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Allison's Legend Of Zelda: Ocarina of Time (N64)
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[January 14, 2008 12:09:10 AM]
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Gameplay:
I still liked the game for its stress on puzzle solving abilities, as well as reflexes and hand-eye coordination. However, there were times when I would get stuck in a room and could not get out. After about five minutes of turning in circles and listening to the same music repeatedly, I finally just restarted the game. Even with my moments of difficulty, I did become so involved with the game, moving through the different rooms looking for rewards, that I did not realize how long I had been playing. I spent at least twice as much time playing in this session than was required. I understand now how people can become addicted. The game has a way of sucking you into its own world to the point where you almost do not notice anything else.
As people began to pass through the room though, I felt a little disconnected staring at a TV screen. In my last session playing, I did not feel as separated probably because my roommate was involved with her own work and there was no one else in the room. However, this time I felt a need to defend my game playing, as though other people would think poorly of me for playing a video game in the middle of the day. At one point, I said to a housemate “I’m not addicted to video games. I’m just playing this for a class.” We talked about the class for a bit, and then I returned to the game.
Design:
The reward structure and conflicts in this game are closely linked. Rewards involve gems, weapons, and other useful objects. Gems can also be cashed in at the store for other weapons or renewed health. Objects that are more valuable are earned upon the completion of difficult tasks, whereas simple tasks are rewarded with less valuable items. Figuring out a path through corridors without being crushed by a giant bolder leads to the retrieval of a sword. The player earns a special token as proof of success after defeating a very dangerous spider twice the character’s size. Throwing a rock or chopping grass earns you a single gem.
Conflicts are created by the desire to obtain rewards. Players confront creatures in the game endangering their own lives because once the creature has been conquered the player is rewarded. Even without the added reward, there would still be conflict because the creatures are continuously trying to kill the player. Challenges are also present in the absent of dangerous creatures. Upon entering certain rooms, iron bars drop and the play must figure a way out if they wish to continue playing.
The only problem I have been able to discover with my limited experience of this game is that the conflicts and rewards can become so distracting that I loose sight of the overall goal of the game.
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[January 11, 2008 11:49:05 PM]
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Summary:
Zelda is a single-player role-playing game that takes place in the kingdom Hyrule. The story centers on the adventures of Link, who is summoned by the Great Deku Tree to break a curse. Link eventually breaks the curse, but is unable to save the Deku Tree. The creator of the curse Ganondorf, king of the Gerudos, plans to conquer Hyrule and Link must stop him. The fairy Navi assists Link on his quests.
Gameplay:
This is the first video game that I have actually sat down and tried to play for any extended period. I had some trouble figuring out what all the buttons did, but I discovered a short training session that helped immensely. The more fluid my movements became, the less frustrated I became. The little map in the bottom right corner was not very clear so I had some trouble figuring out where I was supposed to go. Then once I was going in the right direction, I got very annoyed when a character told me I could not pass because I did not have a sword and shield. I thought Navi should have told me that in the first place. It would have saved time.
I found it interesting that if I approached the same character several times without doing anything in between, they told me the same information. However, if I went to other characters for information or I gathered equipment and then returned to a character from earlier, I often received update information. When I started playing, I was under the assumption that I would always receive the same information, but then I accidentally re-approached a character and got new information. It felt very rewarding figuring this out (even if it was by accident).
This may be a single-player game, but I did not feel like I was playing alone. I continuously talked to myself, characters on the screen, and my poor roommate who was trying to do her own homework. (I actually think she was a bit amused watching me flounder on my first video game.) I also like that so far the central focus is not on combat. Some of the training sessions imply future combat, but the focus in the beginning seems to be geared more towards puzzle solving and searching. Overall, I have had fun playing this game and look forward to my next session with it.
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Allison's Legend Of Zelda: Ocarina of Time (N64)
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Current Status: Playing
GameLog started on: Friday 11 January, 2008
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