@Pedro said:
Durability certainly adds to the game, it adds tedium and routinely breaks the pacing during combat. One can argue that they took the lazy route for balancing the game. Instead of actively spending the time to gate weapon availability in relation to enemies and location they just went for "let make the weapons break".
The crux of your argument is 'I don't like durability, so it is worthless.' When one tries to demonstrate why it is not worthless, they are 'spewing nonsense.' You don't want to have a discussion, you want to, much like so many others on this board, say your piece and be done with it.
How would they have gated weapon in a game where the entire point is for you to be able to go wherever you want, whenever you want, without any restrictions? They chose to make a game with a full open ended nature- they could have gated progression in two ways meaningfully, hard level caps, which they chose not to go with, or durability, which they did. That's all there is to it. You don't like it, which is fine, but please stop pretending your dislike holds even a semblance of assessment of an objective value assessment of the game or its mechanics.
'You are trying to argue that the entire purpose of durability was to prevent gamers from finding the most powerful weapon and using that weapon to dominate. If that's the case then all of the other mechanics with the weapons in the game are garbage because according to you all you need in this game is the most powerful weapon and the game is practically done.'
Generally speaking, this is how games, and especially RPGs, work- if you become too powerful, then the entire game is trivialized, which is why high level loot, high EXP and level gains/etc. are reserved for the end game. I don't see what would be so remarkable or special about Zelda in this case.
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