The Legend of Zelda BOTW has ruined Open World Games for me

  • 58 results
  • 1
  • 2

This topic is locked from further discussion.

Avatar image for BassMan
BassMan

18741

Forum Posts

0

Wiki Points

0

Followers

Reviews: 233

User Lists: 0

#51  Edited By BassMan
Member since 2002 • 18741 Posts

@jaydan said:

Who else here thinks the Story is perfect for a non-linear experience?

Problems I've had in past open-world games: I'm threaded along main quests, and while I get distracted by a side mission, it has little to no substance to the main quest and it will in fact disjoint the flow of the main narrative, making the fluidity choppy and unappealing.

I know the story in BotW isn't the messiah of storylines, but it might just be one of the most perfect setups for an open-world game I've played and it lends itself perfectly to the non-linear setup and I think part of the beauty is it never loses focus no matter how much you choose to explore off the beaten path and choose your adventure. For the first time, I'm playing a game where the side quests don't feel so much like a burden to the main story as much as they are the story that you choose to create.

So...Spoilers...

The story starts up with Link waking up a hundred years into the future from last he faced Ganon, and then he embarks on his journey for it's told he'll only wake up from his eternal sleep when the evil of Ganon is on the rise again. I know it doesn't sound awfully unconventional for a Zelda game, because it is NOT. But playing the game, it really occurred to me it might be one of the most perfectly implemented Zelda stories yet.

As Link travels across Hyrule, he will run into many many characters, and many of them will remember him from the past, and many will recall his legend and react in astounding energy that they're seeing him at all. Characters that knew him before his hundred year tragedy will react "oh my god you're back! We got lots of catching up to do!" Whereas some character that may have neither known nor had a clue of his legend will simply say "nice to meet ya."

I think that this game's story does perfectly, is no matter which direction you walk in, you're bound to run into characters that are ready a big welcome back party or ask for your autograph (not really, or Idk?).

I think it's genius that part of Nintendo's storytelling efforts in this game makes it so that most characters are close to on the same page with the main narrative, so that traveling off the beaten path is never quite a mistake or a break from the story at all.

Has anyone else realized this and feel the same way?

There is barely any story at all. So, having other characters say they knew you before or have heard of your legend is not a big deal. There is very little substance to any of the side quests and NPCs in the game. Go play The Witcher 3 and watch how it shits on Zelda in that aspect. Also, you can focus on the main storyline in the other games if you like. You don't have to do the side missions in a game like TW3, but they are so damn good that you can't help but want to do them.

Avatar image for BassMan
BassMan

18741

Forum Posts

0

Wiki Points

0

Followers

Reviews: 233

User Lists: 0

#52 BassMan
Member since 2002 • 18741 Posts

@KHAndAnime said:
@Juub1990 said:

@BassMan: Most of these games are trash.

Exactly what I was thinking

Yet, you admit to playing TW3 for 20 min.

Avatar image for deactivated-5c1d0901c2aec
deactivated-5c1d0901c2aec

6762

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#53  Edited By deactivated-5c1d0901c2aec
Member since 2016 • 6762 Posts

@BassMan:

I agree. If there is one area where Breath of the Wild could improve, it's in the quest contextualizing.

Breath of the Wild is less about the 'why' and more about the 'how'. The reason why I am doing something is less exciting as how I am going to do it, which is good because it tends to take up the majority of your play session.

The Witcher 3 is the opposite for me.

Avatar image for jaydan
jaydan

9033

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#54 jaydan
Member since 2015 • 9033 Posts

@BassMan said:
@jaydan said:

Who else here thinks the Story is perfect for a non-linear experience?

Problems I've had in past open-world games: I'm threaded along main quests, and while I get distracted by a side mission, it has little to no substance to the main quest and it will in fact disjoint the flow of the main narrative, making the fluidity choppy and unappealing.

I know the story in BotW isn't the messiah of storylines, but it might just be one of the most perfect setups for an open-world game I've played and it lends itself perfectly to the non-linear setup and I think part of the beauty is it never loses focus no matter how much you choose to explore off the beaten path and choose your adventure. For the first time, I'm playing a game where the side quests don't feel so much like a burden to the main story as much as they are the story that you choose to create.

So...Spoilers...

The story starts up with Link waking up a hundred years into the future from last he faced Ganon, and then he embarks on his journey for it's told he'll only wake up from his eternal sleep when the evil of Ganon is on the rise again. I know it doesn't sound awfully unconventional for a Zelda game, because it is NOT. But playing the game, it really occurred to me it might be one of the most perfectly implemented Zelda stories yet.

