Game Entertainment Empire

Chapter 571 Redefining the Open World

Compared with ordinary players of "The Legend of Zelda: Breath of the Wild", after handling the game, they basically don't have too many ideas.

It is completely shocking that this game is so fun and can be played like this.

For example, using bombs to fry fish in river ponds, climbing trees to dig out bird eggs, or looking for bugs all over the map, all kinds of research show routine operations.

If the ultimate goal of facing the enemy in other games is to defeat and kill him, then defeating and killing the enemy in "The Legend of Zelda: Breath of the Wild" is just the most basic operation, and what players have to do is not Simply defeat and kill the enemy, but use various tricks to kill the enemy.

The interaction of the map scene gives players a sense of freedom, including various feedbacks from NPCs in the game, which can only make players feel that so many details can be made on the function of the switch. Nebula games are really awesome.

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 functions 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 surprising thing. For ordinary small game factories, this is really difficult.

However, for first- and second-tier game manufacturers such as Jiasheng and NetDragon, it is not impossible for game development and optimization technology to achieve the level of "The Legend of Zelda: Breath of the Wild".

The key is how to use these limited resources to create a game like "The Legend of Zelda: Breath of the Wild".

It can be said that in terms of the rhythm task structure of the game, "The Legend of Zelda: Breath of the Wild" has implemented another completely new path.

There is no traditional game in the game, there are 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", apart from some simple main story lines, the map of the game can be said to be very concise, and it will not be full of task reminder signs at all.

Where do you want to go, players can completely formulate a route to go according to their own choices.

There is no so-called best route, no so-called best play.

Many games said to players when they were released,

In the game, you can play in the way you like, but in reality it is not the case.

The game is still full of lines, or the most suitable way to play.

Most of the content experienced by players is the route thought out by game designers.

Of course, the same is true in "The Legend of Zelda: Breath of the Wild", but this game uses a variety of interactive game designs, so that players can really have a feeling of playing how they want, allowing the game to be played directly from Jumped out of the traditional circle.

All the designs are designed around the curiosity of the players. For example, every time the players make a detour, they will have a special harvest. It may be a temple waiting for the players to unlock, or a temple that they saw when they turned over the mountains. The monster camp and a shiny treasure chest inside the camp.

Even just a simple beauty, these feedbacks can be tangible or intangible.

Secondly, the game blurs the stage of the main storyline. Anyway, the princess has sealed Ganon for a hundred years, so it is not a big deal to dawdling for a while.

Or the player is strong enough to run to the castle of Hyrule Kingdom to challenge Ganon directly after leaving the original place.

Of course, in this case, ordinary players can only use one word: die!

Because there is no temple trial to increase your blood volume and energy value, basically you will disappear if you touch it, and if you don't liberate the four beasts, then you will face four powerful bosses in the final battle.

But that doesn't mean the player can't defeat Ganon.

The so-called main task process is more like a side task, or simply tell the players the story behind "The Legend of Zelda: Breath of the Wild", and increase the player's ability.

Because everything in the game is not to show how magnificent the plot is, but to simply tell a story to the players, not that the gameplay matches the plot but the plot matches the gameplay.

For example, it is the simplest, and it is also known as the initial place of Novice Village by the players.

Among them, the tasks received are regarded by the players as teaching them to learn various functions in the game, but in fact the follow-up tasks are also the same, and it is not simply to let the gameplay match the plot.

Instead, under the lure of the plot, players can discover more ways to play that they haven't discovered before.

Change the game from a linear and single passive to an active and active gameplay.

Facing a high mountain in the game, players can bypass or climb it, and they can also choose a variety of ways to deal with enemies.

After this kind of free interaction is intertwined with different specific functions in the game, the huge magic power generated, combined with the task fuzzy design of "The Legend of Zelda: Breath of the Wild", can be said to be an indescribable and wonderful experience.

For example, in the game, the player talks to a passer-by NPC and learns that there is a huge treasure somewhere.

In other games, the player will basically be prompted to receive a side mission.

Then mark on the map where this so-called treasure is.

But in The Legend of Zelda: Breath of the Wild, it's 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 receive the task.

If you don't pay attention, the player may even take it as a casual chat from an NPC.

But when in the follow-up adventure, a certain mainline mission arrives there, and the players 'unconsciously' discover the treasure, then the players will suddenly realize that they have obtained clues to this treasure a long time ago Yes!

And this is only possible 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 and mark functions in other games, there is a high probability that players will become confused.

Not so in The Legend of Zelda: Breath of the Wild.

Of course, not all of them are advantages. If we have to talk about disadvantages, it is this slow pace, which allows players to increase their substitution and freedom. Some fast-paced and impatient players may feel that this game is so boring. some boring.

But this is unavoidable, because no matter which game, there is always a target audience.

Even if it is a masterpiece, it is impossible for everyone to love it. Even if it is butter, some people will like it or not.

If we talk about the previous games of Nebula Games, such as "The Elder Scrolls: Skyrim", how do you let players feel enough freedom in the open world; in "Dark Soul", tell everyone how to design maps cleverly; Redemption: Redemption tells you how to create a truly immersive world by using stacked details.

The "Legend of Zelda: Breath of the Wild" can be said to have overturned everything that Nebula games have done before, redefining how the levels and maps of open world games are designed.

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