Chapter 899: A Little Trinket Made on a Whim
On the internet, quite a few players were inexplicably nostalgic for the co-op mode of *Super Mario*.
After such a long time, many people had actually forgotten a bit about the game, but the hot sales of the Pro brought a lot of fresh blood to *Super Mario*, so this topic inexplicably became lively again.
Many people went back to play *Super Mario* again and found that the game's design philosophy was still quite advanced even now!
Especially the motion control gameplay and the co-op mode of the controller—up until now, on the entire Thunder Game platform, there still didn't seem to be any game that had reached the level of *Super Mario*.
Many players sighed with emotion, lamenting that Chen Mo just didn't know how to count to 2!
If he continued to develop this "co-op mode," who knows, he might actually be able to create more fun games?
Although *Super Mario*'s co-op mode was very fun, the game was a bit old after all, and most players had already gotten tired of it.
Another player had a flash of inspiration and proposed a very genius idea.
"How about changing *The Legend of Zelda* to a co-op mode? One person controls Link, and one person controls Zelda! Plan approved!"
Then another player complained, "So I play as Link, and you play as Zelda, and you spend the whole game playing around with Ganon in the castle..."
The player who proposed the genius idea was very unconvinced: "But I really think co-op mode is fun! I played *Super Mario* again, and my girlfriend and I have no games left to play!"
This casual remark immediately triggered a strong backlash from other players.
"Alright, alright, we get it, you have a girl. Get lost!"
"Co-op mode is just hard to make, isn't it? That goes without saying? This kind of game is niche, right? There's obviously a reason it's not popular..."
"I think Chen Mo should just keep developing masterpieces like *The Legend of Zelda*. What's so fun about co-op games?"
Obviously, the vast majority of players understood that not every game could be adapted into a co-op mode.
A co-op mode like *Super Mario*'s was a bit of a clever trick, but it still required support from the game's mechanics. It could be said that if you wanted to make a co-op mode, the game had to consider this as a key point from the very beginning of its underlying design. The approach for single-player games and co-op games was completely different.
What if the two players in co-op mode played as dual protagonists, not just a simple cooperative relationship like Mario and Cappy? Then there would be even more issues to deal with. For many designers, they might not even be able to figure out how to do it at all.
From gameplay to script to camera angles, everything might need to be redesigned, completely different from the mainstream single-player game mode.
Of course, the "co-op mode" mentioned here wasn't the online multiplayer mechanism of MMOs. If it were online, forget two people, even dozens would be fine. The co-op mode here referred to two players working together on the same screen, like in *Super Mario*, where both characters were part of the game's own setting.
Many players still felt it was a bit of a pity. With sales this good, if Chen Mo could develop another game perfectly suited for the Switmmm—what kind of trick was this?
Continuing to read, Zhou Hanyu found his views constantly being refreshed.
This really was a completely dual-protagonist game, and the game's storyboarding was simply cool to the extreme, firmly at a movie-grade level.
In VR mode, it was a first-person perspective, so the difference wasn't too big, still within an acceptable range.
But on the Switch platform, the two people were actually playing on the same screen, and during the game, there would be many slick split-screen operations. As the story progressed, the game's storyboarding always firmly grasped the players' emotions. Zhou Hanyu imagined it and felt that the storyboarding was simply awesome.
It was completely on par with the storyboarding level of a first-rate movie director!
However, looking at the art resources, the game was indeed a bit similar to *Uncharted*, but only "a bit similar." The gameplay and story were completely different from *Uncharted*.
Zhou Hanyu understood. This game was indeed a little trinket Chen Mo made on a whim after finishing *The Legend of Zelda*, so he didn't take it too seriously.
But even so, this little trinket would probably overturn many players' inherent understanding of games...