Chapter 565: Ingenious game level design

Just like Chen Yao, even if he got a paraglider from King Hailaru, he still did not leave the initial place, and there are still many players who continue to explore.

And after exploring the temple, the more impatient players suddenly found a thing after getting the parachute and leaving the initial place.

It seems that in the previous game experience, some of the experiences in the initial place seem to be novice teaching!

For example, ingredients and fire can be used to cook dishes with stronger effects. Skilled use of magnetic energy and icicles. These special abilities can lead to various places and solve problems smoothly. Enemies on their way.

Especially after leaving the initial place, most people entered a new temple and learned to charge and attack, as well as bounce back and evade the enemy's attack and enter the bullet time to fight back.

These have opened the door to a new world for them.

Was the previous content in the initial place all novice teaching?

I didn’t feel it when I played, but after experiencing the content and understanding the special abilities of Link, many players realized that these were new skills that they seemed to have learned strangely at the time. They should be Lin at all. The basic skills you must know!

Some players felt it, but many players felt it was incredible.

Nothing else, because the content of the original place is too rich!

They can even let them spend two or three hours, or even more time on it, and then tell them that this place you actually think is interesting is just a novice teaching level for the game.

This is simply incredible.

But this is actually the case.

It is said that the content of the initial place is a teaching model, but it is not necessarily true.

But to give a name to the original place, there is absolutely no problem.

That is: Novice Village.

The player played Link was asleep for a hundred years, and then was awakened by Princess Zelda under the guidance of King Hailaru to learn the new power through the temple.

These special powers can be said to be the basic system of the entire game. Many interesting places that follow need to be applied to these basic abilities, just like cooking.

You must not only have a fire, but also a shovel, a pot and ingredients.

When all of these are available, it is the skill of the chefs to use these prop ingredients to make a variety of dishes.

It can be said that the system of "The Legend of Zelda: Breath of the Wild" is not simple.

Whether it is a battle mode, or other modes.

Dodge into the bullet time to fight back, face the enemy's attack to rebound, and even have a mechanism like "Dark Soul" to seize the opportunity to attack, and avoid greedy swords.

And this is just the gameplay of this part of the combat system, and the other main core store uses Link's special abilities to interact with the map environment, which is even the main core.

Such a complicated system, if it adopts the traditional teaching level, it will be stinky and long.

Step by step, using a guided method, the entire game system is divided into several stages, shredding and letting players explore and understand by themselves.

This is the way of thinking on the level of The Legend of Zelda: Breath of the Wild.

Don't teach players to play games, but let players take the initiative to play and then discover.

This is what Nebula Games has always done.

Including several games before the development of "The Legend of Zelda: Breath of the Wild", such as "Super Mario: Odyssey", actually Nebula Games and Yang Chen’s planning team have been referring to the player’s big data and trying Author of this creation.

Now that I have reached the "Legend of Zelda: Breath of the Wild", it can be said that the entire project team has enough experience, plus Yang Chen and dream memory as a reference.

The level design effect presented is absolutely stunning.

All is not to tell the player, but to let the player think for themselves.

Just like map killing, the game will not tell you directly, but it uses a hint to let players think about it themselves.

For example, there is nothing next to a broken bridge, but there are a lot of trees. The game does not directly tell the player to cut the tree, and then use this tree to cross the cliff and become a single-wood bridge.

Players realize that they will have such a powerful feeling.

Of course, if there is no Taoism, it is not important to go around in a big circle, because there are many and many such designs in the follow-up, which can bring players inspiration and interaction.

Including the explosive barrel in the camp, the stone next to it, or the fire candle light hanging directly above the explosive barrel.

Almost all the time, the player is implied that the way to solve things is not only a hard way, but also a solution to the problem.

If you want to see it, "The Legend of Zelda: Breath of the Wild" is also a kind of formulaic open world game.

Because everything in the game is designed, the experience for players is mainly interwoven with three points.

Gravity, ground triangle rule, ruler design.

The simple explanation of gravity is the lighthouse effect, such as the conspicuous structure of the initial tower, which is used to attract players to explore.

The law of the earth's triangle is to make the player's route change from linear to curved. After the curve, it is an unknown.

And the final ruler design, a sense of distance and time specially designed for everything in the game.

For example, under normal circumstances, how much time does it take to pass a temple, how long does it take to choose to climb or bypass the mountain.

In the middle of this distance, add new content such as monster camps and new temples.

It is the design of these three games that allows players to have a novel feeling when facing various choices.

At the same time, these novelties make players feel the so-called ‘freedom’.

Of course, it is not without its shortcomings. That is, "The Legend of Zelda: Breath of the Wild" wants to experience the real fun, then you need to pay some time cost for players to immerse themselves in the game world.

In simple words That is, "The Legend of Zelda: Breath of the Wild" is not a fast-paced game. Before you understand it, you need to spend some time immersing in Only then can you experience the most fun fun.

Instead of putting the entire gameplay directly in front of you like a fast-paced game.

However, this is not a big problem. It is just the division of the target group. The target group of "The Legend of Zelda: Breath of the Wild" is obviously not a fast-paced player.

Even the switch target is not a fast-paced player or a fragmented time player.

After all, if the player has only a few minutes or more than ten minutes of fragmentation time, basically he will not consider buying a switch, except the kind that the follow-up party is nested into.

For this part of the players, the switch does not meet the requirements, it is the kind that hasn't started to play before the cool.

There is plenty of time, but it is not convenient to play games with PCs and other machines during this time. This is the target group of the switch.