Good Game Design – Breath of the Wild: Open World Done Right

Good Game Design – Breath of the Wild: Open World Done Right

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Open World games are…a dime a dozen. Seriously, if shooters were the defining genre
of the 2000’s, open world games might be what defines the current decade. And because they are everywhere and so commonly
produced, they sort of get a bad rap – if a game game has “open world” elements it’s often
seen as a negative nowadays. So today on Good Game Design, I wanted to
discuss the problems with the genre and how two new games have made valiant efforts at
improving them. Let’s talk about it. So what exactly is wrong with Open World games? Running around in a giant sandbox, being able
to do whatever you want sounds amazing on paper, limitless possibilities and all that. But I think most open world games make 2 fatal
flaws in their designs. 1) They actively try to narrow down your experience
into a much more linear one, and 2) any bonus content you can do is pointless and uneventful. A good friend of mine and fellow content creator
Razbuten made a couple videos that I highly recommend checking out – “Minimaps are stupid”
and “I hate fast travel”. I promise they’re not as pessimistic as
they sound, it’s more just taking a look at common problems that open world games face
and offering some suggestions of how to resolve it . I’ll give you the cliffnotes version
here though. Minimaps, while an innocent attempt at giving
you more information about the giant world you’re exploring, become bogged down with
clutter really easily, and waypoint markers of your next objective can force you to look
at a tiny dot on your screen instead of taking in your surroundings. It also frees developers of the need to create
intuitive level design because you’re always guided to your next mission via a simple line
or direction arrow. Fast travel can also be a huge detriment to
the open-ended nature these games are trying to convey. With no punishment for instantly teleporting,
you have zero incentive to walk across the map yourself once you discover a location,
and again it makes the purpose of having a giant wasteland to explore meaningless. Often movement itself isn’t fun and there
isn’t anything to do in between destinations, so why not fast travel? But the bigger problem I have with open world
games is that all the extra sidequests you’re given are not only excessive and overwhelming,
but often dumb and serve no purpose. The majority of these side missions simply
reward you with more experience or extra money, or maybe a good weapon if you’re lucky. But is this really worth the hassle of helping
out a villager with a fetch quest or finding all the collectibles in the city if there’s
no decent reward for doing so? Even worse is when the activity itself is
boring and disconnected from the overall story or theme of the game. I want to slay monsters, not catch red frogs,
and God forbid if I have to go bowling with my cousin again. I find myself asking “so, what’s the point”
when I’m doing anything other than the main missions, and that’s a surefire sign of
shallow padding. So how do we fix it? Horizon Zero Dawn came out a few weeks ago
and I was pleasantly surprised by how it tackled a lot of these issues. You can instantly journey to any campfire
that you’ve discovered on the map, but it now costs a “fast travel pack” to execute
which uses up resources you’ve collected from the environment. This makes each time you fast travel carry
much more weight, as you can’t just do it infinitely anymore. But the world of Horizon Zero Dawn is a big
place, so when you’re navigating normally, you can override machines to ride them and
go much faster. These encounters in and of themselves are
enjoyable and you have to be stealthy to pull them off. Besides, it’s important to hike by foot
anyway to get the resources you need to craft arrows or healing items. While Horizon uses an intuitive waypoint system
that adapts to your surroundings, you have the ability to turn the entire HUD off altogether,
and be able to take in the beautiful scenery around you as you explore the valleys and
mountaintops of this world. Most significant however, is that the variety
of sidequests are actually valuable to do. To reveal more of your map, you can climb
tallnecks and hack into their system, but doing so is extremely satisfying and fun,
and each one presents new challenges of how to complete your task. Cauldrons are complex shelters full of monsters,
but if you clear them out, it gives you knowledge of how to override even more machines as you
journey to new locations. Overall, the sidequests improve yourself as
a character and in more ways than just experience or skill points, it enhances the gameplay
itself as you unlock new ways to play the game or discover hidden secrets. That being said, it does seem to get repetitive
after awhile and the environments aren’t exactly intuitive to navigate. What if another game took these improvements,
and went a step further? Enter Breath of the Wild. Our latest Zelda adventure is similar to Horizon
Zero Dawn in a lot of ways – and no, not just because they both like shooting arrows at
robots. The same advancements are here in Breath of
the Wild, The Pro HUD turns everything off except for your hearts, making for true exploration
without a constant reminder of where you’re supposed to be, and while you can fast travel
whenever you’d like, you can only transport to shrines or towers, not every single place
you’ve discovered, AND you’re encouraged to trek everywhere because all of the extra
things you can do have actual value for growing as a player – the shrines give you spirit
orbs that can increase your hearts or stamina when you collect 4 of them, korok seeds can