As Link travels across Hyrule, he will run into many many characters, and many of them will remember him from the past, and many will recall his legend and react in astounding energy that they're seeing him at all. Characters that knew him before his hundred year tragedy will react "oh my god you're back! We got lots of catching up to do!" Whereas some character that may have neither known nor had a clue of his legend will simply say "nice to meet ya."

I think that this game's story does perfectly, is no matter which direction you walk in, you're bound to run into characters that are ready a big welcome back party or ask for your autograph (not really, or Idk?).

I think it's genius that part of Nintendo's storytelling efforts in this game makes it so that most characters are close to on the same page with the main narrative, so that traveling off the beaten path is never quite a mistake or a break from the story at all.

Has anyone else realized this and feel the same way?

There is barely any story at all. So, having other characters say they knew you before or have heard of your legend is not a big deal. There is very little substance to any of the side quests and NPCs in the game. Go play The Witcher 3 and watch how it shits on Zelda in that aspect. Also, you can focus on the main storyline in the other games if you like. You don't have to do the side missions in a game like TW3, but they are so damn good that you can't help but want to do them.

It's a lie to say there's no story, because there is:

Link awakens after a hundred year tragedy, as the prophecy told he will wake up once the danger of Ganon is on the rise again.
He is remembered in legend by most of the kingdom and many date back to his time as well. Hyrule developed a technologically advanced society which consisted of the Guardians and Divine Beasts, which Ganon ultimately corrupted them to turn on their creators.

One of the main plot conflicts involves:

Link having no recollections of his past, so he therefore sets out to gain his memories back which tell the story of what happened long before the game took place,
his duty to seek and travel to the different corners which the Divine Beasts reside so that he can gain back their control for Hyrule order in the preparation of offense towards Ganon's rise to power.

I dunno. Sounds like there's a good amount of story in there, but it's not hammered down your face like a lot of scripted games will do.

Like I said originally, I'm not saying it's a messiah of storylines, but it's solid enough and the best part is how it's implemented into the game's design, both main and side quests. It never actually loses focus of anything and flow is never busted.

I've played enough open-world games where I might go from one main story quest where a character says "meet me at my house in ten minutes" but then I end up getting distracted by three hours worth of side quests before hopping back onto the main, and literally when I get to that person's house the game picks up as if there was no hiccup whatsoever. So many open world games break their own pacing this way with disjointed narrative exposition.

It's virtually nonexistent in BotW because the entire game was more or less designed as a whole ready to be tackled any way a player likes rather than a stringed mission design with shoehorned side missions that serve no significance than experience points.

Avatar image for BassMan
BassMan

18741

Forum Posts

0

Wiki Points

0

Followers

Reviews: 233

User Lists: 0

#55  Edited By BassMan
Member since 2002 • 18741 Posts

@jaydan said:
@BassMan said:
@jaydan said:

Who else here thinks the Story is perfect for a non-linear experience?

Problems I've had in past open-world games: I'm threaded along main quests, and while I get distracted by a side mission, it has little to no substance to the main quest and it will in fact disjoint the flow of the main narrative, making the fluidity choppy and unappealing.

I know the story in BotW isn't the messiah of storylines, but it might just be one of the most perfect setups for an open-world game I've played and it lends itself perfectly to the non-linear setup and I think part of the beauty is it never loses focus no matter how much you choose to explore off the beaten path and choose your adventure. For the first time, I'm playing a game where the side quests don't feel so much like a burden to the main story as much as they are the story that you choose to create.

So...Spoilers...

The story starts up with Link waking up a hundred years into the future from last he faced Ganon, and then he embarks on his journey for it's told he'll only wake up from his eternal sleep when the evil of Ganon is on the rise again. I know it doesn't sound awfully unconventional for a Zelda game, because it is NOT. But playing the game, it really occurred to me it might be one of the most perfectly implemented Zelda stories yet.

As Link travels across Hyrule, he will run into many many characters, and many of them will remember him from the past, and many will recall his legend and react in astounding energy that they're seeing him at all. Characters that knew him before his hundred year tragedy will react "oh my god you're back! We got lots of catching up to do!" Whereas some character that may have neither known nor had a clue of his legend will simply say "nice to meet ya."

I think that this game's story does perfectly, is no matter which direction you walk in, you're bound to run into characters that are ready a big welcome back party or ask for your autograph (not really, or Idk?).

