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Home > Fantasy > Almighty Game Designer > Chapter 879

Chapter 879

Words:1541Update:22/06/20 13:08:35

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After going through a lot of hardships, Zhao Lei finally got the hang glider and could leave the starting platform.

It was then that he suddenly realized, could it be that the whole starting platform was just a tutorial for beginners?

Thinking back, it seemed to be the case. From the beginning when the old man taught Link how to use fire, to opening the tower, exploring the temple to obtain special abilities, and finally obtaining the hang glider … it seemed like it was all teaching the players the game's mechanics.

However, this beginners' tutorial was too extravagant. Not only did it use up almost two hours of game time, it also specially marked out a special area, which was the starting platform.

Thinking back, the game mechanics of The Legend of Zelda were actually very complicated, with many different systems. For example, just the content related to fire alone had many different uses, such as cooking, attacking enemies, and so on. Not to mention the flashy action of waving a torch to chase away bees. The main character's special abilities included magnets, ice cubes, bombs, time stops, and so on. These systems could even interact and interact with each other, so it was not an exaggeration to say that it was ever-changing.

However, even with such a complicated game system, the players did not feel any headache while playing. There was no learning pressure, and it was as if they learned it naturally.

The reason was that the entire starting platform's game content was strictly planned, filled with all kinds of puzzles related to abilities, from easy to difficult, step by step. Every time the players solved a small puzzle, their understanding of the game's mechanics would improve. By the time they finished playing the entire starting platform, they would have more or less grasped the complex system.

This kind of step-by-step method was equivalent to breaking the entire system apart, crushing it and feeding it to the players, so it was not difficult for the players to understand.

Moreover, in the process of playing, the players did not feel like they were being taught how to play the game at all. The entire teaching process was smooth and natural. This was because this kind of beginners' teaching was not forced through text messages or forced operation. There were no hints either, just a few monsters and a rock were placed there for the players to explore on their own.

In other words, the players were really learning in the game. Even if the players did not discover this special mechanism, they could still rush their way through. But in the future, there would be many more such mechanisms, and the players would discover it sooner or later, and then be enlightened.

For the sake of a high degree of freedom, The Legend of Zelda created many sets of complex systems. In order to reduce the cost of understanding and learning for players, an entire beginner's area was specially created for players to continuously learn and grow in battle.

By the time the players got their hands on the gliders and were able to leave the starting platform, Link's abilities would have all been unlocked. The players would also have understood how to use these abilities. The journey ahead would be a true adventure with a high degree of freedom for the players.

The Main Storyline was clear. It was to defeat the Four Divine Beasts that were controlled, then defeat Cannon in the capital and rescue Princess Zelda. The next route was also confirmed. It was to float away from the Starter Platform and find a person called Impa in a nearby village to receive the next hint.

However, Zhao Lei did not want to leave the Initiation Platform, because he could feel that there was still a lot of content that he had yet to explore.

If it were any other game, after finding the four key shrines to complete the main storyline, there would be no need to continue exploring the other places. At most, there would be some simple side quests or repeated collection of elements. It would not affect the experience of the main storyline, and the appeal to the players would be very limited.

But The Legend of Zelda was different. Zhao Lei even felt that running around the map was much more interesting than the main storyline …

What Four Divine Beasts? What Princess Zelda? How could they be more fun than catching grasshoppers in the grass?

There were too many surprises hidden on the Initiation Platform. For example, if one used a sword to cut grass, they could find grasshoppers under the grass to make stamina potions. If one climbed up a tree, they could find bird nests and bird eggs. If one chopped down trees and collected firewood, they could make a bonfire. If one cleared the Pokeblin camp, they could obtain large pieces of barbecued meat and items hidden in treasure chests. There were also many treasure chests hidden at the bottom of the lake.

In other games, trees, grass, fruits, and bird nests were all just models of the scenery or textures. There was no interactive function. However, in "The Legend of Zelda," almost everything that could be seen on the map could be interactive. Especially when players first started playing, even if it was just touching a bird's egg or catching two fish in the water, there would be a strong sense of novelty and accomplishment.

If he left like this, he would feel as if he had missed out on a billion dollars.

Zhao Lei used the Hang Glider to float down from the temple and took a good look at the beautiful scenery of the Initiation Platform.

From the entire movement system of The Legend of Zelda, players could climb any mountain, swim across rivers and lakes (swamps and glaciers were out of the question), and use the Hang Glider to float far away from a high place.

In other games, players could freely explore every nook and cranny. In other games, there might be mountains and seas in the distance that players couldn't reach with conventional methods. However, in "The Legend of Zelda," any place that could be seen on the map could basically be visited. Moreover, as long as one went there, there would definitely be something to be gained.

It could be a few rare mushrooms, it could be a Hang Haha, it could be a temple, it could be other special materials … In any case, any place that seemed to be off the beaten path would definitely have surprises waiting for the players to discover.

Of course, no matter if it was climbing, swimming, or gliding, they all required stamina. But this would only cause a certain limit to the players in the early stages. In the later stages, players could use the Temple's Proof of Trial to increase their stamina to a full three tubes. They could also store large amounts of stamina potions on them, allowing them to climb or glide almost limitlessly.

Zhao Lei walked around the Initiation Platform again and found two Treasure Chests.

Although he was still a little reluctant, he looked at the time and realized that two hours had already passed. Although the Swtich!

Pro and the flagship version of the Matrix Spectacles could still last, Zhao Lei was a little tired from playing.

If he didn't look at the time, Zhao Lei wouldn't have realized that he had already spent two hours in the game. This was because the game's art style was very friendly and relaxing. The small puzzles on the map kept the players' interest and wouldn't make them feel bored.

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