rusty_shackleford wrote: ↑
September 30th, 2025, 02:22
J1M wrote: ↑
September 30th, 2025, 02:10
rusty_shackleford wrote: ↑
September 30th, 2025, 01:59
I think that might extend more from the game being designed around puzzles, no? If it was more systemic in its design then you wouldn't need to be shown cracks in a wall to know it can be blown up.
I think it is more of a reaction to Zelda 1. In that game there was no indication of where a bomb or candle would work. But a lot of the game screens had secret rooms. With so many additional surfaces in a 3D environment, and a limited number of bombs you can carry, I don't think players would enjoy finding those passages without some sort of visual indicator. Whether or not the indicator is too obvious, or whether or not it should have been a different type of indicator could be debated. Though I think the visual indicators started with SNES Zelda and they were quite obvious.
Have you played BotW or the sequel?
I haven't, but I'm just curious if you think it improved on it in any way. I heard it's much more systemic in design — which seems like a logical progression.
Yes, I've played both. BotW was captivating because it was one of the first "open world" genre games that I played and I genuinely enjoyed a few areas like the giant mazes (especially the one that requires your own light source) and the island where you lose all of your equipment and have to rely on system knowledge to get it back. Also have a good memory of cutting down a tree and climbing up the back of a mountain to skip a section about surviving the cold climb to a shrine.
TotK was not engaging for me. I think there was a 3 hour tutorial? And then you are expected to play in the menus a lot to make money before you get to do a dungeon? Everything felt very, very, telegraphed and I was annoyed the majority of the time I was interacting with it.
The important things to find in those games (shrines) are telegraphed by very clear markers that all look identical. Don't remember if BotW had the same flares that are visible from the horizon that TotK does.
That said, both of those games are not really traditional Zelda. They are almost embarrassed of their roots in a sense and want to be open world survival games more than anything else. In terms of genre family trees, Darksiders is closer to Zelda 64 than BotW is.
To more directly answer your question, the new Zelda games contain systems, like gravity, and gluing objects together, and wind power, train tracks, buoyancy, etc. It's pretty cool what you can put together with the pieces you have at your disposal. But at the end of the day, I still needed 200 rupees or whatever in order to buy the right shirt so I could start the fire dungeon, and no amount of systems interaction was going to absolve me of collecting food or whatever to sell for rupees (you can't even get them from killing orcs and goblins). These games have fun systems bubble-wrapped by people terrified that if they don't put all of the puzzle pieces right next to the puzzle and have two annoying characters give you hints for how to solve it before you even start that you will be unable to progress.