be found by solving simple little puzzles throughout the world and these are used to
upgrade your weapon, shield or bow slots to carry more equipment, killing enemies and
gathering their body parts are not only useful for cooking elixirs but also for upgrading
your armor at the great fairy fountains, and even memories can be triggered by finding locations
that match these photos you’re given by Impa, and these give you backstory of what
happened 100 years ago before Link lost his memory. Everything has a purpose and it’s so much
more than just money or completionism. In fact, Breath of the Wild pulled off something
that every other game strives to do – it made each task and location unique, creative and
fun. I feel like you don’t need a minimap to
explore Hyrule – there is something waiting to be discovered around every corner and no
matter where you traverse, you’re going to find something interesting and rewarding. It’s a map that was carefully crafted to
BE explored, and even the same tasks you have to do over and over are all distinctive
from each other, like the towers that fill in your map – yes you have to climb to the
top of each one, but they all have different obstacles along the way, like purple goop
blocking the path or simply not having any ledges to rest on so you need to fly in from
above. All of the dungeons are similar in that you
need to find a way to enter them and interact with the 5 modules to take control of their
body, but each one is so vastly different from the last and were very memorable experiences. Even the shrines blew me away with how diverse
they were from each other. Not only are there 120 of these things, but
they can all be completed right from the get go, nothing is gated from the beginning. And this sense of openness is only reinforced
by how realistic the game’s physics are – want to create a giant snowball, you can
do that! Want to climb that mountain in the distance,
you can do that! Want to dress like a woman and ride a sand
seal? Normal. Saturday. Night. In fact, Zelda dared to do something most
any other game would never dream of – you’re able to go right to the end as soon as you
leave the Great Plateau! Why would you create all this extra stuff
to do, but then allow the player to skip it all and just beat the game in the first hour!? Now obviously, this is easier said than done,
and they definitely recommend that you DON’T do this, but the fact that it’s possible
is so important. This means that everything you do in this
game is your choice. And this is exactly what an open world game
should be all about! It’s almost the polar opposite of other
Zelda games – the joke in Ocarina of Time was that you’re supposed to be saving the
world but instead you’re fishing or catching chickens, but here it’s like “Well you
COULD fight Ganon, but why don’t you go recruit some help first by wandering across
the land.” The only quest you’re given at the start is
to defeat Ganon, and how you decide to tackle that is up to you. It even makes fun of you a little bit if you don’t know
where to go and ask for help, like c’mon have a little more resolve than that! You can figure it out! And this is all intentional – the driving
force behind every design choice Nintendo makes here is “discovery”. It’s fascinating when you start to see all
the little details they threw in. Hetsu, the maraca shaking broccoli tree, is purposefully
placed on your way to Kakariko Village in the beginning, this is the only direction
you’re given, and the developers wanted to make sure you knew what the purpose of
Korok seeds were early on, but he only lets you upgrade a couple times before he heads
off toward his home in the north. If you want to upgrade your weapon slots further,
you need to explore and find him again. When I first left the Great Plateau the first
thing I found wasn’t a horse, or a simple shrine, but instead a GIANT ROCK MONSTER LIKE
WHAT, LOOK HOW FAR HE HITS ME. There’s a bunch of these minibosses all
over the world, and this is one way to find out about them. Okay get this, you can find a lady just cooking
some meals on a cliffside and she’ll tell you the recipes she’s made but they’re
all bad and will only create dubious food that is so gross you can’t even look at
it, it’s pixelated, but like I should’ve known because she sucks at cooking, look at
that, she burnt the meat. If you stand on this bridge and look out,
a guy stops you and tries to talk you out of committing suicide, like don’t do it
man there’s so much to live for! I can’t even begin to describe how unique
every single area is. The detail is unreal, and I NEVER felt like
I was seeing the same thing twice. Perhaps what games these days struggle with
most is keeping things fresh. An enemy might be cool the first time you
see it, but by the 20th, it’s repetitive. I never got that feeling with Breath of the
Wild. Every choice I made was my own, and the world
encouraged me to do just that. It is truly a game that gives you the freedom
to explore, and rewards you when you do – not with pointless experience, but with tangible
benefits that have caused me to become hopelessly addicted to flying around Hyrule in hopes
of finding every little secret. This is what an open world game should be,
and I don’t know if I’ve ever seen a game that executes it so perfectly. Thanks for watching another episode of Good
Game Design, now if you’ll excuse me, I have a world to explore. Stay frosty my friends. Hey guys, I’m snomaN! If you enjoyed feel free to give this video
a like and subscribe for more analytical content on this channel. Tell me your thoughts on Breath of the Wild
in the comments below, I’m sure there’s even more little details I haven’t found
yet. And as always, if you ever want to support
the channel you can do so through Patreon, like these people right here:

