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Touch Night Talk: What are you doing in the last days, do you have time to fish?

Touching the night talk, every day nonsense and game-related farts, ghost things, new things.

Touch Night Talk: What are you doing in the last days, do you have time to fish?

Photo/Xiao Luo

The adventure stories in the game often have an exciting climax: all the way to find the brave man behind the black hand nest, pass the level, and finally come to the castle of the demon king. At this juncture in the face of the final battle, sometimes the nervous emotions and the coherent rhythm will be broken by some small things. For example, while the Demon King is waiting for a duel with you, leave him alone and catch a fish in the river next to the castle?

This scenario may sound unreasonable, but it does occur often during the actual gameplay of the game. For example, in The Legend of Zelda: Shrinking Hat, the final battle requires the player to defeat the boss with multiple stage changes after passing the quadruple challenge, and it is difficult to successfully challenge if the early stage does not collect enough items and the Heart of Life. Unfortunately, I didn't pay much attention to the collection in the early stages, and when it came to the final battle, I found that I couldn't fight it, so I had to go back to the map in front of me to do some light and pleasant little tasks, and collect the heart of life that I didn't find by the way- in the end, the boss and the sealed Princess Zelda had to wait there for me to slowly collect, after all, I couldn't start fighting without coming.

Touch Night Talk: What are you doing in the last days, do you have time to fish?

The final boss battle in The Legend of Zelda: Shrinking Hat is quite long

The same thing happened recently in Final Fantasy XIV, where the atmosphere of the final showdown in the new version of 6.0 is rendered quite well, and even an entire map is used to create the environment for this epic battle, but only if there are fewer people on the map, otherwise there will be no sense of tragedy of fighting everything alone.

Now that the new version has been online for more than half a month, when players walk into the last map with a sense of mission, they may be greeted by an army of miners and gardeners who are trying to collect, passing by waiting for special dangerous missions to refresh, and hunting vehicles that can crowd out the quest area at a fixed time every day. All of this makes the map, which should be full of loneliness and epicness, seem a bit lively and destructive - I am about to go to the final showdown, but the time-limited collection point has been refreshed, should I go and collect a material first?

In fact, the freer the game flow, the more likely it is to have this "doomsday is coming, but I'm fishing" situation. Now even games where the main line is a linear process usually leaves you with a chance to fill in the missed side lines before the final showdown. While this pause can cause some experience fragmentation, it is still more uncomfortable for the player to enter the final process and not to go backwards and have to abandon the previous branch line. Many games will ask the player before entering the final stage of the unregressible process: "The next step will be into a battle that cannot be turned back, are you sure you want to continue?" "This design is still very considerate for players. As for whether it can be self-consistent in the plot, and to what extent it can alleviate the damage to the player's smooth and coherent story experience, it depends on the ability of each production team.

Touch Night Talk: What are you doing in the last days, do you have time to fish?

What if you don't have the money to upgrade your ability when you have the final showdown? Go back to town for fishing

But in retrospect, it's not just the final showdown, the adventurers in the game are always switching back and forth between ease and tension. Just now still fighting with dangerous enemies, the next moment was already playing card games in the tavern of the town; soon after the end of a thrilling battle, he found that there were rare fish nearby, so he rushed over and pulled out his fishing rod. Perhaps it is the special, free form of video games that makes this experience possible. This kind of "repeated jumping" plot arrangement will seem very fragmented and difficult to accept in the traditional medium, but in the game, the adventurer is so free, facing the doomsday crisis, he has the confidence to say to the demon king: "Pause, wait for me to catch a fish!" ”

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