Someone didnt play BotW.Elden Ring rewards exploration with unique items, upgrades, and NPC characters/questlines. Almost everything in BOTW will lead to combat or a puzzle.
I fell ya, completing Leyndell was about the point I really cemented that I like the game most when it's pretending to be Dark Souls 4 (legacy dungeons), and had zero excitement to spend time in any of the open world.Okay, after getting to the open world section after Leyndell and adjacent dungeons, I'm hit with the strong desire to put it down again. The open world.. I feel like I'm just over it. Meanwhile stumbling into that catacombs at the bottom of the sewer dungeon in Leyndell felt a lot cooler than finding them in the open world for whatever reason.
I fell ya, completing Leyndell was about the point I really cemented that I like the game most when it's pretending to be Dark Souls 4 (legacy dungeons), and had zero excitement to spend time in any of the open world.
Unfortunately it's pretty accurate. BoTW is known to lack meaningful progression
Unfortunately it's pretty accurate. BoTW is known to lack meaningful progression
There are like 6 tracks of progression in BoTW:
-Health and Stamina, from shrines which are mostly puzzles with the rare combat shrine.
-Weapon stock size, from korok seeds
-Armor, generally just simple stat boosts (speed, Zorah armor, and disguises are the only truly unique ones)
-Abilities, with one stat increase (extra life), one traversal ability, two combat boosts (Charge and Blocking boosts)
-Powers, a few upgrades
-Everything else like Questlines
Technically there is progression in gear where over time you fight stronger enemies who have stronger weapons, but this is passive and isn't really a factor of exploring.
All in all, the most unique and non-stat related progression comes in the forms of quest lines and traversal improvements. People aren't saying there's no progression, just so little of it that feels worthwhile. When you go around a corner, you aren't expecting to find a new item that has unique value or some new moveset to use. You're expecting a korok seed, maybe a shrine, and if you're lucky a questline.
Too many rewards come in the form of stat increases or money/supplies, and lacks something that pushes you to explore more for more. The world invitees you to explore, but it only does so in nature; there's very little to offer most of the time. They give you such a vast toolbox at the start but make little effort to give you new experiences, only periodically dangling neat upgrades like being able to make a windshaft, swim up waterfalls, or track down ingredients more easily.
It's just a known issue of breath of the wild and is one of the most asked for things to change in BoTW2. For the record, I have no stake nor care for this topic overall. People just aren't enthralled by having 1.5s more time to sprint , another bow slot, an extra heart, or 100 rupees.
Some of us play the game cause it's fun and not trying to make a career out of it.Unfortunately it's pretty accurate. BoTW is known to lack meaningful progression
There are like 6 tracks of progression in BoTW:
-Health and Stamina, from shrines which are mostly puzzles with the rare combat shrine.
-Weapon stock size, from korok seeds
-Armor, generally just simple stat boosts (speed, Zorah armor, and disguises are the only truly unique ones)
-Abilities, with one stat increase (extra life), one traversal ability, two combat boosts (Charge and Blocking boosts)
-Powers, a few upgrades
-Everything else like Questlines
Technically there is progression in gear where over time you fight stronger enemies who have stronger weapons, but this is passive and isn't really a factor of exploring.
All in all, the most unique and non-stat related progression comes in the forms of quest lines and traversal improvements. People aren't saying there's no progression, just so little of it that feels worthwhile. When you go around a corner, you aren't expecting to find a new item that has unique value or some new moveset to use. You're expecting a korok seed, maybe a shrine, and if you're lucky a questline.
Too many rewards come in the form of stat increases or money/supplies, and lacks something that pushes you to explore more for more. The world invitees you to explore, but it only does so in nature; there's very little to offer most of the time. They give you such a vast toolbox at the start but make little effort to give you new experiences, only periodically dangling neat upgrades like being able to make a windshaft, swim up waterfalls, or track down ingredients more easily.
It's just a known issue of breath of the wild and is one of the most asked for things to change in BoTW2. For the record, I have no stake nor care for this topic overall. People just aren't enthralled by having 1.5s more time to sprint , another bow slot, an extra heart, or 100 rupees.