100 thoughts on “Good Game Design – Breath of the Wild: Open World Done Right”

  1. what about MGSV? its a pretty gud open world, i recon much better then horizon zero dawn. as a matter of fact, it seems like breath of the wild took the design philosophy directly from MGSV.

  2. Bonus thing I bet you guys don’t know: if you want to bait different kinds of fish, use the type of fish’s food. Iron fish? Ironshroom bait.

  3. "Hestu is purposefully placed on the path to Kakariko Village" unless you decide to do other stuff first and then eventually get to Kakariko Village from the other side after like 10 hours… I actually didn't find Hestu for a long time.

  4. Hard disagree – OK game design. While the concepts and gameplay were done well, the actual content and scenery is extremely lackluster even versus games released a decade ago. I got bored really fast after being spoiled[?] by Oblivion, Skyrim, GTAV, FF15, MMOs, etc. I realize they have a graphic style going, but there's only 2 looks for dungeons and 1 look for bosses. The dungeon and enemy designs were awesome, but the appearances were extremely flat and drab with little variance. Really, nothing you do in the world impacts anything in the end. The Master Sword helps a lot, but it isn't necessary…nothing is necessary, you can beat the final boss with 3 hearts and no divine beasts…FeelsPointlessMan. Also, the story is extremely lacking even compared to other Zelda games, which are a bit light on story as RPGs go. Ganon has no lines, guys…and his name is that of a wild west bandit.

  5. I somewhat agree. Revalis completely invalidates the differences between towers and dungeons. You also mention sode quests but didnt touch on the fact that side quests given in BotW are typically useless, usually giving rupees are a slower rate than just doing combat. You also mention enemy variety, but BotW has a really low enemy variety, the majority of encounters being gaurdians, bokoblins, moblins, and lizaflos.

    The game is amazing, but not really for breaking the mold on what are weaknesses of the open world format.

  6. BotW’s Hyrule is amazing because it feels like a living, breathing, dynamic place. I only wish we could see it all before the great calamity

  7. Horizon zero dawn does its hud options right. I think it's very excessive with all the markers and crap on screen on the default setting, but what's great is that you can completely customize it. I have most things set to dynamic so I only see health and items during battle, and I have the compass turned off… but what's great is that instead of having to go into the menu to look at the map all the time you can just touch the touchpad and the compass pops up temporarily. It's super convenient and allows you to explore with zero hud.

