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The Legend of Zelda: how does the breath of the wilderness make an open world?

2025-03-28 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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When it comes to the legend of Zelda: the breath of the wilderness, the first word that comes to mind is the open world. although there are many games that promote the open world, the actual game experience is still unsatisfactory. on the other hand, wilderness breath completely subverts the players' previous game experience and brings people to re-understand the open world in the game. So what exactly makes us recognize Zelda's open world, and what distinguishes it from the open world of other games? This paper will try to analyze it from several aspects.

First, to hand over the goal setting power in the wilderness breath is very restrained from the tasks directly provided by the system, and there are only a few simple tasks that can be called the wilderness rest main line tasks, including liberating the four immortals and beasts, defeating the big devil king, etc., and these tasks are the ultimate tasks of the game, and their difficulty and required abilities are very high, more often through the scene and the key points in the player's line of sight to guide players to set their own phased goals. For example, in order to reach the area of immortals and beasts, it is generally necessary to light up the map tower in this area, encounter monsters on the way to the map tower, climb the map tower and find temples, etc., the whole process does not tell players what your current goal is and what the next goal is. Players are free to choose and set their own phased goals, and the process of setting goals is a decision-making process. Invisible goal-setting has also become one of the joys of playing. In order to prevent players from being at a loss after entering the game, they are taught to light the map tower at the beginning of the novice guide to see more information. and in the player's line of sight, there will always be two or three unlocked map towers vaguely beckoning the player. Of course, you can also choose to directly challenge the Devil King as soon as you are born, ignoring the unexplored mainland. After all, this is what the fastest customs clearance in history has done.

How many ways of defeating monsters are there to solve more than one problem? Players in the wilderness can speak out bows and arrows, weapons, bombs, explosive buckets, link time, fire and other ways in one breath, and there will be more ways according to different situations. Those with good technology can choose hard and rigid, while those with insufficient technology can also choose to win wisely. Players will not simply because of technical limitations, a variety of solutions give players the choice of leeway and freedom to explore. This approach also expands the playability of the game, making players feel free and real, but also willing to develop and use more ways. The game is to solve problems constantly, and the solution to the problem is not the only one. There is no standard answer in the wilderness, and there are no necessary restrictions. Basically, as long as you can think of possible ways to try in the game can be verified, and to achieve such a situation, designers need to anticipate the possible ways to be used, and then give players hints through the terrain or objects.

Bow and arrow battle (different types of arrows do different damage)

Spatula and lid can also be used as weapons. 3. Use combinations to create diversity. If there are as many options as there are, then the possibility of combining different options will increase exponentially. Many play systems in the wilderness breath are combined to create more possibilities and broaden the breadth of the game, such as cooking systems, equipment systems, weapon systems and so on. Different combinations of ingredients in the cooking system produce different foods and medicines, and the corresponding effects vary according to the properties of the materials, which makes cooking full of uncertainty and expectation, and even failed attempts can increase the heart. reduces the sense of loss that players may have. Cooking also provides the same game experience for players at different stages in the form of combinations, and players with three hearts and 20 hearts can produce food that matches the current stage, without limiting other possibilities. The equipment system is combined with weather, terrain, temperature and other aspects, so that the equipment not only has different functions and attributes, but also has different functions and attributes. Reasonable selection of appropriate equipment in different situations is also the content that players need to make decisions. And this design will not appear players will only pursue high defense equipment, each kind of equipment has its own value and role, but also aroused the player's desire for collection. Weapon systems include weapons, bows, arrows and shields. weapons are divided into one-handed and two-handed weapons, some of which can be combined with shields, while others cannot, and one-handed weapons have lower attack power than two-handed weapons, so what weapons to use, whether to combine shields, and what shields to choose to defend, all need to be considered in the face of different monsters, different environments and terrain, and bows and arrows also have different types. The effects and injuries produced by different combinations of bows and arrows are also different, because each category has different choices, the combination of different categories will create more possibilities, and the more content it can explore and operate, the more open players will feel.

