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Home > Fantasy > Almighty Game Designer > Chapter 885

Chapter 885

Words:1675Update:22/06/20 13:08:37

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Some players who wanted to use the Pro to play The Legend of Zelda were very unhappy. After all, it wasn't easy to play a VR game without a VR pod. Even if it was the "beggar's beggar's beggar's" version of the VR experience, it was still better than mobile phones and PCs!

Needless to say, the Switch

Although the combination of the Pro + Matrix glasses and The Legend of Zelda was expensive at over fifteen thousand RMB, it was the best alternative to VR gaming pods to experience the cheap VR experience.

Even if other manufacturers tried to make something similar, they wouldn't have the market share of the Matrix glasses, and they wouldn't have enough game support, so they wouldn't be able to do it.

It could be said that the price of fifteen thousand RMB was between a mid-range PC, mobile phone, and a low-range VR pod, making it a better choice.

But … no matter how they analyzed it, they couldn't find it!

No matter how much they talked about it, it was frustrating to not be able to buy the Pro.

Moreover, many players kept bragging about The Legend of Zelda, making those who couldn't buy the Pro even angrier.

"I don't believe that The Legend of Zelda is that fun! Do you think I've never played it before? "

Fortunately, Lehui was still in full production, and many players were able to buy the Switch at its original price after two weeks.

After the Pro and Matrix glasses, they could only say:

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

Following the appearance of numerous guides, commentaries, livestreams, and videos, the most common question asked by players was, "You can play the game like that?!"

As an open-world game, "The Legend of Zelda" had many of the characteristics of open-world games. However, it also redefined the concept of "open-world" in many ways. Many people even called it "teaching European and American companies how to make open-world games."

From the beginning of the game, after completing the beginner's story on the starting platform, The Legend of Zelda handed over all the abilities and final quests to the players. There was no need for a main quest, and no need for lengthy preparation. You could just go and challenge the King's City.

Of course, most of the time you would be beaten to a pulp by the monsters guarding the gate.

Because of the deliberate blurring of the main storyline, it gave the players a feeling of "Since Cannon is in the castle, I can go whenever I want". This solved the problem of the sense of immersion that often occurred in the main storyline and side storyline of many open-world games.

In many other open-world games, there was a very urgent main storyline. At the same time, there were many casual side storylines and small games with rich gameplay. When all these things were mixed together, it was easy to see the following situation: An NPC told you that his daughter had been captured by a monster, and you chose to play cards with him. Then, 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 little out of character for the plot.

In "The Legend of Zelda", the final boss had always been in the kingdom, and players were unable to challenge it due to their weak strength. Therefore, all the side quests and the collection of elements were for the sake of increasing one's strength, and did not conflict with the requirements of the main storyline.

Exploring the shrine was to obtain the Trial Proof and increase one's maximum HP and Stamina.

Exploration was to expand the weapon slots.

Even if it was fishing, digging for bird eggs, or catching grasshoppers, it was all for the sake of making various kinds of food and potions to increase one's strength.

All the side quests and the collection of elements had a hidden goal, which was to increase one's strength. This way, it would not conflict with the main storyline.

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

For example, in some games, you received a main storyline mission in which the farmer's daughter was captured. Then, after indulging in fishing and hunting for three days, you suddenly remembered to rescue the farmer's daughter.

Emmm, probably even the bones have been gnawed clean, right?

But in "The Legend of Zelda", the princess had already been locked up for a hundred years, so a few more days wouldn't make much of a difference, right?

Therefore, Link had plenty of time to fish and catch grasshoppers. He could even comfort himself that this was to increase his strength and that he was not in a hurry to rescue the princess.

Players could slowly and steadily collect a set of godly equipment before going to bully Cannon. They could also wear trash and rely on their own skills and strength to speed through the game. These were all choices made by the players themselves.

And the most talked about and praised by the players was the puzzle-solving gameplay of "The Legend of Zelda".

Many players even said that this was the most difficult puzzle-solving game they had ever played. Without a guide, there was no way to play it at all!

However, there were also many players who strongly advised against looking at the guide when playing "The Legend of Zelda". This was because in "The Legend of Zelda", almost all the puzzle-solving elements had no unique solution. If they played according to the guide, it was equivalent to seriously weakening their own enjoyment of the game.

And the game's guide was done just right. It was just ready-made puzzles that allowed the players to figure out how to use the various special abilities on their own. After that, there was no more explanation.

On the itinerary, the players could choose to climb mountains, glide, run, or ride horses.

When faced with enemies, they could completely clear them, go stealthily, or avoid them.

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

For example, some ground mechanisms needed to be suppressed with props. Most people would choose to carry over a wooden bucket, but they could also use the ability of magnets to suck over a treasure chest, or even simply throw ten apples on the ground to suppress the mechanism.

In addition to various interesting ways to play in battles, there were also players who discovered the ultimate way to play. Players could pick up a chicken and throw it into a group of monsters. After the monsters attacked the chicken a certain number of times, it would trigger the "Chicken's Counterattack" effect, and they could take advantage of the situation.

In other words, without looking at the guide, almost everyone who played "The Legend of Zelda" would have a completely different experience. When the players discovered a strange object … it was very likely that they had already discovered a new hidden element.

Therefore, after playing for a period of time, the players would become highly sensitive to the grass and trees in this game. Even if it was a pile of specially shaped rocks on a cliff, the players would immediately realize, "This place definitely has it, haha!"

There were even some players who jokingly said that "The Legend of Zelda" should not be called "open world".

It should be called "open".

air”! Because this open world was different from other open worlds. Not only was the ground open, even the air was open!

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