  8. I liked the video, but I have to say, I disagree about fast travel, because you are saying that you should take in the experience, but even good games have pretty much empty spots on the map, and sometimes you use fast travel to go back to an old location, that's just my opinion though, still a really good video ^_^

  9. This game is able to be Great because Nintendo chose this weak graphics model. So let's accept open world in cell shading. Next Red dead in cell shading ? For more ressources left and So do more things in the game ?

  10. I would say for fast travel to have certain waypoints across the map to travel to and from, that way you can limit significant retraversal while encouraging someone to actually explore the area around the warp point.

  11. 6:30 Yeah but that's why 95% of them were so simple that they were uninteresting since it is imposible to build on a concept,

  12. Well, I agree in some points and botw is definitely an amazing game. But the whole joke is that people are now praising BotW for features, which were criticized is almost every other game.
    Your video was interesting, entertaining and fully packed with facts etc but almost every few seconds, you are praising a feature of BotW which was already done before (and sometimes better) but in any other game, it was critisiced. Or you tell about a feature in other games, which is not really good, but in BotW, the same features exists too, just with another skin. But in BotW, this specific feature is now loved instead of hated.

    It is a very good game but to be honest, it is still very overrated. Sometimes, it feels just like BotW would get such a good rating because it is a Zelda game and developed by Nintendo.
    Because when people wold be honest, look at it with an open mind and with some logic to analyse the whole gameplay, they see that BotW has not that many features which are differen't from other games. But people just like to think inside small boxes.

    Now I just wonder, how much hate I will get from stupid fanboys because I wrote this comment. The same hate as always. -.-

    Nontheless. Great video!

  13. I found breath of the wild just as repetitive. Breath of the wild is a sandbox game. I like my open worlds with narrative.
    That said I appreciate the lack of map clutter.

  14. The danger of great games like these is that the standard set by them will be too high for any dev team to handle if they dont have a high budget and 4+ years. Too high standards can kill the industry

  15. Maybe i'm alone here but as fantastic as the world in BoTW is and as fun as it is just to explore Korok seeds really sully the experience for me. I explored the game top to bottom just to see the world but there was always a tinge of disappointment whenever i got somewhere really cool looking only to find a korok seed and nothing else.

  16. Great video and analysis. I also think your video just showed me the last stone talus I needed to get my medallion from Kilton. It's funny because I literally passed through that area a bunch of times and never awoke that talus…

    Edit: Can confirm I always passed by the Stone Talus on Lake Hylia North

  17. Horizon zero dawn and breath of the wild are so similar it’s ridiculous, both have super advanced ancient technology , both have tall structures to climb to reveal more of the map and the exploration is super fun!

  18. The Botw quests are actually terrible though. Find 10 crickets! Show some dude a club! Find a dragonfly! Take a picture of a rabbit!

  19. I do think that fast travel is, to an extent, necessary in larger open world games in order to limit forced retraversal. Discovering things is fun, but trekking through an area you've already gone through ten times is not. What games could do is offer incentive for you to explore these areas, such as having special items or quests be placed into the environment, and hinted at throughout the game's world, requiring the player to think about the world they're playing through in order to find some of the really cool stuff the game has to offer. some games also resolve this by having you travel to specific locations from which you can fast travel, which is a kind of middle ground. Being able to instantly pause your game and travel to any point you've discovered is taking the concept too far, in my opinion, but having it in some capacity is necessary, otherwise travel, instead of feeling rewarding, could start to feel like a repetitive slog as the player is forced to travel through the same area over and over again.

  20. "An enemy might be cool the first time you see it, but by the 20th, it's repetitive. I never got that feeling with Breath of the Wild."
    Well sure, maybe not the 20th time, but by the 200th time you see a silver monster… it's a little bit less interesting than the first time.

