幕並從屏幕左邊出現,這是基於從左到右移動的有效改變,並能夠有效利用portrait alignment功能。

4.遊戲將是關於重玩價值,但結果怎樣我們還無從知曉

這款遊戲只有一小部分明確的關卡(最多24個?),而現在任天堂想要鼓勵玩家去精通這些關卡並將這些技能帶到Toad Rally模式中與其他玩家的AI版本進行競爭去吸引更多Toad到自己的王國中。這裏有許多較長的挑戰,如殺死無數Goombas或創建整個王國(即在未推動微交易的前提下模擬一般的手機遊戲體驗)。

5.我不知道這些社交元素會怎樣

很幸運我的任天堂賬號還留在我的手機上但我卻不清楚添加朋友有什麼價值。幸運的是從Facebook和Twitter上找到朋友就像在《Miitomo》那樣簡單,但我認爲任天堂似乎對什麼是“在線”體驗以及如何有效利用這種體驗存在某種程度上的心理隔閡。

本文爲遊戲邦/gamerboom.com編譯,拒絕任何不保留版權的轉發,如需轉載請聯繫:遊戲邦

Super Mario Run: Five first impressions

by Bryant Francis

So Super Mario Run is here! Nintendo’s first big leap onto mobile answers a lot of questions of how the company is going to enter this uncharted territory, and now that Avengers Academy has vaguely revived my faith in mobile games again, I decided to download Super Mario Run and drop the $10 to see what Nintendo has up its sleeve.

Here’s a few impressions based on about 2 hours of futzing with the game. For some context, I’m not a Mario connoisseur by any means, but I do think there are some clear takeaways for game developers to focus on when they pick up the game.

1. It’s not an endless runner, and that lets it create interesting encounters

Endless runners have basically taken over the mobile platforming genre, but Nintendo’s insistence on levels with a fixed start and end let it create a bevy of unique challenges that unfold across a single space that have that traditional Miyamoto-inspired feel. Often times these challenges, such as a push to practice wall-jumping, or a set of enemies positioned just right, will chain-link together into a delightful interaction that adds a nice bit of surprise to the experience.

I really think that designers interested in making platformers should pay close attention to what Nintendo’s doing here, since it may open a space for developers interested in making tightly designed platformers on mobile (Cause lord knows Steam is not being kind to them right now).

2. The sound design is aces.

The sounds that come with jumping, collecting coins, and defeating enemies are mostly familiar invocations of the Super Mario aural palette, but if you listen close it’s clear there’s a lot of fine-tuned ‘juice’ that’s meant to satisfy quickly and clearly. Combined with the 90 second levels, it’s a good anchoring point for the short play sessions that will help psychologically hook casual players who aren’t here to master the biggest challenges.

3. There’s some interesting little twists on the Mario formula.

When Mario collides with an enemy or falls off a ledge, he gets another chance at solving the obstacle, instead of resetting back at a checkpoint. But interestingly, the reset mechanic—a bubble that lifts you up and guides you back through the level—lets players choose where to restart the challenge, giving them some agency over this do-over that I haven’t seen in other games. It’s a quality Nintendo innovation, and other games should steal it right away.

Elsewhere, one whole level is structured with the navigation logic of Super Mario Bros, with players traveling off screen to the right and appearing on screen on the left—it’s a good change-up from the left-to-right motion, and also allows for inspired levels that make strong use of the portrait alignment.

4. This game’s going to be about replayability, but for what payoff I’m not sure yet.

It’s clear that with only a handful (24 at most?) tightly defined levels, Nintendo is interested in encouraging players to master these levels and bring those skills over to Toad Rally mode, where players can compete with AI versions of other players to attract more Toads to their kingdom. There’s a lot of long-haul challenges, like killing X number of Goombas, for instance, and building up the kingdom as a whole, that simulate the usual “live” mobile experience without pushing microtransactions.

5. I have no clue what’s going on with the social stuff

I’m lucky that my Nintendo account was—still logged in somehow on my mobile phone, but it’s not entirely clear what the value of adding friends is. Luckily finding friends from Facebook and Twitter is vaguely as easy as it was with Miitomo, but I think Nintendo still seems to have an internal mental block on what an ‘online’ experience is, and what they can do well with it.

All in all I think Super Mario Run by itself is a good Nintendo game that just happens to be on iOS, and I don’t know if any of these specific takeaways will impact how well it does financially. I do hope that its hands-off approach to microtransactions (just charging you once for the content) is how the game will company will approach its upcoming DeNA-backed gamesFire Emblem and Animal Crossing series, but my hopes don’t run especially high. (source:gamasutra)