What's next for Zelda?
Or has it already reached perfection?
What's next for Zelda?
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A direct sequel to breath of the wild.
Also add the twili, and make them all shortstacks in the new timeline
we already got le ebin open world meme zelda, next will be soulsborne
BOTW was heavily flawed in ways that the previous games were not.
give it the galaxy 2 treatment and give the sequel tighter levels that test your skill more
Why do people try and pretend open world isn't a natural fit for a series that revolves around adventure?
Botw again but with actually interesting stuff in the world this time.
This. No need to reinvent the wheel just yet. BotW was great but it has a lot of issues that could be ironed out in a sequel and ideas that could be expanded on.
>soulless open world must be the future we want
Ocarina of Time COOP!
Gib midna
It's easier for them to make it worse rather than advance further, especially considering all the "fans" are calling for repulsive features like a greater focus on dungeons over the overworld, or that they should abandon the weapon degradation feature that makes every weapon actually useful.
They'll probably cash in with a minor sequel that tries to please everyone. I don't think Nintendo is willing to give a game a proper development period like BOTW got for a long time. At least not until PS5/XBO2 era.
It sounds hilarious, but the only thing they could actually do conceptually that wouldn't be a step backwards would be to go first-person/VR with the series. BOTW already represents Zelda perfection in third-person. But instead they'll just rehash this shit like Rockstar has been doing to GTA III (look how V is just the same shit but prettier and bigger).
Why is open world bad for adventure games? Use your words user, don't be a retard.
BOTW is the most soulful (peak art design) and content-filled (yes, korok puzzles are still content, and the opposite of your emptiness complaint) open-world ever.
gib mdma
It was half a step up from games like Farcry where you pretend you aren't doing the exact same thing over and over again.
Oh wait, I missed the obvious improvement that Aonuma himself already suggested.
>BOTW co-op
That's literally the only currently available sequel that won't be a rehash or step backwards. Hope the director lives up to his own words and makes it a reality.
People didnt like farcry?
>It was half a step up from games like Farcry where you pretend you aren't doing the exact same thing over and over again.
Just because you don't know how to play sandbox games properly doesn't mean everyone else is forced to repeat themselves in these games.
Different approaches to open world. Far Cry is more like a checklist that you tick off where as BotW is completely un-intrusive, mainly letting you do what you want when you want.
Yeah, plebs do enjoy soulless shit. Turn on a television to any channel.
>you don't know how to play sandbox games properly
sure
HEY GAIS what is up and welcome back to the channel
>Just because millions of people loved it doesn't mean it's good.
Top tard.
There was literally not a single unique landmark in BOTW that I can remember that wasn't a part of the main story. Traveling in BOTW was about as interesting as Wind Waker (see: not interesting)
Have you ever walked outside? Are you surrounded by cement buildings?
How about for starters they fix the garbage difficulty. I literally could not immerse myself no matter what I did. Three heart run? Trivial. Master mode? Tedious but not challenging in the slightest. Running right to ganon? the little piss-ass died before I could blink. And his final pig form was downright insulting.
I'm sorry, but I would rather sacrifice every single game mechanic in the game, including the non-linearity and open world, for some decent challenge. I have nothing but complete disdain for "muh comfy" games.
why do you even still respond to "you're just not playing it properly!" fags?
that has been the botw defense since day 1, together with "its not for you!! its not the game, its you!"
Most of the landmarks in the world won't have any relevancy in your lifetime, they're still nice to look at. Also the big stone gardians, the volcano, the big ass lake, the sand arena and the giant pillar that is the tutorial level don't count as landmarks because...?
Sorry Xx1337g0dxX, maybe you should do some naked darksouls runs to cool you off?
>no more cel shading
>more dungeons, less Shrines
>actual dungeons too, with distinct themes
>nerf Meals so they can't rape the game in half
>give an option to be left handed
>don't hide the green tunic and hat behind a bullshitly tedious completionist side quest
>smaller overworld with more unique locales and area themes
>better enemy variety
There's my minimum checklist for ways to improve on BotW for a theoretical direct followup.
>empty open world game
>perfection
droids...
>do nothing but riff on sony games 24/7 because they're casual hallway simulators
>now suddenly it's okay if a game has no challenge whatsoever
Eat shit and die. There's so much they can add to this to make it so much better like actually fucking dungeons and better written characters.
>Different approaches to open world. Far Cry is more like a checklist that you tick off where as BotW is completely un-intrusive, mainly letting you do what you want when you want.
If Ubisoft abandoned their checklist bullshit for proper visual landmarks and rewards, then the Far Cry and AssCreed etc series could be GOAT again. They make the best open-worlds in gaming, and the checklist bullshit and MMO-style HUD completely debases the achievements of the world designers.
It literally has less content than Skyrim. At least in Skyrim it had caves and underground ruins to explore.
Hopefully a game with actual interesting exploration instead of shrines and seeds
kill yourself faggot.
I just Breath of the Wild the same game just with better frame rate and some polish. Breath of the Wild is already the worlds most perfect game and I can do without another Zelda for years to come.
