Chapter 565: Clever Game Level Design
Just like Chen Yao, even though he got the paraglider from King Hyrule, he still hasn't left the original place, and there are still many players who continue to explore.
And some players who were more anxious after exploring the temple suddenly discovered something after getting a parachute and leaving the initial place.
It seems that in the previous game experience, some of the experiences experienced in the Initial Land seem to be novice teaching!
For example, the use of fire and pots to cook dishes with stronger effects, and the skillful use of magnetic energy and icicle power, these special abilities can lead to various places and smoothly solve enemies in your way.
Especially after leaving the Initial Land, most people enter a new temple and learn to charge attacks, as well as bounce back and counterattack by dodging enemy attacks and entering bullet time to counterattack.
All of this opened the door to a new world for them.
Is the content in the Initial Land all newbie teaching?
I didn't feel it when I played, but after experiencing those contents and learning about Link's special abilities, many players realized that these should have learned strange new abilities in their opinion at that time, and they should have basically learned Link's basic skills!
Some players felt it, but there were still quite a few players who felt it was incredible.
Not for anything else, because the content of the Origin Land alone is too rich!
You can even get them to spend two or three hours, or even more, on it, and now tell them that this place that you think is fun is just a beginner's tutorial for the game.
It's just incredible.
But that's actually it.
To say that the content of the Initial Land is a teaching model is not necessarily true.
But if you give the Origin Land a name, there's absolutely no problem.
That is: the Newbie Village.
The player takes on the role of Link who has been asleep for a hundred years, and then awakened by Princess Zelda under the guidance of King Hyrule to learn new powers through the temple.
And these special powers can be said to be the basic system of the whole game, and many interesting places in the follow-up need to be applied to these basic abilities, just like cooking.
Not only do you have a fire, but you also need a shovel and a pot and ingredients.
Once you have all of this, it's the chefs' job to use these props and ingredients to create dishes with a variety of flavors.
It can be said that the system of The Legend of Zelda: Breath of the Wild is not simple.
Whether it's in battle mode or something else.
Dodge into bullet time to counterattack, bounce back in the face of enemy attacks, and even have mechanics similar to those in Dark Souls to seize the moment to attack, and don't be greedy for knives.
And this is only the gameplay of this part of the combat system, and the other main core shop, which uses Link's special ability to interact with the map environment, is the main core.
Such a complex system, if you use traditional instructional levels, it will be smelly and long.
Step by step, using a guided method, the entire game system is divided into several stages, and the players are shredded to explore and understand by themselves.
That's how the levels of The Legend of Zelda: Breath of the Wild were designed.
Don't teach players to play the game, but let players take the initiative to play and find out.
This is also 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", in fact, Nebula Games and Yang Chen's planning team have been referring to the big data of players and trying to create in this regard.
And now that it is on "The Legend of Zelda: Breath of the Wild", it can be said that the entire project team has enough experience, plus Yang Chen still has dream memories as a reference.
The level design effect presented is absolutely amazing.
It's not about telling the player, it's about letting the player think for themselves.
Just like map killing, the game doesn't tell you directly, but it uses a hint to let players think of it for themselves.
For example, if there is nothing next to a broken bridge, but there are a lot of trees, the game does not directly tell the player that they can cut down the tree, and then use the tree to cross the cliff and become a single-plank bridge.
The player realizes that he will have a feeling that he is so awesome.
Of course, if you don't have enlightenment, it doesn't matter if you go around in a big circle, because there are many, many more such designs in the future, which can bring inspiration and interaction to players.
This includes the barrels of dynamite in the camp, the stones next to them, or the candles hanging right above the barrels.
Almost all the time, it is implied that the player is not only a reckless way to solve things, but can completely change the way of thinking about solving the problem.
If you have to look at it, The Legend of Zelda: Breath of the Wild is also a type of formulaic open-world game.
Because everything in the game is designed, the experience brought to the player is mainly intertwined with three points.
Gravity, the law of the geodetic triangle, ruler design.
The simple explanation of gravity is the lighthouse effect, such as the Initial Tower, which is used to attract players to explore.
The geodetic triangle law makes the player's route change from linear to curved, and after the curve is an unknown.
and the final ruler design, a sense of distance and time that is specially designed for everything in the game.
For example, how much time it would normally take a player to get through a temple, and how much time it would take to climb or bypass a mountain.
In the middle of this distance, add new content such as monster camps and new temples.
And it is the design of these three games that allows players to have a sense of novelty when faced with a variety of different choices.
At the same time, it is these novelties that make players feel the so-called 'freedom'.
Of course, it is not without its drawbacks, that is, if The Legend of Zelda: Breath of the Wild wants to experience the real fun in it, then players need to pay some time to immerse themselves in the world of the game.
To put it simply, The Legend of Zelda: Breath of the Wild isn't a fast-paced game, and you'll need to spend some time immersed in it before you get the most out of it.
Instead of a fast-paced game, the whole gameplay is put in front of you.
But that's not a big deal, it's just a division of the target demographic, and The Legend of Zelda: Breath of the Wild is clearly not aimed at fast-paced players.
Even the Switch is not aimed at fast-paced players, nor is it a fragmented time player.
After all, if the player only has a few minutes or more of fragmented time, they basically won't consider buying a switch, except for the kind where the followers are trapped.
For this part of the players, the switch does not meet the requirements, and it belongs to the kind of player who has no time to play before it starts.
There is more time, but it is not very convenient to play games with PCs and other machines during this time, which is the target group of switches.