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Chapter 232: The Game Design Philosophy That Made Global Manufacturers Kneel!_2

"Players only need to make one choice between the two: walk to the left to interact with NPCs, or go right to venture into the mines, simple and intuitive."

"And once they exit the mines, they just need a few more guided points of interest."

"Of course, it is not possible to use such direct examples in the game, as you cannot just place a public bathroom wall anywhere—it would be too jarring. And if changed to another nearby vision-blocking object, once or twice would be okay, but frequent use would bother players as it restricts their view. After all, you keep emphasizing an open world, yet you're always blocking their view, how does that fit? It's not really free."

"Let's now see how the prime player in 'Zelda' managed this issue."

Brother Beici in Figure 3 selected a scene from inside the 'Zelda' game.

In the distance, a mountain.

On the left side of the mountain, there is a resting point capable of activating side quests, while on the right, an inactive Divine Temple.

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