Fuck, that looks amazing
I need to upgrade my PC
Weird that you say that when aside from allowing the player to pause and heal in-combat, I thought the balance was pretty solid considering there is no difficulty settings and the game is partially aimed at children. For comparison: RDR2 is obviously aimed at adults and yet is infinitely easier. Finally, even if there is such a balancing problem, I think that's something for a sequel to fix and it's kind of trivial when you consider what a truly stunning aesthetic and adventure experience the game offers. Even easy games can be great if they do such things.
>It's easier for them to make it worse rather than advance further, especially considering all the "fans" are calling for repulsive features like a greater focus on dungeons over the overworld
Called it BOTW is the most soulful (peak art design) and content-filled (yes, korok puzzles are still content, and the opposite of your emptiness complaint) open-world ever.
>better written characters
who the fuck cares about that in a Zelda game.
>It literally has less content than Skyrim. At least in Skyrim it had caves and underground ruins to explore.
Which offered the same kind of combat as you would get in the otherworld, just with more repulsive environmental design.
Meanwhile BOTW's shrines do not take place in disgusting caves and dungeons, but pretty scifi-esque structures, and instead of the same overworld combat you have an environment that's completely designed around physical puzzles.
Shrines and seeds are there as filler so that retards like you can't complain that the world is "empty" (as if density contrast is a bad thing), and you can't claim those are repetitive either, since they are designed around having variations. The only way they would get repetitive is if you treated them as goals themselves instead of filler.
Majora's mask apperantly.
>even easy games can be great
You can tell that a poster is physiologically repulsive when they have to project their own personality (hatred for naturally fun things like open worlds to explore and instead a preference for claustrophobic, depressing locales like dungeons) as a metric to find the game bad.
UNDERWATER DUNGEON
I'm hoping they scale things back a bit for the next game. While I appreciate they tried to do something different with the series, personally I feel it didn't quite work out. Decent game sure, but I'd much prefer a smaller overworld with more focus put into expansive dungeons rather than a collection of smaller challenges scattered around the place.
It's been two years now and my brain is still rewired from playing this amazing game. Everything I do is determined by my experience in the game, it's so immersive that I can no longer differentiate it from reality.
Last night I had to cook dinner for me and my wife's son. I went to the store to buy some chicken and salt, as well as a couple apples. I lit a fire in my back yard and threw a pot on it. I combined the ingredients, threw them in it for a few seconds.
It turns out everything was "severely undercooked", and it put my wife's son in the hospital. Police men were there asking me questions, but I'm not really sure what they were getting at because I couldn't see any highlighted hints in the subtitles. I couldn't see any subtitles at all for some reason.
Suddenly they started to get aggressive and wanted to handcuff me. As one of them pulled out their night stick I couldn't help but think of the bokoblins in Breath of the Wild. I grabbed the nearest object, which happened to be an IV pole, and started beating him with it. It quickly broke as it had low durability, and they started beating me back. I was overwhelmed by the bokoblins and all I could think to do was to eat an apple to help recover my health, but it didn't work. I soon fell unconscious.
I woke up in a jail cell with my jaw hurting like hell and bruises all over my body. All I could think about was how Zelda must be in a similar situation in the castle. Maybe I was in the castle. I needed to find her.
Which brings me to today. I'm posting this from a contraband Sheikah Slate(that's what I call cell phones now). I'm still in jail. A man here says he can help me find Zelda if I bring him 15 packs of ramen. I don't have quite enough money in commissary for that, so I'll have to get creative. Fortunately Breath or the Wild has helped me prepare for that, so my quest will continue on.
Thank you, Nintendo.
The losers screaming for dungeons feel alienated by expansive worlds to explore, they want disgusting dungeons instead because it feels just like their basement bedrooms.
Imagine thinking exploration is a core component of Zelda games when it was only relative in Zelda 1. Imagine thinking dungeons aren't a necessary part of Zelda games when they've been a core component in every game outside of Link's Crossbow Training.
This, /thread. No one would piss away an engine they spent years on and the most well received Zelda in over a decade.
>Reddit spacing
This is like saying you'd rather explore an unpopulated South America over one filled with ancient tribes and ruins.
It's like you don't get the reward aspect of exploration.
Dude it's a stupid copypasta that's supposed to scream of retardation and reddit. Did you not see "my wife's son" in the third sentence? Yet it still works you up enough to point it out as if you're doing us all a favour.
We're aware of that. Everyone is, they just prefer the adventure concept behind 1 to the almost dungeon-crawling, and linear item-progression design of the shitty sequels.
Dungeons were more popular in the infancy of gaming because they are easier to design. But nowadays, both devs and gamers prefer actual levels, beautiful places to roam around, because they themselves (most at least) are not basement-dwellers who play every single release in a childish game series.
Image thinking that dungeons are a desirable locale for an immersive experience, and not simply an easy choice for designers, and a sad inheritance from DnD.
So what, people are not allowed to have preferences? Just because someone might enjoy dungeons doesn't make them a "soi chugging snoy nigger" like people are implying. FFS I got called a snoy nigger just because I thought the game was okay, but not perfect.
