@waahahah:I don't agree with you and I don't think the separation between wild fun and a more narrative and structured driven experience make GTA V a successful sandbox. :/
Firstly, character and plot development to me has absolute value but let value over the content of said mission being distinctive and memorable. This is personal but much of what I remember from GTA V's side quests were either the narrative directing them or the ones that were distinctively poor (Exercising the Faith). There are, as you mentioned the fun stunt challenges which have always punctuated the GTA franchise and these moments, of course let you choose the vehicle you believe will make the jump. Still, what permeates my issues with GTA V isn't in order or abundance of content, it's a matter of choice. Yes, there are explicit challenges in Breath of the Wild that have limited solutions too but choice, I feel dominates the experience and even in the absence of it, there is still an underlying feeling that I can figure something out in a way I see fit, even if the game is subtly instructing me how to do it. (Because even those block challenges could theoretically be solved using status + a hammer. Just saying. :P )
Understand though, I am coming from a place of difference in importance. Narrative to me only holds so much weight and it's telling, particularly in GTA V that I didn't much care for anything that was going on - more so that I didn't even like any of the protagonists. This is a personal taste, of course but when much of the reward of doing these side events affords to bolster someone I don't care about, then I'll take a new sword or a new horse over seeing a cut-scene. Partly too that outside of the absolutely defined differences like parachuting challenges, races, golf and tennis, not much of the side content is that memorable from a gameplay standpoint. There are the exceptions like Michael gunning down clowns and Trevor going on rampages but in the former's case, it has more to do with the context than the actual meat of it. Personally, the challenges of Breath of the Wild having parallels of similar content and absolutely distinctive content are more valuable. There are exceptions to this of course like the combat trials but to me the way these and korok seeds act as gameplay snapshots over the more verbose Eventtide Island (A brilliant side quest), Trial of Thunder, The Eye of the Sandstorm and... well actually just the Shrine Quests in general rely more on their distinct gameplay situations than their narrative individuality (which is basically non-existent).
"amount of puzzles that are solvable in tons of different ways aren't nearly as prevalent as you're making them out to be." Do you have an actual metric for this? There are endless Youtube videos expressing the opposite.
One Shrine, Eight Solutions
Shrine Skip Compilation... Actually there are a number of these videos.
Getting to a dungeon out of sequence
These are of course unintentional but the freedom the game gives you at the very least makes them a possibility and in the long-term, will open itself to more speed runs, variety of solutions and permanence as a challenge of creative thinking in competition.
It's not like GTA doesn't have its fair share of similar examples but I definitely feel the missions don't encourage the same level of creativity that Breath of the Wild can express. This is partly due to how evocative the mission design is. Too many of them put you in the passenger's seat of the designer's vehicle and give you a solution quite openly. It's a matter of execution over discovering a solution. I would love if the mission design took more from games such as Thief or Dishonored. Granted, I understand these are comparatively smaller worlds but you're still given that mechanical freedom that GTA V doesn't share. Can you give me an example of a very dynamic mission in GTA V? I don't think the heist missions are all that particularly dynamic. Once you've set upon the pre-defined choices, you carry out those choices by the designer's rule. Again, with the abundance of mechanics GTA V has, these are often used sequentially rather than in a free space. I'd love more missions that let me engage in them in a manner that I see fit because the tight, narrative missions highlight the weaknesses of the series rather than the strengths. It's not like I don't think there is some good stuff like Trash Truck which actually punctuates the open world, the cop chases and gives you freedom to lose that wanted level how you see fit but then you got missions like Chop, Fresh Meat and By the Book - missions that I feel dominate the experience in design that are more rigid and less an engaging open world/sandbox experience.
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The Ubisoft comparison I feel doesn't dig deep enough into actually observing the loot, how this loot governs the gameplay loop and in what precedence it takes because loot such as pigeons, Assassin's Creed feathers, Far Cry's herbs and hides and Breath of the Wild's food and herbs are all examples of loot but all function differently and exist for different reasons. It's broad stating them as similar and not examining them meticulously to view their permanence on the core loops of those games.
Let's take for example
- feathers and treasure in Assassin's Creed: Feathers are easy to find, often put in blatant areas and offer no reward until you collect them. You collect them to get a new outfit and they don't stretch the mechanics in any really meaningful way. Treasure can be used to buy better items like swords and replenish resources that cost money. Finding these again is done by way of map markers.
- Far Cry has hunting and leaves: Hunting is used to collect pelts which can be used to expand your inventory. Leaves are used to to create potions which can heal you, assist you in hunting or see gain Witcher vision. The map is very useful in finding animals.
- GTA has pigeons. You get an achievement.
