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Not really. The issue is that the lack of a time limit combined with the lack of a central plot makes the game feel very static and dead. "Yeah, sure, go spend 40 hours unlocking every shrine and gathering up 600 Korok Seeds. Ganon and Zelda will both wait patiently while you do and the gamestate of the map won't change at all in the meantime either."I think one of the biggest aspects of BoTW's design is the ability to basically do whatever you want as soon as your past the tutorial.
I'd be more fine with that openness to explore if it were combined with a less pressing central plot where Calamity Ganon has awakened and Zelda is desperately holding him back with the final vestiges of her remaining strength or if it were combined with a system that allowed me to take over and control territory that I would then have to defend from raids or lose it. Or something. I'm not a gamedev and maybe my ideas suck.
The teleport system would help to cut down on that. I know people got down on Bethesda when they first implemented it back in the day but a fast travel system seriously helps mechanics like that not feel oppressive.I've thought about this before, but I feel like it get tedious while the games are designed the way they are. It would make more sense if the game world had a more Metroidvania or Soulslike design where it's basically a giant interconnected dungeon, so no massive fields would need to keep crossing to get from one part of the map to another. Traversal would have to be more about routing than about feeling expansive.