I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 746 - 233: Mr. Ke Furious to the Point of Blurriness! (Last Chapter Before the New Year)
Chapter 746: Chapter 233: Mr. Ke Furious to the Point of Blurriness! (Last Chapter Before the New Year)
"Fourth tier framework: Divine Temples."
"There are a total of 120 Divine Temples scattered across the Hyrule Continent, but don’t think for a moment that Designer Ke distributed them haphazardly."
"Almost all of these 120 Divine Temples are clustered around the Sheikah Towers, and they further subdivide the area around each Sheikah Tower with even greater granularity."
"When a player climbs to the top of a Sheikah Tower and gazes down from the summit, they can immediately spot the scattered Divine Temples around them; they only need to open their paraglider and leap to slowly drift towards a nearby Divine Temple."
"Like the Sheikah Towers, a Divine Temple must play a key role in advancing the game, sparking the player’s desire to explore."
"As a result, as we all know, besides the fun that comes from solving puzzles within the temples themselves, completing each Divine Temple grants a Spirit Orb, and collecting four of these allows a player to increase either a heart container or a segment of stamina at a Goddess Statue. This kind of attribute boost is irresistible to players."
"It’s precisely because of these Divine Temples that a player’s journey from Sheikah Tower A to Sheikah Tower B becomes much more significant."
"And then we come to the final step, the smallest framework within ’Zelda’: the fifth tier."
"Although it’s the smallest framework, the power it wields is by no means insignificant. After all, skyscrapers must be built on solid foundations; it’s unrealistic to aspire to build high without first taking care of the basics."
"Thus, while this fifth tier of the framework might not be as specific as the previous four, the crucial role it plays is irreplaceable."
"In simple terms, this layer of the framework is about spontaneous events."
"These events are typically set between Divine Temple A and Divine Temple B, and can be a talking flower, a particularly conspicuous rock, a large snowball, or a sweat-drenched NPC."
"They can also be a waystation, a raft, an oddly out-of-place tree, a monster camp."
"The content of the fifth tier framework is not specific, but its function is to fill the monotony of traveling across the game map."
"If the first four tiers of the framework were utilitarian, then the fifth tier returns to the essence of gaming—it starts from the standpoint of fun."
"Paired with ’Zelda’s’ unique adherence to real-world physics, these spontaneous events feel grounded in reality."
"In the real world, if you come across a block of ice, the best way to melt it quickly is to increase the temperature of the surrounding environment."
"In ’Zelda,’ when you encounter a block of ice, you’ll find that as you approach it with a lit torch, the ice starts to melt, visibly shrinking in size."
"Even more surprising is that you can light a campfire next to it because common sense tells you that logically, the higher the temperature, the faster the ice will melt—and indeed, ’Zelda’ confirms this is the case."
"If you light a campfire and then hold a torch, the rate at which the ice melts will increase exponentially. These details adhering to physical laws can’t help but make you smile."
"Normally, when you come ashore from the water, a person would be soaking wet, but in games, this detail is often omitted for ease of calculation."
"In ’Zelda,’ when Link gets out of the water, you can see water droplets continuously falling off his body."
"When you’re running in the snow, you feel cold, so naturally, wearing a thick coat will warm you up. This seems unremarkable, but if you’re holding a torch or carrying a Fire Series Sword, these will also ward off the cold, which makes perfect sense."
"Those who have played it will know, when you chop down a log and push it into the water, it floats, and we can even stand on it to drift. This mechanic is common to many games, but the way ’Zelda’ implements it is remarkable—the game calculates that objects less dense than water will float while denser ones will sink, rather than simply ’logs float.’"
"And then there’s the ubiquitous, earworm-inducing ’Korok’ sound. There are many more such details in ’Zelda,’ but I won’t list them all here. All these realistic details must rely on the fifth tier framework to be revealed; they couldn’t be presented in the first tier framework of the kingdom, nor in the second tier’s Four Divine Beasts, the third tier’s Sheikah Towers, or even the fourth tier’s Divine Temples. They can only be unfolded within the fifth tier because the essence of life consists of countless minuscule events."
"The so-called macro constructs the rules, while the micro exhibits the features. Thus, the number one player, employing the five-tier framework principle spatially nested, converted the initially blank expanse of the Hyrule Continent into an incredibly captivating otherworldly vista through progressive refinement."
"It is precisely this five-tier nested structure, along with the details conveyed by the fifth layer."
"In the end, garnished with the innate guidance of ’Triangular Design’ and the ’Lighthouse Effect.’"
"Designer Ke presented ’Zelda,’ the most distinctive game in history, to all designers and players in Blue Star, as an answer sheet that’s close to perfection."
"The so-called open world is not simply about having a bigger map, nor is it a mere matter of a thirty percent main quest and seventy percent side quests."
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