>This is like saying you'd rather explore an unpopulated South America over one filled with ancient tribes and ruins.
But BotW is quite obviously like the latter, there are ruins and shrines all over the place (and more besides).
You don't need revolting dungeon-crawling to expand the game. Even just more castles, and sky levels would suffice.
Open World would be nice, if the developers could actually make unique locations and challenges all across the map.
Sadly, as the fact someone could miss some of those set pieces if they aren't the main focus, no developer with brain would ever do that. Why make an unique dungeon that only around 30-50% of your players will encounter? You are wasting resources and time if you do that.
That is why there are Korok seeds and shrines that doesn't challenge the player in any real way. All must be as easy as the first 4 shrines. Only exception is combat shrines, which become easy if you have even one or two guardian weapons(or Master Sword).
So in sense it would be nice to have a proper open world game, but everything has to be accessible and easy for the even retarded children. Recycled "puzzles" and "challenges" with Shrines and Korok seeds.
So it's ideal but not possible. I would like to see an open-world game with general areas that would have challenging things in them compared to the way devs wants you to go. Botw in sense has this with Hetsu, you won't get inventory upgrades unless you first go towards the Kakariko Village the way devs wants you to go. I missed Hetsu first time and cleared 2 dungeons before having to google that he stands next to road to Kakariko Village. That's what you get for wanting to climb over mountains I guess.
Anyway, if the game would have dedicated, let's say "difficulty zones", players still would be able to go wherever they want, but know how dangerous it would be. If BotW would get rid of the shattering weapons, there could be unique weapons to find and possibility to progress through harder areas with your own skills, rather than having to rely for game to balance your experience 24/7.
But hey, man can wish. Maybe I just like old games too much where you can skip parts of the game to get good loot and build unique stuff from there. I became a boomer without noticing it, oh no.
People are allowed to have preferences, the adventure genre itself is a preference. But dungeons are the opposite of adventure, they are grim, depressing settings that are better for survival games (e.g. roguelikes). The whole point is that the mentally ill people demanding dungeons in an adventure game would be better off looking for a genre where dungeons are actually effective, e.g. dungeon crawlers.
Comparing an expansive dungeon to a basement is odd, seeing as basements are usually a couple rooms at most. If anything, the shrines are more basement dweller territory. It also explains why you like the open world; you never leave the house and have no income to actually see the real world so you're forced to compensate with a virtual one.
>If BotW would get rid of the shattering weapons, there could be unique weapons to find
If they got rid of shattering weapons, once you find the best stuff there would be no reason to look for or even use anything else. The shattering is genius, since it forces you to constantly look to your environment for a way to damage opponents.
>dungeons in fantasy settings are loved by mentally ill people
>dungeons have to envoke feelings of dread, hopelessness, and loneliness
Are you autistic, retarded, or trying to bait me?
All 3 are just as likely when it comes to "BOTW is the GOAT" people.
>But dungeons are the opposite of adventure,
I don't know. My favorite open world game of the decade has a giant dungeon that's always fun to explore on every playthrough.
>basement dwellers prefer beautiful and varied open world games since they are stuck in a single room
>jet set international playboys prefer to be stuck in dark dungeons in games because they do so much travelling
As logical as your descriptions sound, I think the opposite is in fact true. Like attracts like: basement dwellers prefer fantasy basements, travellers prefer world transversing.
If only there wasn't weapon scaling and there wasn't only 4 move sets all together. I don't play Zelda games to have fun with physics.
Then riddle me this genius. Why does the final battle just give you light arrows with infinite ammo, if the game encourages you to constantly look for weapons? What, are the mechanics not good enough for the climactic battle against Ganon?
Dragon's Dogma isn't open-world.
More enemy and dungeon varieties. Better sailing and more islands. Bring back diving and iron boots.
>you can't have an adventure through a dungeon to find treasure
So when Tarzan discovered a lost city of Atlanteans, was captured, taken through a maze of pitch black buildings, almost sacrificed and managed to escape with large amounts of pure gold that wasn't actually an adventure?
It reached perfection back in 1991 and 1997. It's been trending downhill since then.
This. Also, getting rid of such would make the game easier. However, I do think the game needs an option to repair all weapons instead of just Champion weapons. Stronger weapons require more rare materials while weaker weapons require common materials.
Maybe an adult themed one (OoT/Majora/TP)
Not the game I was referring to.
Zelda is dead. Nintendo will only make open world Ubisoft-style games now.
Not just because "WHOA 10/10 MUH PERSONAL ADVENTURE IN BLANDSVILLE!" but because it's cheaper. I seriously doubt BotW had a higher budget than any mainline Zelda besides Majora's Mask because it was a reskin of Ocarina of Time. Besides le epic gay art style and graphics everything else is cheaply made, only fooling autistic millenials into thinking it's AAA.
People usually play video games as a way to escape from reality. I don't think basement dwellers would want to ply something that reminds them of their poor social life, and lack of real world interaction.
