I fail to see how they are essential. I found them to be a pain. Faster? Could you have some interesting combat sequences with them? You bet. Essential to the game? I don't think so. Is there a specific you can point to that makes you think that?You'll miss quite a bit if your sole method of traversal is climb and glide. Horses are essential.
That's purely your opinion. I found discovering those locations I saw from afar and little secrets and easter eggs more interesting than the scripted events and stuffs to do that were already plotted for me to do on the map.The thing is, Hyrule doesn't have interesting content. Or at least the kind of interesting content you'd find in a Ubisoft game.
I an interview Aonuma said at some point they wanted to test a specific part of the game, but found that all items they had placed in this part of the world were gone. They eventually found out that the wind/physics engine in the game was so realistic that all items were just blown away.The world is literally alive. Alive in the sense that because of all the interlocking mechanisms in play, it may as well be a living, breathing thing.
Level design not game design.Not even close. Game is boring, world design is uninteresting and empty. Oddly after all my frustrations I beat it and actually somewhat enjoyed it. However... Game isn't anywhere near a "gold standard" for game design going forward.
But then again, that is not what the OP is really talking about. The level design which encourages the exploration is what he's getting at.I can't entirely agree. I think the biggest issue for me is that the world never felt lived in. I lost count of the number of NPCs who talked about what happened 100 years ago as though it had happened yesterday - as though there was nothing that had happened in the past century worth remarking on. With the exception of the ancient machines scattered through some places and the looming castle, nothing else in the world seemed to hint at what happened then or in the intervening time.
Other open worlds for all of their many faults, from Bethesda to CDPR to Rockstar, do a better job of letting their open world tell the story and while I really admire the strength of vision that the team behind Breath of the Wild had, it's world didn't connect with it's story, not in mind, and it's characters seemed like props.
I think the most important thing here is that as fantastic as BotW's world design is, I don't actually know if it would work for other games, sadly. It's hard to reconcile it with prescribed progression, and prescribed progression is what most other open world games go for.
I understand why folks love BotW world, but it felt slightly barren. Trying to think of a better way to not just say "empty" because that is too strong/negative. I know what the team was going for. It simply didn't work for me one way or other.
Well, a lot of "invisible hand of the maker" moments in BotW come only because the game allows you to approach anything anywhere anytime from any angle in three dimensions. That kind of liberated approach comes solely from the fact that the game gates nothing and you're allowed to do your thing from the get go once you get off the Plateau. However, that is also antithetical to the prescribed story progression design of most open world games, which is why I find it difficult to think that they can be reconciled. Elder Scrolls I feel could do it, but not many others, not without losing a lot of what they're going for.Why? You can have a definite marker for the main quests and have world design like this. It would still work. I think the bigger challenge is in recreating a dense world with towns etc that adapt to this design. BOTW for better or worse is a lot more empty than traditional AAA open worlds. The challenge would be to marry the density of a modern AAA open world with this design which I am hoping the next Elder Scrolls nail.
But I think BotW feels just natural and organic, like no other game. The world is completely cohesive and makes sense from where and when the game takes place. I don't need to stumble upon a so called "dungeon" every two meters, or a "boss" with special "loot" to upgrade my "ability tree". Everything in BotW makes sense and I don't miss a single thing.It's not what I look for in an open world to be honest. So it's hard to agree. I think there needs to be value in the exploration it is encouraging you to do, and there is very little in BOTW. And it's loot system/weapon system and dumb ass stamina system didn't exactly help in this regard either. It's a LOT like Skyrim tbh, that game suffered the same issues. It trivialised loot and weapon crafting making exploration largely redundant.
Games need to give me a reason to explore. Not just dangle a carrot of promises only to be disappointed time and time again.
I'd take every day the "empty" world from BotW that lets me explore everywhere over the over-bloated world full of the same events and silly limitations (I love the invisible snipers that kill you in RDR2 if you try to go near Blackwater) from RDR2. I know that both games aim to different experiences, but I had lots more fun exploring BotW than exploring RDR2. In fact, aside from the graphics and some historical references, I found exploring RDR2 really boring most of the time (and frustrating).It's not the gold standard. It's empty as fuck.
