Game Entertainment Empire

Chapter 565 Ingenious Game Level Design

Like Chen Yao, even though he got the paraglider from King Hyrule, he still hasn't left the original land, and there are still many players who continue to explore.

After exploring the temple, some impatient players got their parachutes and left the initial land, they suddenly discovered something.

It seems that in the previous game experience, some of the experiences experienced in the initial land seem to be teaching for novices!

For example, the ingredients can be cooked with fire and pots to produce dishes with stronger effects, and the skillful application of the power of magnetic energy and the power of icicles can lead to various places and solve obstacles smoothly. Enemies in your path.

Especially after leaving the original land, most people entered a new temple, learned to charge attack, and rebound and counterattack by dodging the enemy's attack and entering the bullet time.

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

Could it be that the contents of the original place were all beginners' teaching?

I didn't feel it when playing, but after experiencing the content and understanding Link's special abilities, many players realized that these should be learned strange new abilities in their opinion at the time, and they should be Lin Ke's special abilities. The basic skills that Ke must know!

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

Not for anything else, because the content of the original place alone is too rich!

It can even let them spend two or three hours, or even more time on it, and now tell them that the place you thought was interesting is just a novice teaching level of the game.

This is simply unbelievable.

But that's exactly what it is.

It is not entirely true that the content of the Beginning Land is a teaching model.

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

That is: Novice Village.

Link, played by the player, fell asleep for a hundred years, and then was awakened by Princess Zelda. Under the guidance of King Hyrule, he learned new powers through the temple step by step.

And these special forces,

It can be said that it is the basic system of the entire game. Many interesting places in the future need to apply these basic abilities, just like cooking.

Not only do you need a fire, but you also need a shovel, a pot and ingredients.

When you have all these, it is the skill of the chefs to use these props and 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 combat mode or other modes.

Dodge into bullet time to counterattack, bounce back in the face of enemy attacks, and even have a mechanism similar to "Dark Soul" to seize the opportunity to attack, and don't be greedy for knives.

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

For such a complex system, if the traditional teaching level is used, it will be stinky and long.

Step by step, using a guided method, divide the entire game system into several stages, and let players explore and understand by themselves.

This is the idea of ​​​​the level design of "The Legend of Zelda: Breath of the Wild".

Don't teach players to play the game, but let the players take the initiative to play and 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", in fact, Nebula Games and Yang Chen's planning team have been referring to the player's big data and trying to Been working on this.

But now it's "The Legend of Zelda: Breath of the Wild", it can be said that the entire project team has enough experience, and Yang Chen also has dream memories as a reference.

The level design effect presented is absolutely amazing.

Everything is not to tell the player, but to let the player think for himself.

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

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

When the player realizes it, he will have a feeling that he is so awesome.

Of course, if you don't understand the Tao, it doesn't matter if you go around a big circle, because there are many, many such designs in the future, which can bring players inspiration and interaction.

Including the explosive barrel in the camp, the stone next to it, or the candle lamp hanging just above the explosive barrel.

Almost all the time, it is hinting to the players that the solution to things is not only a hard and reckless road, but also a different way of thinking to solve the problem.

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

Because everything in the game is well-designed, the experience brought to players is mainly interwoven with three points.

Gravity, trigonometry, ruler design.

The simple explanation of gravity is the lighthouse effect, such as the tower of the beginning, which is a conspicuous building to attract players to explore.

The law of the triangle of the earth is to change the player's route from linear to curved, and after the curved line is an unknown.

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

For example, in the normal situation of the player, how much time does it take to pass a temple, how much time does it take to choose to climb a mountain or bypass this mountain.

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

It is the design of the game by these three that allows players to have a novel feeling when faced with various choices.

At the same time, it is these novelties that allow players to feel the so-called 'freedom'.

Of course, it is not without its shortcomings, that is, if "The Legend of Zelda: Breath of the Wild" wants to experience the real fun, then players have to pay some time costs to immerse themselves in the game world.

In simpler words, "The Legend of Zelda: Breath of the Wild" is not a fast-paced game. Before you understand it, you need to spend some time immersed in it to experience the best experience. Playful fun.

Rather than a fast-paced game, the entire gameplay of the game is directly placed in front of you.

But this is not a big problem, it's just a division of the target audience. "The Legend of Zelda: Breath of the Wild" is obviously not aimed at fast-paced players.

Even the switch is not aimed at fast-paced players, nor is it fragmented time players.

After all, if players only have a few minutes or ten minutes or so of fragmented time, they will basically not consider buying a switch, except for those who are caught by followers.

For this part of the players, the switch does not meet the requirements, and it belongs to the kind of players who have no time to play before they start to enjoy themselves.

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

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