Chapter 571: Redefining the Open World
Compared to the average player of The Legend of Zelda: Breath of the Wild, after handling the game, they basically don't have too many ideas.
It's just a shock that this game is so fun and can be played like this.
For example, blowing up fish with bombs in the river pond, climbing trees to dig out bird eggs, or looking for bugs all over the map, all kinds of research and routine operations.
If in other games, the ultimate goal of the enemy is to defeat and kill him, then in "The Legend of Zelda: Breath of the Wild", defeating and killing the enemy, this is only the most basic operation, players have to do not simply defeat and kill the enemy, but use all kinds of ways to play to kill the enemy.
The interaction of the map scene gives players a very free feeling, including various feedback from NPCs in the game, which can only make players feel that they can make so many details in the function of the switch, and the Nebula game is really awesome.
But for other game designers in the game industry, their focus is not on that, but on the design of the game.
With the addition of game details and 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 it's not a big fuss, and it's really difficult for the average game studio.
However, for first- and second-tier game manufacturers such as Jiasheng and NetDragon, it is not impossible to achieve the development and optimization technology of the game.
The key is how to create a game like The Legend of Zelda: Breath of the Wild with these limited resources.
It can be said that in terms of the game's rhythm mission structure, "The Legend of Zelda: Breath of the Wild" has completely taken a completely new path.
In a game where there is no traditional game, there is a group of NPCs in front of you who keep talking about what you are going to do next and what tasks you want to complete.
In "The Legend of Zelda: Breath of the Wild", in addition to some simple main story markings, the game's map can be said to be very concise, and it will not be full of mission hints at all.
Players can choose where they want to go, and make a route to get there.
There is no such thing as the best route, there is no such thing as the best way to play.
Many games are released with a message that players can play the way they like, but that's not the case.
The game is still full of lines, or the most suitable way to play.
The content that players experience is also mostly a route that the game designers have come up with.
Of course, this is also true in The Legend of Zelda: Breath of the Wild, but this game uses a variety of interactive game designs to give players a real feeling of playing how they want, and let the game jump directly out of the traditional circle.
All of the designs are designed around the curiosity of the players, such as the special rewards for each detour, whether it is a temple waiting to be unlocked, a monster camp seen over the mountains, and a glittering treasure chest inside the camp.
Even if it's just a simple piece of beauty, the feedback can be tangible or intangible.
Secondly, the game blurs the main plot to the stage, anyway, the princess has sealed Ganon for a hundred years, so it's not a big deal to rub it off.
Or maybe the player is strong enough to leave the Origin and go to the castle of the Kingdom of Hyrule to challenge Gaynon.
Of course, in this case, the average player is one word: die!
Because there is no temple trial to increase your blood volume and energy value, basically there will be no one who is touched, and if you don't liberate the four divine beasts, then you will face four powerful bosses in the final battle.
But that doesn't mean the player can't beat Guynon.
The so-called main quest flow is more like a side quest, or simply a sense of telling players about the story behind The Legend of Zelda: Breath of the Wild, and increasing players' abilities.
Because everything in the game is not to say how magnificent the plot is, it is simply to tell a story to the players, not the gameplay with the plot but the plot with the gameplay.
For example, it is the simplest, and it is also known as the initial place of the novice village by players.
The quests are seen by players as teaching them to learn the various functions in the game, but in fact, the follow-up quests are the same, not just to make the gameplay match the plot.
Instead, under the lure of the plot, players can discover more gameplay that they haven't discovered before.
The game is changed from a linear single passive to an active one.
In the game, players can avoid or climb a high mountain, and they can also choose a variety of ways to deal with enemies.
This kind of free interaction is intertwined with the game's disparate specific features, and the resulting magic is combined with the mission blurring design of The Legend of Zelda: Breath of the Wild, which can be said to be an indescribable magical experience.
For example, in the game, the player talks to a passerby NPC and learns that a huge treasure is held somewhere.
In other games, it is basically prompted that the player has received a side quest.
Then mark the map where this so-called treasure is.
But in The Legend of Zelda: Breath of the Wild, it's different.
NPCs will only tell the player what landmarks or scenery are near the treasure, and the game will not even prompt the player that the quest has been taken.
If you don't pay attention, the player may even assume that this is just a casual conversation from an NPC.
But when a certain main quest arrives there in the subsequent adventure, and the players 'unconsciously' discover the treasure, then the players will suddenly realize that they have already obtained the clue to this treasure a long time ago!
And that's something that can only be played in The Legend of Zelda: Breath of the Wild.
Because the whole game is to replace the game guide with levels and gameplay.
If you cancel the task list in other games, and there are also features such as logos, then there is a high probability that players will become confused.
This is not the case with The Legend of Zelda: Breath of the Wild.
Of course, it's not all about the advantages, if you have to talk about the disadvantages, that is, this kind of slow pace, which can increase the player's substitution and freedom of design, will make some fast-paced and anxious players may find this game a little boring.
However, this is unavoidable, because no matter which game you play, there is always a target audience.
Even if it is a god, it is impossible for everyone to love it, even if it is butter, there will be people who like it or not.
If the previous Nebula Games games, such as "The Elder Scrolls: Skyrim", asked everyone how to make players feel enough freedom in the open world; In "Dark Souls", we will tell you how to cleverly design the map; Red Dead Redemption tells you how to create a realistic and immersive world with a lot of details.
The Legend of Zelda: Breath of the Wild, on the other hand, can be said to overturn everything that previous Nebula games have done and redefine how the levels and maps of open-world games are designed.