Almighty Video Game Designer

895 Each player's unique experience

The pro Switch was being fought over crazily, and it really made some players who wanted to play The Legend of Zelda with the pro very unhappy. After all, it was rare to be able to play a game with VR effects without a gaming pod. Even if many VR players jokingly called the "the best of the best" VR effect, it was still better than the effects of mobile phones and PC!

Although the combination of Switch pro+ flagship matrix glasses + The Legend of Zelda was expensive and priced at more than 15000 Yuan, it had to be said that it was the best choice to experience cheap VR effects other than the VR gaming pod.

Even if other manufacturers wanted to try similar equipment to Feng Zhi, they didn't have the market share of the matrix glasses, and they didn't have enough game support, so they couldn't make it.

It could be said that the price of 15000 was in the middle of a mid-grade PC, mobile phone, and a low-grade gaming cabin. It had become a more cost-effective choice.

But ... No matter how he analyzed it, there was no stock!

No matter how much he said, he would be angry if he couldn't buy a pro.

In addition, many players had been bragging about The Legend of Zelda, which made many players who couldn't buy the pro even angrier.

"I don't believe that Legend of Zelda is that fun. Chen Mo, are you trying to bully me because I've never played it before?"

Fortunately, Lehui was still in full production. After two weeks, many players finally bought Switch pro and the flagship model of the matrix glasses at the original price.

"Alright, I've never played such a fun game before ..."

With a large number of guides, video explanations, live broadcasts, and shared videos appearing on the internet, the question that players asked the most was,""This game can be played like this?!"

As an open world game, Legend of Zelda had many characteristics of an open world game. However, it redefined the concept of "open world" in many ways."Teach Western manufacturers to make open world games.

From the beginning of the game, after the novice plot was completed on the starting plateau, The Legend of Zelda directly handed all the abilities and the final mission to the players. There was no need for a main quest or a long foreshadowing. One could challenge the capital city without doing anything.

Of course, the result would most likely be that he would be beaten to a pulp by the little monsters guarding the door.

Because the main plot was deliberately blurred, it gave the players a feeling that "cannon is in the castle, I can go whenever I want", which solved the problem of substitution that often occurred in the main and side quests of many open world games.

In many other open world games, there would be a very urgent main plot, but at the same time, there would be many side quests and mini-games with rich playstyles. When these contents were mixed together, it was easy to encounter such a situation: The NPC told you that his daughter had been captured by a monster, and you chose to play cards with him. The NPC happily said,"come on, I was the best player in the village when I was young!"

Although there was nothing wrong with this method, it was a bit out of character for the plot.

In The Legend of Zelda, the final boss was always in the capital, but the players could not challenge it because of their weak strength. Therefore, all the side missions and the collection of elements were to increase his own strength, which did not conflict with the requirements of the main mission.

The purpose of exploring the temple was to obtain the proof of trial and increase the upper limit of his HP and stamina.

Exploration was to expand the weapon inventory.

Even when he was fishing, digging out bird eggs, and catching grasshoppers, it was all to make all kinds of food and potions that added attributes, all to improve his own strength.

All the side quests and the collection of elements had a hidden goal to improve one's strength, so it would not conflict with the main plot.

Moreover, the time setting further diluted this sense of conflict.

For example, in some games, you received a main quest where a farmer's daughter was captured. Then, you became addicted to fishing and hunting for three days, and only then did you think of saving the farmer's daughter.

Oh my God, even the bones had probably been gnawed clean, right?

However, in Legend of Zelda, the princess had been locked up for a hundred years, so a few days wouldn't make a difference, right?

Thus, link had plenty of time to slack off and even comfort himself that this was all for the sake of improving his strength. He was not in a hurry to save the princess.

The players could go to the camp step by step to collect a full set of godly equipment and then go to abuse cannon. They could also wear a set of garbage and rely on their own skills and strength to fight cannon and quickly pass the game. These were all the players 'own choices.

What the players loved the most was the puzzle-solving method of Legend of Zelda.

Many players even said that this was the most difficult puzzle game they had ever played. It was impossible to play without a guide!

However, many players strongly advised against reading the guide to play Legend of Zelda because almost all the puzzle elements in Legend of Zelda had no unique solutions. If they followed the guide, it would severely reduce the fun of playing the game.

The game's guidance was also done perfectly. It only allowed the players to figure out the uses of various special abilities through ready-made riddles. There was no further explanation after that.

For the journey, players could choose to climb mountains, glide, run, or ride horses.

When facing an enemy, it could be completely cleared, stealthed or avoided.

In terms of solving riddles, as long as they could achieve the final goal, the game would not restrict the players from using any means.

For example, some traps on the ground needed to be suppressed by props. The average person's choice was to carry a wooden bucket, but they could also use a magnet to attract a treasure chest, or even throw ten apples on the ground to suppress the traps.

In addition to all kinds of interesting tricks in the battle, there were also players who found the ultimate trick. Players could pick up chickens and throw them into a pile of monsters, and after the monsters attacked the chickens for a certain number of times, they would trigger the "rooster's counterattack" effect, fishing in troubled waters.

In other words, without looking at the guide, almost everyone would have a completely different experience playing Legend of Zelda. When the player discovered a strange object ... It was likely that they had discovered a new hidden element.

Therefore, after playing for a while, the players would be highly sensitive to the grass and trees in the game. Even if it was a pile of special-shaped stones on the cliff, the players would immediately realize that the stones were not the same as the stones on the cliff."This place definitely has it, haha!"

Some players even jokingly said that Legend of Zelda should not be called an "open world", but an "open air"! This was because this open world was different from the other open worlds. Not only was the ground open, but even the air was open!

This was because Lin Ke could climb any mountain and glide to any place in the sky. This game was not a simple two-dimensional world, but a three-dimensional world.

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like