  21. My main problem with Botw is that systems are a lot more shallow than they first seem. Cooking seems deep with many different combinations leading to different results but than you realise that the best results come from 5 of the same ingredient such as 5 hearty ingredients giving you 20+ bonus hearts 2/3 what you can normally get at the maximum also since you can only have one buff at a time combining healing and status items isn't a good idea. Next came combat which started out fun and even challenging. Such as Guardians initially feeling dangerous but soon became a joke once i realized I could just press the parry button when the giant blue light appears defeating them with a pot lid. Same with tough enemies like Lynels which at first were scary enemies soon became perfect dodge spam and Master Mode which seemed to answer my cry for challenge which even somewhat fixed guardians by making them occasionally stall their laser soon failed me when I realized that it didn't upscale enemy weapons making most fights not worth fighting. The amount of good weapons you would break fighting outweighed the weapon you would get as a reward for winning.

    In the end my experience with Botw was amazing until I ran out of new enemies to find. Each of the mini bosses was amazing to fight the first time but since the variety of enemies for such a large world is actually really small it became really easy to just learn and master their small variety of attacks.

  22. A game built around exploration and exploring rabbit holes, in which you can only fill in the map by visiting a hub in the region, is terrible design

    I disliked pretty much everything except the kids – whose writing succeeded in making me give a damn enough not to trade the game in – and the Ganon fight (not Ganon itself, that was terrible).

    I guess my negative experience was framed by not being allowed to pick a control scheme that chimed with my muscle memory (cue spending a whole WEEK unlearning Mario and Arkham controls by falling to my death and being OHKO’d in the training area), then resolving to deal with the lack of automap by getting intel by visiting the towers. Well, all but the ice mountain one. There are indeed wrong ways to play this game, and trudging around everywhere, not bothering with a horse because gliding seems to work better, satisfying your curiosity and executing early mastery by getting a complete map with four weapon slots (I was not going to waste a single hit of my Edge of Duality with opaque uncertainty – sorry, “learn by doing” – as to when I’ll get a replacement) is definitely a wrong way to it.

    Right alongside ‘doing any bloody climbing without the super jump’. The hours I’ve wasted watching it rain. Seriously, how can anyone enjoy this piece of

  23. try Majoras Mask. 3DS fixes the save problem and here's a free hint. use the inverted song of time to slow down time by half! you can learn it from a certain scarecrow that let's you play and record your own songs. The NPC's all have a schedule and you can follow them. they open doors/have their own conversations.etc. the 3 day limit works well for that kind of setup.

  24. BOTW reminds me of Mercer Mayor's Tink Tonk Land of Buddy Bots for C64 all grown up but with no educational mini games. Tink tonk had caves with games and you win bot parts to fix your friend or find them for free scattered in the world. your choice. you can go on a raft and even ride a gondola! All in a top down 8 bit world with catchy music if you do the c64 version.

  25. I personally feel that letting the player go to the final boss from go is decidedly BAD game design just because your final battle is actually LESS interesting than if you go in guns blazing since any blight you didn't beat goes to the castle to fight you, and saving the champions for the completionist ending cuts the boss's HP in half.

  26. Hearing so much about a well made open-world game gave me some food for thought about something important, Even more so these days: you gotta make sure you understand what a game contains before getting it. "Open world" is something that has been thrown around too much and people have a bad habit of just eating it up. As the video above attests, Breath of the Wild is an awesome open-world game… But not just because of it's wide open world and nonlinearity. There is so much to do and there is great substance to the locations and people in the world. Same with the Elder Scrolls and GTA games. Then there was No Man's Sky which had a wide-open world and remains one of the biggest in all video games… Then everyone found out there is very little within this expanse.

    Remember: Caveat Emptor, let the buyer beware. Make intelligent purchases and actually do research into what you are about to buy. Sure the seller may be being dishonest if they don't tell you anything, but it's still your fault for not doing research and not making good judgement, especially in this age of the internet.

  27. While everybody is so impressed with how good the game design is on a macro, open-world level, Nintendo really screwed up the nuts and bolts with BotW. Making it so that EVERY weapon has durability with no option for repair completely undermines the reward system.
    I was exploring in this game, and found bomb-able wall behind a bomb-able wall behind a waterfall. The game gave me a fire-sword that did twice as much damage as anything else I had at the time. Pretty huge windfall for some random exploration, right?

