Cherreads

Chapter 560 - Chapter 560: Hop Game Features

Not just Xiao Jie, but many players, after playing for a while, quickly discovered its characteristics.

If you judge Super Mario Maker by your first impression.

Then most players will have a similar feeling.

That is, this is a very friendly and inclusive all-ages game, and of course, it is. Even though it only launched recently.

But according to internal data from Nebula Games.

The number of underage players in Super Mario Maker is second only to Minecraft, so it can be called a truly "young" game.

But because of a combat setting in the game, plus the characteristic that only the first place can gain points.

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

They found that there were many ways to troll players in the game.

There was a joke in a past life about Super Mario Maker multiplayer players.

There's a saying that players with any humanity left wouldn't reach S+ rank or red name.

If players above S rank were to be executed, none of the S+ players would be innocent, and red-named players would need to be shot four times.

Because for the first three shots, red-named players would lift other players to block the bullets.

Although Super Mario Maker has not been online for a long time.

But there are still plenty of opportunities for trolling.

Some levels require collecting keys and defeating BOSSes to successfully complete them.

At this time, some players with malicious intent would start to become like capitalists.

They would specifically guard the entrance to steal the fruits of other players' labor, which is truly heartbreaking to hear and see. And this is just the most basic form of trolling.

If you enter some maps and have items like springs, P switches, or lightning in your hand.

These players would block the doors and pipes. Unless these items were removed,

other players would not be able to proceed further, directly losing their chance to compete.

All sorts of trolling actions were shown to players through videos and streaming platforms, and of course, experiencing it firsthand as a victim directly shocked all players.

Online, more and more people are discussing Super Mario Maker.

While playing the versus mode deeply allows you to see the trolling side of many players.

However, the game's co-op mode and map creation mode are also very relaxing and enjoyable for many players.

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

A simple platform jumping game, yet with diverse and rich gameplay.

And thanks to Super Mario Maker, a somewhat fading genre of hop games has rekindled some sparks.

Platform jumping games actually have significant limitations.

Because it's hard to make platform jumping games into large-scale games.

This is a limitation of game content. Every game has a necessary element, which is a complete progression system.

This progression system doesn't refer to the numerical values in RPGs, but rather the player's sense of feedback.

In traditional FPS games, killing opponents each round, winning matches, and accumulated economy are progression feedback systems.

Or, without an economy system, simply killing enemies and accumulating kill counts is also a progression system.

In RTS games, producing units, farmers mining, and in galgames, the setting of increasing affection levels.

These systems are essentially progression elements.

This system isn't necessarily experienced as numerical values displayed openly; some games use implicit ways to provide player feedback.

Including story-driven games like Uncharted, which have no skills, constantly advancing the plot is also a form of progression.

And platform jumping games naturally have this characteristic.

Limited by the gameplay of platform jumping games themselves, if we don't consider incorporating action or numerical progression, the best way for platform jumping games to provide player feedback is through increasingly difficult map design as the game progresses.

It's like a well-known saying: Why climb Mount Everest? Because it's there.

Challenging difficulty and surpassing oneself to become stronger is a fundamental human instinct.

It's just that different people have different limits for enduring hardship.

For example, Soulslike games are a typical case.

In platform jumping games, the gradual increase in level difficulty is a characteristic of this genre.

However, compared to traditional AAA games, hop games have a significant issue with scale.

That is, they cannot rely on numerical values for level design.

They can only change the map design, which is why some hop games add save points halfway.

Because without save points, platform jumping games would directly become frustrating games like "Sledgehammering."

Imagine if Super Mario didn't have level progression, and if you died, you had to start all over from 1-1.

Wouldn't you be completely driven crazy?

But Super Mario Maker, with its different approach, has completely overcome the shortcomings of platform jumping games.

Are hop games hard to make into large-scale games?

Then don't try to make large-scale games; instead, win with quantity.

Use various tools to let players create their own levels and then add a multiplayer mode so that these maps can form a perfect cycle.

You could say the fun of Super Mario Maker complements each other. If players don't create enough maps, then players in the game won't be able to maintain freshness. And the most terrifying aspect of hop games is the lack of freshness.

Games like Rainbow Six Siege and Call of Duty: Modern Warfare, even if they only play with the same guns and weapons each match.

But depending on the opponent and the luck of the current match, they can bring new freshness to the players.

However, hop games rely on levels. Although it's a multiplayer battle, in reality, putting aside various trolling actions, the game is still about jumping.

If you memorize every map, even someone with poor skills can jump with their eyes closed after playing a hundred or a thousand times.

But Super Mario Maker's mode completely compensates for this drawback, ensuring that players encounter a new, never-before-seen map every time they play.

You could say these two modes combined are like a perpetual motion machine, self-sufficient.

(End of chapter)

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