So, following your preferences, how would you feel if botw2 was the same layout as botw (and all fully and immediately accessible), except the entrances to dungeons were narrative-gated so that they only appear after certain plot points in the story?
I’d add in that the choices of responses in dialogues are another ‘taking over’ by the game. In other games it’s simply yes or no answers throughout, which is limited in some ways but you feel less of the author’s mindset in other ways
If you chop them to see what happens, if you answer unhelpfully to their plights, if you don’t listen to what they say the first time round ... I’d say these all show you don’t feel respect for them as conscious agents.
Now, be clear, I’m not putting a value judgment here by saying players...
Yeh, I can understand that criticism about bias/preference. I do seem to remember him acknowledging that though, especially on his love of puzzle-box dungeons. Regarding the shortcut/backtracking point, you're referring the Wind Waker temple example, I think? Yes, it could either way on that...
I agree that Dark Souls is generally very smooth on this front. It’s the model for my own game, and part of the reason I ask. Not too many cutscenes in it, and all of which make for exciting transitions in progress. I even like the little things like not locking the player in place during...
It seems botw was a virtually all open. Aside from the opening shrines, the narrative-gated divine beasts, you could go anywhere and do anything, only sometimes deterred by the ‘beefgating’ of enemies too tough for your current level. In contrast, a game like Skyward Sword had lots of ‘taking...
I hear what you say and that’s effectively what Alttp did with the dark world (albeit transforming the land instead of going under it). I guess the main question is would you be happy not venturing outwards to new places? I’m kind of divided, like the feeling of going outwards to new places...
I don’t think botw uses the word ‘necessary’. Yes, they talk about main quests, but those refer to importance, not necessity. Besides the intro shrines, the only necessary quest is defeating Ganon. That’s it.
This all depends on the definition of the word ‘main’, because if it’s not synonymous with the word ‘necessary’, there’s some subjective wriggle room to say it simply refers to the ‘more important’ parts of the game, as intended by the makers. You could also say that extended endings aren’t...
What do you think was cluttered about botw, specifically? One small example for me is the ingredients part of the menu, and that you need to scroll sideways through pages of them instead of simply scrolling down. Would’ve been much simpler and efficient.
Even so, I still think it’s a less...
How comfortable was it getting around without the minimap? I’m toying with whether or not to use one in my own game for the sake of not getting lost or feeling disoriented, but at the risk of feeling less immersed.
Yes, as a coherent and consistent mythological whole, the Zelda series is a mess.
Otherwise, when it comes to visual design, do you not think that it generally keeps things anti-clutter?