I had more fun exploring BOTW's open world but what he said is entirely true and can definitely impact someone's enjoyment. You cannot deny that reward can be tied to the satisfaction of exploration, and Elden Ring definitely is excellent at the quantity of varied and satisfying rewards that you get exploring its world, a lot more than BOTW.Some of us play the game cause it's fun and not trying to make a career out of it.
I quite like Elden Ring's legacy dungeons a whole bunch but I don't think Elden Ring is a particularly "great" open world game in the sense that I want to spend more time exploring and traversing as opposed to just getting to the destinations. Too many aspects of its world design and mechanics aren't very conducive to carry that kind of mentality. The game is at its best when you're doing the main dungeons because that's where they get the most out of the mechanics. At a certain point, the open world becomes filler.
Breath of the Wild, in spite of its less unique rewards, manages to stay far more consistent with the spoils while at the same time being way more interesting to survey, maneuver and spend time in. As far as the "open world" aspect is concerned, I think this part reigns supreme. It's a mechanical playground that's extremely well considered. If Elden Ring's open world felt like a big world select, then BOTW's open world feels like one really big level in and of itself; rather than being filler, that world is the content. It also helps that the things you do in that world don't just boil down to combat.
Me too! That doesn't make it less of known issue. It doesn't mean everyone finds it to be a problem. It's simply one of the most complained about things. I personally solved it by deciding to cook every food in the game once, which turned simple items like a banana into crucial progression pieces. I didn't even know recipes, only names, so I had to actively waste materials trying to get the right recipe.Some of us play the game cause it's fun and not trying to make a career out of it.
It's the same. Both games give you various things. Armour, weapon, items etc. Just because someone doesn't value an orb or weapon or rupee in BotW doesn't mean it's handled poorly. I can make the same argument for ER which is worse actually cause half the reward gear is unusable by my current spec.I had more fun exploring BOTW's open world but what he said is entirely true and can definitely impact someone's enjoyment. You cannot deny that reward can be tied to the satisfaction of exploration, and Elden Ring definitely is excellent at the quantity of varied and satisfying rewards that you get exploring its world, a lot more than BOTW.
It's the same. Both games give you various things. Armour, weapon, items etc. Just because someone doesn't value an orb or weapon or rupee in BotW doesn't mean it's handled poorly. I can make the same argument for ER which is worse actually cause half the reward gear is unusable by my current spec.
Running through a hero's grave for half an hour, memorizing how to get through the chariots, only for the rewards to be a talisman I'll never use and spirit ashes that'll never be as good as the mimic I already have was the opposite of satisfying exploration.I had more fun exploring BOTW's open world but what he said is entirely true and can definitely impact someone's enjoyment. You cannot deny that reward can be tied to the satisfaction of exploration, and Elden Ring definitely is excellent at the quantity of varied and satisfying rewards that you get exploring its world, a lot more than BOTW.
It's the same. Both games give you various things. Armour, weapon, items etc. Just because someone doesn't value an orb or weapon or rupee in BotW doesn't mean it's handled poorly. I can make the same argument for ER which is worse actually cause half the reward gear is unusable by my current spec.
That's perfectly fair. Personally I just find the rewards of Elden Ring more interesting because they're adding a unique gameplay element, even if mild or something that I won't necessarily use, rather than the same breakable weapon. Still loved traversing BOTW's world more but I think they can definitely improve a bit the rewards in the second game, and I can't wait to see what they did.Running through a hero's grave for half an hour, memorizing how to get through the chariots, only for the rewards to be a talisman I'll never use and spirit ashes that'll never be as good as the mimic I already have was the opposite of satisfying exploration.
I'll take a generic seed, spirit orb, and weapon that'll break, plus the intrinsic satisfaction of discovering a well thought out puzzle.
Running through a hero's grave for half an hour, memorizing how to get through the chariots, only for the rewards to be a talisman I'll never use and spirit ashes that'll never be as good as the mimic I already have was the opposite of satisfying exploration.
