@heirren said:
@ConanTheStoner:
Things can still be open and have A to B segments.
Yeah absolutely. I know I might have come off as it being one or the other at the end of my previous post, sorry about that.
I guess my point was that I do enjoy how they went about it here.
Simply saying A to B is kinda vague I suppose. There are instances in this game where a series of tasks is required to meet your greater goal, like with each of the Divine Beasts. I took it like you meant you wanted sections to be gated off, and for overall progression to be forced in a certain order, which is what I don't want. Sure there can still be a great degree of openness, it's been proven in countless games before, but I enjoy the fact that BotW bucks that and just lets you do whatever, whenever.
@heirren said:
As massive as the world is you begin to wonder what can be done, given the flexibility of the game engine? A chase? A rescue? SOMETHING to test the player a bit more. Something to add some variety. It in no way negates the open nature of the game, just simply adds a bit of tension here and there.
Definitely man, that's kind of what I'm saying, those are just a few of the countless ways Nintendo could expand on the base of BotW. There are far to few instances of open world games using their spaces to their true potential. Most open world games only touch on the idea while many tasks end up being too localized or samey.
No arguments on that, I just don't see how a stricter structure would be necessary to facilitate extra variety and use of space lol.
@heirren said:
A better shrine difficulty curve. 120?! How about far less with the an arc to difficulty--something more akin to old school dungeon design. Maybe enter a shrine on X part of the map, finish it, and all of a sudden you don't know where you are on Y side of the map? My point is that for the amount of time involved in the game there needed to be a bit more structure, peaks and valleys in what you do, to maintain interest. Everything got a tad easy, I should add, too.
Again, I'm on board with a lot of this.
I'd argue that the game naturally offers peaks and valleys in your interaction along the way, no matter which direction you choose. It seems more like we're arguing the theory of how this could go wrong vs. how Nintendo actually pulled it off, and I think they did an amazing job. If I ever went through a relatively quiet stretch of down time, it's because I chose to do so, it's the pace I wanted, I'd purposefully put off tackling larger tasks to take in the world and explore.
Though really, even though they don't force a path on you, it's quite obvious that they litter the game with bread crumbs in an attempt to guide your progress in whatever direction you choose. The world and content placement aren't haphazardly thrown together at random, it's essentially one giant well designed level.
As for the shrine stuff, sure I agree they're too bloated, with some being obvious throw aways. A difficulty arc? Yeah that'd be nice I suppose. Would I personally be willing to sacrifice the open ended nature of the game to have shrines in order? Nah. I see your point though, there is a give and take to it all.
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Sorry to cut it short bro, girlfriend wants dinner.
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