OK So I gave it some thought in the past five minutes and here's what I came up with for BotW.
BOTW without a durability system - let's redesign the game. Some minor spoilers.
So if we just take out the durability system you run into a couple design issues that we would need to address. Since some people think that the durability system could be taken out to improve the game -and by the way it's not in any way hard to improve upon a game in hindsight especially without needing to work with a 100 other people on it- why don't we dive in to it and try to think of a system that would be better?
The problems you run in to have to do with the very core of the design: the freedom you get to go wherever you desire in this world. It's probably the biggest achievement of this game aside from the joy of exploration. But as a result we run into at least the following 3 problems:
For one, the red and blue enemies would never be a threat anymore. A player could go get the Master Sword from the beginning of the game and he would be set for the rest of the game. People are doing this in the game right now. You could always use the Master sword that will make short work of any of those enemies. So most enemies in the game become kind of useless. Or if the player doesn't immediately get the best sword the game becomes a lot harder. How would we solve this? Do we adjust enemies because you found better gear? Then what is the point of finding the better gear?
A second problem would be that you wouldn't ever care about finding or earning other melee loot, because you got a great melee weapon already. So weapons in chests become meaningless, weapons dropping from enemies become uninteresting. You finished a Divine Beast and get the legendary stick of hulu hulu! Great but you already have something better. How would we solve this?
And a third problem is that without an interest in enemy weapons the combat will become much less dynamic. You won't throw your sword away, you won't use a different melee weapon type, you won't steal an enemy weapon to use against them and in turn you are unlikely to ever play around with the enemies half as much as with the durability system in place. How would we solve this?
Those are the 3 main problems that I see emerge without a durability system. Here are the solutions I came up with: To problem 1 I would say you could design enemies so that they need to be taken down with a different melee weapon type. So you would need to have more than just the Master Sword to effectively take down all types of enemies because a sword is not very good against skeletons for example. To problem 2 I would say you could make the best sword in the game part of the Divine Beast stuff. You couldn't go get it immediately but you have to earn it, as one of the 'best of' melee weapons from the Divine Beasts. You would get the best spear, the best sword, the best hammer and the best shield from the Divine Beasts. It would still make many of the rewards in the game obsolete, I'm not sure how to solve that. Maybe replace all weapon rewards with rupee and (trap?) crafting rewards, and make everything more expensive? Then beating a Lynel would mostly turn it into rupees? To problem 3, I don't have a good answer. I don't know how you could possibly think of a way to keep the A.I. and the combat as fun and interesting as it is, without having the playful interaction with your weapons and the enemy weapons. I guess you could, instead of allowing us to toy with their weapons, give us something like traps that we could set that create interesting combat situations. Like a balloon trap that uses octo balloons to make an enemy unable to touch the ground and they would be stuck there until they attack the balloons. Or traps that influence their weaponry. That would take a lot of work to balance out and design, though.
So in short I think it could be done, although it would introduce a lot of arbitrary restrictions and some new problems (you can set infinite traps?, traps disappear after time?, still finding loot but all of it is worse, you could find a way to just use one weapon effectively against any enemy by exploiting A.I., or if you don't... the difficulty from one encounter to another spikes abruptly), but it would take a lot of extra resources to do this: Keep in mind that the game is build around the chemistry engine. The traps, and the enemies neatly designed around weapon types, and the re purposing of the resting place of the Master Sword would definitely be a lot more work than using the durability system. It would take much more tinkering and design work to pull that off. Think 1 or 2 years of extra dev time. I'm not sure that that would have been a better call. And also keep in mind you can do this easily with any game ever. You can very easily sit down and say 'I think this bit that isn't perfect would work better if we did it my way'. But I do wonder what system you would come up with to make it work better than it does.
Cause maybe I'm being a dum dum but usually I am good at this stuff and I don't think it's that easy to make BotW work without durability. The UI though, they could have quite easily done better by letting you drop weapons from the quick select menu and such. I totally 100% agree with those complaints.
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