I'm around 130 hours on Elden ring and yeah the end game is not very fun anymore. I'm not sure I'm going to finish the game.Elden Ring certainly has higher highs, but it also loses a lot of steam towards the end; the latter areas in particular don't feel nearly as engaging nor intricately designed as those at the beginning. BotW, for me, was much more compelling and much more consistent. I was as rapt at hour 90 as I was after hour 1, which definitely wasn't the case with ER.
End of the day, though, these are both exemplary games that excel at what they set out to do.
Entirely absent? Seriously, sounds like you didn't play BotW.I'm also really all about intrinsic rewards so I don't need a direct reward all the time, fun is fun in the end for me. But many people need some tidbit, some morsel, even if infrequent. It's just almost entirely absent in BoTW. This is because part of the fun is finding new things by exploring; without new things, you're exploring for little purpose beyond seeing hat there is to see. Which is great! But having rewards doesn't stop you from seeing what there is to see, luckily.
Yes it's no easy task doing go anywhere gameplay.Obviously this isn't the case for everyone due to the variable nature and preferences, but I really felt like the freedom came at the cost of a well directed difficulty and complexity curve.
And that's a pretty generous rating.
The one I'm complaining about is actually much simpler than the Gelmir one lol (Auriza Hero's Grave). I also understand I seem to be in the minority.I just did the hero's grave and you also get some some upgrade materials, at least one new weapon, and a couple complete armor sets from that dungeon as you go through it, so it's not just the boss rewards. I also thought there was some intrinsic rewards in figuring it out how to get past the chariots & past the lava, as well as a couple tough fights. Also, I figured out that you can permanently kill regenerating undead there if they get damaged while they're already down (which you can do if you kill them while they're on lava or if the chariot runs them over again). All in all, I thought it was one of the better extra mini-dungeons in the game that I've seen so far.
I also don't know about everyone else, but I've already respeced my character in Elden Ring twice to take advantage of gear & spells I've been getting that I wanted to use. The respec item is pretty common in some areas of the world.
Nah the platforming is pretty terrible in ER. I have too many deaths due to clunky mechanics.i actually dont agree with this
jumping around with the horse-goat is fun as fuck, and i do it all the time just for fun and regardless if i lose runes in the process
i was at a place with a lot of roots and bottomless pits and i was in hog heaven
Excluding the fact that I listed literally every progression form in the game which you've either ignored or forgotten leading me to suspect bad faith, I have over 300 hours on at least 6 playthroughs. I don't need to justify how much or when I've played the game, but there ya go! Is it the most of any player out there? Not a chance, but if you really want I can leave my switch on for the next 4 years and come to you with a couple thousand hours under my belt. By the way, I noticed that you forgot to read the word "almost" which is a pretty important qualifier. It modifies the word "entirely" to be almost ironically not all encompassing? That's what the word's for in that sentence, even if it looks silly. It's like literally using literally wrong, people know what you mean even if it's not literally correct.
Have you considered the artistic integrity of the developers and the clear commentary of society at large by having 19.9m falls be completely safe but 20.0m falls be instant death? /sNah the platforming is pretty terrible in ER. I have too many deaths due to clunky mechanics.
Excluding the fact that I listed literally every progression form in the game which you've either ignored or forgotten leading me to suspect bad faith, I have over 300 hours on at least 6 playthroughs. I don't need to justify how much or when I've played the game, but there ya go! Is it the most of any player out there? Not a chance, but if you really want I can leave my switch on for the next 4 years and come to you with a couple thousand hours under my belt. By the way, I noticed that you forgot to read the word "almost" which is a pretty important qualifier. It modifies the word "entirely" to be almost ironically not all encompassing? That's what the word's for in that sentence, even if it looks silly. It's like literally using literally wrong, people know what you mean even if it's not literally correct.
