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TopicWhy are people upset about the Tears of the Kingdom gameplay
LinkPizza
05/19/23 10:50:54 AM
#419:


Entity13 posted...
This is what I mean by a middle ground. The dark world in aLttP almost does this for half of it, and its would-be-remake turned sequel LBW tried its own take on it, where there is definitely a set progression in the narrative or where you need or want to go, but you can choose the order.

Like in aLttP I always leave the first dark world dungeon after getting the hammer to grab the gloves from the fourth dungeon, and then I ask myself where I want to go from there. Temper my sword, run to the ice palace, or dive into the second or third dungeon? Options!

Just like the first LoZ. You have the items to get into any dungeon? Have your pick as to where to go. But! Unlike LoZ, there's a narrative guiding you, some quests to complete, and so on.

If a future Zelda game can balance it where we can explore and do fun things in the world like TotK, collect useful items in the world more like in aLttP, and have meaningful dungeons like aLttP through TP, and do this without gimmick controls like motion controls or the DS game nonsense--I hate that mic and its implementation so much, I swear to all of the gods of all pantheons--I'd be totally for it. Drop us into the world like LoZ and BotW. Give us a compelling narrative guide. Make the major locations and enemy strongholds matter more than "lol gonna get some loot now." I know this can be done. It takes effort, and I hope the successes of BotW and TotK at least show the effort can and will be worthwhile.

The problem is it makes I much less open world When you have items you need to get to places, it feel way more linear But I think they want to leave it fully open Go anywhere and do anything from the start. If you start adding items, it can make it harder to keep it fully open. With something like BotW and TotK, after the tutorial areas, you can go anywhere, and have all your tools at your disposal (Though you still need more heart and stamina) Adding items either makes then needed for certain areas, or they feel useless if their only real use is in the one dungeon it came from So, maybe theyre having trouble finding a happy medium because of that

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