Fourth, the height makes the game more three-dimensional wilderness in the unique method of play have to mention climbing, climbing system to break free from the shackles of the plane, so that three-dimensional real three-dimensional. Standing high and looking far is a well-known rule on the continent of Zelda. what is different from the general game is that for the vague vision, the wilderness breath does not just use it as a background board, but combines the function of the telescope to make the high place an important strategic position for choosing the target, determining the direction, planning the route and even attacking the enemy. The seamless large map of Zelda provides the topographic basis for the realization of this three-dimensional height. The continent has carefully designed a variety of topography according to altitude and topography, including plains, plateaus, snow-capped mountains, volcanoes, hot springs, deserts, etc., a variety of topographic designs and undulating landforms, showing players the endless and detailed view of Zelda, climbing to the top of the mountain. Overlooking the mainland of Zelda, this should be a behavior that players are happy and passionate about, and players are also attracted by the and extra surprises that may be hidden at the top of the mountain. The climbing system allows players to plan their routes more freely, makes the game world more authentic and exploratory, and provides one more possibility for solving various problems.

Climb high can overlook the vision 5, hide the surprise in the feedback all the games have interaction, there is definitely feedback, and most of the game feedback emphasizes immediacy and satisfaction, wilderness breath on this basis, but also combined with authenticity to consider one more step forward, beyond the player's expected feedback brought a sense of surprise to the player. For example, when fighting with simple monsters, the general treatment of the game is based on the monster's blood strips and brainless output. Monsters attack players as stylized in the process of being hit, while monsters in the wilderness will first be knocked off their weapons. Monsters who have lost weapons will also run to pick up weapons and take the initiative to kick away bombs dropped by players. In the process of fighting, even an ordinary monster will make the player feel that he has an independent mind, and the one-eyed monster will cover his eyes with his hand to avoid being stabbed after being attacked with a bow and arrow, that is, in the constant feedback details, players experience the truth and freedom of the breath of the wilderness. The weather system of the wilderness rest also deeply affects the character's behavior, such as rainy days are not suitable for climbing, thunderstorm days with metal weapons will trigger thunder, wooden bows and arrows will be lit near volcanoes, and so on, all show players a logical and reasonable world.

One-eyed monster 6. interactive play system in the wilderness during the day with a random swing of the sword on the grass, there may be small insects running out, catching small insects can be made into medicine, different drugs have different effects and can even be used properly to save lives when link is critical. The combination of time system, capture system, cooking system, combat system, etc., a small insect series of multiple play systems, such an ingenious design can be seen everywhere in the wilderness, every tiny behavior, like the butterfly effect, has the result of its natural development. Lighting the grass in the field will spread in the direction of the wind, and may burn to the monsters next to it, insects and trees hidden in the grass, and may be picked up by baked fruit and monster materials. This setting is not only in line with the player's cognition, but also provides a new way of playing and thinking, making players feel one step closer to the Zelda world. Each system affects each other and fetters each other to form this truly open Zelda continent.

Grass burning with the wind will also cause damage to the monsters above. 7. There is no level setting in the unrestricted spontaneous experience wilderness. The most basic basis for determining the current progress and degree is the number of temples cracked. Vouchers can be obtained through the temples. Vouchers can be used to increase the value of energy and heart, and more heart and energy means that you are sure to accept a greater challenge. However, the number of temple unlocks does not fully explain the situation, except for those who have collected achievements, most players will not crack all the temples before defeating the Devil King. No level means that there are no restrictions brought by the level at the same time, and the player's upgrade is also improved through the character equipment and the player's own skills, voluntarily and unforced to attract players to explore the mainland of Zelda. You can choose to collect and complete all the target tasks, or you can only enjoy what you like, not disturbed by pre-tasks, and will not accumulate experience for the sake of rank, but play games out of spontaneity. This is also the place where players feel that the mainland is open to the game.

This article comes from the official account of Wechat: GameTube (ID:GameTube), author: Shay

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