In total, what I am genuinely saying in all the posts I've made is that the progression mechanics that are present in Breath of the Wild aren't very valuable to the player as a motivation. They exist, motivation exists elsewhere, and most people do need to use the mechanics to clear the game. But in the end knowing that you probably need more hearts doesn't make having an extra heart that much more enticing the 8th or 15th time around, and you also have armor which is an effective health increase. Almost ironically (The word almost again, making the ironic word not quite ironic) the search for the fairy fountains to upgrade your armor is much more rewarding and enticing than the upgrades themselves. Barring the second fountain where set bonuses come into play but unfortunately the majority of set bonuses are again just stat increases and few are truly unique like the night-time movement speed increase the Sheikah armor gets.
To be clear in total, I understand that you don't actually care about progression. That's awesome! I totally get it, but are you really sure that if suddenly in addition to the current rewards, solving a complex puzzle rewarded you with an armor piece that made boomerangs ricochet off to nearby targets (for example), you'd have less fun and explore less? Stuff that modifies how you play rather than boosting your current play, sidegrades that make traversal evolve over time (like the zorah chest piece does), or overall features that are both memorable and useful. You really sure that you would have less fun?
The game would be more enjoyable if I wasn't dying constantly after one or two hits from enemies and slow crawling every corner because they posted enemies as a trap.Have you considered the artistic integrity of the developers and the clear commentary of society at large by having 19.9m falls be completely safe but 20.0m falls be instant death? /s
I don't really get this complaint.To be clear in total, I understand that you don't actually care about progression. That's awesome! I totally get it, but are you really sure that if suddenly in addition to the current rewards, solving a complex puzzle rewarded you with an armor piece that made boomerangs ricochet off to nearby targets (for example), you'd have less fun and explore less? Stuff that modifies how you play rather than boosting your current play, sidegrades that make traversal evolve over time (like the zorah chest piece does), or overall features that are both memorable and useful (like completing a quest line that unlocks a new merchant, new place to go, or a new ending). You really sure that you would have less fun?
That's awesome! I found the ways that I made progress more enticing in BoTW with it's varied approaches.I find the progression in BotW more satisfying. Getting the Master Sword, upgrading it, getting the Divine Beast abilities (Even if I usually choose not to use them), and set bonuses/armor abilities are more substantial in terms of altering the way I actually play than ERs stats and equipment. These things alter fundamental facts of the character, in a way which is only paralleled by the Great Rune system in ER.
As I addressed originally, there are tidbits. There are little bits here and there with encouraging rewards. There's just so infrequent and so few of them, that it is hard to gauge whether or not there will be a reward. Like the sandshoes and snowshoes! They're cool rewards for a quest that make two areas of the game less problematic. But if the past 4 quests got you a golden rupee, a weapon to use that will inevitably break, a korok seed, or 1/4th of a hear/stamina upgrade... you don't actually have any way of gauging what your endeavors will bring. It could just be another golden rupee which I could get by simply selling Koi or cooked meals. Or it could be a really cool bokoblin mask!I don't really get this complaint.
It's not like this kind of event doesn't appear in BotW.
You literally have 3 gigantic mazes that only there to get a heart piece + a piece of armor dedicated to having more offense.
You also have 3 specific puzzles/quests dedicated to giving you a set that makes you immune to lightning.
A whole quest line to get a piece of gear to make lightning strike from the sky irrelevant.
If you want improved traversal, while there's nothign that nosell rain, there's a whole set of equipment that is dedicated to just that. And you have to find them because no one is selling that.
Heck most racial equipment set that can be bought are also behind their own quests that you can do to either get a better version of the set or get them for free.
The game is giving you shit that transform how you can view the world over and over again but it's not mandatory and bypassing them is equally as valid as interacting with them.
Additional DLCs even had the most disjointed quests (and fun if you ask me) in providing clues where you could find additional gears that would totally break the game if upgradable so they're just nice novelties instead that you can have additional fun with.
There's an argument that there's not enough of that type of reward but then again that's still a lot of shit that the game throws at you already.