Decay of the weapon and possibility to fix your weapons would make the system much better than not wanting to use your best weapons. And the fact you could find unique weapons doesn't mean the weapons would be directly better than others. Let the players upgrade their weapons, add some interesting stats, some are faster, others can stun and weapons might have bigger range. The shattering system makes you use always the most damaged weapon first(or Master Sword) and not ever pick up a weaker weapon. Sticks and low-level weapons are obsolete against silver enemies. Using magnesis to a metal sheet and damaging enemies with that isn't as effective as using a royal greatsword. Yes, you save weapons, but lose a shitload of time.
But go ahead and compare how much time it takes for you to kill a silver moblin with metal ball or whatever compared to using your best weapon.
TL;DR
You just pick the best weapons and the game makes sticks and such obsolete already itself. Just slap unique weapons with upgrade system and the game becomes much more interesting. Give a blacksmithing opportunity as well I dunno
That stuff just comes with being an open world game while also having a terrible weapon durability system.
Weapon scaling means that there is a greater scale of usefulness between weapons, so on top of using whatever you can find, some stuff is still exciting to have until it breaks. Using the environment to your advantage (e.g. stealing your opponents weapons when you have none, rolling a boulder onto them, igniting explosives, conducting them in a thunderstorm etc) is definitely more in line with what you should be playing Zelda for (adventure) than having more varied movesets (as if it was a bmup action game). WTF.
Stop teasing us.
literally a ubishits memeworld crapbox
>muh best game everrrrrr PERFECTION
fucking nintards
have sex
incels
Better story and better dungeons.
>So when Tarzan discovered a lost city of Atlanteans, was captured, taken through a maze of pitch black buildings, almost sacrificed and managed to escape with large amounts of pure gold that wasn't actually an adventure?
Fucking hell, basement faggot dungeon-dwellers literally find the idea of being held captive and taken through a maze of dark buildings to be sacrificed and only just escape with the gold to sound like an "adventure".
These people are so mentally ill that they can't tell the difference between survival and adventure. Enjoying life and roaming is so foreign to their minds.
Are you retarded? BOTW had the biggest development period and team size of any Zelda ever.
Zeldafans have such bad taste that reality is inverted for them.
>stop teasing us
Okay. I'll show you my game of the generation. Just keep in mind that I'm not saying BOTW is bad. I'm not some "snoy nigger" who thinks the game is shit. I just think it is sorely lacking in difficulty. pic related is what I consider far better in pretty much every area.
Turns out survival and adventure aren't mutually exclusive.
>adventure
>noun
>noun: adventure; plural noun: adventures
>1. an unusual and exciting or daring experience.
>Your average popular hip-hop/rap/pop artist for this year
>Transformer movies and other Hollywood blockbuster shit
>Call of Duty, FIFA and other sports games, movie games and walking simulators
>Harry Potter and chambers of the Mary Sue
All of those are popular and loved by many people. They must be objectively be good and all around better than other products that doesn't have as big following/monetary success/critical reception. If you disagree, you are just a contrarian who wants attention.
For example, Fallout 4 is objectively better than Fallout New Vegas because 4 sold more and got better scores from critics. If you disagree, you are, again, a contrarian who just wants attention
Now doesn't that sound just silly my friend? Good things are good, but just because many people like one thing, doesn't mean its automatically and objectively good.
It reached perfection a long time ago. It's been a slippery slope ever since
Your point about levelling making creative solutions do no damage is valid. All I'm saying is that the shatter system needs balanced, not removed entirely. Most games without it suffer for it and become pointless loot hoarding games.
Ubisoft make better games than all the other Zelda games, that's why going the Ubi route gave us the best Zelda in a decade at least.
Being a prisoner isn't unusual, exciting or daring. Well, I guess in your example the specific captors are unusual, but the point is, you describe a terrifying rather than daring experience. That's the difference between survival and adventure.
That's not an open-world either.
>you describe a terrifying rather than daring experience
Maybe if you're a pussy.
Close enough. Open ended exploration and non-linear ways to progress fit the bill for me.
No, there is no subjectivity about it. Whether you're a pussy or whether you're a bad-ass, there's nothing daring about being a captive. The only daring part about it is the eventual escape at the end, but that was the -end- not the main event as it was described.
Sure it might be open, but I don't think it counts as an open-world if it's not 3D. The phrase was first used for 3D games, because for humans we think of a world as being 3D.
Have the exploration aspect of BoTW, add some more dungeons and places you can explora by finding clues
It's a good thing my GOTG challenges that preconception. You don't need 3D graphics for an open world.
I don't know how you can balance the shattering at all. If your weapons take longer to shatter, it just delays the problem of hoarding weapons and throwing away the worse weapons when you encounter better weapons.
It would even make the problem even bigger. I still think that unique weapons with weapon damage and blacksmithing/fixing opportunity would be greatly better than having weapons just disappear in thin air. Weapon stores and possibility to sell some weapons would be much better, but that would make the game much more difficulty and too "pre-planning" focused for newer players so it will never happen(Look at old WRPG games where you buy weapons and armor before going to adventure). It's just much more beginner friendly if you can just run wherever without thinking much and picking up whatever you find as your weapon rather than wanting to use your weapon.
