安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Still to this day we try to make fences and fence gates with the old recipies.
https://www.youtube.com/watch?v=D67jM8nO7Ag
I swear some games treat you like it's your first time touching a video game.
In theory.
https://www.youtube.com/playlist?list=PLbqkLu2V1bJJUQ2aLZjFdz8decGs1kHg-
This lad played through without any guides or comment spoilers, figuring everything out, from redstone circuits to enchanting to village management to ender eyes with trial and error and using the in-game advancements tree. He did ask for a hint in figuring out how to make a nether portal, and some Minecraft developers watch the series, because they eventually added the ruined netherportals showing up in the overworld to give a hint as to how to make them, since it's very unlikely anyone would figure it out in a vacuum.
However, Nana-kun does have a rather unique play style as a result of not getting ideas from other people. Emphasis on deep quarry pits instead of the more common branching strip mines, and lots of sky bridges and floating bases. And the way he finally defeated the Ender Dragon and Wither was rather unorthodox.
So no, this means there's no particular rules to speak of outside of a few generic definitions. So if someone designs a game to be used this way, it's still very much a game, and maybe a good one at that for thinking outside the box a bit.
Plus that point about Terraria needing a wiki is demonstrable crap.
I've never read a wiki on it, and I can happily come back to it now a few years after and toddle through it bit by bit - it makes everything easy to learn. You're just supposed to explore and use trial and error. That's the whole POINT of the game.
So I guess that summarizes another point - is it poor design if you're not getting or playing the game how it was designed? I'd token that's more a YOU thing.
One example mentioned earlier was Minecraft's nether portals. You need to construct a specific structure of a specific material to access a chunk of the game content but nowhere was it hinted.
In that regard Minecraft has been a special offender as it relied a lot on people joining the game having 'meta' knowledge of it (Having seen streams of people playing it and whatnot) It was never designed with the idea of someone jumping in blind like many other games.
So in a sense it behaved like a TV show which required you to read the books in order to fully enjoy it.
Another example I remember as I played the game a lot was Payday 2. There's a 'narrator' sort of guiding you through the game levels. However there's a specific level that requires you to mix ingredients in an order given to you by the narrator. Thing is in this very case it could give you the wrong ingredient (by mistake), leading to you 'failing' the mission.
The problem is the game never gave the players the queue that said information could be misleading (Which only happens at this very specific level)... It was later acknowlegded and the voice acting changed to adress this, but for a good time it lead to a trail of people asking why they were failing.
but that always depend on why and what you need the guide for , if it's some things that are meant to be kind of secret then it's can be justifiable in a lot's of case.
I also didn't know how to break blocks when I first played Minecraft. I just spammed my mouse button thinking that would work.