- BOTW has hunting for food items, korok seeds and treasure: These differences are quite punctual. Korok seeds are used to expand your inventory. Micro puzzles that need to be found by the player as they explore the world. There is no solution like Assassin's Creed and there is no indication on where you find these like the animals in Far Cry. If you stumble upon them, solve the puzzle, you get the reward. Much of the hunt for them requires you to investigate interesting formations on the map or search them using vertical space. This in itself is a already a more interesting gameplay loop than the Far Cry loop which is 1. Climb tower to reveal map. 2. Travel to animal icon 3. Hunt animal 4. Enter menu to craft. Nothing wrong with this - and hunting can be fun but the potential for finding interesting stuff is magnified in BoTW by the fact that you don't simply get the answer.
Next you got food items to restore health which by all means is optional and also in abundance. You collect green herbs in FC to do this and in BoTW you can hunt for animals, or collect apples, berries, fish, creatures, bugs and what have you simply by playing the game. It's never, at least for me, a dominant experience but a passive one that happens in between the exploration. There's no reason to collect or grind for these resources as they fill up naturally and in large quantities.
Treasure is again not solved for you on the map like in AC. Fun is that not only can this treasure be useful but the loops leading up to some of this treasure can also be fun. Take, for example Misko, the Great Bandit. To get the treasure, you need to find the source of a river beneath a small mountain peek. Again, this isn't just a loot collection Assassin's Creed situation - it's an environmental riddle. There are varying qualities of these treasures and where you find them but it never devolves to 1. Opening the map 2. Go to treasure icon 3. Get treasure.
By actually examining these loot and collectibles, the value in the experiences you get from them are variably different and yeah, the cut scenes you get as reward for finding the picture locations aren't nearly as fun as simply finding the locations themselves - because actually engaging in an open world is fun if you let the player explore and get lost themselves vs. giving them the solution on the screen and hey, the story being bad in BoTW is a fault and I still think Majora's Mask is the best example of story in Zelda but again, not as important to me as the fact that those picture quests were fun to figure out. (at least I thought they were).
GTA could totally nail this too. In a world with social media and a camera phone, I'd love to see more missions like the paparazzi Franklin quest but hold back on giving me the actual location of the target and let me find them by way of clues to their location. That would be a cool modifier on that mission. The problem isn't that collecathon or loot based gameplay is bad it's just that it hasn't been handled as well as BoTW has done it by actually making a meaningful, fun and reward gameplay loop out of it. Far better than hunting for obtusely hidden pigeons that give you literally nothing and not finding but being told where to find treasure and feathers littered around a map that have no real bearing on the core game loop.
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Yeah I think GTA has a better narrative than BoTW. I also feel GTA's world is so meticulously crafted, beautifully immersive and the abundance of mechanics, vehicles, weapons, planes and variety of tasks you can take on populating that world are varying degrees of fun but absolutely appreciative in their sheer numbers but I still don't think the missions are dynamic enough to facilitate much of the mechanical abundance as highlighted by the missions I listed before, nor do I feel these rigid missions really use the open world in a valuable way (much of them are isolated to a location on the map, and then further isolated by means of how you can tackle them). As a linear experience, GTA is more cohesive and better defined but Breath of the Wild excels then at not being a linear experience, rewarding you for treating the game as a non-linear experience and frequently punctuates the open world and the sandbox of the world through it.
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I think if GTA had more rewarding reasons to explore the world, more freedom within its mission design and *ahem* better 3rd person shooting both in level design and mechanical deliverance, then I think I'd enjoy it even more than I do now. Ditto BoTW, if it had more complex puzzles, deeper combat and a stronger narrative, it too would be a much better game. As it stands though, the reasons I like BoTW revolve around its open world and sandbox nature and the reasons I like GTA V and IV for that matter are the mechanical abundance and beautifully, meticulous cities but I'm rarely ever actually treating the open world with any level of dedication other than traveling to and from points of interest. So when I'm thinking about which is a successful sandbox, open world game? I'm thinking about the one that actively has you engaging in them and not the one that uses it to facilitate the points of interest and the simple immersion of it, which isn't as cool as this: Honey Bunny Brown video.
"You can only run around the map for so many hours looking for these trivial items until you want to be challenged in more complex ways so once the honey moon period ends people can start looking at it more critically."
And that's understandable because contextually substantial content is not what BoTW excels and I think players expecting this will be alienated when they discover that they need to explore, seek out and use their own sense of discover to actually appreciate the game loop of BoTW but it's a different in design and one that, I think open world games could benefit from more - even the ones that are defined by more narrative and contextual driven weight because GTA being a more appealing linear, narrative driven experience is less substantial of an open world game than a game that values the open world above the narrative, which might be why I think GTA Online is probably a better use of that world than the singleplayer itself. I would strain explicitly in my recommendation of BoTW that the game is very much about exploring and getting lost and less about having something concrete to actually do. This is going to divide people because not everyone likes a game that requires you to find the fun but for me, in an open world adventure? I want more of that!
Also two thumbs up for Kerbal Space Program. :)
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