Finding a Sword of Blue Moon is cooler than finding a 20th Dragonbone Boko Spear. To me at least, maybe others don't like unique weapons with story and interesting gameplay mechanics.
Maybe I'm just really old.
Sounds like you’re just autistic, user. Isn’t Hyrule Castle a “dungeon”?
Aesthetically, 2D feels more like a doll-house or cartoon than a world. It's not coincidence the phrase only gained popularity with the free-roaming 3D games. 3D is such an important factor in delighting our senses that really you can't equate a lower dimensioned game as the same thing.
Not only has it reached perfection, but it has reached gaming perfection. The bar has now been set so high that nothing will ever feel the same.
Half of it is. The upper half is a castle though. The better half.
>Aesthetically, 2D feels more like a doll-house or cartoon than a world.
Sounds like someone is lacking an imagination and the ability to immerse themselves.
Don’t bother with autism-kun, he has a set of contrarian “rules” in his head regarding dungeons and will rage and endlessly debate over people breaking said rules.
Give it decent writing, enemy variety, combat that isn't shit and an open world that has more than 10 interesting things to find, maybe then it could be considered as something that's almost perfect
But what if the sequel has the exact same quality but is a multiplayer game? That's the only worthy sequel I can think of. Anything less will be a rehash with minor "improvements".
Many Zelda games feature alternate worlds.
Give me BotW with an alternate world. This world could easily be more linear and fragmented, allowing more traditional dungeons. Instead of Shrines, we could find warp points for this alternate world.
You seem obsessed with mental illness, user
Lower graphics are less immersive. And in gaming, playing with what is actually there is more important than having imagination. And to be immersive, what is there needs to have great visual beauty and meet the demands of our senses (e.g. 3D, colour, reasonable physics, etc).
If you negate those two facts then you'd be better of playing instead of .
>e.g. stealing your opponents weapons when you have none
How on earth do you end up in a situation with no weapons at all? You are mad if you don't have full inventory of weapons at all times.
Most of the situations you listed in general are gimmicky more than effective strats. Only proper one you listed is igniting the explosives, though that is usually just dropping the lantern on the explosives inside the skullcamps.
Just powerattack and spam bomb arrows. It's so effective that it makes all other strats obsolete or waste of time in general.
It's the source of all bad tastes, so it's highly relevant to vidya discussion and you should zone in on any evidence of it in people's arguments.
You really do have autism, don’t you? You’re arguing semantics at this point.
>finding koroks is content
wew lad
But the whole point of sandbox games is try new strats even if they aren't the most practical. It's not a game focused on achieving the end goal, it's about exploring and fucking around with the environment in any way you can imagine.
>Lower graphics are less immersive.
I'm gonna go ahead and stop you right there. Not all of us are graphics whores, and I can imagine a beautiful, immersive world even if I have nothing but ASCII graphics to work off of. It sounds like you just fell for the "durrr graphics good" meme.
>I don't like this popular thing, that means it is objectively bad
XD
Venturing through actual caves would be pretty dope, on top of actual dungeons.
You have to spot them visually or do a mini challenge to get them. They're filler but they're still content, and therefore the world is the opposite of empty.
>BOTW was heavily flawed in ways that the previous games were not.
No it was not "heavily flawed". BotW isn't perfect but its still an exceptional gaming experience. BotW was far deeper than the previous games were not.
>hiphop/rap/transformer movies/cod/fifa/harry potter are good
xD
You replied to a single sentence without recognising that I already anticipated your reply in the wider context of my post. By your own logic, you'd be better off with /tg/ than Yea Forums. And yes, people with good taste are graphics whores, to a large degree.
>the latest, greatest is the bestest
kys
That's not an argument you absolute moron. You didn't refute his point
in an ideal world where people actually cared about gameplay, what would be next for zelda is nintendo firing that hack aonuma and putting based koizumi in charge of the series.
what will actually happen is that 3d zelda will go the way of ubishit's games and become an annual generic open-world cash grab. everything that made zelda special will only be in the 2d games from now on. thanks to botw's inflated review scores and homeristic fanbase, 3d zelda games will never have dungeons or actual content again.
>it was not heavily flawed
It lacks any and all challenge and has too many conflicting game mechanics. I'd say it's far from perfect or even exceptional.
Your post was literally "graphics are more important than gameplay". At that point you lost any semblance of credibility. You literally judged my favorite game because it didn't have enough graphics.
>everything that made zelda special
We can just admit that Zelda 1 sucked at this point, right?
The giant empty overworld where you can go anywhere was just a novelty, and that game's dungeons were the only fun part.
why do people try and pretend that open world isn't an excuse for the industry to sell you less content for the same price while distracting you with the illusion of freedom?
>it wasn't by coincidence that botw had the same soulless far cry feel
good to know
Because open world games are about instant gratification and raw escapism.
Who cares if the game is boring as long as it's a world you can live in.
On top of that, the left is visually hideous. You should replace the right with a nicer, 4K, screencap of BotW to perfect this bait.
