Mayshu Zhan – Sketchnote: Game Architecture

I enjoy playing The Legend of Zelda: Breath of the Wild. It’s an open-world game with an evocative narrative, which keeps you interested with its smart design of short and long tasks.

Game Loops

In this game, I spent a lot of time exploring the big world of Hyrule. This includes finding hidden shrines, fighting enemies, collecting items, and solving puzzles. Each action is rewarding. When I complete a shrine or solve a puzzle, it feels great because I get something useful like better gear or new abilities–I got my mental models updated!

Big Goals

The main goal of the game is to defeat the big bad guy, Calamity Ganon, and save Hyrule. But there are also smaller goals along the way. I can help characters I meet, recover lost memories, and tackle big dungeons. These goals help guide what I do in the game.

Interaction Loops

While I explore, I often run into enemies. Each fight is a quick loop: I see the enemy, we fight, and if I win, I might get some cool loot. These little loops of action are fun and keep things exciting.

Interaction Arcs

My journey across Hyrule feels like a big adventure arc. As I explore more, I get better at fighting and solving puzzles, which prepares me for bigger challenges. Also, the choices I make can change small things in the game, like which areas I explore first or how I solve problems. One cool thing about this game is how my actions can create unexpected stories–make up my own interaction arcs. How I choose to explore and interact with the game world makes my experience unique.

So, the game keeps me engaged by using both short interaction loops and longer story arcs. This design makes it easy to enjoy quick play sessions or long adventures, always offering something new to discover or achieve.

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