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Home > Fantasy > Almighty Game Designer > Chapter 887

Chapter 887

Words:1699Update:22/06/20 13:08:37

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Although this kind of weapon system made many people very annoyed at first, after playing for a while, they would realize that this weapon system that no one dared to make had many unique advantages.

The most obvious advantage was that almost all the weapons had a place to use them.

In other games, players would actually only use a few specific weapons. They would definitely pick out the weapon with the highest damage and the most convenient to use from the vast array of weapons. As for the other weapons, they could only be sold as store goods.

In other words, designers had designed many different kinds of weapons, but almost 90% of them were thrown into the store without even looking at them.

However, in "The Legend of Zelda," almost all weapons had the opportunity to be used by players. Players would carry many, many weapons, and when facing different enemies, they would choose different types of weapons.

Apart from that, the weapon system also had many random attributes. The same weapon could have different additional attributes, such as throwing enhancement, attribute enhancement, durability enhancement, continuous shooting, and so on. The rarity of each weapon was also different.

In addition, the material of the weapon itself would also have different characteristics. In different areas, players would have to choose weapons of different materials to fight.

For example, in volcanic areas, the outdoor temperature was very high. Apart from wearing heat resistant clothing, players would also have to choose metal attribute weapons. This was because wooden weapons would smoke and catch fire when exposed to volcanic areas, and would quickly be burnt out. Of course, the attack power of the ignited weapon would increase, and players could also use this to their advantage in battle.

When fighting in thunderstorms, metal weapons would conduct electricity and attract lightning, and many players would be struck by lightning until they doubted their lives. However, they could also use this to their advantage and throw the metal weapon on the ground for monsters to pick up. Then, they would shout "Thunder God, help me!" or "Heavenly Justice!" and let the lightning strike those powerful enemies.

There were many other examples like this. For example, there was a type of mage monster in the game that was very difficult to deal with. They looked like a piece of paper and could walk in the air, disappear, and teleport. They could only be hit by arrows at the instant they attacked. These mages also had staffs of various attributes, some were electric, some were ice, and there were also small monsters around them. Every time the players fought them, it would be very annoying.

However, some players discovered that as long as they used a large patch of banana leaves to fan at these mages, they would be stunned and fall to the ground, completely unable to fight back. Players could then take advantage of this opportunity to attack wildly.

In other words, almost all the monsters in "The Legend of Zelda" had a weakness. As long as the right weapon was chosen, most battles could be won without brute force.

In terms of plot, the main storyline of The Legend of Zelda was different from that of American Apocalypse. At first glance, many players might think that the plot was cliché. Wasn't it just a knight saving a princess? It seemed like someone had used this plot since the first video game appeared!

But when one went deeper into the game, one would realize that there were still many touching aspects hidden in this seemingly traditional plot.

The players were in a defeated world where "all their efforts had been in vain, and Cannon had turned defeat into victory." There were still many marks of destruction left in the world, such as the berserk guardians and broken walls everywhere.

The storyline was divided into two, one hundred years in the future and one hundred years in the past. The modern storyline of a hundred years in the future allowed players to explore and play freely. The storyline of a hundred years in the past, on the other hand, was slowly recalled by Link through his lost memories. It was a completely linear story, presenting everything that had happened in the past in front of the players.

Although Link and Princess Zelda were the undisputed main characters of the game, they were not the most outstanding. There were many NPCs that left a deeper impression than the two main characters.

Among the four heroes, each had their own personality and story, especially the mermaid Mifa. Because of her deep love for Link, she had gained more fans than Princess Zelda.

As for the other NPCs, even if they only had a few lines, they left a deep impression on the players. For example, when Link wanted to jump from the bridge into the river, an NPC passing by would run up to him and advise him to cherish his life. The children who played hide and seek with Link in the village would sleep talk at night, waiting for their parents to return. In the end, their mother was killed by a monster, and the children would run to a deserted place and start crying. After Link bought a house, the worker who helped him would go to a new village. Link would help him find helpers from all over the world and slowly build a small village. This worker would also find his own love, which was also thanks to Link's matchmaking.

When these seemingly fragmented plots were gathered together, they formed a huge open world. Every NPC seemed to have their own soul. The players would truly feel that this world was beautiful and that they had to save it.

Other than that, there were countless hidden details in The Legend of Zelda, which further highlighted the game's meticulous craftsmanship. For example:

Many important recipes were pasted on the walls of the stables or in books somewhere. One could find them by looking carefully.

The NPCs patrolling on fixed routes would speed up when it rained or hide under trees to hide.

Depending on the equipment they were wearing, the sound they made when they walked was also different.

When it rained, the ground wouldn't immediately become wet, and when it was sunny, the ground wouldn't immediately dry out.

When wearing the monster headgear, Link would consciously cosplay as a monster. When walking, he would make monster noises, and even when standing still, he would pose like a monster. When wearing the headgear, monsters of the same species wouldn't attack him. Instead, they would come over to sniff and even greet him.

The horses in the game loved to eat apples. You could feed them apples to increase their affection, and you could also use apples to lure the horses to places they didn't want to go.

In the snowy stables, a merchant carrying a lot of goods was still only wearing summer clothes, shivering in the cold. At this time, if a player stood beside him and took a selfie, the merchant would endure the cold and stand up straight to take the picture. But after taking this picture, he wouldn't stand up straight no matter how many times you took the next one.

If you lured the Pokebreen, who couldn't swim, into the river, they would drown.

After using the Time Freeze to take away the weapons in the Pokemon's hands, if they were in the position of slashing, they would lose their balance after the Time Freeze ended, and they would look at their empty hands in confusion.



This was only a small part of The Legend of Zelda. There was actually a huge amount of details in the game waiting for the players to discover.

A single detail might not be a big deal, but so many details crammed into the same game would make the players feel incredulous.

Even if it was just a special action or a special reaction, it would make the players feel that this game was different from other games because it was attentive enough.

Even if many people had been fighting in The Legend of Zelda day and night for dozens or even hundreds of hours, they would still find that there seemed to be a lot of mysteries waiting for them to solve.

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