Now you’re just baiting
botw isn't even comfy. kirby, animal crossing, rune factory - those are actually comfy games.
botw is a soulless sellout to some of the worst trends in western aaa game design. it's the result of aonuma playing too much ubishit and convincing himself that everyone wants zelda to be a glorified far cry mod.
Fill the world with bigger towns, and have large-scale NPC behavior and actions. I'm talking several towns on the scale of Clocktown. I want them to embarrass Elder Scrolls 6. Integrate a good 6 to 7 large scale thematic dungeons on the scale of Hyrule Castle. Add items like Hookshot, Hoverboots, bring back instrument shenanigans, and magic. Get rid of weapon breaking but keep durability, make Link able to repair weapons and set them on upgrade paths a la Souls. Increase enemy variety. Have actual bosses. A plot that isn't centered around Zelda.
There, it's perfect, you're welcome.
>Your post was literally "graphics are more important than gameplay". At that point you lost any semblance of credibility. You literally judged my favorite game because it didn't have enough graphics.
First off, I didn't judge the quality of your game, I just said that it shouldn't count as a true open world, because worlds in the meaningful sense are 3D. Secondly, I didn't say graphics are more important than gameplay, I meant that graphics are more important than imagination for being immersed in a video game. And graphics are entwined with gameplay, so greater graphics means greater gameplay, if things otherwise stay the same.
>biggest development period
Development hell
>team size
kek yeah after about 10 games the team is bloated as fuck what else is new, doesn't mean the tech, testing, assets or anything else was expensive, ZZZ game development
I thought sandbox games were about building your own lil sandcastle and trying stuff like that. Sadly you cannot build sandcastles or affect the terrain in any proper way. So it's a sandbox where you can move toys around, but not move the sand at all. Dunno if I would call that a sandbox desu desu
Also, 90% of strats are ineffective and mostly scraping the bottom of content barrel.
>I don't like this popular thing, that means it is objectively bad
Why won't you read my posts completely? Just because something is popular doesn't make it automatically good. Take smoking or lobotomy for example.
Just because something is liked and popular doesn't mean it's objectively good, flawless and better than anything else. That was the point.
Criticize things you like, baka
>The giant empty overworld where you can go anywhere was just a novelty, and that game's dungeons were the only fun part.
Dungeon-dwellers think the very part that drew everyone in originally is the "unfun" part, while the great disappointment and realisation that the game wasn't quite the adventure that was promised is supposedly the "fun" part.
Zeldafags, everyone.
Why do the Zelda fanboys in this thread come off as literally autistic? The way they write their posts reminds me of humorless, robotic people I’ve had the displeasure of bumping into in college.
why the fuck were you ever playing zelda games in the first place if you think dungeon-crawling is "claustrophobic and depressing"?
this is exhibit a of another huge problem with botw: it threw out the whole core identity of the franchise to cater to secondaries who only liked the brand for "le epic gaymurr cred," not the actual games themselves. it's the same thing pokemon did after genwunners shat all over gen 5.
Dark and gritty remakes for every game, aimed at an adult audience, with long, engaging puzzle bosses and fully orchestrated reimaginings of all the soundtracks
>why do people try and pretend that open world isn't an excuse for the industry to sell you less content for the same price while distracting you with the illusion of freedom?
Open worlds are more expensive, and more difficult to produce. It's infinitely harder to make them as well-structured and content-filled as a linear game.
But at the end of the day it's all worth it because humans intuitively prefer freedom, and are willing to put up with the delay until open worlds become completely superior to linear games in every single aspect, just because that pure freedom is so much more fun and fulfilling.
Again, tastelets literally see the world as the opposite of what it really is. So they think open worlds are a rip-off rather than the true expensive risks they truly are.
I agree with you. After 2 fucking years, finally we can have some decent ideas and criticism.
I love BotW, but I welcome the improvements you suggest. And I'd add
>underwater exploration
>I just said that it shouldn't count as a true open world, because worlds in the meaningful sense are 3D
And who gets to decide that? Fat cats that lap up the latest AAA trash whenever they're "persuaded to" with money and trips to Hawaii? I must heavily object.
>I meant that graphics are more important than imagination for being immersed in a video game.
That's also wrong. If you can't enjoy a game because it doesn't have super high def graphics, then you're in this medium for the wrong reasons. Gameplay is far more important, and imagination surpasses any graphics you could ever have. My 50 hours in BOTW is nothing, NOTHING compared to the 1500 hours spent on my game. and I didn't need fancy graphics and cutscenes and voice acting to do it.
>And graphics are entwined with gameplay
Which is ironic since my game has better game mechanics than BOTW, so I guess the relationship between the two is inverse.
Random prediction.
The next game will be almost entirely under water.
>botw isn't even comfy. kirby, animal crossing, rune factory - those are actually comfy games.
botw is a comfy adventure. those games are boring and have no adventure whatsoever.
>I want them to embarrass Elder Scrolls 6
They already have by outdoing anything Bethesda can possibly achieve, or have achieved in their decades experience.
