I Just Want Players to Save Money, They Insist on Giving Me!
Chapter 729 - 226: There’s a Big Problem with This Zelda! _3

Chapter 729: Chapter 226: There’s a Big Problem with This Zelda! _3

Mide heard this and rewound the preview in the video.

He began to quickly look for some subtle clues.

Soon, he noticed something.

At the very beginning, on that giant volcano in the distance,

one could see a blond youth climbing the mountain, his body tightly clinging to the rock face, already halfway up the slope.

He had seen this scene at the start and hadn’t paid too much attention to it.

But soon, Mide’s complexion changed somewhat.

In the second scene, at the site of the vast waterfall, the youth quickly made his way upstream, still in the distant view.

It wasn’t until the moment he leapt from the waterfall that the camera zoomed in.

After that, the snowy peaks.

The howling sand dunes.

The layered rainforest mountains.

He seemed to always be able to see the blond youth appearing near the mountainsides in the frame, or natural wonders, or large buildings.

You should know, if these shots appeared once or twice, it might be okay.

But if they are present every time, they must imply something...

After all, every trailer is a collection of carefully selected footage put forth by the game company.

In just a few minutes, they need to clearly expound the aspects of the game that can attract players, thus generating a desire to purchase.

Every frame of footage is precious, and anything that does not achieve the desired effect will be cut and never released.

Repeated appearances mean that the number one player wants to make it clear to the players that this is also a feature of the game.

So, what exactly is the feature?

Staring at the screen, at that tiny silhouette hanging on the side of the mountain, Mide watched for a long time.

Suddenly, his pupils contracted sharply.

"Wait!! Have we made assumptions too early?"

Looking at his puzzled colleagues below the stage.

Mide’s eyes twitched slightly, then he continued, "Climbing mountains, or scaling huge buildings... In real life, since it can be done manually, we don’t get the feeling of being out of the game while watching ... but"

"But the problem is, there’s no need to climb mountains in the game, and the whole process of climbing is meaningless, so most scenes are just textures; there’s a set up that doesn’t allow players to interact with the scenery."

"Even in a game like Elden Ring with extremely high map usage, players can only move on the right paths, guided by the designers, but cannot directly hang on the high parts of a castle, or the guiding route would be completely messed up."

"But if the repeated appearances of the blond youth are any indication... Does it mean that the number one player has designed all these buildings with interactive behaviors?"

As soon as Mide said this, instantly the eyes of everyone in the meeting room widened!

Indeed.

Just like in real life, when people are hungry, they eat.

Therefore, when characters in a game eat, nobody thinks that behavior is strange.

In reality, people can use all sorts of tools to climb, so it’s not strange when characters in the game climb.

Because of the preconceived notions, no one noticed anything wrong at first.

But is there a possibility...

Allowing high-intensity interaction with buildings in the game... That itself is a very strange setting?

Is it a setting that has never appeared before?

"I feel... this game seems to have a pretty strong sense of immersion..." a staff member swallowed nervously and cautiously expressed his thoughts.

The so-called sense of immersion in games can be expressed in many ways.

But the most direct one is — cognitive synergy.

When you naturally assume something in a game is natural and smoothly integrated, the immersion it brings to the player is at its max.

"I feel that immersion is secondary; what is the purpose of this setting that allows interaction with the scenes?" a higher-up looked around at colleagues and shared his thoughts.

"Could it be to increase freedom? If a mountain blocks my way and I can’t climb over it, I have to follow the set route and walk up the mountain road... It’s very simple for designers to bottleneck players at that point, just by placing some enemies that are impassable at the current stage, they can achieve the effect of dissuading and softly guiding the player to explore other areas."

"But if I can climb directly, if I can cross mountains, then I have a lot more paths to choose from. I might even miss some of the strong enemies that the designer has placed halfway up the mountain, missing some of the equipment here," analyzed a high-ranking executive with crossed arms.

"If players are offered countless shortcuts..." Although he didn’t want to say it, Mide still spoke with difficulty, his voice tinged with unease, "Does this mean..."

"That the number one player has full confidence in ’Zelda’s’ map design?"

"Designer Ke believes that no matter which way players go, they won’t miss some important things?"

The whole meeting room fell silent, with no one voicing opposition to Mide’s speculation.

A subtle quiet atmosphere spread throughout the meeting room.

However, this atmosphere made Mide even more uneasy.

He even unconsciously broke out in a fine sweat on his forehead.

Never mind the core game itself.

The trailer had only played halfway.

But the design philosophy it encompassed seemed to already be far ahead of all the open-world types currently on the market...

Mide’s heart was starting to panic.

Folks, there’s a big problem with this ’Zelda’...

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