I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 740 - 230: Ke Er!_3
Chapter 740: Chapter 230: Ke Er!_3
The second challenge involved utilizing twelve square stone blocks that formed a wall, blocking the players’ path. Human strength couldn’t push it, and weapons couldn’t break through.
But upon closer inspection, one could clearly see that one of the blocks was a different color.
Shining the "Magnetism" skill on it, the metal block hidden within the stone was revealed without a trace of concealment.
Players had to manipulate the metal block to push, pull, and drag it, thus scattering the neatly arranged stones to clear a passable route.
This was obviously an advanced application of the "Magnetism" skill.
In a silent manner, it told players that "Magnetism" wasn’t just about controlling metal itself.
It could also utilize the controlled metal to accomplish even more tasks.
For example, pushing open those stones which were originally impossible to destroy with human strength.
Or even—killing monsters.
Because behind the stone wall lurked a small Mechanical Guardian.
Its mechanical technology seemed to come from the same source as the Giant Octopus they encountered at the Ruins of Time.
Under Brother Fangfang’s several attempts,
"Magnetism" could not only swing the metal block side to side to strike the Guardian,
but also lift the metal block up and let it free fall from mid-air.
Using gravity to smash down and deal damage.
"Holy cow! This feels distinctly different from other games..." The gleam of interest began to sparkle in some players’ eyes.
Turning the method of killing monsters into a part of puzzle-solving gameplay!
And it was placed right in the first Divine Temple.
Clearly, the top player wanted to tell gamers through this method:
In "The Legend of Zelda," please use your creativity as much as possible.
The ways to kill monsters are far more than just traditional swords and magic!
After taking down the junior guardian, they encountered a platform ahead that couldn’t be passed even with a jump.
Players needed to use magnetism to control a nearby metal panel, creating a bridge for themselves.
And at the final trial, players saw a treasure chest peacefully placed on a wooden rack above their heads.
It was out of reach, but with clever use of "Magnetism," it could be easily pulled right in front of them.
Until Brother Fangfang completed a series of trials and passed the test, obtaining the trial’s proof and being teleported out of the temple,
some players who were initially completely uninterested in "The Legend of Zelda" were still mulling over what just happened.
The entire temple trial provided no hints whatsoever.
Instead, it used a series of mini-trials transitioning from ’simple thinking’ to ’a bit more thought’ to help players steadily consolidate their newly acquired skills, enhancing their understanding of the skill’s application.
Moreover, precisely because there were no hints, the feedback players received after making the correct puzzle-solving decision felt all the more satisfying.
And what shocked the bystanders even more was this:
"The Legend of Zelda" had taken tutorial guidance to an incredibly nuanced level!
Brother Fangfang had just stepped out of the temple when not far ahead, there was a pond.
At the very bottom of the pond, a chest could be vaguely seen.
If this were like the typical games from Blue Star’s game developers,
normally, they would just hand over a magnetism ability and let the player figure it out.
Or they’d dump a lengthy explanation telling the player what the skill could do, making players lose interest in reading it.
But having been repeatedly consolidated, upon seeing the chest in the pond, the players’ first reaction was—
Use the magnetism skill!
Fish the chest out!
And the moment the magnetism was activated,
they could see a long, black metal plate also lying at the bottom, highlighted in a bright gold state alongside the chest when the magnetism lit up the surroundings.
That way, players were naturally going to notice the metal plate while retrieving the chest.
After pondering for a while and coming to the realization that the metal plate seemed to be useless,
they would turn and walk away.
It didn’t require much.
Only a few steps further,
they would come across a marshland full of silt which Link couldn’t traverse.
And near the middle of the marsh, on a standing pillar, there were two attractive wooden chests.
Magnetism could only draw in metal chests,
so to get these wooden chests, another method was needed.
At this point, nearly all players would do the same as Brother Fangfang.
They’d quickly go back, pull the long metal plate from the clear pond, and lay it between the stone pillar and the ground in the swamp, creating a steep incline.
With this, the advanced tutorial on the entire "Magnetism" part was finally complete.
In just a few short minutes, "The Legend of Zelda" had guided players in a nearly perfect interconnected manner,
simultaneously satisfying players’ desire for exploration, puzzle-solving, a sense of achievement, a sense of gain, and that total immersion without breaking character.
"Damn... This tutorial design is simply brilliant!"
"I’ve honestly never seen a game integrate guidance to this extent..."
"The top player is truly guiding players on how to play the game, not teaching them how to play the game..."
"Damn! Brother Fangfang, I now understand why you said Designer Ke is your ’dad’... Holy smokes, this ’daddy’ made an incredibly awesome game!"
The new players were still exclaiming how awesome it was,
while the established ones had already rushed to the bar, laying out several bills on the counter, their foreheads popping veins as they frantically banged the table and said:
"Bartender, I want to play ’The Legend of Zelda: Breath of the Wild’ too! Get me one of those!"
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