    Y'know what that sword did? It sat in my inventory because I didn't want to break it.
    After a while I figured out I could start fires with it, so it became a glorified matchbook.
    I'm still pissed off a year later about how close this game was to greatness.

    inb4 I'm trolling because I didn't get swept up by nostalgia and hype.

  28. tbh, I've got to disagree with this take on fast traveling in BotW. I don't like that there is essentially nothing stopping you from fast traveling away from (non-boss) enemies. The game doesn't allow you to cook when enemies are near you even if you haven't caught their attention, so why make it so easy to flee from battle? It seems like an odd choice, especially for a game that clearly sought to make combat harder and more appealing to experienced players.

  29. When I played Horizon: Zero Dawn it was a great experience. The story was interesting, the gameplay was fun and the enemies cool, and even the side quests were fun and not just "do the exact same thing 100 times".

    Breath Of The Wild I haven't played cause I don't own a system for that… I'd want to though, it looks very good.

    I think the big problem with a lot of open world games is the amount of stuff to do and not interesting enough story. Don't get me wrong, some games have very good main story line, but if you're like me and get distracted by side quests often, if they don't serve a purpose to the story or game it hurts the experience. Make side quests fun, unique, and tied to the world around them instead of copy pasteing the same quest over and over again.

  30. I feel like most of the people who criticise botw haven't actually played it. The beauty and majesty of the environments, especially those fog woods, is enough incentive to explore. It literally takes your breath away.

  31. Breath of The Wild has really set a new bar for Zelda games, and there I was thinking "nothing will top Ocarina Of Time, Wind Waker and Majora's Mask" then came Breath of The Wild like "Hold my beer" good job Nintendo, now I wanna get a Switch to experience it fully after trying it on Wii U.

  32. Its over a year later and im still looking at videos on botw. For a while I was losing my interest in video games. They where getting stale and repetitive. Especially open world games which used to be my favorite. Then botw came out and revitalized my love for video games. For the first time in 21 years I gave a new greatest game of all time. Hard to believe

  33. What I Love about Botw is the point, that you start with some basic mechanics and know nearly nothing about this world, except your experiences from other games. Then you play for some hours an discover little things like dogs, that show you ways to treasure chest, horses or big things lik the fairys or the horse god! Things you don‘t need but which are absolutly exiting.

  34. Lol, now I finished Botw, I realized all the bullshit all people said to glorify this game.

    All the things you said that the open worlds do wrong, Zelda does it. Even you were apologic with the fast travel thing. The meaningless side quest has it too, like the "find crickets" shit.

    All the things you discover are the shit you said didnt like. Really, how all the media and people could be so manipulative just to impose one game?

    No, Zelda does all the bad things you said, and even wrong, like the poor missions design, the repetitive sacred beast, the uninspired shrines, 900 fuckings seed you even didnt need half of them, etc.

    After you complete half of that things, you literally have nothing to do, because the bosses are shit, so why would you prepare for a fight easy to win?

    If you keep exploring, all the things you'll find are more shrines and seeds, and like I said, you dont gonna need them, even the developers knew it, that why they give you literally shit when you complete the 900 seeds. They gave you the middle finger, and you made a campaing to glorify the game, wow, really WOW.

  35. Hi i'm super late to these videos XD I'm interested that you didn't mention the most common complaint I've seen about open-world games – not knowing what it is you ARE meant to do to progress the main plot. With worlds being so big and expansive and so many sidequests available, it can become very difficult to figure out what to do. Choice Paralysis comes into play too, where the more options there are the more difficult it is to pick something. This is the biggest reason I prefer linear games or at least big flashing signposts that I can ignore if I'm not ready, but can use when I am.

  36. Or you could be like me and completely miss Hetsu and play for over 8 hours before finally asking "Okay, what are these seeds for?"

  37. There is one thing you forgot to mention about how open it is,
    The mechanics of the game are made so, it does what you think it would do, it has realism,
    For example: not enough metallic blocks to finish the electrical current, use some metal weapons

  38. I dont care what Super Bunny Hop and Joseph Anderson say (though I respect their opinions), I fucking love Bteath of the Wild.

