It absolutely was there in the old games, the only difference is that there was a practical reason to go to those places.
Maybe a dozen or so? Certainly not enough to warrant a map of that size.
1.It’s a big part of whether or not the content is meaningful. 2.Regardless of rewards the vast majority of content in both games amounts to the same few repeated challenges over an over again.
Nobody has a problem with it being an open world, I have a problem with it being a bad open world. BotW feels like it’s trying to copy from other open worlds without understanding why those other open worlds were so good to begin with. TotK is the exact same but now with three times as much...
If you really want to be pedantic about it sure, but there are still far too many options for it to be well designed.
The new dungeons provide minimal storytelling too.
It’s not an opinionated thing. In game design, any option apart from the easiest one will always be worthless
Yeah, when...
Vague rules is effectively the same as no rules.
Multiple choices =\= near limitless choices. Multiple choices is fine, TotK goes beyond “multiple choices. That is absolutely an inherently bad thing.
Few and far between. at least half of the shrines in the game (that arent just blessings) can...
That’s exactly what it means. If I have to add my own rules, then I’m designing the game.
No, but having an unlimited amount of choices to complete something is an objectively bad thing.
It doesn’t matter if it’s there or not. If I can be rewarded for solving a puzzle without actually engaging...
Very few puzzles in old Zelda could be solved with the same solution over and over again. You keep saying that “old Zelda did that too” but all of your examples thus far have been things that have absolutely nothing to do with what we’re complaining about.
Rules that are so intentionally vague...
The answer to your question is yes, and that was the reason.
The difference is that games that are easier than Zelda are typically designed to be easy. The puzzles in TotK are designed as if they were difficult only for the developers to conveniently “forget” that you have recall. When most of...
The more methods there are to solve a problem, the easier that problem will be. Letting the player solve a puzzle in any way they want just means that any solution that requires more effort will be objectively worse than one that requires less effort.
The lack of them designing any way to make...
That doesn’t make them well designed though. It’s still a mindset that should be avoided as much as possible. It’s better to have that agency than pretend to have it.
It applies to the entire game. Puzzle solving, combat, and navigation all struggle to have any semblance of meaningful choice on account of TotKs insistence on letting any solution work for any problem.
That is 100% on the devs. It’s not the players job to make a game not repetitive. If there...
The fact of the matter is that it’s not creative. There is no creativity inherently involved in playing Tears of the Kingdom whatsoever. The only time you will ever be “creative” in TotK is when you restrict yourself beyond the easiest solution, and that’s not something designed within the game...
That’s exactly the issue. If I have to arbitrarily restrict myself from the easiest solution in order for a game to be either fun or challenging, then the game as it is designed is neither fun nor challenging. It’s not my job to add my own rules to a game, it’s the developers. That is literally...
It’s insane how “hand holding” was such a major complaint from the older Zeldas and yet their solution was to make games that exist for the sole purpose of catering to stupid people.
The many interviews where they say some variation of the phrase “solve puzzles any way you can think of.”
The fact that nearly every single “puzzle” amounts to using the exact same solution because they refuse to add any semblance of actual design.
In this case when the games entire gimmick is “we force the player to design the game for us” it’s kind of hard to not call it lazy. They had 6 years and all of the technical knowhow in the world and yet they intentionally released an unfinished product and were proud of it.
I could not agree more. Tears of the Kingdom is unironically one of the worst games that I have ever played, and I’ve played Ride to Hell: Retribution. Never has a game insulted my intelligence at every turn like TotK does.