Chapter 231: Why is Zelda Heaven?

I've seen a good game guide.

But you can make the game guide to the level of Zelda.

For all Blue Star players, it is still the first time.

Within a few days of Zelda's launch, countless players have already started buying it.

And after a few hours of in-depth experience, I was suddenly speechless by this game.

Many people have begun to recommend this game to their friends, group chats, player communities and other places where players gather.

But there is also an embarrassing phenomenon.

When a referrer is asked by a friend, 'If it's so fun, what is there to see?' ' time.

Referrers are usually speechless.

Hiss......

Yes.

What's so fun about this game?

You switch to other well-known games.

Some people like to play chicken because they like to collect equipment and like the thrill of living and developing.

Some people like a headshot to fight cool.

Players who like to play "Hollow" and "Elden" are more of a challenge to themselves, and they are happy to overcome difficulties and obstacles.

Players who like Stardew Valley like the relaxed and casual pastoral style, like to watch the crops grow slowly, and then sell the carefully cultivated crops for money, and then renovate their own nests, which is a common attraction of business simulation games.

Players who like Naraka: Bladepoint either like martial arts elements or are looking for pleasure in competitive games.

Not to mention the type of meat pigeon.

Whether it's from chaos to order and neatness through a series of actions by the player, or random surprises brought about by complete chaos.

No matter what kind of game it is, it seems to have something that it can intuitively say, and it is attractive.

So.

What appeals to players about Zelda?

Open world?

It's not fresh enough, and even because of the overflow of a large number of open-world works in the past six months, it's like a song that will sound on the streets and alleys, no matter whether the melody is beautiful or not, and if it is played more times, it will be reduced to a bad street.

Fight monsters to level up?

This game doesn't even have experience points, and monsters don't explode gold.

The action element?

There is also no battle system that can make people shine, it is nothing more than the permutations and combinations of bows, swords and shields.

After listing all the circumstances, many recommenders found ......

I don't seem to have the best way to describe the fun of this game.

But players who have experienced the game can feel that this game is really fun.

As a result, after a circle of recommendations, a very peculiar phenomenon will appear.

That is, after the referrer shares "The Legend of Zelda" in the group.

Someone asked, 'What's so fun about this game?' ’

Recommender: 'Oh, I can't tell, it's the top anyway, you'll know when you play.' ’

Such a statement certainly won't convince most players at first.

But there are also a few who recognize the golden sign of 'Ready Player One'.

After you get it.

Less than two hours.

Human-to-human transmission has also begun.

Xing Chong rushed to the group and started sending messages.

"Brothers! I'll make up! Really, you can really give this game a try! ”

Then when asked exactly what was fun.

The secondary communicators are also unable to say why.

When this phenomenon begins to spread many times.

The Legend of Zelda has become more and more curious.

It's a game that can't be said exactly where it's fun, and the price of 299 is not too cheap.

But there are always friends around me who start to get up after being pulled into the pit.

After playing for a while, I came out and started recommending it immediately.

After going back and forth, many players who don't know much about "Zelda" have also become curious and interested.

Is this game really so fascinating?

Is there such a devil?

I don't believe in this evil anymore!

I'll try it next too!

Then as soon as you enter the game, it starts to get out of hand.

Like those friends who got into the pit earlier than themselves.

I can't say what exactly makes this game fun.

But I just feel that the whole Hyrule continent is very attractive.

So much so that I often forget what my main quest is.

Not even to mention the main line.

Sometimes I forget what I was thinking about what I was going to do a second ago.

For example, the original plan was to go to a nearby temple, and after collecting the fourth trial certificate, go to the Statue of the Goddess to increase the HP limit or energy gauge.

As a result, on the way forward, I suddenly saw a flying butterfly.

Follow the butterfly all the way around, after successfully catching it.

In front of you, you will find a Pokebrin camp, and the golden treasure chest inside is tempting you.

Wait until you've cleared the camp and looted the chests.

Not far away, you will see a strange circle of stones, just missing one, look around, and then move the stone next to it and throw it in the gap.

The elf that shouts 'Yahaha' will burst out of it, giving you a small seed, and telling you that when these seeds have been collected to a certain extent, you can find a specific NPC to upgrade your backpack.

At this point, you may have forgotten where the temple you wanted to go to just now, and your backpack is full of all kinds of weapons, and now all you want is to quickly increase the upper limit of your backpack.

And on the way to find the designated NPC.

There will be more unexpected events.

You will come across a herd of grazing wild horses in the vast grassland area.

They can be tamed and the horses can be registered at the station, making them mounts.

You'll also find a fishing boat in a small coastal village, follow the locals out to sea, and drop a bomb into the sea to blast up the nutritious fish.

You can compete with NPCs in the icy mountain tribe to see who can ski faster.

It can also push a small rock to roll slowly until it turns into a giant snowball, and then kick it off a cliff and kill Pokbrin below.

In the wind-blowing aerial shooting range, you can use Link time to hit every bullseye with arrows in hand.

You can even make an airbag from the material, tie the airbag to a heavy object, let it float slowly into the right mid-air with the direction of the wind, and then use the arrow to explode the airbag and use the weight to fall to persecute Pokebrin in the camp below who is not aware of the danger and is still dancing passionately.

You must climb to the top of the mountain, even if there is no reward, and a selfie with this beautiful scenery may attract an interview from a local newspaper reporter.

If the side quest is triggered in the wrong place, it doesn't matter if you don't have a reporter, you can still jump from a very high mountain, feel the wind in your ears, and feel the freedom around you.