This guy has Chris Chan-levels of autism, he thinks Hyrule Castle isn’t a dungeon because it’s a castle. He’s incapable of holding more than one definition of the word in his brain at one time and will debate you endlessly because you are breaking his rigid mental rules. Don’t bother with him, you’ll just get a headache.
Good suggestions, rather than the usual mindless hatred of a great game.
>doesn't mean the tech, testing, assets or anything else was expensive, ZZZ game development
HD is so much more expensive that Nintendo themselves have said they needed to do serious structural changes to be able to move into that product space.
Face it, BOTW is the most laboured over Zelda game.
I think its time for spinoff
zelda kart racing
>Add items like Hookshot, Hoverboots
I would be down with items "like" those, but not those items in particular. I'd be much more interested in new items than old items returning.
>bring back instrument shenanigans
Eh. I don't know. I always found this to be the worst part in many of the previous games, and often times just made what could have been very simple interactions bloated and time consuming. If instruments was to make a return I'd prefer them to be swift and simple, like in the handheld games instead of the cutscene initiators that they are in the 3D games.
I am down with everything else you said though.
>They already have by outdoing anything Bethesda can possibly achieve, or have achieved in their decades experience.
Ehh I disagree. BotW is great but just didn't have the cooking time to deliver a real experience on par with Skyrim. The fact that every dungeon isn't the same and the fact that Skyrim just has more gameplay mechanics (shouts, magic, stealth, weapon creation, enchanting, enemy variety, NPC behavior) blows BotW out of the water. But I'm confident that if Nintendo implements just a few more better ideas and polishes the shit out of the game Elder Scrolls 6 won't be able to match it.
>I thought sandbox games were about building your own lil sandcastle and trying stuff like that. Sadly you cannot build sandcastles or affect the terrain in any proper way. So it's a sandbox where you can move toys around, but not move the sand at all. Dunno if I would call that a sandbox desu desu
Contrary to zoomer belief a vidya sandbox != irl sandbox. GTA III is a sandbox, Minecraft is not. You're probably thinking more along what is called "crafting" in vidya.
They spend all their lives robotically in their humorless basement rooms, so they convey that in their writing style, and what they want out of gaming (muh dungeons).
>Also, 90% of strats are ineffective and mostly scraping the bottom of content barrel.
Kind of irrelevant if they're still extremely fun to do.
nu-Bethesda made FO76, so I worry about TESVI. Also no Jeremy Soule.
you probably think ass creed and far cry are "comfy" too.
BotW is probably already better than TESVI is what I’m getting at
Not the guy you replied to, but Skyrim is fucking terrible compared to its very own series. It still tries to be an RPG but fails terribly at it, to the point where Skyrim would unironically improve if they just stripped it of all its RPG elements.
I'd understand you if you were talking about prior TES games, even the straight up dungeon crawler ones.
The first game promised a sprawling adventure. People keep checking in on the series periodically, to see if it ever lived up to that. It took until BOTW to finally deliver on that promise.
The core identity of Zelda is the promise of Zelda 1, not the casual toddler shit inbetween that and BOTW. There were way better dungeon games on PC during the rest of the Zelda entries. So you are the casual here.
most of said labor went into building the empty open world to impress normalfags instead of actual content to make the game worth playing. this is why open-world game design was a mistake.
FO76 was a huge fumble and they aren't going to let that happen again.
Jeremy Soule isn't confirmed to not be doing the music, and we have no idea how far along in development TES6 is. Starfield isn't even likely out of alpha yet. Why would they be developing the music before they develop anything else? It doesn't make sense, stop believing memeclickbait on Kotaku.
Use the BOTW template but actually encorporate dungeons into the environment, not 120 shrines.
They boasted about the open world shit, but the open world was still just an overworld to seperate 5 main dungeons and 120 mini games. Give the environment a purpose, make your open world a dungeon, encourage experimentation more.
BotW was Tatamae: the Game
I disagree, but it doesn't matter because you're stuck on your opinion. Morrowind>Skyrim>Daggerfall>Oblivion>Arena
I really enjoyed the shrines that were part of environmental puzzles, but after 100 shrines I just wanted to do the environment puzzle without having to load into a shrine, get the sprite, then load out of the shrine. Too much bloat for something that stops being worthwhile after you have three stamina wheels and 20 hearts.
If that's what perfection is then I'd have given up on the gaming industry entirely.
why do zoomers push this myth that botw has anything in common with zelda 1? zelda 1 had real dungeons, not copy-pasted shrines with a stupid gimmick puzzle.
botw is just another generic aaa open-world adventure game at a time when the entire industry is oversaturating the market with generic aaa open-world adventure games. the only things it has in common with real zelda games are the brand name, characters and setting. if it didn't have those, people would assume it was a far cry spinoff.
>you probably think ass creed and far cry are "comfy" too.
How are they not? They have the best open worlds in gaming, even just walking around those is immersive, nevermind the actual action content.
>Too much bloat
I don't know about bloat, but the loading screens were no doubt the biggest weakness of the shrines.
Varied visual and audio would have probably help a lot to keep things a bit fresher in the long run, but it's really the loading screens that dragged it down.
