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TopicZelda sells ten million
Punished_Blinx
05/18/23 6:08:13 AM
#35:


AsucaHayashi posted...
and instead of 500 marked collectables they put 1000 unmarked collectables and instead of changing it up with new ways to solve puzzles like prior zeldas you'll be doing the exact same shit 10 hours into the game as 100 hours into the game.

also, to top it off the only meaningful stuff you really get for your effort literally comes down to more health/stamina/inventory slots.

pretty much one of the worst design decisions made in recent gaming history and somehow people still gobbled it up.

Honestly? Simplicity is better a lot of the time. Too many open world games have bogged themselves down with checklist content and XP trees.

Finding out what happens when I stick a minecart to a rocket is just pure fun that a lot of these games forget.

I think back to Ghost of Tsushima that literally has no surprises within its open world at all. Just the same old checklist content and Mongols to fight. I'm following the motions and the game tells me what to do. Everything is polished to a sheen but I'm just following a script.

It's almost like if you make an open world that feels like a sandbox you can lose yourself in then gamers really resonate with it. GTA3 didn't blow minds back then because you could drive to different mission markers. It blew minds because the game gave us the freedom to randomly kill civilians and get into chases with police all on our own. Players appreciate the feeling of freedom. Always have. Zelda delivers that in spades now.

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