Anyway, the glider will always be there for you, as long as you stretch it out, you can slowly float between the world.

You can try your hand at cooking a variety of dishes with the ingredients you collect from all over the place, or you can go dragon hunting on the iceberg.

You can go to the woods to cut wood, you can go to the caves to work as a miner, you can go to the sand dunes to ride sea lions, you can also change your tricks to beat the elemental mounds that resemble slimes, and you can also find trouble with tall centaurs-shaped monsters, and defeat them to get better weapons and rewards.

There's so much more fun to explore without any hierarchical restrictions.

As long as you come, you can experience it.

In this continent, it seems that there are no constraints for the player, and all tasks and goals seem to be able to be put down at any time.

It doesn't even matter if you don't do the task.

Even if you don't do a mission, it won't make the player even a little less happy.

It's a real freedom to go wherever you want and do whatever you want.

This is a sense of freedom that players have never experienced in any of Bluestar's previous games.

It's going to be unbearable.

Perhaps many players who experience the game, even if they play the whole story halfway, still can't tell what is really fun about this game.

But none of that matters anymore.

For players, happiness alone is enough to support their motivation to play a game.

At this time, what exactly makes them happy has become insignificant.

……

However, players can just have fun without worry.

For a group of game reviewers, it can be difficult to extract the good points of Zelda.

Because I haven't seen it before.

It's also because the open world in Zelda is very different from the rest.

Although major domestic and foreign game media have given at least 9.8 points, many 10 positive reviews.

But the language used to comment on this game is also as restrained as possible, boasting on the edges, and never going deep.

The main thing is that there is no way to go deeper.

After all, even many game manufacturers don't understand how this game makes players so enthusiastic.

They've never seen a game like Zelda.

Just put it in your face, and the players love it.

But I couldn't see what was so good about it......

This is true for game manufacturers, let alone reviewers.

And just when all the insiders are a little confused about this game.

The well-known game reviewer from China, "Wangsi Libeici", relies on his in-depth research on the number one player over the years, as well as the game design style of the designer.

Finally, combined with the details of the clues shown in "Zelda".

Wrote a 10,000-word evaluation article.

This article directly dissects the core of the real advantages of "Zelda" from a very tricky and unique perspective!

Because the article is reasonable and well-founded, it is rigorously and carefully analyzed from multiple perspectives such as logic, design sense, and horizontal comparison, and every sentence falls on the point.

As soon as the article was published, it instantly caused a sensation among designers around the world, and they rushed to read the review.

Wangsi Libei Ci also put the advantages of this "Zelda", which has troubled countless people in the industry, on paper.

The article is titled: "Why is Zelda a day? How should we understand the 'open world' genre correctly? Playing The Legend of Zelda: Breath of the Wild is a feeling."

The previous paragraph is a clichΓ© opening sentence and praise for the game Zelda.

And soon, Brother Bei Ci got to the point.

""Zelda" has been on the shelves for half a month, and I believe that the sales and popularity are obvious to everyone, and even the previous "Elden Ring" has gone to the next level."

"It's rare in the history of gaming to see a game surpass the genre's originators even if the overall player base remains the same."

"So, let's talk about why Zelda is the so successful it is today."

"In the past six months, I have also played countless open worlds from various game manufacturers, including "Gods Continent", which was produced by the world-renowned game manufacturer Blizzard, which was released not long ago last month."

"Admittedly, each of these open-world game genres has its own merits, but they all have one indisputable feature - it may be tempting to start the early and mid-to-late game, but once you get to the mid-to-late game, it starts to slide down quickly and is exhausting. I believe that veteran players who know a little bit about the gaming industry can understand that what I am saying is not nonsense if you casually check the online rate of players in the second half of these open-world games. ”

"By counting all the open world games in the past six months, I can get a relatively accurate number - 49.3%, which is the average abandonment progress of players in the open world genre. The data is based on a sample of players who continue to play after two hours of play, so don't worry about players who get a refund after a few minutes of playing. ”

"Even Elden Ring is not immune, as the originator of the open world, Elden has an average progress of 63.8%."

"In other words, more than half of the players will choose to abandon the game temporarily or permanently at around 64%."

"Let's take a look at Zelda's current performance."

"In the 15 days since the release of Zelda, the average progress of players who have been playing for more than 2 hours is 79.7%"

"In other words, as long as the player plays in, the probability of abandoning the pit will become very low, at least the first week will be played."

"And you know, this is only the data of the 15th, and many players are still in the game and have not made it to the finale, which has pulled down some of the average. If you wait two or three months to look at it, this data is expected to soar to more than 90%. ”

"Let's not talk about the future, just the present. The abandonment rate is only 20%, which is undoubtedly a miracle in the entire history of the game, let alone the open world, I have never seen such a high level of cohesion in the whole game genre. ”

"So, what kind of magic does Zelda have that can achieve a miraculous replay rate that will keep players hooked?"

"If you talk about it in detail, it is natural that the number one player design team has been highly recognized by players through countless days and nights of polishing the details and using the most sincere quality of works."

"But these words are too false and empty, and they are not conducive to the internal analysis of the game industry, and to learn deeply about the excellence of Zelda."

"So I'm just going to talk about the more core stuff."

"After a side-by-side comparison with countless other open-world games, I think the following three points are the most important for Zelda's success."

Bei Cige put forward the three concepts that he believes are the most critical.

1. The lighthouse effect

2. Triangle design

3. Frame structure

"Let's talk about the first point of Zelda's design concept, what is the lighthouse effect?"

(End of chapter)