  39. I completed Breath of the Wild (except for the ridiculous Kolog quest) and yes, maybe is a good open world compare to other games, but is not a good open world for me, the game don´t resolve the problem of adventure development vs world design, this game sucks in the campaign and that´s the most important thing in all the zelda games, because is an epic adventure not a minecraft clone, this was the first time I felt boring on a zelda game, BOTW don´t have any really emotional moment to me, It was too much neutral in all the adventure, a game is defined by limits, and BOTW don´t have it, this was more a simulation of "living in Hyrule" than a the legend of zelda game, so not, is not a good game design for me.

  40. See I disagree it’s open world design is good because the game has a filler problem. The problem with BOTW world is it gets boring exploring the world because there is nothing interesting in the world other than really boring stuff to find. Shrines are a chore, Korok seeds are a chore, weapons are a chore, the dungeon design is a chore, climbing and gliding are a chore because everything in the game from a design and gameplay perspective has to serve the open world formula. It’s a jack of all trades type of game where it’s mediocre in so many areas that just because you can explore that’s it’s okay.

    “Oh but you can climb a tree or anywhere” great you can climb in Mario and in most video games,
    “Oh but the game doesn’t tell you where X is on the map” okay awesome but is there anything worthwhile to discover or is it the same repetitive fillery crap strung across the world?
    “Oh but the game is all about the journey and not the destination” sure but there are way to many tire breaking moments in the game to make climbing, gliding, riding horses fun.

    “Oh but you don’t understand the game because it follows the original Zelda game” ok great but here is my issue, why is the original Zelda game the gold standard when it comes to Zelda? It’s overworld was boring and empty, yeah it was made in 1987 but what was exactly amazing about discovery in that game? Do you get to solve a puzzle to open up parts of the world? Not really you burn a bush or bomb a wall which ironically is the lock and key design folks complain about all the goddam time, even Breath of the Wild is full with lock and key puzzles but Zelda fans don’t give a shit because “exploration”

    Zeldas main core mechanic has always been dungeons/Temples, how many games have that exact dungeon design as every single game? Like a few at most. How many are open world where you can go anywhere or do anything? Lots, GTA, Morrowond, Skyrim, Assasins Creed, every goddam open world game in past and now!

    I’m not saying BOTW is the worse game ever but there are serious flaws fans could give less of a shit about because “open world”

  41. Gods, most modern fast travel is boring. Exceptions are Morrowind and Red Dead Redemption that actually are immersive and don't interfere with the game experience. I have to agree with the minimap, get rid of it. Just like most crosshairs and huds.

  42. No mention of breath of the wild until 4:25 while ripping another video("watch that but I will tell you what they tell anyway") until then.

    Must be very insightful…

  43. Unpopular opinion but I find the open worldness is bad game design because it usually makes the lore and story plot points suffer. I feel like I'm doing more exploring than looking forward to the story. It becomes less about the destination and more about the journey getting there, but the journey experience becomes more about finding random camps and monsters and less about any story building or side quests. The side quests become less bonus and more like a second option to acquire the same reward you can get some place else. And these games even punish exploring for inventory limitations and very little places to store them. I want to explore every corner but usually have to drop an item every time I find something new, and get terrified when I use something since there could be another point in the game I could need that more. Also, in terms of Zelda, the dungeons and dungeon weapons were the highlight for me, but now they don't have that and all the dungeons have the same color schemes.

  44. I recently started playing Breath of the Wild despite having it for about a year, and I'm honestly impressed with the way the game is. Going in I found myself bored and unmotivated, so I put the game down for a year thinking "this isn't for me" but then I realized why the game isn't for me. It was because I find portable mode on the switch kinda awkward, and I lack a TV for my switch at the moment because I live in the middle of nowhere, so instead I hooked it up to my computer and I've been having a blast.

    I love the physics engine of the game and gliding to and from one place to another is fun and rewarding. The combat is something I originally thought clumsy and awkward now feels highly intuitive.

