Tuesday, 29 January 2013

Gamasutra - The Legend of Zelda

Notes:

First off the hero in The Legend of Zelda is a He not a She.


Where the player is supposed to go

How they know that this is path

How the spaces fit together

Critical Path - the quickest path, why? Without using bonus or secret paths. Making the game simple and easy but still giving the player a challenge, not getting the player annoyed with the game.

He talks about Linear. Linear helps the player by not getting him/she lost in the game, but still making the player feel like it is Random in the game.

Intensity Ramping - increasing the difficulty as you progress through the level, but still giving the player a chance to learn to overcome these difficulties.

Encounter is repeated twice.

Variety - variation of enemies - " difficulty - " of level designs - " of player choices - monsters are not mixed to start with.

Training - Manuals.

No comments:

Post a Comment