I think it's genius that part of Nintendo's storytelling efforts in this game makes it so that most characters are close to on the same page with the main narrative, so that traveling off the beaten path is never quite a mistake or a break from the story at all.

Has anyone else realized this and feel the same way?

There is barely any story at all. So, having other characters say they knew you before or have heard of your legend is not a big deal. There is very little substance to any of the side quests and NPCs in the game. Go play The Witcher 3 and watch how it shits on Zelda in that aspect. Also, you can focus on the main storyline in the other games if you like. You don't have to do the side missions in a game like TW3, but they are so damn good that you can't help but want to do them.

It's a lie to say there's no story, because there is:

Link awakens after a hundred year tragedy, as the prophecy told he will wake up once the danger of Ganon is on the rise again.

He is remembered in legend by most of the kingdom and many date back to his time as well. Hyrule developed a technologically advanced society which consisted of the Guardians and Divine Beasts, which Ganon ultimately corrupted them to turn on their creators.

One of the main plot conflicts involves:

Link having no recollections of his past, so he therefore sets out to gain his memories back which tell the story of what happened long before the game took place,

his duty to seek and travel to the different corners which the Divine Beasts reside so that he can gain back their control for Hyrule order in the preparation of offense towards Ganon's rise to power.

I dunno. Sounds like there's a good amount of story in there, but it's not hammered down your face like a lot of scripted games will do.

Like I said originally, I'm not saying it's a messiah of storylines, but it's solid enough and the best part is how it's implemented into the game's design, both main and side quests. It never actually loses focus of anything and flow is never busted.

I've played enough open-world games where I might go from one main story quest where a character says "meet me at my house in ten minutes" but then I end up getting distracted by three hours worth of side quests before hopping back onto the main, and literally when I get to that person's house the game picks up as if there was no hiccup whatsoever. So many open world games break their own pacing this way with disjointed narrative exposition.

It's virtually nonexistent in BotW because the entire game was more or less designed as a whole ready to be tackled any way a player likes rather than a stringed mission design with shoehorned side missions that serve no significance than experience points.

Again, the framework of BotW that you are describing only works because the story is so minimal. It is just a basic premise for the game... a hollow shell with insignificant plot points throughout the game. There are very few epic things that actually happen throughout the main adventure. You can have fun making your own stories because of the gameplay and exploration is fun, but there are not many scripted or designed scenarios that are noteworthy. The game is a great sandbox with solid systems/mechanics, but it lacks punch when it comes to story beats and tailored level/mission design. It does have great world/environment design though. There is plenty to keep you interested, but nothing really stands out as amazing. You don't have the epic, elaborate, and well designed dungeons and puzzles like in previous Zelda games. Everything is more generic. It is a real shame.

Avatar image for jaydan
jaydan

9033

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#56  Edited By jaydan
Member since 2015 • 9033 Posts

@BassMan said:
@jaydan said:
@BassMan said:
@jaydan said:

Who else here thinks the Story is perfect for a non-linear experience?

Problems I've had in past open-world games: I'm threaded along main quests, and while I get distracted by a side mission, it has little to no substance to the main quest and it will in fact disjoint the flow of the main narrative, making the fluidity choppy and unappealing.

I know the story in BotW isn't the messiah of storylines, but it might just be one of the most perfect setups for an open-world game I've played and it lends itself perfectly to the non-linear setup and I think part of the beauty is it never loses focus no matter how much you choose to explore off the beaten path and choose your adventure. For the first time, I'm playing a game where the side quests don't feel so much like a burden to the main story as much as they are the story that you choose to create.

So...Spoilers...

The story starts up with Link waking up a hundred years into the future from last he faced Ganon, and then he embarks on his journey for it's told he'll only wake up from his eternal sleep when the evil of Ganon is on the rise again. I know it doesn't sound awfully unconventional for a Zelda game, because it is NOT. But playing the game, it really occurred to me it might be one of the most perfectly implemented Zelda stories yet.

As Link travels across Hyrule, he will run into many many characters, and many of them will remember him from the past, and many will recall his legend and react in astounding energy that they're seeing him at all. Characters that knew him before his hundred year tragedy will react "oh my god you're back! We got lots of catching up to do!" Whereas some character that may have neither known nor had a clue of his legend will simply say "nice to meet ya."

I think that this game's story does perfectly, is no matter which direction you walk in, you're bound to run into characters that are ready a big welcome back party or ask for your autograph (not really, or Idk?).

I think it's genius that part of Nintendo's storytelling efforts in this game makes it so that most characters are close to on the same page with the main narrative, so that traveling off the beaten path is never quite a mistake or a break from the story at all.