    What I THOUGHT were insanely priced pieces of equipment in the shop because I had been playing for 3 hours and only had 40 rupies were actually really cheep once I realized I can sell a lot of the junk I loot off monsters that I don't plan on turning into tonics.

    I also have OCD when it comes to item management, so I was terrified I would run out of food… until I realized that food is plentiful.

    I thought there was only one 'good' set in the game, but because you can change literally everything you have equipped on the fly mid combat, you can quickly adapt to any situation, so I have my big heavy armour for walking around (because I like bulky armour) and combat, and then a few other specialized sets depending on if I'm stealthing, on a mountain, or if it's raining/thundering out.

    It also doesn't feel too annoying to die because of how often the game autosaves, a feature Skyrim lacked or wasn't very consistent with. "Alright, I have it set to autosave every five minutes." <thirty minutes later while still exploring.> "Fuck I died. Well, at least I'll only lo- why am I back at the start of the town I was at 2 hours ago?" I'll usually put the game down once I die in BotW, then pick it up again in an hour because while it is amazingly fun, it's not insanely addictive like so many other games out there, and it helps that when you die you're not immediately frustrated and feeling like you have to redo that past two hour period all over again.

    BotW gets so so soooo many things RIGHT that it's really hard to actually pin down what it gets wrong other than "after xxx hours I start to feel bored."

  45. Well my choice is not to play it at all. There is better games. Overall this feels like any other vid that tells how good Zelda is compared to anything else out there.

  46. 7:55 That's funny, because I missed him going into Kakariko. It was only on my way out on the way to Hateno that I saw him

  47. Really gotta disagree about zelda. It really punishes exploration and you get one shot if you wander out too far from the starting area, but because you don't have experience points, you are forced to explore and die instantly.

  48. I am on the opposite side here. All the shrines looked the same, the monsters looked the same, the world looked the same for the most part. The weapon system is trash at best. I honestly can't see how this game is rated so highly. I felt lost in the world, just hunting down shrines to get stronger, and traveling between them was just time consuming with no real fun. It was fun for a few hours, but yea, everything looked the same and felt very empty to me.

  49. I like open world events but like bowling, crime solving (wd1) or playing poker, darts etc not friccin collect 42069 packs

  50. If you explore Hyrule a crapton before getting to the korok forest and after hetsu leaves the kakariko village path, you can find him again

  51. Take some time to revisit this game since you first played it upon release. I know it's frustrating and CRINGWORTHY, but the experience is a breath of fresh air. So many games, just explore, find new areas/Koroks and enjoy the game! This is just a comment to relieve the frustration of always playing everything new everyday without fully getting the best experience. GREAT vid!

  52. BotW is the only Zelda game I've ever really been able to get into because it relies on real-world physics and logic, while others I've tried (ocarina of time, I'm looking at you!) rely on logic that I don't understand. Like, they never told me that shooting a stone eye would do something! Logically, I should could finish the puzzle by putting this here, but nope. I actually need something that I never knew existed and don't know all the properties of, therefore only relying on trial-and-error to solve everything!

    I used a lot of internet guides.

  53. I LOVE Breath of the Wild! My only problem Is that my switch has broken joycons, making it literally impossible to play BOTW, or any game for that matter.

  54. I wonder how many of the shrines are just fights against robots, or a chest with the spirit orb behind it. Often times after a long trial in the overworld, what is awaiting at the end is a shrine that, instead of having a challenging puzzle, is just a chest with another useless weapon with the spirit orb waiting at the end.
    I remember specifically how one island has only a shrine on it, and the only thing in the shrine is a robot to fight. Many shrines replace the puzzle inside of them with the puzzle to get to them. So instead of fighting some tough enemies to reach a shrine with an interesting puzzle inside, you fight some tough enemies to enter a shrine that just gives you a mediocre sword and a spirit orb.

  55. it was thunderstorm and i threw a royal broadsword at a bokoblin but i missed but the thunder hit the sword anyway and killed the bokoblin LOL

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