Some players will find the extrinsic rewards and progression sense subpar, of course. It always can be improved and further developed, I agree. Especially when it's a big game.Excluding the fact that I listed literally every progression form in the game which you've either ignored or forgotten leading me to suspect bad faith, I have over 300 hours on at least 6 playthroughs. I don't need to justify how much or when I've played the game, but there ya go! Is it the most of any player out there? Not a chance, but if you really want I can leave my switch on for the next 4 years and come to you with a couple thousand hours under my belt. By the way, I noticed that you forgot to read the word "almost" which is a pretty important qualifier. It modifies the word "entirely" to be almost ironically not all encompassing? That's what the word's for in that sentence, even if it looks silly. It's like literally using literally wrong, people know what you mean even if it's not literally correct.
In total, what I am genuinely saying in all the posts I've made is that the progression mechanics that are present in Breath of the Wild aren't very valuable to the player as a motivation. They exist, motivation exists elsewhere, and most people do need to use the mechanics to clear the game. But in the end knowing that you probably need more hearts doesn't make having an extra heart that much more enticing the 8th or 15th time around, and you also have armor which is an effective health increase. Almost ironically (The word almost again, making "ironically" not quite ironic) the search for the fairy fountains to upgrade your armor is much more rewarding and enticing than the upgrades themselves. Barring the second fountain where set bonuses come into play but unfortunately the majority of set bonuses are again just stat increases and few are truly unique like the night-time movement speed increase the Sheikah armor gets.
To be clear in total, I understand that you don't actually care about progression. That's awesome! I totally get it, but are you really sure that if suddenly in addition to the current rewards, solving a complex puzzle rewarded you with an armor piece that made boomerangs ricochet off to nearby targets (for example), you'd have less fun and explore less? Stuff that modifies how you play rather than boosting your current play, sidegrades that make traversal evolve over time (like the zorah chest piece does), or overall features that are both memorable and useful (like completing a quest line that unlocks a new merchant, new place to go, or a new ending). You really sure that you would have less fun?
Just to give you an idea of how, what, and why I play games, over the years I repeatedly go back to Gravity Rush. It's a video game with cool movement in a cool world. Exploring only truly involves a collectible material to upgrade your character, which is nice and rewarding for progression's sake. But having upgraded everything to the max, I still go back and float around, walk on walls and under buildings. There's nothing to find unfortunately and there never was barring those collectible materials. I collected probably thousands of them. They were a reason to explore, but they were also a shallow mechanic that really faded away from importance near the end of the game; this beautiful world worth exploring, mechanics that still feel great years later, all let down by the lack of purpose. Cool hideaways and vistas, with not a collectible in sight even when they were still covering the world. Those nooks and crannies felt like there should've been something there, something to drive me to go out into this world and see what there is to see. But there never was, and it's one of those things that just makes me sad when playing games. How much I yearn to explore, not reciprocated because the progression was limited. There weren't even characters to find, or posters with lore, or anything. Just empty spots on the map to find, empty.
Running through a hero's grave for half an hour, memorizing how to get through the chariots, only for the rewards to be a talisman I'll never use and spirit ashes that'll never be as good as the mimic I already have was the opposite of satisfying exploration.
I'll take a generic seed, spirit orb, and weapon that'll break, plus the intrinsic satisfaction of discovering a well thought out puzzle.
No worries! Yeah, improvement is always there waiting behind a door. No game's perfect and never can be, and it's not like issues can erase how much fun games are the first or thousandth time around. Mileage will vary and enjoyment will vary. We all have games whose issues we don't actually mind; I know of plenty, where I can absolutely agree that there are huge problems with the game I love. But I still love it enough that those problems don't stop me from loving the game! Elden Ring is especially a game which has so many problems for me, even though I enjoyed it a lot. Some things there, gah, absolutely terrible.Some players will find the extrinsic rewards and progression sense subpar, of course. It always can be improved and further developed, I agree. Especially when it's a big game.
And lol I deserve your write up on the word almost.
You place intrinsic value on working out the puzzle in one game, but not the other? I know which Grave you're talking about, and working that out in itself, and unlocking everything as a result, was pretty rewarding. The items themselves not being immediately useful, wasn't really a concern, which considering BotW rewards were... bland, at best, means they're probably comparable, no?
Just interesting that you find one so much more satisfying than the other, when you pretty much described the same circumstances.