Has anyone else realized this and feel the same way?

There is barely any story at all. So, having other characters say they knew you before or have heard of your legend is not a big deal. There is very little substance to any of the side quests and NPCs in the game. Go play The Witcher 3 and watch how it shits on Zelda in that aspect. Also, you can focus on the main storyline in the other games if you like. You don't have to do the side missions in a game like TW3, but they are so damn good that you can't help but want to do them.

It's a lie to say there's no story, because there is:

Link awakens after a hundred year tragedy, as the prophecy told he will wake up once the danger of Ganon is on the rise again.

He is remembered in legend by most of the kingdom and many date back to his time as well. Hyrule developed a technologically advanced society which consisted of the Guardians and Divine Beasts, which Ganon ultimately corrupted them to turn on their creators.

One of the main plot conflicts involves:

Link having no recollections of his past, so he therefore sets out to gain his memories back which tell the story of what happened long before the game took place,

his duty to seek and travel to the different corners which the Divine Beasts reside so that he can gain back their control for Hyrule order in the preparation of offense towards Ganon's rise to power.

I dunno. Sounds like there's a good amount of story in there, but it's not hammered down your face like a lot of scripted games will do.

Like I said originally, I'm not saying it's a messiah of storylines, but it's solid enough and the best part is how it's implemented into the game's design, both main and side quests. It never actually loses focus of anything and flow is never busted.

I've played enough open-world games where I might go from one main story quest where a character says "meet me at my house in ten minutes" but then I end up getting distracted by three hours worth of side quests before hopping back onto the main, and literally when I get to that person's house the game picks up as if there was no hiccup whatsoever. So many open world games break their own pacing this way with disjointed narrative exposition.

It's virtually nonexistent in BotW because the entire game was more or less designed as a whole ready to be tackled any way a player likes rather than a stringed mission design with shoehorned side missions that serve no significance than experience points.

Again, the framework of BotW that you are describing only works because the Story is so minimal. It is just a basic premise for the game... a hollow shell with insignificant plot points throughout the game. There are very few epic things that actually happen throughout the main adventure. You can have fun making your own stories because of the gameplay and exploration is fun, but there are not many scripted or designed scenarios that are noteworthy. The game is a great sandbox with solid systems/mechanics, but it lacks punch when it comes to story and tailored level design.

That's the point I'm trying to get at. The story is not necessarily complex, in fact it's fairly standard Zelda narrative, but it's probably one of the best implemented we've seen in a long, long time. I think the beauty in its more minimalist story in a MASSIVE world, really entails what I'm trying to say. There is a main plot a main conflict yet "making my own story" no matter what, will serve towards the main plot considering most of the NPC's will have a thing or two to add to it.

Avatar image for BassMan
BassMan

18741

Forum Posts

0

Wiki Points

0

Followers

Reviews: 233

User Lists: 0

#57  Edited By BassMan
Member since 2002 • 18741 Posts

@jaydan: I hear what you are saying, but I just feel the story is very much a throw away story because nothing really happens. It is not a bad story, but there is nothing to it. I didn't feel fulfilled at all by the story. The gameplay, interesting environment, and cool traversal is what motivates you to keep playing.... not the actual written story. There were no moments where I couldn't wait to see what happens next. The fact that you can make it to Ganon right at the beginning of the game just proves how pointless it really is. It is just a basic framework to tie together the sandbox world they created.

Avatar image for jg4xchamp
jg4xchamp

64057

Forum Posts

0

Wiki Points

0

Followers

Reviews: 14

User Lists: 0

#58 jg4xchamp
Member since 2006 • 64057 Posts

@jumpaction: Rockstar sucks. Simplest answer.

Avatar image for iandizion713
iandizion713

16025

Forum Posts

0

Wiki Points

0

Followers

Reviews: 14

User Lists: 0

#59  Edited By iandizion713
Member since 2005 • 16025 Posts

@BassMan said:
@iandizion713 said:

@aigis: Just call him.

@trollhunter2 said:

@iandizion713: for me its claiming tops of mountains and sliding down or gliding in the air lol

Yeah, im addicted to climbing. Its the most innovative and revolutionary thing in gaming. Something ive always wanted to experience.

It is very similar to the Assassin's Creed games except in Zelda there are less restrictions on what you can climb.

Assassins Creed is boring though cause all you climb is building and have no climbing stamina limits. You get bored of climbing real fast in Assassins Creed. Same with Assassin Creed combat, its gets pretty boring and is way to easy.