How to teach novices in games well? Check out this analysis of 7000+!
The reason why I downloaded this article was that I saw a question one day: "What is excellent teaching for new players?" "The Legend of Zelda: Breath of the Wilderness"(hereinafter referred to as "Wild Blow") immediately came to mind. As an open world game that "runs out of the cave and gives you the whole world", the initial platform that undertakes the teaching task of novices has almost no mandatory guidance. It relies solely on map design to allow players to naturally be attracted to new goals, and at the same time, it is completed step by step. Awareness of game content-application-enhanced awareness-in-depth application. And fully consider how to maintain the continuity of the game experience even if the player "does not take the usual path."
In order to capture the details as much as possible, this paper chooses the most "clumsy" method--rewalking the initial platform--to carry out the re-disk analysis. The article contains a lot of personal understanding, it is inevitable that some design points will be omitted or misunderstood, please forgive me.
In the opening animation, the protagonist Link is awakened by Zelda's voice. The first environment the player sees is a dark room with limited light sources of cool blue light, giving a calm, safe feeling.
All "gravity" elements involved in this article are marked with red circles
After entering the free control state, facing the only blue light object in the scene, this is the first application of the concept of "gravity". The so-called "gravity" is mentioned by Nintendo in its CEDEC2017 speech on the scene design and development of "The Legend of Zelda: Breath of the Wilderness", and is one of the design concepts that runs through the entire game. Simply put, it can be understood as all attractive factors that can attract players to move in a specific direction/to a specific place under non-mandatory guidance. As small as the materials on the ground, as large as the monster camp, as large as towers and temples. In a dark room environment, players have "phototaxis" like mosquitoes and are attracted to the console.
I obtained the important prop "Stone of Sika" on the console just now. Later, in the next scene, there are treasure chests on both sides of the channel to provide basic clothing, and the luminaries on both sides serve to indicate the path.
Looking forward, you see the orange console. After interacting with the Stone of Sika, the console is activated and turns blue. At the same time, a blue mark appeared on the blocked door and then opened. Orange and blue serve as contrasting colors throughout the game. Here, players can probably perceive that "orange represents closed and waiting to be activated." Blue represents open and interactive." As the game progresses, players can also feel other corresponding characteristics.
All path indications involved in this article are marked with blue arrows, and all terrain obscuring are marked with yellow boxes
Link strode out of the Awakening Temple. The first animation of the big world ended and entered a free control state again. At this time, players can see the mysterious old man and bonfire in the middle distance, and the protruding buildings in the long distance. Combined with the natural terrain, they can roughly plan the travel route without any forced guidance. This design method of naturally connecting paths with near and far 'gravity' will be applied to games countless times. At the same time, please pay attention to the continuous rock wall on the right side of the path. When the low altitude area on the left side has been "exposed", the map content on the right side is obscured, and it does not slow down until the mid-distance gravitational point. This is another design concept that Nintendo shared on CEDEC2017 throughout the game-the "Big Map Triangle Rule". Natural terrain, vegetation, man-made buildings, etc. form segmentation and concealment of map content. Most of the obstacles selected are triangular, supplemented by other shapes such as trapezium. On the one hand, we can control the amount of gravity within the field of view to avoid "seeing the bottom at a glance" destroying the fun of exploration or making choices difficult. On the other hand, we can in turn hide gravity behind obstacles to create a surprise of "a bright future." At the same time, large terrains such as mountains can also serve to extend different exploration paths.
But don't move forward yet! Looking back, Lao Ren had prepared a small gift for exploration players who loved to clear maps at the beginning. The two branches serve as the initial "weapons" that can be obtained (note the "wooden" attribute of the branches at the same time), and the concealment of the stone makes the player more and more curious,"What will be behind it?" Walking over and taking a look--
Three Hailaru mushrooms! This is the first time that a player has received a "Recovery Item" with a total life recovery of one and a half hearts. It is a good reward for players whose initial health points are only three hearts. "Encouraging exploration" can be said to be Zelda's series tradition. In the context of this game's open guidance, this concept allows players to have fun beyond "quickly achieving the main goal" even if they wander around in the early days when resources are scarce and relatively weak.
Returning to the normal direction of progress is still a path connected in series with the gravitational points. Move forward.
Arriving in front of the old man on the mid-distance gravity point bonfire, the scene shown in the picture above, the small pond in front and the monster camp on the right together constitute the area with the highest density and most exciting design on the initial mesa.
Let's look at the path first. There are three travel routes here. The first is Route 1. The above-mentioned towering rock wall on the right side tends to be gentle here. Because the "fruit on the tree" appears for the first time as gravity, the player can jump to the right after trying to climb the tree to get the apple. The second is Route 2. It can be seen from the mini map that Route 2 is the main line direction, so it will not be pressed for the time being. Finally, Route 3, which uses the unlit pyre + the fastest "metal" weapon the player can normally obtain, the axe + the protruding cliff as gravity to lure the player to the pond. First look at Route 1--
Route 1 can be called the challenge route. After players jump on the high platform, they will observe the hostile creature Bokblin for the first time, and it will be a monster camp formed by three teams! Whether or not you use the previous logging axe at this time will directly determine the difficulty of the battle. How can we fight this tough battle if we only have branches on us?
The answer is just pass it casually... just kidding. Generally speaking, players will learn the alert mechanism of hostile creatures during their first approach, as well as the roundabout tactics of pulling a distance to eliminate aggro when discovered. Lying tree trunks are provided around the camp as barriers for players to sneak,
延伸阅读:
暂无内容!
评论列表 (0条):
加载更多评论 Loading...