BotW doesn't come anywhere close to the immersion and level of detail found in RDR2.
Well, a lot of "invisible hand of the maker" moments in BotW come only because the game allows you to approach anything anywhere anytime from any angle in three dimensions. That kind of liberated approach comes solely from the fact that the game gates nothing and you're allowed to do your thing from the get go once you get off the Plateau. However, that is also antithetical to the prescribed story progression design of most open world games, which is why I find it difficult to think that they can be reconciled. Elder Scrolls I feel could do it, but not many others, not without losing a lot of what they're going for.
Also Toriko, I knew you were always appreciative of BotW, but I never imagined I would see you being so unrestrained in praising it haha. I guess RDR2 really did a number on you ;P
The thing about the triangle rule is that gamers are treating it like that gif of frustum culling from the horizon zero dawn devs. As in something they're just finding out devs do but are attributing it to one specific developer as a unique approach.
Exactly. I've played lots of open world games, and BotW blew my mind with the way the game creates a world that makes you want to explore because it's fun, not because there's some item or NPC there. I know the game has some flaws here and there but for me, the exploration sensation is good enough to make BotW my GOAT without any doubt. This game is what I wanted from Morrowind, Skyrim, Tw3...Maybe it has been done before but rarely has it been done so well that makes even players stand up and notice. It has mastered it if nothing else.
I agree that could be done for sure. I'm just a bit worried that would lead to the kind of dissonance between side activities and main story that something like Red Dead Redemption 2 has, where the open world is marvelous in enabling player agency, but you get whiplash from just how prescriptive the story missions are. I suppose simply gating the order of the story missions would be a better compromise, which I think is what you were saying.You can still design all side quests or side activities to be approached like that and at least some of the main quests that are not gated no? I think it could be a nice balance. The last thing I want in an RDR or a Horizon or a Witcher is being able to head straight for the final mission and complete the story in an hour. That is not what is the appealing part to me about Zelda's open world nor any open world.
Ha Ha I always liked BOTW. I know I may come off as negative sometimes because I think it could be sooo much better ( combat, bosses, loot etc.. ). However as far as open world level design for fantasy games go I always thought it was peerless. but playing RDR2 def did solidify it even more lol.
Because exploring is fun. What's good about walking to some NPC or quest marker if walking to the point is not fun? This is how I feel about RDR2 and most open world games, traversing the world is usually a waste of time.There's so much praise for exploration, but what good is it if there's nothing worth finding?
The point of the exploration in BotW is the world itself. You get in game rewards but they are all ephemeral, so they're never the point.There's so much praise for exploration, but what good is it if there's nothing worth finding?
Korok seeds do nothing for me. It's a Collectathon feature. There's too many shrines, none of which posed a challenge I haven't been through in other games. I wouldn't mind repetition if it was fun, but for me it just isn't. Rolling balls to activate switches is a chore, not entertainment.
And this is the bulk of the game, along with tower climbing. This is what you spend the majority of the game doing.
The climbing being like a puzzle because of the stamina restriction is cool the first few times, but after that you just want to get where you're going. So overdose on shrines to get four of those little doodads so increase your stamina so you can lessen the tedium.
People speak of how organic the world is, but I guarantee you that every single time I lay a metal sword down during a storm it'll be struck by lightning. Every time. That's scripted.
By the same token I ran into a pack of Hyenas harassing some lions in AC Origins. I stumbled on that chance encounter once in over 40hrs of playtime. Now that's organic to me. That wasn't scripted.
I stopped played BotW at the giant Camel. The design was just...uninteresting when compared to the dungeons I'm used to seeing in Zelda.
But I'm ready to return to BotW, so that's a good thing. I walked away and gave myself time to build up interest in playing again, so maybe the second time around I'll enjoy it more? Maybe I overdid it with the shrines and it left me bitter.
We'll see, but other open world games have raised the bar for me.
Yeah, or why even go out in the real world and explore foreign countries?There's so much praise for exploration, but what good is it if there's nothing worth finding?
But then again, that is not what the OP is really talking about. The level design which encourages the exploration is what he's getting at.