Chapter 894: Every Player's Unique Experience

⏱ ~2 min read

Chapter 894: Every Player's Unique Experience

Sitmm had probably already been gnawed down to the bone by now, right?

But in "The Legend of Zelda," since the princess had already been locked up for a hundred years, a few more days wouldn't make much difference, would they?

So Link had plenty of time to slack off, catch grasshoppers, and even comfort himself by saying it was all to improve his strength—no rush at all to save the princess.

Players could methodically gather a full set of legendary gear before brutally crushing Ganon, or they could charge in wearing trash armor, relying solely on their skills and technique to speedrun the game. It was entirely the player's choice.

What players loved to talk about and showered with praise, however, was the puzzle-solving gameplay of "The Legend of Zelda."

In fact, many players said, "This is the hardest puzzle game I've ever played—I can't even play it without a guide, dammit!"

But plenty of other players strongly advised against using a guide for "The Legend of Zelda," because almost every puzzle element in the game had no single solution. Following a guide would severely diminish the fun of playing.

The game's guidance was also perfectly balanced. It only used existing puzzles to let players figure out the uses of various special abilities on their own, with no further explanations afterward.

In terms of travel, players could choose to climb, glide, run, or ride a horse.

When facing enemies, they could wipe them all out, sneak past them, or avoid them entirely.

For puzzles, as long as the final goal was achieved, the game didn't restrict players from using any means.

For example, some ground mechanisms required an object to weigh them down. Most people would grab a wooden barrel, but players could also use the magnetic ability to pull over a treasure chest, or even just drop ten apples on the ground—that would work to hold the mechanism down too.

In combat, aside from all sorts of fun and quirky tactics, players had also discovered the ultimate gimmick: they could pick up a chicken and toss it into a group of monsters. After the monsters attacked the chicken a certain number of times, it would trigger the "Chicken's Revenge" effect, allowing players to fish in troubled waters.

In other words, without a guide, almost everyone's experience playing "The Legend of Zelda" was completely different. When a player discovered some strange object... they had likely already found a new hidden element.

So, after playing for a while, players became highly sensitive to every blade of grass and every tree in the game. Even a pile of oddly shaped rocks on a cliff would immediately make players realize: "There's definitely a Korok here!"

Some players even joked that "The Legend of Zelda" shouldn't be called an "open world"—it should be called an "open air"! Because this open world was different from others; it wasn't just the ground that was open—even all the air was open!

Link could climb any high mountain and then use his paraglider to glide anywhere in the sky. This game wasn't a simple flat plane—it was a three-dimensional world.