7:41:06
The Boy without a Fairy【THE LEGEND OF ZELDA: OCARINA OF TIME | PART 1】
2026年7月16日 02:03 配信
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1:07:29
if it were a horror game and the tapping made it faster while youre being chased it could add to the franticness
他64
1:07:53
yeah. good design should make you curious about an item or write you in a way that you should move in that direction
他15
1:07:58
My favorite is Portal having a broken ladder because people don't look up for portal surfaces.
他8
1:08:03
I remember struggling with this and Majora as a kid, but because I barely knew any English back then & guess what language version my parents got :D
他29
1:08:12
I remember watching the commentary track for Portal and they talked about how they had to change the lighting to point people in the right direction, since people kept getting lost
他16
1:08:22
i remember watching a youtube video about how breath of the wild pointed gamers to points of interest to guide ppl to explore things naturally...super interesting stuff
他26
1:08:23
Bungie was pretty good at this in Destiny dungeons and raids outside of a few times they really hid things
他4
1:08:47
I struggled with Majora the first time I played it and left it for years before I discovered you're meant to use the song of slow time lol
他91
1:09:00
Yeah the ‘hold button’ prompt is kind of a lazy shortcut for ‘immersion’ when other games find better ways to achieve that effect, like making combat feel like it has weight/struggle behind it
他35
1:09:02
PoE2 just added a nice flow to their maps to help you learn where to go in their campaign too and they are really nice
他4
1:09:04
welcome to ESL hell.. it's funny now playing those old games again and being like "oooooh that's what it meant!! :_haha::_haha::_haha:
他368
1:09:10
I had this exact same problem as a kid as ESL with Pokemon Emerald, both me and my lil bro had no idea what was going on
他57
1:09:32
Sometimes I wonder how a tree can have torches inside itself without getting set on fire :thinking_face:
他63