People don't complain about all the hidden caves and rooms in the original Zelda and the other 2D games, but if they had one of those loading screens in between each one you can bet that people would.
Zelda 1 only had dungeons because it didn't have the tech to live up to the sprawling adventure that the overworld promised us we would have. You ignore the concept of Zelda 1 instead for the pragmatic reality of what it ended up. The developers themselves said BOTW was a return to the original concept.
>How are they not?
because a game has to have soul to be comfy and ubishit formula games are as soulless as it gets.
>botw is just another generic aaa open-world adventure game at a time when the entire industry is oversaturating the market with generic aaa open-world adventure games
AAA open-world adventure games are actually the vast minority of what games are released these days. They just happen to be the best, so they are living rent-free in your resentful mind, and therefore you confuse them for being the majority.
Cope.
>I don't know about bloat, but the loading screens were no doubt the biggest weakness of the shrines.
>Varied visual and audio would have probably help a lot to keep things a bit fresher in the long run, but it's really the loading screens that dragged it down.
The loading screens take like 5 seconds on an SSD, or less. That's a hilarious criticism.
>console casuals
hate to break it to you, but the concept of zelda 1 was always intended to have dungeons in it.
This. BotW is great, it's my favorite Zelda game, but there was a LOT of room for improvement still.
Wrong. They have the best open worlds in gaming, even just walking around those is immersive, nevermind the actual action content.
I unironically want a grimdark Zelda with Souls-tier combat and actual dungeons everywhere. No open world meme shit.
don't need a sequel, just a game with the same engine, interesting secundary misions and bigger villages.
So you want Dark Souls? Then play that and enjoy your stinky dungeons/cathedrals while the rest of us enjoy a beautiful comfy world.
But that's wrong retard. You can't throw a rock without hitting the latest Ass Creed, or other Ubisoft le epic open world. BotW is just that but with a gay art style and shitty survivalist elements.
This
Something that would involving the Yiga Clan since I thought that would be a post game dlc
i especially like how he thinks all dungeons are just "dark basements." that's how you know he hasn't played any other zelda games or any other games with dungeon-crawling elements.
persona 5's dungeons blow botw's shrines the fuck out, and none of them are "dark basements." pretty much any setting can be turned into a "dungeon" in a video game.
Dark Souls doesn't have shit on the best Zelda games. Twilight Princess has FAR deeper and more satisfying combat than any Souls game, too bad no one on Yea Forums fucking played the game.
I hate this dichotomy now of
>bland babby's first open world
and
>generic whiff and punish action game
That's all anyone wants out of adventure games now.
i want a modern, urban zelda styled like persona, yakuza and twewy.
>But that's wrong retard. You can't throw a rock without hitting the latest Ass Creed, or other Ubisoft le epic open world.
Wrong. AAA open-world adventure games are actually the vast minority of what games are released these days. They just happen to be the best, so they are living rent-free in your resentful mind, and therefore you confuse them for being the majority.
Prove me wrong. Steam stats, sales charts, whatever.
>persona 5's dungeons blow botw's shrines the fuck out
Nope. For a start they aren't even designed around their purpose (battling) like BotW's are (puzzling), they are simply a sub-overworld where abstract battles are represented by roaming enemies. The battles don't even take place inside the dungeons, but instead fleeting events, that's how archaic P5's world design is. It's functionally the same as 90s JRPGs. You have a fleeting battle events suddenly take place within the dungeon world, which takes place inside the overworld proper, which itself is a fucking flash-back, all taking place inside the real-world where the player is (obviously). It's so many layers of pointless immersion-breaking bullshit because the devs aren't advanced enough to make a seamless world (and yes, even BOTW would be better if the shrines weren't behind a loading screen and shrine-exits were located at a different place on the map.
And not only is this a bad comparison that actually shows P5 is a worse light (despite what you think) but your analysis is so bad that you fail to recognise BOTW's shrines are more akin to the mini-games in P5, not the dungeons (the main content). So if P5's main content is structurally inferior to even BOTW's puzzle mini-games, you can bet it's inferior to the main content of BOTW, the actual world exploration (including castles, arenas, divine beasts, etc). P5's production values might be cutting-edge but its game design does not stray far from 2D JRPGs at all.
>Dark Souls doesn't have shit on the best Zelda games. Twilight Princess has FAR deeper and more satisfying combat than any Souls game
..said no one ever besides Zelda fanboys.
What did he do?
He's playing a better game.
Am I the only one who absolutely hates shrines?
I really miss major dungeons, man.
>world as big as botw
>unbreakable weapons, but fewer amount
>huge arsenal from lttp/lbw returns, with upgradeable equipment
>more towns
>more dungeons, possibly reinterpreted from shrines
>actual caves and underground areas
>cooking returns
>crafting gets included, if only to make more arrows on the go
Then why is there a quest marker on the screen?
>more enemy/monster variety
>rework the durability system for weapons
>major dungeons to return
>caves and gauntlets for good loot
>less shrines overall
>bring back heart pieces
>better end game rewards, the green tunic and mastercycle should have been things you get near the end of the game not after everything is done