Almighty Video Game Designer
897 Chapter 896-seeing skill in an ordinary place
Although this weapon system made many people feel annoyed at the beginning, after playing for a long time, they realized that this weapon system, which no one had ever dared to make, had many unique advantages.
The most obvious advantage was that almost all weapons had their uses.
In other games, players only knew how to use a few specific weapons. They would definitely pick out the weapon with the highest damage and the most comfortable to use from the vast number of weapons. As for the other weapons, they could only be sold as goods in the store.
In other words, the designer had designed a variety of weapons, but more than 90% of the weapons were thrown into the store without even looking at them.
However, in Legend of Zelda, almost all weapons could be used by players. Players would carry many weapons with them and choose different types of weapons when facing different enemies.
In addition, the weapon system also had many random attributes. The same weapon had different additional attributes, such as throwing enhancement, attribute enhancement, durability enhancement, bow and arrow continuous shooting, and so on. The rarity level was also different.
In addition, the material of the weapon itself had different characteristics. In different regions, players had to choose different materials to fight.
For example, in volcanic areas, the temperature outside was very high. In addition to wearing a heat-resistant suit, players also had to choose metal weapons. This was because when wooden weapons were exposed to volcanic areas, they would smoke, catch on fire, and quickly burn out. Of course, weapons that were ignited would have higher attack power, and players could also make good use of this to fight against enemies.
When fighting in stormy weather, metal weapons would conduct electricity and attract heavenly lightning. Many players would be struck by lightning until they began to doubt their lives. However, he could also take advantage of this. He could throw the metal weapon on the ground and let the monster pick it up. Then, he could shout "Thunderlord, help me" or "justice from heaven" and let the lightning strike those powerful enemies.
There were many other examples like this. For example, there was a very difficult mage monster in the game. They looked like a piece of paper, could walk in the sky, disappear and teleport, and could only be shot at the moment they attacked. These mages were also holding staves of various attributes, some of which were lightning and some of which were ice. In addition, there were also small monsters around them, which made the players very annoyed every time they fought.
However, some players discovered that as long as they fanned the mages with large banana leaves, they would be blown unconscious and fall to the ground without any ability to resist. The players could take advantage of this opportunity to attack them.
In other words, almost all the monsters in Legend of Zelda had their weaknesses. As long as you chose the right weapon, you could win most battles without relying on brute force.
In terms of story, the main plot of Legend of Zelda was different from that of apocalypse. At first glance, many players might think that the plot was cliché. Wasn't it just a Knight saving a Princess? It seemed that someone had used this plot since the first video game appeared!
However, when one went deeper into the game, they would find that this seemingly traditional plot still contained many touching aspects.
The players were now in a world where cannon had turned the tide of war. There were still many marks of destruction left in the world, such as the berserk guardians and the ruins everywhere.
The storyline was divided into two lines, one hundred years later and one hundred years ago. A hundred years later, the modern storyline allowed players to explore and play freely, while the storyline a hundred years ago was slowly recalled by link by collecting his lost memories. It was a completely linear story, presenting everything that had happened in the past to the players.
Although link and Princess Zelda were the main characters of the game, they weren't the most impressive. Many NPCs left a deeper impression than them.
Among the four heroes, each had their own personality and story. MIFA, in particular, had more fans than Princess Zelda because of her love for link.
As for many other NPCs, even if they only had a few lines, they were still impressive. For example, when link wanted to jump into the river from the bridge, the NPCs passing by would run over and persuade him to treasure his life. The children who played hide-and-seek with link in the village would sleep-talk at night, waiting for their parents to come back. In the end, when their mother was killed by a monster, the children would run to an empty place in the early hours of the morning and start crying. After link bought a house, the worker he helped would move to a new village. Link wanted to help him find helpers all over the world to slowly build a small village. The worker would also find his own love, which was also Link's Bridge.
When these seemingly fragmented plots were put together, they formed a huge open world, where every NPC seemed to have their own soul. The players would really think that the world was beautiful and that they had to save it.
In addition, there were countless hidden details in Legend of Zelda, which highlighted the intricacies of the game.
Many important recipes were pasted on the stables 'walls or in books somewhere, and one could find them by reading them carefully.
The NPCs who patrolled along a fixed route would speed up when it rained, or hide under trees.
The equipment they were wearing was different, and the sound they made when they walked was different.
The ground wouldn't get wet immediately when it rained, and it wouldn't dry immediately after a sunny day.
When he was wearing the monster mask, link would automatically cosplay as a monster. He would make a monster's sound when he walked, and he would pose like a monster when he stood still. When he was wearing a mask, monsters of the same species would not attack him. Instead, they would surround him and smell him, or even greet him.
The horses in the game liked to eat apples very much. They could increase their favorability by feeding the apples, or they could use the apples to lure the horses to places they did not want to go.
In the stable with a snowy scenery, the merchant carrying a lot of goods was still only wearing his summer clothes and shivering in the cold. If a player stood beside him to take a selfie, the merchant would stand up and take a selfie with him. However, after taking this photo, he refused to stand up straight no matter how many photos he took.
They would drown if they were lured into the river.
After freezing pocklin with time freeze, they would take away their weapons. If they were in the middle of swinging their weapons, they would lose their balance and look at their empty hands with confusion.
……
This was only a small part of the details in Legend of Zelda. There were still a lot of details in the game for players to explore.
It might not be a big deal to take out a single detail, but to put so many details into the same game would be unbelievable.
Even if it was just a special action or reaction, it would make the player feel that this game was different from other games because it was attentive enough.
Even though many people had been fighting day and night for dozens or even hundreds of hours in The Legend of Zelda, they still found that there were many mysteries in the game waiting for them to solve.
The players suddenly understood the "picnic" mentality. Shouldn't they be praising such a great game?
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