Compared with ordinary players of "The Legend of Zelda: Breath of the Wild", after playing the game, basically there will not be too many ideas.
It was totally shocking that this game was so fun and able to play like this.
For example, use bombs to fry fish in a river pond, climb a tree to dig a bird's egg, or look for bugs on a map.
If the ultimate goal of killing the enemy in other games is to defeat him, then defeating and killing the enemy in "The Legend of Zelda: Breath of the Wild" is just the most basic operation. Players are not required to do Simply defeat and kill the enemy, but play the enemy with a variety of Sao Luzi.
The interaction of map scenes gives players a sense of freedom, including all kinds of feedback from the NPC in the game, which can only make players feel that they can make so many details on the function of the switch. The Nebula game is really amazing.
But for other game designers in the game industry, their focus is not on these, but on the design of the game.
The addition of game details, as well as the function of the switch, in the eyes of most designers, "The Legend of Zelda: Breath of the Wild" has basically squeezed out the performance of the entire machine.
But this is not such a fuss thing, it is really difficult for ordinary game manufacturers.
However, for the first- and second-tier game manufacturers such as Jiasheng and NetDragon, the development and optimization technology of the game is not at the level of "The Legend of Zelda: Breath of the Wild".
The key is to use these limited resources to create a game like The Legend of Zelda: Breath of the Wild.
It can be said that in the game's rhythm and task structure, "The Legend of Zelda: Breath of the Wild" is completely a new way.
In the game, there is no traditional game. There is a group of NPCs in front of you constantly talking about what you are going to do and what tasks you want to complete.
In "The Legend of Zelda: Breath of the Wild", in addition to some simple main line plot annotations, the game map can be said to be very concise, and it will not be filled with mission reminder signs at all.
Wherever you want to go, players are fully able to formulate a route to go according to their choice.
There is no so-called best route, no so-called best gameplay.
Many games said to the players when they were released that they could be played in the way they like, but this is not the case.
The game is still full of lines, or the most appropriate gameplay.
The content that players experience is also a route that game designers have thought about.
Of course, this is also the case in "The Legend of Zelda: Breath of the Wild", but this game uses a variety of interactive game designs to give players a real sense of how they want to play, let the game directly from Jumping out of the traditional circle.
All designs are designed around the curiosity of the players. For example, every time the players detour, they will have a special harvest. It may be a temple waiting for players to unlock, or it may be a sight seen over the mountains. The monster camp and a glittering treasure chest inside the camp.
Even a simple beauty, these feedbacks can be tangible or intangible.
Secondly, the game obscures the main story line. Anyway, the princess has sealed the Gayon for a hundred years, so it is not a big deal to rub it.
Or the player is strong enough to go directly to the castle in the Kingdom of Hailaru to challenge Gai Nong.
Of course, in this case, ordinary players are just one word: die!
Because there is no temple trial to increase your blood volume and energy value, basically no one will be touched, and if you do not liberate the Four Divine Beasts, you will also face four powerful BOSS in the final battle.
But this does not mean that the player cannot defeat Gai Nong.
The so-called mainline task process is more like a sideline task, or simply telling the players about the story behind "The Legend of Zelda: Breath of the Wild" and a feeling of increasing the players' abilities.
Because everything in the game is not to say how magnificent the plot is, or to simply tell a story to the players, not to match the plot but to match the plot.
For example, it is the simplest, and it is also hailed by players as the initial place of novice village.
Among them, the received tasks are regarded by the players as teaching them to learn the various functions in the game, but in fact the subsequent tasks are also the same, not simply to let the gameplay match the plot.
Rather, under the temptation of the plot, let players discover more gameplays that they haven't discovered before.
Make the game from a linear and single passive to a proactive gameplay.
In the game, players facing a high mountain can bypass or climb, and encountering enemies can also choose a variety of coping methods.
After these free interactions are intertwined with the different specific functions in the game, the huge magic power generated in conjunction with the task blurring design of "The Legend of Zelda: Breath of the Wild" can be said to be a wonderful experience that burst out inexplicably.
For example, in the game, the player talks with a passerby NPC and learns that there is a huge treasure somewhere.
In other games, players are basically prompted to receive a side quest.
Then mark where the so-called treasure is on the map.
But in "The Legend of Zelda: Breath of the Wild", it is different.
The NPC will only tell the player what iconic buildings or landscapes are near the treasure, and even the game will not prompt the player to take the task.
If you don't pay attention, players may even think that this is a casual chat of NPC.
But when the main mission arrives in the subsequent adventure, and the players unconsciously find the treasure, then the players will suddenly be surprised that they have obtained the clue of the treasure a long time ago. Alright!
And this is only played in "The Legend of Zelda: Breath of the Wild".
Because the entire game replaces the game guidelines with levels and gameplay.
If you cancel the task list and mark these functions in other games, then the player with a high probability will become stunned But in "The Legend of Zelda: Breath of the Wild" is completely Not so.
Of course, not all of them are advantages. If you want to talk about the disadvantages, it is this slow-paced design that allows players to increase substitution and freedom. It will make some fast-paced and impatient players feel that this game is so good Some boring.
But this is unavoidable, because no matter which game, there is always a target group.
Even God's works cannot be loved by everyone, even if it is butter, some people will like it or not.
If the previous Nebula game, such as "The Elder Scrolls: Skyrim" tells everyone how to be in the open world, let players feel enough freedom; in "Dark Soul" tells everyone how to design maps ingeniously; "Wildness" Big Darts: Redemption tells everyone how to use the pile of details to create a real immersive world.
The "Legend of Zelda: Breath of the Wild" can be said to overthrow everything previously done by Nebula Games and redefine how the levels and maps of the open world game are designed.