Almighty Game Designer

Chapter 898: See Power in Ordinary Places (Sangen)

While this weapon system was very irritating to many people at the beginning, the more you play with it, the more you find that this weapon system, which nobody dares to do, has many unique advantages.

The most obvious advantage is that almost all weapons have a place of use.

In other games, players will actually only use a few specific weapons, and they will definitely pick the most harmful and smoothest weapon out of the vast array of weapons to use, and the other weapons will have to be used as stores.

In other words, designers have designed many and varied weapons, but almost 90 per cent of the weapons are in there, and players throw them directly into the store without looking.

But in the Legend of Zelda, almost all weapons have the opportunity to be used by the players, who carry many and many weapons and choose different types of weapons when facing different enemies.

In addition, weapon systems have many random attributes, the same weapon has different additional attributes, enhanced throwing, enhanced properties, durability enhancement, bow and arrow firing, etc., and the rarity varies.

In addition, the material of the weapon itself will have different characteristics, and in different areas, players will have to choose different materials for weapons combat.

Outdoor temperatures in volcanic areas, for example, are very high, and players have to choose weapons with metal attributes in addition to thermal insulation clothing. Because when wood weapons are exposed to volcanic areas, they will smoke, ignite, and burn out very quickly. Of course, the weapon attack power of the ignition increases and the player can use it to fight the enemy.

And when fighting in thunderstorm weather, metal weapons are conductive and lead to thunder, and many players are chopped into suspicion of their lives. But it can also be used to throw metal weapons on the ground for monsters to pick up, and then shout "Thunder to help me" or “God to bring justice” to thunder to kill powerful enemies.

There are many examples like this, such as a very difficult magician's monster in the game, which looks like a piece of paper that can walk across the sky, disappears and moves away, and can only be fired with a bow and arrow at the moment of their attack; these magicians are also carrying canes of various properties, some electricity and some ice, plus the little monsters around them, which annoy the player every time they strike.

But some players find that if they fan against these magicians with large pieces of banana leaves, they will be blown out, completely disobeyed on the ground, and players will be able to take advantage of this opportunity to go wild and output.

That is, almost all of the monsters in the Legend of Zelda have their weaknesses, and as long as the weapons are chosen correctly, most of the fighting can be resolved without brute force.

In terms of plot, the main episode of The Legend of Zelda and The End of America are not the same type. At first glance, there may be many players who still think the plot is vulgar, isn't it the knight's rescue princess? It seems that someone has used this plot since the first video game appeared!

But going deeper, it turns out that there are still many touching aspects to this seemingly traditional plot.

Players live in a defeated world of "total failure and defeat of Cannon”, where there are still many signs of destruction, such as the breaking walls that are seen everywhere by the runaway guardians.

The story line of the plot is divided into two lines, one hundred years later and one hundred years ago. 100 years later, the modern storyline allows players to explore freely and play freely, while 100 years ago, the storyline is remembered by Link slowly collecting his lost memories. It is a complete linear story that presents what happened in the past completely in front of the player.

Although Princess Link and Princess Zelda are well-deserved protagonists in the game, instead of being the best, there are many NPCs that are more impressive than these two protagonists.

Each of the four Yingjies has her own personality and story, especially Miss Mermaid Mifa, who, because of her love for Link, has earned her more fans than Princess Zelda.

And many other NPCs, even a few lines, are impressive. For example, when Link was about to jump from the bridge, NPC passing by would come over and persuade him to cherish his life; children in the village and Link playing hide-and-seek would talk in their sleep at night, waiting for their parents to come back. As a result, the mother was killed by a monster, and the child would start crying in the morning when no one else was there; workers who helped him after Link bought the house would go to a whole new village, and Link would help him find help around the world and slowly build a small village, and this worker had also harvested his love, and Link had also taken the bridge.

Together, these seemingly delicate dramas form a vast open world, with each NPC having its own soul. The players will really think that the world is beautiful and I have to save it.

Beyond that, there are countless details hidden in the Legend of Zelda that highlight the fine carving of the game, such as:

Many important recipes can be found on the stables' walls, or in books somewhere, if you look carefully.

NPCs patrolling a fixed route encounter rain that accelerates their pace, or go under trees to hide.

Wearing different equipment and rubbing sounds when walking.

The ground is not immediately wet when it rains, nor will it dry immediately after sunny weather.

When wearing a monster hood, Link consciously cosplays the monster, making monster noises when walking, standing still and posing as a monster. Monsters of the same kind don't attack when wearing a hood, but come around and smell it and even say hello.

Horses in the game love to eat apples, either by feeding them to boost their liking or by luring them to places they don't want to go.

In the stables of snowy scenes, businessmen carrying a lot of goods are still dressed in summer clothes, freezing and shivering, and at this point, if the players stand beside him and take selfies, the businessmen will stand coldly and take pictures with them. But after this one, he won't stand up any further.

Bring Porkbrine, who can't swim, into the river, and they'll drown.

Time to pause Pokbrin and then take away the weapons in their hands, and if they are in a swinging motion, when the pause is over, it will be emptied and then the center of gravity will be unstable, looking at the empty hands with a blind face.

……

This is just part of the Legend of Zelda, and there's a lot of detail in the game waiting for the players to dig it up.

It may be nothing to get a single detail out, but so much detail stuck in the same game can make players feel incredible.

Even a special action, a special reaction, makes the player feel the difference between the game and the other games because it is careful enough.

Even though many people have fought for dozens or even hundreds of hours day and night in the Legend of Zelda, they will still find, as if there are still many mysteries waiting for them to solve in this game.

The players suddenly understood the “wild cooking” mentality. Shouldn't a game like this be blown wildly?