Almighty Game Designer

Chapter 897 Redefining Gate Design (Second Amendment)

And on the puzzle level, if Dark Soul tells the world what RPG is supposed to be about, then the Legend of Zelda redefines what "level design” means.

Of course, The Dark Soul is manifested in a way that players are abused, full of desperate conspiracies, forcing players to suffer constantly and find optimal solutions. Occasionally, seeing a bonfire and shortcuts is a cry; but the Legend of Zelda is the opposite. A small shrine contains many institutions and different elements. The only frustration is the irritability that has not been solved after trying many methods, but once solved, players will praise their wits.

The whole puzzle element is divided into three levels: Yahaha - Shrine - Divine Beast.

The puzzles of Yahaha are relatively simple. For example, if you see a circle of floating pins in the water, you can find one by jumping from the cliff to the center of floating pins. There is a circle of small rocks on the mountain, move the stones next to it to the gap, and you can find another. More complicated, you need to fish iron blocks out of the water and put them in a specific shape on a pile of iron blocks, and you can find another one.

The puzzle difficulty of the shrine has risen to a higher level.

There are different types of shrines, some are directly visible on the ground and can be directly challenged by going in; some are surrounded by thorns and must be entered by special means; some are simply buried underground and must complete a branch task before opening.

On a tall tower, for example, the player meets the bird who plays the accordion and gets a message of a poem after talking to him. According to this poem, the player will land on a shrine buried in the earth, which will not be activated until the shadow of the tower overlaps with the position of the shrine before a rocket is fired at the tower.

There are also shrines hidden in the labyrinth, the walls of these labyrinths are all taller than the mountains, and they can't climb at all when Link is short of strength, which is when players really experience the pain of walking through the labyrinth. But once the player is physically full, he can skip class for a bit and climb straight to the top of the labyrinth for a shortcut.

After entering the shrine, players must combine their abilities to trigger institutions in the shrine, sometimes requiring not only some wisdom, but also a certain speed of hand. For example, some organs require the player to jump at a certain moment and hit a distant one with rink time, and the handicapped player has to try many times before it can be finalized.

The puzzle solving elements of the Four Beasts and the ultimate boss battle are the ultimate difficulty, and the player must pass through the experience and knowledge gained in the temple trial.

Before the Beast Wars, Link will enter the village where the Beast is located, complete the main task, and get help from NPC.

In the first phase of the Beast Warfare, Link needed to work with NPC, approaching the Beast, while resisting the remote attack of the Beast, and shooting the key red part of the Beast with bows and arrows to stop the Beast.

In the second phase, Link goes inside the Beast and completes a complex puzzle level. The level of the beast is far beyond the shrine in scale, and the difficulty rises in a straight line. Each level of the beast is carefully designed and perfectly suited to the beast itself. For example, the water beast is an elephant, and after gaining partial control of the beast, Link can manipulate the elephant's nose from low to high altitude, climbing to the top of the elephant's head, or spraying the machine with water from the nose to open areas that were previously inaccessible.

Moreover, the interior of these beasts is a completely 3D level, not only is it as simple as layering, different parts will interact with each other, players must have good 3D thinking to solve the puzzle. To accommodate this level design, Legend of Zelda also specializes in 3D perspective as a maze map.

The four beasts are elephants in the southeast wetlands, lizards in the northeast volcano, camels in the southwest desert, and eagles in the northwest mountains. Each kind of beast corresponds to a unique region and unique village, with different terroir and tributary tasks. For example, the wetlands are mermaids, the mountain races are birds, the deserts are women's villages, and Link has to be a big woman to get in.

In the third phase, Link and Canon's Splits fight BOSS. Each Split's abilities, difficulty, and methods are different. After defeating Canon's Splits, they can officially recover the Beast and gain a special Blessing Effect and exclusive Weapon of Excellence.

Even harder than that, there's the Master Sword to try this stuff out.

In the Master Sword Trial, the player cannot bring any weapons or equipment, everything starts from 0. From picking up the twigs on the ground and hitting the weakest little monster, Porkbrin, getting more advanced weapons step by step, to the subsequent increase in the difficulty line of the entire battle, is a real ultimate challenge. Midway failure can only be repeated from scratch. Even confident hardcore players may have to challenge multiple times to clear.

If "Dark Soul" is the same style of level that is constantly changing and ultimate, then "Legend of Zelda" is a fantastic stunt, from easy to difficult, from simple to burdensome, all-encompassing, players can always get a completely different experience in the game.

The Legend of Zelda is equally excellent in combat systems.

If soul fighting creates a new pattern for cold weapons combat games in parallel worlds, then the Legend of Zelda tells everyone what can be done in addition to soul fighting.

In addition to the classic Shield Two-Person Spin, Shield Reverse, Evasion, Diving Backstabbing and other elements, the Legend of Zelda makes richer choices in many ways. For example, smoother archery techniques and a wide variety of attribute arrows, perfectly evasive and aerial bow opening triggered link time, weapons can be used or thrown, shields can even be used as skateboards...

The most controversial of these is the endurance of weapons.

In other games, the weapon can be repaired after it has fallen out for a long time, and it is perfectly repaired; but the endurance of the weapon in the Legend of Zelda means that the weapon has completely exploded, and if you want to get it again, you have to continue to brush it - except for the exorcism sword (master sword) that the plot gave you.

At the time of the first contact, the vast majority of the players felt very uncomfortable. I just got a damn good weapon and it blew me up? And then I'm a courageous man, a knight recognized by the Sword of Exorcism, who usually only fights weirdos with a wooden stick from Pokbrine? You don't want to use a good weapon!

When the players gathered a bunch of cool, bunker weapons, they found that they couldn't afford any of them. In the end, they didn't have a durable exorcism sword. They used it to chop trees and cut grass. There's nothing wrong with it!

It's really embarrassing that the Master of the Hall sword has fallen to such a point...